The Elder Scrolls V: Skyrim Discussion Thread
#24276
Posté 30 juillet 2012 - 09:18
#24277
Posté 30 juillet 2012 - 09:29
#24278
Guest_greengoron89_*
Posté 30 juillet 2012 - 09:51
Guest_greengoron89_*
termokanden wrote...
Impact sucks now? Too late, already went there
I don't think it's bad anyway. I won't be spamming it, but I like having it. It's a neat little tool, and the dual casting perk allows you to go all out when you have enough magicka.
I do think the "execute" perks in the destruction tree are pretty awful though. Never going to take those.
I have never actually used any of those, but I can see a benefit from Intense Flames at any rate - basically turns fire spells into fear spells with damage on top. Aspect of Terror in the Illusion tree also stacks with Augmented Flames to make fire spells even more damaging - it's what I'll be doing with my necromage vampire character.
@Splinter - The only perks you'll need with Enchantment are five ranks of Enchanter, Insightful Enchanter, Corpus Enchanter, and Extra Effect. The rest are crap. For Alchemy, again you'll only need all five ranks of the first perk, Physician, Benefactor, and maybe Poisoner and Concentrated Poison if you plan on making poisons at all (I wouldn't bother, personally). Lastly, depending on what kind of armor and/or weaponry you plan to use, you'll want to take the corresponding perks to smith/improve those weapons.
Combine that with some good Fortify Smithing potions and Enchantments, and you can improve armor all the way to the level cap and turn your weapons into unholy instruments of death.
Modifié par greengoron89, 30 juillet 2012 - 10:00 .
#24279
Posté 30 juillet 2012 - 09:56
Splinter Cell 108 wrote...
Can someone help me with creating an enchanting/smithing/alchemy expert? I want to place perks in other skills aside from those but I have no idea where to put them or if I'll have enough to put them somewhere else. What works well with the 3 crafting skills? I'd like to at least have one magic skill and put the rest into warrior skills.
Alright, I am assuming the point is to create the best gear and best beneificial potions. Here's my suggestion:
Smithing
NOTE: I am assuming we don't get Arcane Blacksmith as you can just craft your own gear first, improve and it enchant it later.
The heavy path takes 6 points.
Alchemy
Alchemist 5/5
Physician 1/1
Benefactor 1/1
-----
Total: 7
Enchanting
Enchanter 5/5
Insightful Enchanter 1/1
Corpus Enchanter 1/1
Extra Effect 1/1
-----
Total: 8
Conclusion
With an investment of 21 points, you can get the best possible gear (aside from elemental weapon enchantments, which cost 2 more and are really NOT needed) and have all the boosts to beneficial potions. This leaves 59 points for other skills. You can add more points in enchanting and alchemy, but I think these are the essentials. You can also save one point by going for the light route through smithing. But then you miss out on the best heavy armor (daedric), and dwarven smithing is by far the easiest way to level smithing these days.
Sample build
This was my first character, by the way. All the crafting perks shown above. All heavy armor perks. One-handed perks with specialization in maces. I dual-wield maces. To have fun with other weapon styles and magic I have 100% spell cost reduction gear and +damage gear for the other weapon types. This character is quite overpowered and has one or two-shot quite a few dragons with power attacks.
Modifié par termokanden, 30 juillet 2012 - 10:02 .
#24280
Guest_greengoron89_*
Posté 30 juillet 2012 - 10:06
Guest_greengoron89_*
Also, if you have Dawnguard, you might wanna consider Dragon Armor as a perk - Dragonbone weapons are the best in the game and you can easily hit the armor caps with both light and heavy Dragon armor as long as you have Fortify Smithing enchantments and potions handy. This means you can also skip the heavy armor side of the Smithing tree and just go up the left side to get Dragon Armor - it will save you an extra perk and you'll be able to make Dragonplate heavy armor regardless.
Modifié par greengoron89, 30 juillet 2012 - 10:10 .
