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Does anyone have any good custom race mods? Specifically I'm looking for a certain snow khajiit mod I used to have that now evades my sight. >.>
On another note, very happy I took the time to get all the FCOM stuff onto this computer. Definitely fixed the game, and the guard intelligence mod I posted before works wonders...now I need to make a serious character to run through with. Maybe Argonian. Anyone have any good argonian class suggestions? |
How about this?
Marksmanship Alchemy Light Armor Sneak Alteration Acrobatics Hand to Hand Your primary offense would be a combination of clever poison usage and ranged attacks plus hand to hand combat to damage and exhaust your opponents. For stronger foes, let them get close and exhaust themselves before poisoning them and retreating to a distance to engage in stronger ranged attacks. It wouldn't be an easy style of play but it should prove to be very entertaining for somebody who enjoys a challenge. |
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Their culture sounds truly fascinating. |
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There's a lot of nice lore behind the Daedra as a whole, though. |
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To ask about Daedra culture would be like asking about the culture of earth. Or rather, the culture of the solar system. We know they have clan systems and castes, and we know that though immortal, they fear the darkness to which their souls return when their bodies are destroyed, and we know that they are impatient with man and do not understand him. |
Well, my mage destroys the entire world and all its inhabitants with disturbing ease, so I've gotten bored of using them and I think Im going to go for another roleplay-ish character. I think I might go for another stealth character. The last one I made was almost entirely mundane except for his vampiric abilities. I think this one will be a cross between a stealth character and a mage that uses some magic that will aid in sneaking like Illusion and Transmutation. Anyone have any other suggestions for a character build?
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I'd say go with something arrow-oriented and throw in some minor bladework with a dagger if you have to get close up (which hopefully you can avoid).
Stealth - obvious reasons. Personality/Agility - Personality governs your Illusion, and Agility is stealth-oriented. Sneak Illusion Athletics/Acrobatics - personally I'd go for acrobatics because I almost always find my jumping more useful, and Agility governs it, but you could do either I suppose. Security Marksman Light Armor Blade/Hand-to-Hand - I'm just throwing this in here because I like to have a close-up solution but honestly you could easily put something else here. You may actually want to swap Personality for Speed depending on the route you take because, in the example above, you only have one personality skill selected versus the 2 speed. e: As far as races go, if you don't know already have a race in mind, Argonian is normally a good stealth race. However, Khajiit gives you a bonus to: +10 Acrobatics +5 Athletics +5 Blade +10 Hand to Hand +5 Light Armor +5 Security +5 Sneak Which covers 5/7 of your skills with a bonus if you go the above route (5 of 7 because that build goes either acrobatics/athletics or blade/hand-to-hand). So I'd almost say pick your race after you pick your build unless you build your class around your race. |
Here are a few ideas for people who want to try something new.
Class: Tank Block Heavy Armor Athletics Armorer Blunt Restoration Alteration Birthsign: The Atronarch The idea with the tank is that literally, this guy will rush into the fray and soak up damage, shielding himself with shield spells and using restoration to keep up his fatigue and health during difficult combat. The tank is not about massive damage, rather about outlasting his opponents. The atronarch birthsign gives a passive 50% spell absorbtion ensuring that the more difficulty the fight or the opponent, the more magicka you'll have during combat and therefore the longer you'll last. The tank is very effective blocking attacks and striking when the opportunity is right, while letting his enemies become exhausted. If you are going to be rushing into large battle groups and letting the confusion help your enemies kill each other off as well, Armorer is vital to your success. For roleplay, the tank is confident in his own indestructability and enjoys collecting trophies. He fights using heavily enchanted armor but his weapons are much more carefully chosen, often switching between weapons so as to make each and every strike be most effective against his foes. His shield is his favorite item, not easily replaced, and always heavily enchanted. Having been more or less resistant or immune to magic for his entire life, the tank has a disregard for spellcasting, considering offensive spells to be weak and unreliable, but recognizes the need for shielding and healing himself, though preferring to only do so in true times of need. The tank will fight to the death, either his or his opponents. The tank looks down on using potion and even moreso poisons, considering them to be weakness, but he is not above drinking a quick healing potion if it means the difference between life and death. The tank exists to prove himself to others, eager to demonstrate his powers. The tank is most often a native Imperial or a Nord. A variation of the tank is the Berseker: Blade Blunt Heavy Armor Athletics Alchemy Armorer Alteration The berserker is just as arrogant and proud as the tank, but rather than relying on superior defensive powers, he simply rushes his foes into the ground with superhuman strength from giant Two-Handed weapons. Unlike the tank, the Berserker gives little forethought to battle, instead relying on quick potions or shields in the heat of combat if he is in danger. The berserker relies on powerful weapons but is not attached to them, eagerly discarding old weapons in favor of newer, more powerful, or more unique tools of destruction. What the berserker lacks in magical talent he makes up for in his alchemy, occasionally using poisons to weaken his foes, but most often relying on helpful potions. The berserker's purpose in life is to test his own strength against others and to improve physically. He will dive into the frigid waters of lakes or rivers and swim along them to improve his endurance and physical talent. Orcs are often berserkers, as are some of the more reckless young dark elves or redguards. And here is one for somebody who wants to try a magic/stealth combination, rather than a traditional death-dealing spellslinger. Class: Warden Conjuration Alteration Restoration Sneak Mysticism Mercantile Light Armor The warden is a unique type of spellcaster. Unlike the normal wizards who rush into a battle, hands randomly shooting fire, lightning, and weird swirly things in ever direction, the Warden is a master of planning. He will assess a threat, prepare carefully, and rely on conjured creatures and draining or absorbing magic to conquer his foes. The Warden prefers not to engage in melee combat, leaving such tasks to his summoned pets, but in a pinch will be willing to conjure up a blade to fight for himself. The Warden normally only stays in lighter armor, giving him a much greater freedom of movement and ability to react. The warden using restoration and alteration to strengthen his minions before sending them to face stronger foes, and will keep them healed during longer combat. When in danger, the Warden will flee, leaving behind his doomed creations, find a safe spot, and hide using quick invisibility spells. The specialty of the Warden is in his magical items. The warden prefers not to carry large amounts of magical armor, instead relying on a large collection of enchanted rings. The warden carefully selects the rings with the enchantments best suited to his current task and will switch them mid-combat if the need arises. His adaptability is his greatest weapon, but in the end, the Warden serves only himself. He seeks out treasure and riches wherever they might hide, and will serve others only if there is something in it for him. Those few unlucky wardens who happen to be brought into the embrace of Vampirism take the curse in stride, using their new gifts to augment their already potent abilities. Khajit are sometimes known to be wardens, although a few high elves have also been known to practice this unique form of magic. An occasional breton may try to follow the path of the warden, but those that do rarely see the need for the protective skills of alteration magic, and instead focus on their skills with a weapon to join their pets in battle. There you go. I have a ton more ideas if anybody ever wants them. |
You know, I've never EVER played a character that went heavy? I might want to try that sometime. I used to not do magic either, but I started out with healing, and then I got some destruction magic, and from there I just started exploring magic to enhance some of my main abilities.
Edit: There is one thing I miss about Morrowind though, and that was boxing with slaughterfish in the sewers of Vivec. I'd punch those fish out! |
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