Skyrim Character Building » Discussions


Character Building Help Desk

Tags: #Help Desk  #Crucial Discussion 
  • April 1

    Quick question what skills would you associate with Vaermina and Sanguine? What I mean is how you would associate Nocturnal with pickpocketing for example.

    I definitely always link Illusion to Vaermina and I think it wouldn't be a stretch to link it to Sanguine in a different manner. For Vaermina you could look at it as connecting dreams and reality while Sanguine is just straight up causing hallucinations. Other than that I think Alchemy, Sneak and Speech would work in various ways for both of them without feeling ridiculous. 

  • April 8

    Monica21 said:

    Hi all. I'm on mobile so apologies in advance for any spelling or formatting errors in this post.

    I've been trying to work on a build modeled after the story of Aevar Stone-Singer for some time, and instead of just a Nord thief, I've decided to take a longer look at the story and build needs. Any suggestions for this would be most welcome. Link to book: https://en.uesp.net/wiki/Skyrim:Aevar_Stone-Singer

    The first reason I liked this build is because the book is a Pickpocket skill book. The story is also one of my favorites in TES. From going over it again, I've pulled out several skills that tie directly into returning the All-Makers gifts:

    • The Gift of Water - stamina/health
    • The Gift of Earth - ?
    • The Gift of Beasts - restoration
    • The Gift of Trees - illusion/sneak
    • The Gift of the Sun - sneak
    • The Gift of the Winds - speech

     

    I never realised it was a pickpocket skill book!  

    The Gift of Earth, I would definitely tie to Alteration....though..for a Thief, Light armour might be ... better?

    Good luck with your build, I look forward to seeing more about it.

     

  • May 7

    Hey, I'm trying to make a build using these mods

     

    https://www.nexusmods.com/skyrimspecialedition/mods/9542/?

    https://www.nexusmods.com/skyrimspecialedition/mods/23081

    https://www.nexusmods.com/skyrimspecialedition/mods/19246

    https://www.nexusmods.com/skyrimspecialedition/mods/1137/?

     

    As well as a Legacy of Dragonborn and its compatible quests (Falskar, Bruma, Moonpath, etc.)

     

    I'll mention few things about myself to help give an idea what I'm after

     

    1. I'm a completionist.I generally want a characte to be able to do as much as possible, preferably enough to fill out a museum at Legacy of Dragonborn. Ideally, I'd want a character who's able to "100%" and min max everything as well as possible for a nice experience of everything the addons and the game has to offer.
    2. I'm a Skyrim veteran and I know what I'm doing and how long everything would take me to do.
    3. I have no strong preference for any races, but I don't want to play Orc because of the limited museum content.
    4. I'll go for Lycanthrophy and also Vampirism later.

    I'm looking for ideas to build a really good completionsit character that'll utilize these mods. I'm also looking for ideas for mods that will compliment this sort of a playthrough.

     

    My initial idea;

     

    Nord female    3/2/1    (Until 300 in mana, then 3/2)

    Main Skills: Two Handed, Blocking, Heavy Armor

    Minor Skills: Restoration, Smithing, Enhancement, Alchemy,

     

  • May 7

    Looking at your mods I'd assume you might want to look at Speech as a skill, it just seems like you'd have a better chance at utilizing them to their full effects if your using the skill.  Unless the idea is simply that you don't make much money from selling things, then it's fine really.

    Other then that, I'd probably want to know more about what perks you intend to take before I say anymore. With Ordinator that set of skills could create about a hundred different characters depending on the perks, so I kind of don't want to suggest something that is already covered by another skill, or would reduce the impact of that skill. I think the set up looks solid, but yeah just would need a bit more info before suggesting much more than I already have.

     

  • May 7

    Dragonborn2021 said:

    Looking at your mods I'd assume you might want to look at Speech as a skill, it just seems like you'd have a better chance at utilizing them to their full effects if your using the skill.  Unless the idea is simply that you don't make much money from selling things, then it's fine really.

    Other then that, I'd probably want to know more about what perks you intend to take before I say anymore. With Ordinator that set of skills could create about a hundred different characters depending on the perks, so I kind of don't want to suggest something that is already covered by another skill, or would reduce the impact of that skill. I think the set up looks solid, but yeah just would need a bit more info before suggesting much more than I already have.

     


    Thanks! Yeah, I wasn't sure how much speech would affect since I plan on doing questing and probably sell off gear that I get. From what I remember, the Museum also spawns you small money in the form of the donations and payments. I forgot to mention, I'll try and stay off not doing the main quest and becoming dragonborn for quite some time, so I wasn't sure how much into speech skills I should put at early point as I can't make use of shouts.

