+1
Heh, I was snooping around the Archery category, looking for a 'way of the bow'-type build to see if it had already been done, when I found this. Of course, a kickass archery build from asgard, who turned me on to the awesomeness that is pure, no-sneak archery! I *may* still have a different enough build idea of my own to post something down the road, but I'm just happy to see that this is here. Great job with the discussion of tactics and layout!
+1
Heh, I was snooping around the Archery category, looking for a 'way of the bow'-type build to see if it had already been done, when I found this. Of course, a kickass archery build from asgard, who turned me on to the awesomeness that is pure, no-sneak archery! I *may* still have a different enough build idea of my own to post something down the road, but I'm just happy to see that this is here. Great job with the discussion of tactics and layout!
Having an altmer character with redguard lore looked strange at first but after reading the whole build it makes sense. I also like the idea of adept+, I think I might try it on my next character
Having an altmer character with redguard lore looked strange at first but after reading the whole build it makes sense. I also like the idea of adept+, I think I might try it on my next character
I like the concept, being a bow fan myself in this game.
However, there`s something that seems rather contradictory for me. On the overview section you say you aimed for a build with "no spells", but then you add a "Spellbook". Conjuration looks covered for as you turned it into more of a spiritual experience than magical, so I accept that. Illusion also seems covered for as pretty much anybody can get infuriated at some point, even the stereotypical spiritualist who, more often than not, might choose not to. I did feel the need to grasp how alteration, restoration and enchanting are not being considered spells here.
I`ve seen in a few build comments on how some people don`t consider enchanted gear/weapons as magic/spell usage as a general rule, but for me in particular that feels like someone telling me they hate strawberries, but will eat strawberry cookies...
Aside from the no spell user with a spellbook thing, I have very much enjoyed the reading.
I like the concept, being a bow fan myself in this game.
However, there`s something that seems rather contradictory for me. On the overview section you say you aimed for a build with "no spells", but then you add a "Spellbook". Conjuration looks covered for as you turned it into more of a spiritual experience than magical, so I accept that. Illusion also seems covered for as pretty much anybody can get infuriated at some point, even the stereotypical spiritualist who, more often than not, might choose not to. I did feel the need to grasp how alteration, restoration and enchanting are not being considered spells here.
I`ve seen in a few build comments on how some people don`t consider enchanted gear/weapons as magic/spell usage as a general rule, but for me in particular that feels like someone telling me they hate strawberries, but will eat strawberry cookies...
Aside from the no spell user with a spellbook thing, I have very much enjoyed the reading.
Very belated reply, but here is the answer:
The goal was to create an archer that could hold his/her own with just a bow, and that was achieved, primarily through the "sprint away only during an enemy's attack, half-draw to give you time to do so" technique, but also by the choice of bow (very fast draw) and race (fastest running speed). This way, the character is viable right from the start, and not several hours in when you finally manage to learn a critical spell. The few spells that Nogo can cast are for the most part passive and "zen-like", if you like, but the important thing is that they are not required for her success in combat. As for enchanting, it is a product of her Altmer heritage.
Very belated reply, but here is the answer:
The goal was to create an archer that could hold his/her own with just a bow, and that was achieved, primarily through the "sprint away only during an enemy's attack, half-draw to give you time to do so" technique, but also by the choice of bow (very fast draw) and race (fastest running speed). This way, the character is viable right from the start, and not several hours in when you finally manage to learn a critical spell. The few spells that Nogo can cast are for the most part passive and "zen-like", if you like, but the important thing is that they are not required for her success in combat. As for enchanting, it is a product of her Altmer heritage.
Still one of the best builds on the site. It's a shame Asgard stopped building right after he started really getting into gear, but at least we got this build (and the Bog-Lurker).
Still one of the best builds on the site. It's a shame Asgard stopped building right after he started really getting into gear, but at least we got this build (and the Bog-Lurker).