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Debating between classes, can't decide


zeata23

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as the title says:

 

Skald - Light Armor, Axes, Magic (Restoration, Alteration, Illusion)

 

Cleric - Light Armor, Maces, Magic (Restoration, Destruction, Illuison, Alteration)

 

Warrior - Heavy Armor, Swords/Axes, Block

 

Monk - Robes, Staves/Katanas (modded), Restoration

 

Scout - Light Armor, Bow, Swords/Daggers (DW), Alteration, Illusion

 

Wizard - Robes, Magic (all), Dagger

 

All will eventually take up Smithing, Enchanting and Alchemy

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Scout, Cleric, and warrior are the playstyles I have used. If you are planning on going a warrior build get the respite perk in the restoration tree. It enables your heals to restore stamina as well. A Wizard spec is the hardest to play during early game and on master difficult their damage does not scale well without mods. While if you are trying for a monk build you will find it difficult to get a good staff early on and their are no high level staff weapons.
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Any good monk uses avoidance for defense and at least at this time there is no way to be more agile/dodgy than the next guy. Perhaps a nice mod will come in from the CK that somehow creates a mechanic to base an actual unarmored defense.....

 

 

Skyrim's fighting system is already as good as it gets in my opinion. Unlike most of the popular MMOs where whether you hit or miss is decided by a stupid percentage modified by what armor you're wearing and what not. In skyrim, when you shoot an arrow, if you hit then you hit, if you miss then you miss and the armor only decides how much damage goes through. Same thing with melee attacks or magic attacks. It's already possible to dodge out of the way, i do it all the times with giants while fighting them in mellee, even at low lvls.

 

Now i agree that in some cases , dodging is quite impossible and if Bethesda or a modder decides to create a mod that adds moves to allow you to roll to the side or roll backwards, i'll definatly support it but if what you mean is adding a mod like a new perk that boosts a person's armor while not wearing any or adding a percentage that will decide whether an arrow realy hits you even though it's totally obvious that it did i'll definatly stay away from it .

 

Let's just say i kinda like the idea to give a certain advantge to someone who would decide to spend perks in an unarmored combat style but only as long as the player still needs to move the character out of the way instead of letting the character do it for you or having it decided by a damned percentage.

 

One thing i could think of that could definatly work , i'll bring back the roll idea, it could definatly be a perk. For example you could tap the button twice to roll. SO whatever key you're using to move sideways, tap it twice and you'll roll to the side. Same thing to roll forward of backwards. Or another idea could be to reduce the Stamina cost for sprinting. Adding the possibility to stagger an opponent with a well placed punch to the throat or adding the possibility to kick would realy be nice.

 

But seriously , no matter how agile you are, a Dragon's breath will always be hard to dodge out of and even the best monk would have to go with the usual hide behind a rock or a pillar of some sort.

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Personally, don't think of character classes, just play the game and see what style you play normally if it were you in the situation. I am a person for example who apparently from my playthrough thinks its safer to sneak into something rather than come guns a blazing, which eventually led to me becoming a stealthy archer for my first playthrough.
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Personally in previous elder scrolls games I took a liking to the Paladin or battle mage type.

 

 

That being a plate wearer which uses 2 handed weapons & close range offensive magic, with minor restoration skills.

 

 

That being said this time around I had to make slight adjustments & now prefer more of a spell blade type character.

 

That is to say someone with 1 handed weapons (preferably swords), & light armor with decent skill in destruction & minor in restoration.

 

 

 

The light armor keeps you mobile & thus able to close gaps quickly. The destruction skill allows you to weaken an enemy before getting into melee & finishing the fight with a sword. You also want to be sure to watch your magic levels because the light armor does mean you will need to heal more often.

 

 

This role will become much better with the creation kit's tools though, because that will allow the invention of new spells like heal over time spells & more melee range spells which are light on magic cost.

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