Skyrim Character Building » Discussions


Builders Discuss Topic 8 the Beeeeg three

Tags: #BuildersDiscuss 
  • Member
    January 31, 2017

    godofwar105 said:

    I was wondering if I can port someone elses build to this site by giving them full credit.

    Not really the right place for this, but in general if it isn't you're own work the answer if going to be No, especially if you don't have permission from the original creator. Now if you want you could tell them about the site and try to get them to post it.

  • Member
    February 1, 2017
    I never really put much thought into stats because not much thought is required. Dying a lot? More health. Can't cast spells as often? More magicka. It isn't hard. I remember when people used to ask for stat spreads for my builds and I could only reply "rqise whatever you need most"... Generally I try to keep an even split between health and magicka since most of my characters are based around those usages. Even on some fighters I don't put many points into stamina.
  • February 1, 2017

    I very rarely play characters that require all three stats, so I usually go for even distribution between Health/Magicka or Health/Stamina (though Stamina usually requires only 200 points for most of the game). I´ve also ran few characters using either spells or stamina but I haven´t invested a single point into those stats, going all Health, which surprisingly works well.

  • February 2, 2017

    Stat allocation is probably the most important decision from level to level for role play and build economy and is also often overlooked or glossed over when it comes to builds, or even just playing for fun.   Skyrim gives us the opportunity to reallocate perks if we change our minds and want to play a different way.   And we can always grind skills to the desired level, or “legendary” them to start over. But stat allocation is final, once you put that level into health it’s there permanently no take backs. Its importance is something that I think most players don’t acknowledge when it comes to character building/playing and part of this is probably due to the ease of shoring up weaknesses. Items like the Ring of the Beast or Archmage’s Robes shore up low H or low M very well plus there are other tools like the Atronach Stone or the +50M that Altmer enjoy. And there is the Enchanting skill which throws all the rules out the window and makes your stat investments arbitrary. However, if you aren’t “gaming the system”, than the Beeeeg Three are super important.

    It’s the RP build that probably cares the most about this. That glass cannon wizard character wants high M, low H, and no S, while the dashing swordsman wants high S to fuel his combat. They are also important for the conscientious builder who wants to craft a character that can be played as soon as possible. We all know those builds that require hours of grinding before you can finally play the character, and many of us strive to create characters that require a minimum of preparation to start playing. These players, the RPers and the Builders understand the importance of these three stats and I’m sure we’ve all had that moment of paralysis when we stare at the level up screen and agonize over which stat to give the precious +10 points too.

  • Member
    February 5, 2017
    I've had a grand old time circumventing the limitations of ten points per level with artifacts and enchantments. Some of my favorite playthroughs have involved front-loading one particular stat up so much that the character gains a lopsided kind of awesomeness. I think that is where oddball specs like Blood Mages and Respite Restoration combatants really shine.
  • February 10, 2017

    I don't find attributes particularly exciting, except for the few abilities that allow you to use them for other purposes, that's pretty interesting. Equilibrium and breath of nchuak come to mind.

     

     

  • Member
    February 13, 2017

    I want there to be a stronger symbolism to the attributes than there probably is in 'reality.'  

    I mean, you have 3 stats, and the 3 classic TES archetypes:  Warrior, Mage, Thief.  Heck, the perk constellations even reflect the color scheme:  Red Health for Warriors, Blue Magicka for Mages, and Green Stamina for Thieves.  All nice and symmetrical - perfect, right?

    You all know the problems here, though:  Thieves don't really benefit all that much from Stamina.  The carry weight is nice, extra sprinting is nice... being able to zoom in with a bow longer is nice ... silent rolls, I guess?  But these are relatively minor benefits, and the thing that we usually associate with Stamina - power attacks - don't really fit the Thief playstyle, whereas they eminently *do* fit the Warrior playstyle.  

    So the correspondences aren't exact. Still, it's fun to play a rogue type who dumps all his points into Stamina to retain the fragility that should be part of that playstyle.  

     

    I've tossed around a few ideas for Stamina-focused builds, but it's a little underwhelming.  I had an idea to really go nuts with Stamina Regeneration, for example, but it seemed like more of a gimmick than anything that would be that useful. 

     

    Oh, and I'm with Shin - Adept all the way!  

  • Member
    February 13, 2017
    I found myself playing Altmer so that with the atronach stone I could raise all Stats to 400 at 81 for a full completion build. Battle mage, spell sword, I could do it all (with crafting). But now with my Nord I have to choose one stat for 300. I'm thinking stamina and then using the steed stone. But that is just the perfectionist in me.
  • February 17, 2017

    I'm currently trying out a character with pretty much all stamina because they are going to be a master of the Voice, and I really like the idea of them having a lot of puff for shouting, even though Stamina has no impact on the Thuum whatsoever, sadly. Combining shouting with duel wielding power attacks - this should create a build that needs to charge in yelling and slicing, before they are one-shotted horribly. :)

    I would really like to be able to respec attributes. It's taken me a long time not to be OCD about point placement.

  • April 13, 2017

    Whatever is most pertinent in the moment gets increased. The first level up goes into whatever will most benefit the general playstyle and everything after is based almost entirely on the gameplay experience between the last level and the most recent one.