#24281
Posté 30 juillet 2012 - 10:08
Besides, from what I can read on UESP, dwarven smithing seems to be used for some crossbows and bolts, which would imply that there is a non-leveling benefit besides having daedric armor.
Modifié par termokanden, 30 juillet 2012 - 10:10 .
#24282
Guest_greengoron89_*
Posté 30 juillet 2012 - 10:32
Guest_greengoron89_*
#24283
Posté 30 juillet 2012 - 10:37
Also got the 1.7 patch here, unsurprisingly. I wonder if that's why I just had a crash. Skyrim doesn't normally crash for me.
#24284
Posté 30 juillet 2012 - 10:39
#24285
Posté 30 juillet 2012 - 10:42
You can check your version by going to the menu (esc) in the game. I believe it's in the lower left corner. It should say 1.7.7.0.6 on PC. Not sure on xbox or PS3, but it should start with 1.7.
Modifié par termokanden, 30 juillet 2012 - 10:43 .
#24286
Posté 30 juillet 2012 - 10:43
termokanden wrote...
Alright, I am assuming the point is to create the best gear and best beneificial potions. Here's my suggestion:
Smithing
NOTE: I am assuming we don't get Arcane Blacksmith as you can just craft your own gear first, improve and it enchant it later.
The heavy path takes 6 points.
Alchemy
Alchemist 5/5
Physician 1/1
Benefactor 1/1
-----
Total: 7
Enchanting
Enchanter 5/5
Insightful Enchanter 1/1
Corpus Enchanter 1/1
Extra Effect 1/1
-----
Total: 8
Conclusion
With an investment of 21 points, you can get the best possible gear (aside from elemental weapon enchantments, which cost 2 more and are really NOT needed) and have all the boosts to beneficial potions. This leaves 59 points for other skills. You can add more points in enchanting and alchemy, but I think these are the essentials. You can also save one point by going for the light route through smithing. But then you miss out on the best heavy armor (daedric), and dwarven smithing is by far the easiest way to level smithing these days.
Sample build
This was my first character, by the way. All the crafting perks shown above. All heavy armor perks. One-handed perks with specialization in maces. I dual-wield maces. To have fun with other weapon styles and magic I have 100% spell cost reduction gear and +damage gear for the other weapon types. This character is quite overpowered and has one or two-shot quite a few dragons with power attacks.
That is exactly what I needed, thanks. I don't know what other skills I might use though but this works. Maybe I'll use one handed and some type of magic, who knows. Thanks again,
greengoron89 wrote...
I'd like to add that you do not necessarily need Dwarven smithing to advance Smithing quickly - mining iron ore, using Transmute to convert them into Silver/Gold, then creating jewelry will raise your smithing very quickly (especially if you have a healthy supply of gemstones). This will also help you raise your both Alteration and Enchanting, as Transmute is an Alteration spell and you will have an excess of jewelry to slap junk enchantments on. Furthermore, you can sell those junk enchanted rings and necklaces for tons of money - it's how I plan to do it on my current character.
That's what I always do except that I always try to get banish to sell overpriced iron daggers. Never thought of selling jewelry with crap enchantments before. I think I'll do this instead, much less annoying, one thing though. Which are the best enchantments for jewelry? I know sneak is expensive but that's about it.
greengoron89 wrote...
Also, if you have Dawnguard, you might wanna consider Dragon Armor as a perk - Dragonbone weapons are the best in the game and you can easily hit the armor caps with both light and heavy Dragon armor as long as you have Fortify Smithing enchantments and potions handy. This means you can also skip the heavy armor side of the Smithing tree and just go up the left side to get Dragon Armor - it will save you an extra perk and you'll be able to make Dragonplate heavy armor regardless.
I do this as well, Dragonbone weapons are really strong and aside from that look way better than Daedric weapons. As for who I'll join, I don't know, I think this time I'll stick with the Dawnguard since I think I'll make this character a werewolf
Thanks for the help, this should be extremely useful.
