Race/Class/Star sign combos

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Teknobard357
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Race/Class/Star sign combos

Post by Teknobard357 »

Okay, so I'm curious. I wanted to know if anyone has tried two specific combinations (I'm sure they've been done before, I just don't know how well or how badly they worked) particularly since I know I want to try at least one of them.

The first is an Altmer/Atronach/Mage. Have you tried it? how did it work for you?

The second is a Breton/Apprentice/Mage. Repeat above questions.

And just so this forum doesn't become a one-note samba, feel free to list any race/class/starsign combo you enjoyed in the meantime!

One of my favorites thus far has been Orc/Shaman (custom class, made for efficient levelling) with the Sign of the Lady. Dear GOD if you ever want a heavily-armored mage it's a killer combo. It is by far the easiest way to get Endurance, Intelligence and Willpower up to maximum as early as possible. Working hom through all the factions at the moment, now he's head of all factions except the Mages Guild, Knights of the Nine, and the Shivering Isles. (the last of which I probably won't do with him)
(edit)- sorry, forgot, My orc isn't head of the Dark brotherhood either, and most likely won't be.

The other is a Dunmer assassin(cliche I know, but with a few skills altered from the original assassin build) with the sign of the steed. One speed fortification and he can easily outrun shadowmere! He shot up to Listener of the Dark brotherhood right quick!

Okay, your turn! and again, let me know if you've tried the first two combos I mentioned, as I'm hoping to try them pretty soon!
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Re: Race/Class/Star sign combos

Post by Josjie »

Altmer + Atronach + Mage class is the ultimate character possible. This gives you:

200 (if you have 100 Intelligence)
100 (Altmer race bonus)
150 (Atronach birthsign bonus)
----+
450 base Magicka

Now collect 9 Transcendent Sigil Stones with a Fortify Magicka enchantment and use them on 9 sets of clothing. I took:

Wrists: Wrist Irons (very important!!)
Amulet: Arnora's Amulet
Ring1: Gold Sapphire Ring
Ring2: Gold Sapphire Ring
Pants: Light Brown Linens
Shoes: Rough Leather Shoes
Shirt: Forester's Shirt
Hood: Green Robe Hood
Shield: Your choice

This will get you 9x50=450 -> 900 base magicka.

And if you wear the Necromancer's Amulet you get +130 Magicka -> 980 base magicka.

To get the Necromancer's Amulet, you need to join the Mages Guild and you shouldn't complete "The Necromancer's Amulet" quest.

You can get even more magicka by using spells and potions, allowing you to have more than 1000 magicka without any glitches/cheats!

However, an Atronach character cannot regenerate magicka, and that's not worth the magicka bonus to me. Because even if you take the Mage birthsign, you can get 880 base magicka, which is a huge amount. And you can again use potions/spells to raise it even further to 1000 magicka.

The difference between 880 Magicka and 980 Magicka is very small. With both, you can create very powerful spells that kills most enemies in one hit. With the Atronach, you'll need lots of potions to restore your magicka, while you can very quickly regenerate your magicka with the Mage or Apprentice (meanwhile you could draw your sword and have some fun :D).

So IMO, High Elf + Atronach = Ultimate character, but High Elf + Mage or High Elf + any other birthsign is a lot more fun to play.
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Re: Race/Class/Star sign combos

Post by Raider numbah 101 »

Ork :mrgreen: +Steed+Barbarian=Greatest Killing mechine ever Made!


Orks r strong'steed make them faster,barbarian give him access 2 all melee weapons :Twisted Evil:
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Re: Race/Class/Star sign combos

Post by King Acunasti »

Dunmer + The Thief + Assassin = fun as hell

I love playing with Dunmer assassins, especially when I'm a vampire.
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Re: Race/Class/Star sign combos

Post by urthdigger »

Khajit Thief born under The Thief. One-track mind much?
“Fine day” said the young man.

“Gods!” hollered Zaki, sending the young man flying with a well-placed punch, and dashing away.
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Re: Race/Class/Star sign combos

Post by Mattbott »

never tried the breton one, butthe altmer/atronarch/wizard is the classic mega mage. I had one in Morrowind and one in Oblivion, you really need to know your magic tactics and get all the tricks working for you. Because you can't regenerate magika the game is very different and i would say that anyone interested in spell casters in this game should play an atonarch mage at least once. You will learn a lot about how to use magic effectively

Argonian/thief/custom sneaky killer was good fun but short lived, most places have water nearby so you just dive in when you need a way out then cast invisibility or chameleon to escape, you can also snipe from the water which is very ninja.

Orc/the lady/pure mage - no armour or weapons of any kind (including bound), strange not to be able to poison a weapon and a punching orc wizard was a strange sight
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Re: Race/Class/Star sign combos

Post by inquisiteur »

I'd say it depends of how you're planning to play your character, but whatever your character is, you ABSOLUTELY need alchemy in your major skill it replaces every magic skill, it can enhances your weapons with element damage, restore health or magicka, give more points in whatever you want, walk on water, breathe under water; all the possibilities of the game if you use it well

