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Full Skill Trees

Posted: Fri Nov 04, 2011 3:26 am
by soda popinski
Pardon me if I am missing this being posted elsewhere, but this ol' boy posted all of the skill trees, with the branches:

http://www.reddit.com/r/skyrim/comments ... ill_trees/

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 3:59 am
by Frogmander
Thanks, we've had uncompleted ones posted but this is the only one ive seen completed.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 4:38 am
by SuperNull
I get the idea that skills without perks will be very weak OR that fully perked up skills will be madly overpowered.

Take enchanting for example. If a perkless enchant is considered 1x and gives you a 'nice' bonus, then a fully perked up enchant gives you a 4.5x bonus..... :shock:
It also looks like fortify skill is useful to boost skills beyond 100, so if you enchant everything with +Archery Skill for example, then that bonus damage pretty much MULTIPLIES with the bonuses you get form the Archery perks.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 4:40 am
by soda popinski
Well, keep in mind that fully powered perks means getting to level 100 in that skill, which takes a long time

But I think you're right, it seems like the perks are game changers for sure

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 5:24 am
by Trelares
Yeah I speculated about a light armor avoidance perk, but the people said it was to random, just like morrowind ;-).

For the skills, at 100 it seems many skills with full perks will be like 100-200(maybe even 300)% as strong as they were as starting, but this could suggest that without perks your damage/armor doesn't go up from just leveling up the skill? Anyone informations on that theory?

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 5:36 am
by AeraDunmerMoon
Since the different levels seem to require perk points, I would assume that it isn't raised by leveling.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 5:46 am
by Trelares
I must say I like most perks and skill trees, the only thing that is a bit annoying is the "must have" perk for mages in the resoration tree. But atleast it only need 3 points to get ;-). I doubt any mage won't go withouth it as it seems so good.
Spoiler:
2 points per point +25% magicka regeneration WOOH!

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 6:29 am
by Kenny_Biff
The perks really make me want to explore all the skill trees. Usually I ignore skills like speech craft in earlier games, but now it seems like a worthy investment. :)

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 6:40 am
by SpikeSpeigel
Hopefully this question isnt too daft but, in the constellation MUST you get the previous perk(s) to qualify for the per you want?

Example: I want Storm enchanter in the Enchanting constellation. I have 50 points in the enchanting skill and I saved up some perks. Do I have to get the initial perk plus the other two middle perks?

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 6:44 am
by Trelares
Yes I think you must get all the previous perks with atleast one point(if they have more) to get to the one you want, only by perks with two prerequisites I would say you just need one.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 7:01 am
by SuperNull
Trelares wrote:I must say I like most perks and skill trees, the only thing that is a bit annoying is the "must have" perk for mages in the resoration tree. But atleast it only need 3 points to get ;-). I doubt any mage won't go withouth it as it seems so good.
2 points per point +25% magicka regeneration WOOH!
I don't think we need to do the spoiler tags for this. Everybody who clicks this thread knows exactly what he is going to get.

Anyway, I think that Novice Restoration + Recovery combo you are talking about will be a must-have for the melee players as well. The healing power boost you get for those 3 points is dramatic.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 7:02 am
by Fathis
Does someone know how many perks you can choose at the start of the game? There has to be some at the start.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 7:04 am
by Trelares
You could be right almost every one that wants to use magic will invest in this points, but I must also admit that a fully specced tree of alteration is really strong in kind of defense. 30% spell absorption, 30% spell resistance, 6 times (just speculation but 3 points and the first point give 2 times) more effect of armor spells if you don't use any armor. With full alteration you don't need any armor beside your robe^^.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 10:33 am
by Conzeq
Man I love the Sneak-tree. 15 x dmg on daggers on sneak attacks - and that's what I'll use!

Thanks for posting.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 10:57 am
by Frogmander
Conzeq wrote:Man I love the Sneak-tree. 15 x dmg on daggers on sneak attacks - and that's what I'll use!