Modifié par Splinter Cell 108, 30 juillet 2012 - 10:44 .
#24287
Posté 30 juillet 2012 - 10:46
Splinter Cell 108 wrote...
Can someone help me with creating an enchanting/smithing/alchemy expert? I want to place perks in other skills aside from those but I have no idea where to put them or if I'll have enough to put them somewhere else. What works well with the 3 crafting skills? I'd like to at least have one magic skill and put the rest into warrior skills.
No expert (have not even tried Alchemy past tasting things ), but I will recommend taking the Unfathomable Depths quest for Smithing, and A Return To Your Roots quest for Alchemy bonuses. These extras seem worthy of the invested time, plus they appear to be rather enjoyable quests and/or set in immersive areas.
See here for more tips:
http://www.uesp.net/...yrim:Enchanting
Modifié par Elhanan, 30 juillet 2012 - 10:50 .
#24288
Posté 30 juillet 2012 - 10:52
Splinter Cell: Check out the list of enchants here, complete with base costs.
Ah well, off to play more. No work this week
Modifié par termokanden, 30 juillet 2012 - 10:53 .
#24289
Posté 30 juillet 2012 - 10:59
#24290
Posté 30 juillet 2012 - 11:04
termokanden wrote...
Sound advice, Elhanan. They are pretty fun quests too. Well, collecting Crimson Nirnroot is boring, but the location is not.
Splinter Cell: Check out the list of enchants here, complete with base costs.
Ah well, off to play more. No work this week
Thanks! But no Alchemy for me; been watching some Skyrim gameplay vids of a 2H wielding Orc Barbarian that gathers flowers and butterfies as he travels, and it seems slightly more exciting than watching him read the books.
And Yes! I am that bored with Hulu offering little else but re-runs.....
Modifié par Elhanan, 30 juillet 2012 - 11:06 .
#24291
Posté 30 juillet 2012 - 11:12
Elhanan wrote...
No expert (have not even tried Alchemy past tasting things ), but I will recommend taking the Unfathomable Depths quest for Smithing, and A Return To Your Roots quest for Alchemy bonuses. These extras seem worthy of the invested time, plus they appear to be rather enjoyable quests and/or set in immersive areas.
See here for more tips:
http://www.uesp.net/...yrim:Enchanting
Yeah I know about Unfathomable Depths, I didn't know "A Return To Your Roots" gave you alchemy bonuses though.
termokanden wrote...
Sound advice, Elhanan. They are pretty fun quests too. Well, collecting Crimson Nirnroot is boring, but the location is not.
Splinter Cell: Check out the list of enchants here, complete with base costs.
Ah well, off to play more. No work this week
Thanks that helps a lot, won't be thrilled about Crimson Nirnroot but Blackreach is always fun anyways.
#24292
Posté 31 juillet 2012 - 01:12
Elhanan wrote...
Thanks! But no Alchemy for me; been watching some Skyrim gameplay vids of a 2H wielding Orc Barbarian that gathers flowers and butterfies as he travels, and it seems slightly more exciting than watching him read the books.
And Yes! I am that bored with Hulu offering little else but re-runs.....
Well of course watching someone pick ingredients is going to be boring. Just like watching someone craft an iron dagger is boring. or watching someone loot the contents of a chest is boring. Because that's what it is: Looting. I derive an exactly equal amount of pleasure grabbing Butterflies from the air as I do grabbing gold from a chest.
Alchemy's 'fun' or 'satisfaction' does not come from that. It comes from the next two steps. 1) experimenting with the ingredients you found, and 2) Actually creating that powerful potion that not even the shops sell or the enemy loot contains.
My current character has 20 different types of poisons waiting in his inventory (including some that you can never buy or find). He's proud of his impliments of death, and the fact that he's got a specific poison for any type of enemy who chooses to fight him..
