Joined: Tue Apr 19, 2011 7:44 am Posts: 6880 Location: Narsis
ES Games: Arena, Daggerfall, Morrowind, Oblivion, Skyrim, ESO, Legends, Blades
Platform: PC, PS4, PS5, XSX
UESPoints: 5
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I'll be sure to make a fairly comprehensive set of notes on Weapon choice when I come to combat. First off I'll try and finish Character Creation, but right now I have exams and a bunch of last minute assessment tasks to contend with. Skyrim hasn't chosen the most auspicious time for me . Anyway, thanks for the input, this is what I have so far from my older thread:OblivionDuruza wrote: Race: As far as I see it, it's fairly easy to split the 10 races into different categories, as each one is clearly designed to be best utilised in a certain playstyle. Obviously you shouldn't feel restricted by this, but it's good to know.
Combat Orientated Offensive: Redguard - Redguards are "the most naturally talented warriors in all of Tamriel," stats-wise, this translates to strong, agile and quick warriors who deal a lot of damage, quickly. Their Adrenaline Rush power reflects this and their tendency to favour lighter armours and faster blades is also reflective of their natural abilities. Defensive: Orc - Orcs are the more defensie of the two main combat races. Their naturally high Endurance and Willpower reflect their resistance to both physical and magical attacks, added to by their inherent resistance to magicka. Their skill bonuses also make for a highly equipped tank who can take a ton of damage and still keep kicking. Mixed: Nord - The Nordic race combines offence and defence to give an overall powerful warrior. Natural abilities and resistances are nice, but they don't help this race fit into much other than your warrior build.
Magic Orientated Offensive: Altmer - The Altmer get better bonuses to skills and a larger Magicka reserve than the Bretons, but unlike their Manmer brethren, they are subject to weaknesses. This can mean that choosing an Altmer will require more work to create an 'invincible' character. Defensive: Breton - The Breton race is clearly the less offensive of the two Magic orienated races. They lack any bonus to Destruction, but they benefit heavily from resistance to Magicka and a fairly powerful shield spell making them an ideal choice for a run of the mill type mage or a Mage utilising the Apprentice Birthsign.
Stealth Orientated Thief: Khajiit - The Khajiit makes a fine thief and can fall into other classes too. However, Khajiit players are more likely to fall into the thief/thug area as the Khajiit is not as geared towards assassination as its counterpart, the Bosmer. The Khajiit appears, to me at least, to be a Stealth/Combat sort of race. Assassin: Bosmer - Bosmer are quite focuses on ranged combat, particularly with the bow. They are well built for stealth, but are more magically inclined then their Khajiiti counterpart. Their racial skill bonuses are very coherent and fit well into a thief/assassin build. It is worthy of note, that a Bosmer warrior is normally a dead one.
Mixed/Jack-of-all-trades Imperial - You can get a fair amount of combat/stealth mileage form an Imperial, and it's not to hard to make a mage out of one either. Imperials convey no great bonuses, but for a first time their skill bonuses and stats can be handy because they are things you use throughout the game. For example, mercantile is used every time you interact with merchants, and speechcraft is necessary to gather information for some quests. Argonain - Argonians can make very good thieves with the correct class, but they can make decent warriors and even mages too (particularly the females). Their racial abilities are fairly incoherent, but nonetheless useful in the everyday travels across Cyrodiil. Dunmer - Dunmer are, in my opinion, the most well balanced race. They are not the masters of any particular specialisation, but they effectively combine offensive skills from each of the three specialisations and can be played well as battlemages, nightblades and similar combat/mage or stealth/mage classes. It should be noted however, that the Dunmer are more offence orientated and can suffer in combat if they do not focus on a high damage-per-second style of attack.
OblivionDuruza wrote: Gender: Gender in Oblivion is mostly a Roleplaying Element, but as a general rule, males tend to be more combat orientated, whilst females tend to be more capable as mages. There are obvious exceptions, but the game follow simple gender roles and it can sometimes be quite fortuitous to choose a particular gender for particular builds.
For example, an Argonian Mage will work better as a female than as a male, however a male will make a fairly better thief.
One notable use of gender to create a more powerful character, are the Orcs. Female Orcs, while suffering even greater penalty to Personality than their male counterparts, do not have the same penalty to Intelligence, and still benefit from boosts to Endurance and Willpower. This can allow Orcish females to become successful battlemages, a feat not as easily achieved by males of the race.
However, as always, players need not be restricted by this, as the game is designed so that starting stats mean little later in the game. All in all, gender is a strong roleplaying element at your disposal. I'm looking to finish off Birthsigns, then Class, and then go back over them all and reword and touch it up a bit. Constructive criticism welcome, but be gentle.
And a reminder, and questions on Oblivion are encouraged too, no need to start a new thread for your question necessarily, just ask away here.
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