Thanks for posting.
This, 15x is crazy XD, lets say 12 damage on a daedric dagger (not sure of the real dmg), 15x that means 180 damage, thats higher than a uber high level mage spell that costs 95% of your magicka! I hope they change this as it is really OP right now XD

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 10:59 am
by OblivionDuruza
Well I think the idea is, if you can sneak up right next to someone unnoticed, you should be able to kill them instantly, to replicate slitting their throat or some other instantly killing assassination. I know Bethesda was debating whether to keep the multiplier at this level, but thinking about it, people have wanted insta-kills for assassination for a while now, and it's a realistic, and not that overpowered, aspect of stealth.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 2:10 pm
by soda popinski
Yeah, I don't think it is out of balance, because if you are a stealth guy and you are noticed, now you are left fighting with just a dagger, which would put you at a disadvantage in many situations i would think

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 2:40 pm
by Chaos the N'wah
Frogmander wrote: This, 15x is crazy XD, lets say 12 damage on a daedric dagger (not sure of the real dmg), 15x that means 180 damage, thats higher than a uber high level mage spell that costs 95% of your magicka! I hope they change this as it is really OP right now XD
Just think, 12 is a reasonable number...but not accounting for one handed weapon perks...

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 2:48 pm
by ParanoidAndroid
Looks like I can finally create a good tank/paladin by investing in heavy armor, block and restoration.

How many perks can you choose? One for each level?

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 3:02 pm
by soda popinski
ParanoidAndroid wrote:Looks like I can finally create a good tank/paladin by investing in heavy armor, block and restoration.

How many perks can you choose? One for each level?
Correct

Conjuration looks like it is pretty different this game. Obviously its just speculation from reading the perk tree, but it looks like it is 1/3 summoning atronachs, 1/3 reanimation and 1/3 bounding.

I would guess there are less creatures that we can summon. This is to be determined though

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 3:28 pm
by Fathis
I hope, I really, really hope, that summoning is NOT limited to the elemental atronachs. Yes, you can say that when the Oblivion gates were closed it made summoning daedra more difficult, but don't the atronachs too come from Oblivion?

About the skills:

I think that this makes character choices very hard at some situations, which is mostly good in my opinion. Like: "Will I choose destruction or blocking to use in the other hand?" That's interesting.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 4:05 pm
by Lotet
Kenny_Biff wrote:The perks really make me want to explore all the skill trees. Usually I ignore skills like speech craft in earlier games, but now it seems like a worthy investment. :)
it does look useful, but whenever I played these open world/sandbox games I tend to end up having too much money. more than i know what to do with. DLC make it worse, a lot worse.

but I want to have those Speech Perks but I feel like I'd just end up regretting it.

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 4:28 pm
by Trelares
As we don't have even seen much(any) daedric presence, it could be that summoning daedra now is unwanted, as necromancy was before. As we had the oblivion crisis and then also the Infernal City Arc both have involvment with daedra, maybe direct contact is forbidden? As for the atronachs, maybe they go back to the more clear description of daggerfall where a atronach was just a magical being and what morrowind/oblivion players know as atronach was former a fire daedra (http://www.uesp.net/wiki/Lore:Fire_Atro ... e_Atronach)

If you compare the three beings on the link a flame atronach certainly looks more like a fire daedra than a fire atronach or not?

Re: Full Skill Trees

Posted: Fri Nov 04, 2011 10:34 pm
by enyamerT
The Elder Scrolls' usage of the term atronach (at least since Morrowind) seems to cover a range of creatures that could be referred to as demons, golems, or elementals. In Morriwind and Oblivion there were flame/frost/storm atronachs, which were treated as demons; but Shivering Isles had flesh atronachs, which were treated as golems. If summoning daedra (i.e., demons) is not allowed, then these atronachs would be treated more like elementals.

Confusing enough for you? :?

Re: Full Skill Trees

Posted: Sat Nov 05, 2011 3:59 pm
by hoodedrobin
Does anyone know if you can complete a skill tree completely, looks to me like you have to make a choice. For example smithing, looks to me like light armor tracks off to the left and heavy to the right and with alchemy, you have poisons to the left and potions to the right. Does that mean you have to choose? Lets say you choose potions, does that mean you cant go back and skill up poisons? I know we dont have the game yet and we're just speculating, but has there been a confirmation on maxing out a skill tree. They may feel like maxing out just "heavy armor" constitutes as maxing out. I would love to hear what everyone thinks on this subject.