Modifié par Yrkoon, 31 juillet 2012 - 01:43 .
#24293
Posté 31 juillet 2012 - 01:54
Yrkoon wrote...
Well of course watching someone pick ingredients is going to be boring. Just like watching someone craft an iron dagger is boring. or watching someone loot the contents of a chest is boring. Because that's what it is: Looting. I derive an exactly equal amount of pleasure grabbing Butterflies from the air as I do grabbing gold from a chest.
Alchemy's 'fun' or 'satisfaction' does not come from that. It comes from the next two steps. 1) experimenting with the ingredients you found, and 2) Actually creating that powerful potion that not even the shops sell or the enemy loot contains.
My current character has 20 different types of poisons waiting in his inventory (including some that you can never buy or find). He's proud of his impliments of death, and the fact that he's got a specific poison for any type of enemy who chooses to fight him..
Not knocking it as an option, and am rather happy it is included as a Skill; simply not my elixer of choice. In fact, have never used a poison by choice based on my experiences with them in past games.
But when you wrote of that review which mentioned, "ooh! Butterflies!", this video series may have been the source....
* Jump to 36 min for examples*
Modifié par Elhanan, 31 juillet 2012 - 02:00 .
#24294
Posté 31 juillet 2012 - 01:54
It doesn't give you an alchemy bonus. That is to say, it doesn't affect your alchemy skill, or make your potions more powerful or anything like that. It just gives you a 25% chance to produce 2 potions when you make one. That sounds a lot better than it really is, though. In my experience, the only real benefit I've ever gotten from that is $$$, as I usually go straight to a shop to sell the extras that this skill granted me. Unless I get lucky and get a duplicate of my favorite Paralyze + hurt-really-bad potion that I made.Splinter Cell 108 wrote...
Elhanan wrote...
No expert (have not even tried Alchemy past tasting things ), but I will recommend taking the Unfathomable Depths quest for Smithing, and A Return To Your Roots quest for Alchemy bonuses. These extras seem worthy of the invested time, plus they appear to be rather enjoyable quests and/or set in immersive areas.
See here for more tips:
http://www.uesp.net/...yrim:Enchanting
Yeah I know about Unfathomable Depths, I didn't know "A Return To Your Roots" gave you alchemy bonuses though.
Modifié par Yrkoon, 31 juillet 2012 - 01:59 .
#24295
Posté 31 juillet 2012 - 02:14
I just visited Helgen and thought "what a year"
To have my main go from an Imperial Legion deserter to the guy who knocked out Alduin?
Pretty cool.
Now just to wait till Dawnguard.
#24296
Posté 31 juillet 2012 - 03:52
Giggles_Manically wrote...
So its actually just passed a year for my main in Skyrim.
I just visited Helgen and thought "what a year"
To have my main go from an Imperial Legion deserter to the guy who knocked out Alduin?
Pretty cool.
Now just to wait till Dawnguard.
Is your main also your first? What build?
My fave or Main PC is my Orc Archer/ 2H, but my first PC was a Breton Assassin that tried a lot of varied paths.
#24297
Posté 31 juillet 2012 - 05:42
termokanden wrote...
Anyway, I am doing my mage thing at the moment. But my damage is so incredibly low. Dragon fights consist of me summoning an atronach and hiding behind a rock. There are no other good options for damaging them without constantly running out of mana. I really hope this gets better! Not much point in playing a pure mage if you have to resort to using weapons anyway.
Yeah, that's why the Altmer are the best mages by far. Well, at least till you get nearly 100% magicka cost reduction gear. Then it doesn't really matter (and the possibility alone breaks the game immersion for me). But before that or when not pursuing that path, that one minute per day of free spell spam during a difficult encounter (for example with a dragon) is priceless.
That extra 50 magicka and access to Illusion Apprentice right from the start ain't too shabby either.
Modifié par Haplose, 31 juillet 2012 - 05:43 .
