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Custom Classes
Posted: Mon Aug 28, 2006 6:48 am
by gio14
I don't know if there has previously been a thread like this, but if anyone has an interesting custom class build they can post it here to give other people ideas.
My character is a Deathmage. He is a male Altmer born under the Mage. His major skills are alchemy, alteration, blade, conjuration, destruction, mysticism and sneak. He is trained in the dark arts of conjuration and destruction, which allow him to go toe to toe with any spellcaster. He is also skilled with the blade to deal with his enemies in a more conventional manner. His sneak ability coupled with his training in mysticism enables him to see his enemies in advance and use his first strike ability to deal one strike kill shots with his enchanted swords. Alchemy enables him to create powerful poisons for his weapons, healing and sorcery potions, and other useful potions that he needs from time to time. His training in sneak and alteration also make him a gifted thief and assassin.
Anyone have other classes or suggestions for my character build?
Re: Custom Classes
Posted: Mon Aug 28, 2006 2:11 pm
by Gazilida
gio14 wrote:I don't know if there has previously been a thread like this, but if anyone has an interesting custom class build they can post it here to give other people ideas.
My character is a Deathmage. He is a male Altmer born under the Mage. His major skills are alchemy, alteration, blade, conjuration, destruction, mysticism and sneak. He is trained in the dark arts of conjuration and destruction, which allow him to go toe to toe with any spellcaster. He is also skilled with the blade to deal with his enemies in a more conventional manner. His sneak ability coupled with his training in mysticism enables him to see his enemies in advance and use his first strike ability to deal one strike kill shots with his enchanted swords. Alchemy enables him to create powerful poisons for his weapons, healing and sorcery potions, and other useful potions that he needs from time to time. His training in sneak and alteration also make him a gifted thief and assassin.
Anyone have other classes or suggestions for my character build?
NEVER use alchemy as a major skill. It levels so easy that it's a waste to use it as a major skill. Instead of that use heavy (or light) armor skill. Mysticism isn't really useful... try restoration instead. With low restoration you end up healing yourself for long times.
Posted: Mon Aug 28, 2006 10:31 pm
by Vook
Not necessarily, depends on how you want to play it. Controlled levelling using alchemy is quite easy and if you combine it with useful advances, it becomes pretty helpful.
Get a reasonable set of ingredients. Travel to Skingrad. Gather lots of ingredients. Get non-major skills up to raise two attributes by 5, while gathering ingredients (say, block+heavy armour to raise endurance, by blocking attacks of some rat or such, acrobatics+athletics to raise speed, just running and jumping, sneak and marksman for agility or such) Then make enough potions to raise alchemy by 10. You'll gain 7 levels gaining max endurance (important early!) and some more parameters plus lots of intelligence (more magicka, stronger spells) and you'll max out alchemy. From then on you can use it as much as you want without worrying about levelling, making most powerful potions and poisons, and being quite rich from sold junk potions you create while training.
This is a good startup of a class of character I'm playing, custom class - alchemist:
- You're on level 8
- enough HP due to high endurance to survive even very hard attacks
- decent armour and block skill to defend from harder enemies in melee
- enough of sneak and marksman skill to freely apply poisons remotely with sneak attack bonus
- enough speed to be able to run from the enemy while the poison is doing its work and you can avoid melee fight.
- a ton of poisons that allow you to kill most of enemies
- enough restore magicka potions that you can cast spells without worrying about magicka
- enough restore health potions that you simply melee attack any enemy and heal yourself faster than they hurt you.
- some special potions that paralyze or silence more difficult enemies.
- lots of gold for good equipment and what not.
You're in a luxury startup position, equipped so that no challenge is currently too hard. You're maxed out as an alchemist - you can improve the potions as you find better alchemy equipment and more of exotic ingredients, but skill-wise there's little to do. So you pick a second profession - a mage (huge magicka pool, lots of potions to restore it, improve skills and make deadly spells), a melee fighter (lots of HP, you can always heal yourself, improve weapon skills and strength) or a stealthy assassin (perfect applying the poison from afar), or generally pick any trade you want to enjoy - trade of alchemist will assure your survival.
Posted: Mon Aug 28, 2006 10:42 pm
by Hardcore Heathen
Side note: the best place to train acrobatics is in the Abandoned House in Cheydinhall. You can walk under the staircase and just spam the jump button. You go up maybe 1/4 of an inch, and if you have autorun on you won't even move.
Posted: Sun Sep 03, 2006 8:11 pm
by Pherdnut
Nothing about the mechanics of the game compels me to make classes that have anything other than total mastery of all skills and attributes as a focus, but I think challenge classes would be fun.
Pokemancer - You can inflict no actual health damage on your enemies. Only your minions are allowed. Of course, you can mess with their attributes, fatigue, and resistances all you want and crank your summoned critters stats too. This would be a fun way to really get a handle on which summons are the most effective. It's always okay to beat up your own summons for training purposes.
Enchanter - You're not going to have much fun if you level past 25 with this one, but you only get to kill one enemy in a given area. The rest you have to compel to fight each other.
Martial Artist - I've heard it's a hoot, but I don't think you want to level too high with this one. Touch, healing, and fortifying spells are allowed but only if done in a monkish style and no damage spells. It's a pity you can't enchant those manacles you start with to act as a weapon.