     

    In terms of Ordinator skills, here's what I had in my mind for the first 20 or so lvls

     

    Speech Master 1/2

    And the universe Listens

    Windbourne

    Hurrifacen Force

    Force Redoubled 2/2

     

    Heavy Armor Mastery

    Battle Weary

    Born To Fight

    Heavy Armor Fit

    Defiance

    Never Kneel

     

    Two Handed

    Two Handed Mastery 2/2

    Trained Fighter

    Ferocious Strength

    Avalanche

    Trample

    The Pendulum

     

    In whatever order is required at the time.

     

    I think I'll have to put points to Heavy Armor whenever possible since the DPS of some of the monsters playing on a harder difficulty and Wildcat is quite high.I think it'd be a good idea to focus first into combat skills and only then start to spend several levels crafting.

  • May 31

    Hi. I'm in contemplation on an Azura follower, fledgling enchanter/conjurer. (Solstheim start, Telvanni questline)

    But then I realize I always come to a standstill when I start making an enchanter. I enjoy immensely finding and disenchanting items. But then what? I have abandoned two attempts at builds that inspired me, because I seem to lose my way.

    What's the best way to get filled gems? Buy them...lots of petties? Fill from a weapon or staff, hoping its own enchantment won't drain before the thing dies, if it dies in time? Fire off a spell between attacks? Hoping that the beast and your gem sizes match. Design your character for dwemer delving? Or bound weapons.
    Then, the worst bit. How do you approach the filled petty, the special Grand, when you are taking the first steps (at about 30 skill level after collecting a fair swag of enchantments). Just cheap items to sell? When do you use the Grand for yourself? And, in the case of a weapon, do you aim for power or longevity?
    In the end, what are you trying to achieve for your PC? How do they shine, by being a Master Enchanter? I seem to lose the plot there, as well, i would love some recomendations of reassuring reading.

  • Member
    June 1

    @Mook - Hey Mook Enchanting is my favorite crafting skill followed by alchemy. First of all I 'd like to ask if you play with mods if so there are mods that will make it so gems will fill with souls corresponding to their rank only petty souls for petty gems and so on, this is the mod for LE Click Here Also I highly recommend using the Ordinator perk mod to make Enchanting more interesting and with the same mod there is some some synergy between the enchanting tree, staves and alteration if you go this route. Oh and of course be sure to use Summermyst enchantments mod it will add a good amount of new enchantments in the game.

    Now in regards to a build I 'll tell you how I played my enchanter.

    At first the main focus of my enchanter was to make money.

    My build's skills were Enchanting, Conjuration, Archery, Speech and minor skills one-handed, restoration.

    I put it in my backstory that I knew there is a fiery soul trap weapon enchantment somewhere in Skyrim and went there to get this enchantment. (Ironbind Burrow).

    I enchanted a bow with this enchantment and went hunting for souls all the while trying to earn money and buy more soul gems wherever I found them in College of Winterhold traders, court wizards, shops etc.

    After that my focus was to go around and delve into ruins in order to find more enchanted items to study and laso find things to use my enchantments on.

    The feeling you will have with this character is that he is some sort of specialist. I kept a number of bows and daggers enchanted with different things for different situations for example one bow for soul trapping, another to use against undead, another with fear or paralyze for sticky situations and also different enchanted equipment (armor/rings/necks) and use when against mages, against fire/frost/shock, others to use against warriors etc. 

    Also you could skip on perks for Archery or one handed and have the weapon only as a tool to deliver the damage of your enchantments.

    This is the general idea what you will choose as main weapons can vary you could for example go the Gandalf style and have a sword and a staff for weapons whatever works.

  • June 1

    Thanks for the reply, it's prompted me to look again at his motivation in the early stages of his mage development, rather than at what I see as going for the end goal. Fate (his mum would say Azura) has led him, almost shockingly, to a Telvanni Master. So his motivation is that of a student, a thirst for knowledge tempered with the fear of failing the test. It's amazing how working that simple fact out has settled my focus.

    He won't be using mundane weapons at all, though his followers will. Seeing he's studying under Neloth, this time I'll have another go at staves, backed by destruction perks and fire/ash atromancy. Last time I tried that, my mage just seemed to be another destruction mage, .... he was one  of the enchanters I abandoned early. I'm thinking I won't try too hard to soul trap until Neloth sends him off shore, being underlevelled with Teldryn controlling the fights probably isn't conducive to it. They'll just hunt down the secrets of enchanting. And once back in Skyrim, 'fate' will find him a date up a mountain. Thats if he's not already in someone else's gem.

    I do use mods, in moderation heh, i don't understand them enough to fix issues that go wrong. I do have Ordinator, so I'll try again to navigate through the enchantment perk line. I'll install that soulgem mod too, takes one worry away.