For a combat character, I strongly suggest
orc, redguard or nord male because male have more strenght and endurance at the beginning of the game si it helps for raising your health quickly
orc and redguard have nice special abilities and nord strong resistance against element
for the sign ; the warrior to really boost your strenght and your endurance
combat class that the game suggests sucks so I say make your own
a combat class with strenght and endurance as main attributes and for the 7 major skills
heavy armor( you're a melee class don't forget)
armorer( nice to have 125% on your items conditions)
block( always useful to knock down your opponent in combat)
blade( the strongest one hand weapon of the game is a sword, umbra for those who ignore it)
alteration( at the beginning of the game it allows you to carry more and to add more defense)
illusion ( light your path immobolize your ennemies and be invisible)
alchemy( restore your health efficiently and quick leveling guarantee)
did this character til lvl 53 and i killed all opponents with max 5 hits took me only 25 hours

for a mage character its very simple
altmer or breton male or female its your choice its depends of what you prefer to have at the beginning of your game
for the class mage is the perfect one dont take any others they dont offer you all the possibilities of a pure mage for that kind of character
for the sign mage or the apprentice 50 pojtns of magicka or 50 more points of magicka with an handicap its your choice but i prefer to play safely so I personnaly take the mage
raise a character til lvl 50 with this and i can litteraly storm everywhere I go

for a stealthy character wood elf khajit or argonian
khajit have a nice night vision and argonian a nice ability to breathe under water with a poison immunity
wood elf with a resist disease and creature command taht can be helpful at low lvls(5 or less)
for the birthsign thief or steed lot of speed or speed with luck and agility it's your choice
stealth class that the game suggests sucks so I say make your own
a stealth class with agility and speed as main attributes and for the 7 major skills
marksman( you don't want to be hit believe me but anyway if you play correctly you wont be hit or see)
armorer( nice to have 125% on your items conditions)
acrobatics( always useful to jump at high spot so you can't be touch while shooting)
sneak( you don't wanna be seen and the bonus at master level are very helpful)
light armor( even if it dont gives a lo of protection a lil bit is better than nothing^^)
illusion ( 100% chameleon allows you to do whatever you want without being seen )
alchemy( do I have to explain it again?)
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Re: Race/Class/Star sign combos

Post by IVTesIV »

inq theres allways one that types loads but i like just plain and simple nord, the warrior & warrior
A mad man would run directly to his prey.
While an assassin stalks them.
Whos smarter?


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Re: Race/Class/Star sign combos

Post by Sonixboom »

redguard, custom, thief

i always use the thief cause of the luck perk

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Re: Race/Class/Star sign combos

Post by inquisiteur »

IV I'd say that you make a point but warrior class will not make you use all of your ability as a true warrior hand to hand sucks at high level, don't forget that monster levels with you and hand to hand hits for a max of 25 so against an ogre at lvl 50 its a long combat( already tried it :wink: ) and you have to choose between blade or blunt it's useless to choose both cause you encumber yourself for nothing carrying a blunt and a blade especially when you have deadric weapons, and this is exactly what you want
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Re: Race/Class/Star sign combos

Post by Mattbott »

if you have a humungous fight (like kvatch when youre level 25) you will probably use up all of your weapons and armour and then it might be down to punching. Remember, you damage their fatigue as well. It's quite funny knocking daedra out
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Re: Race/Class/Star sign combos

Post by inquisiteur »

No need for this when you paralyze it
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Re: Race/Class/Star sign combos

Post by whoman69 »

Mattbott wrote:never tried the breton one, butthe altmer/atronarch/wizard is the classic mega mage. I had one in Morrowind and one in Oblivion, you really need to know your magic tactics and get all the tricks working for you. Because you can't regenerate magika the game is very different and i would say that anyone interested in spell casters in this game should play an atonarch mage at least once. You will learn a lot about how to use magic effectively
It may be difficult at the start, but the spell absorbtion should slowly get your magic back, plus there's regular visits to chapels. This game has so many potions of sorcery and Welkynd stones there's no reason to run out of magic. From the start of the game if you go into Vilverin you have 20 Welkynd stones right off the bat.
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Re: Race/Class/Star sign combos

Post by Josjie »

whoman69 wrote:
Mattbott wrote:never tried the breton one, butthe altmer/atronarch/wizard is the classic mega mage. I had one in Morrowind and one in Oblivion, you really need to know your magic tactics and get all the tricks working for you. Because you can't regenerate magika the game is very different and i would say that anyone interested in spell casters in this game should play an atonarch mage at least once. You will learn a lot about how to use magic effectively
It may be difficult at the start, but the spell absorbtion should slowly get your magic back, plus there's regular visits to chapels. This game has so many potions of sorcery and Welkynd stones there's no reason to run out of magic. From the start of the game if you go into Vilverin you have 20 Welkynd stones right off the bat.
That's all true but it still requires extra effort from you, the player, to regenerate your magicka. I personally enjoy the game more if I don't have to worry about my magicka regeneration. Playing an Altmer character with Blade as a major skill and all magic skills (except for Alchemy) allows me to use some devastating Destruction spells, switch to my blade weapon, fight for a while and then my Magicka is usually refilled and I can use spells again.
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Re: Race/Class/Star sign combos

Post by whoman69 »

For my Breton magic using character I was the lady birthsign to add willpower and make up for the Breton lack of endurance. I think the signs which add magicka are nice keeping in mind the limitations for the antioch, but not a total necessity. Later in the game when you need more magicka those can be added with enhanced armor.
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Re: Race/Class/Star sign combos

Post by Josjie »

Breton + Lady + Mundane Ring makes a very strong character and is more fun than High Elf + Atronach + 100% Spell Absorption IMO.

With the Breton, you can use enchanted items to get extra Magicka which makes up for not taking the Atronach birthsign. The High Elf can do the same but in that case he won't have 100% Spell Absorption which will make him weak to magic (due to his 25% weakness to fire, frost and shock).
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