Skyrim Tips and Tricks » Discussions


An Argument for 'Unarmed Combat'

  • Member
    November 19, 2013

    "NOTE #4: I really like Pie" — Don't we all? 

    Another absolutely fantastic writeup, James. Please keep them coming! I'll be sure to check back in over the next couple of days to see what changes you make.

    I actually have spent the past couple of weeks working on an adaptation of a handful of your recent discussions. It's coming to a head now and I love the results! At the risk of giving too much away, it's a non-vampire, non-stealth Khajiit who balances unarmed, archery, and alchemy, with perhaps a bit of auxiliary gameplay as well.... Without Necromage and Enchanting, and using worse than Daedric gauntlets, I'm still at to 60+ unarmed damage and 120+ archery damage before applying MFD and/or Fortify Archery potions.

  • Member
    November 19, 2013

    that reminds me, I forgot to even include sneak attacks!  While you only get a 2x multiplier, sneak attack kill cams for unarmed are awesome

  • Member
    November 19, 2013

    If you ever need any help just give me a shout!

    I'm still debating putting together an Alchemy guide, it's the thing I most want to do but it would probably be so ridiculously over the top with information lol.  I look forward to your build, my original playthrough with my Monk was non stealth non necromage and it was honestly overpowered even beyond level 50, marksman potions and MFD has been a complete game changer for me with these recent builds (unarmed and shield basher).

    I've spent the last day trying to figure out how a certain spell works and I'm still having a hard time figuring it out but I have a feeling it's going to make for a really awesome discussion for next week. 

    P.S.

    The changes I refer to is more possible testing on a few spells/powers that I haven't done much with.  Things like Seeker of might and agent of Dibella and how they affect Unarmed, if they work the way I think they do then I might be able to push unarmed damage a further 25-30% for my character...as if it needs it lol.

  • Member
    November 20, 2013

    I'm still ironing out some kinks, but I'll send you a draft probably within the next couple of days.

    I just today found out that the Garralab alchemy tool lied to me: I picked up four pieces of pre-enchanted Fortify Alchemy to total 66%, thinking it would net a 100% Fortify Archery potion with 5/5 Alchemist and Benefactor. It was actually 101% though, and I really want it to be exact. I guess I'll go try to get 3 items "of Alchemy" (+15%) to wear with Krosis and hope that returns 100% Fortify Archery at 65% Fortify Alchemy.

    So your next thread sounds like it'll tackle Sun Damage? I'm curious to see what you've uncovered there. And if you do ever decide to write an Alchemy guide, I for one will gladly read every word.

  • November 20, 2013

    It doesn't matter if you are over the top with information. That's your specialty.

  • Member
    November 20, 2013

    My standard Alchemy setup (I never use Enchanting) is the following:

    • +15% - Muiri's Ring (DB Questline)
    • +20% - Krosis Mask
    • +20% - Necklace of Eminent Alchemy (level 24 merchant loot list)
    • +20% - Scaled Bracers of Eminent Alchemy (level 25 merchant loot list)

    With +75% fortify Alchemy the basic potions that are usually +60% are boosted to +105%, it's a fairly rounded number that slightly more than doubles damage and is more than enough for what I do.  Added advantage is the 'Eminent' gear appears by level 25 and is quite common so doesn't take long to acquire, can use Scaled helmet of Eminent Alchemy (+20%) instead of Krosis as well.

    As for sun damage it's incredibly wonky and really has been a pain in the ass to figure out (still haven't got it correct).  Needless to say it is far more powerful than most people think due to a very unique aspect, my current playthrough is as a Restoration mage and it is absolutely ridiculous against anything undead.


    I was originally going to do a 'How it works' for sun damage but I think it qualifies for an 'An Argument For...' Discussion, and surprisingly it's not the insanely powerful Stendarr's Aura that has me most interested, it's actually the two projectile spells that have a unique property that makes them potentially the most powerful spells in the game aganst undead. Needless to say, 'Taper' is a rather odd property and this is shaping up to be possibly the most interesting topic I've tackled yet! I feel like Flava Flav hyping this up! Yea boiiiiiiii
  • Member
    November 20, 2013
    Dude you must be my new favourite person! All of your stuff is just so awesome, the discussion on DV still being my favourite. I am loving your stuff and will definitely keep reading!
  • Member
    November 20, 2013

    I think DV will always be my favourite shout, combining it with those Ravage poisons was such a game changer for my archer! 

    I still use Alchemist's DragonRend all the time.  Recently I've been using DV with the 'Dragon Bane' sword to great effect.  DragonBane's secondary enchantment (10 points of shock) actually has a 2x multiplier for magicka damage so against dragons the sword's enchantment is:

    • 40 points damage against dragons
    • 20 points magicka damage

    Using this sword with Drain Vitality (2 words) makes dragons complete pansies, it's actually quite fun!

    And thank-you for the kind words, it means a lot.  I make these discussions with the goal of spreading all of the really cool information I've collected over the years, the fact other people find it fun is a great reward to me.

  • Member
    November 20, 2013

    Is it possible to make a viable unarmed build without the use of necromage, and just using the Khajiit race, FoS, Enchanting, and the fortify marksmans potions?

  • Member
    November 20, 2013

    Check the previous page of comments. It is absolutely viable. You can even avoid using Fortify Marksman potions and not heavily invest in Enchanting. Marked for Death makes all the work.