#24298
Posté 31 juillet 2012 - 05:58
Joy Divison wrote...
Re: Illusion magic. [/b] Fantastic when it works, just recognize that you can tell yourself and read testimonials of people taking all those perks saying illusion is fun to use against deathords, just know that most of the DB's adventuring career, a school you have much invested in will be worthless in many dungeons and encounters. And it takes a lot of perks to invest in illusion.
This is somewhat true. But that's also another reason why the Illusion school has such great synergy with the Sneak school. You can still Muffle your footsteps and after a while you will be able to turn Invisible (Illusion levels pretty fast... though getting to 90 for the Master of the Mind admittedly still takes a long time).
Plus you still need a ranged damage option for the dragons... so the dragons, undead and, to a lesser degree, automatons, were the reason I took Mystic Binding (just 2 perks), used the Bound Bow and levelled Archery as well on my Illusionist Assasin. Actually found it a lot of fun and used it more and more. Also archery seems to have the best perks out of all the trees in that taking the perks actually changes how the game plays, you can feel their impact.... and in that the character progression the most. And with the Bound Bow sneak attacks you can handle the undead and automatons very well... you can also take care of the dragons yourself
I actually put a lot of perks into the archery tree... I also used a dagger a lot, but I've found that between the Assasin's Blade and the Shrouded Gloves, I don't really need any One-handed perks to support it. And certainly anything beyond the first 5 mastery perks would be a waste.
Also what helped me was that I visited realatively few draug ruins until I was pretty high level. I actually mostly ignored the main questline and did other things, like becoming the Archmage (lots of good stuff for non-enchanting robed mage character there) and Listener. There's plenty of things to do in Skyrim, you don't necessarily need to figth the undead at every corner.
Modifié par Haplose, 31 juillet 2012 - 07:05 .
#24299
Posté 31 juillet 2012 - 06:22
Yrkoon wrote...
It doesn't give you an alchemy bonus. That is to say, it doesn't affect your alchemy skill, or make your potions more powerful or anything like that. It just gives you a 25% chance to produce 2 potions when you make one. That sounds a lot better than it really is, though. In my experience, the only real benefit I've ever gotten from that is $$$, as I usually go straight to a shop to sell the extras that this skill granted me. Unless I get lucky and get a duplicate of my favorite Paralyze + hurt-really-bad potion that I made.Splinter Cell 108 wrote...
Elhanan wrote...
No expert (have not even tried Alchemy past tasting things ), but I will recommend taking the Unfathomable Depths quest for Smithing, and A Return To Your Roots quest for Alchemy bonuses. These extras seem worthy of the invested time, plus they appear to be rather enjoyable quests and/or set in immersive areas.
See here for more tips:
http://www.uesp.net/...yrim:Enchanting
Yeah I know about Unfathomable Depths, I didn't know "A Return To Your Roots" gave you alchemy bonuses though.
Oh well, then I guess I won't be doing that, besides I don't like getting that far into the main quest until my character is completely leveled and I don't make my money off of Alchemy because almost no one except for the Thieves' Guild (I don't join them ever since my characters don't like selling their soul to certain Daedra like Nocturnal) has about 5000 gold and I almost never put points into speech and besides that doesn't give vendors enough money either. I prefer making my money from smithing and enchanting, not quite as expensive but it isn't cheap either, that is unless someone has a better idea to make money.
Modifié par Splinter Cell 108, 31 juillet 2012 - 06:23 .
#24300
Posté 31 juillet 2012 - 07:42
Of course, the true beauty of this game, though, is that you do not need to deal with merchants if you don't wish to. After all, what use does money have if you craft or find everything you're going to be using? That's my next playthru theme btw.... I'm going to roleplay a Nord who lives off the land completely. No interactions with merchants, no joining guilds, no sleeping at inns etc.
Modifié par Yrkoon, 31 juillet 2012 - 07:50 .





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