Character Build Poll.
Character Build Poll.
As I can't seem to find a thread for this i'm wondering, do you like to play as a rogue, mage, or warrior. I know that by the time you're level 20+ it will have diveraified a bit but I mean initally. I would also like to know exactly how you built the character (major, minor and race) and why you chose that build.
To start it off
I chose an orcish fighter with Axe, Block, Heavy armour, alteration and mystisim as majors and short blade, armourer, speechcraft , blunt weapon and alchemy as minors.
I had never played a pure(ish) fighter before and i found with this build i could take on tougher opponents at lowere levels and thoughly whomp them.
To start it off
I chose an orcish fighter with Axe, Block, Heavy armour, alteration and mystisim as majors and short blade, armourer, speechcraft , blunt weapon and alchemy as minors.
I had never played a pure(ish) fighter before and i found with this build i could take on tougher opponents at lowere levels and thoughly whomp them.
- FiresFriend64
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I prefer stealth, but keep it pretty well balanced.
Dark elf, The Atronach, favorite attributes: speed and luck
majors: short blades, long blades (when short blades just cant get the job done), enchant, security, speechcraft
minors: light armor, marksman (cliff racers ¬¬ ), sneak, athletics, mysticism
dont need mercantile or acrobatics in those cause Ill level them to 100 without master trainers before i reach level 20
Dark elf, The Atronach, favorite attributes: speed and luck
majors: short blades, long blades (when short blades just cant get the job done), enchant, security, speechcraft
minors: light armor, marksman (cliff racers ¬¬ ), sneak, athletics, mysticism
dont need mercantile or acrobatics in those cause Ill level them to 100 without master trainers before i reach level 20
- dragon wench
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I almost always play a mage/rogue type of character. Though, sometimes I vary it by playing a fighter/mage.
I *never* play just a pure fighter, however. That bores me
I *never* play just a pure fighter, however. That bores me
Spoiler
testingtest12
Spoiler
testingtest12
Dark Elf
Mage
MAJOR
Marksman
Spear
Light Armor
Security
?
MINOR
Alteration
Illusion
Mysticsm
Restoration
?
Buy 10pts in Armorer to up STR.
Buy Alchemy when needed.
Buy Destruction to up WILL.
(... after I hit 10/10)
Buy Enchant and Speechcraft.
I usually can accumulate $400,000 early ... so I buy what I need when needed
I know it's chessy, but it's this or I'm "Swiss cheese-d" (LOL)
I'm still trying to figure out what works best for me = looks like a "Scout" build
I like and need distance = Bow/Spear
I can't dagger enemies like DW
Mage
MAJOR
Marksman
Spear
Light Armor
Security
?
MINOR
Alteration
Illusion
Mysticsm
Restoration
?
Buy 10pts in Armorer to up STR.
Buy Alchemy when needed.
Buy Destruction to up WILL.
(... after I hit 10/10)
Buy Enchant and Speechcraft.
I usually can accumulate $400,000 early ... so I buy what I need when needed
I know it's chessy, but it's this or I'm "Swiss cheese-d" (LOL)
I'm still trying to figure out what works best for me = looks like a "Scout" build
I like and need distance = Bow/Spear
I can't dagger enemies like DW
- fable
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If mages were truly capable of working on their own in Morrowind, I'd probably try one, but since they can't, I usually run a fighter/mage.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- kagemusha
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I had few pure fighter characters, most of them focused on a samurai role play. Typical, yeah I know. Now I do this combo thing, which feels as some sort of jedi character.
Something bores me with mage practice, I have more pleasure in using the bow from distance, and then few quick cuts with a long blade.
Something bores me with mage practice, I have more pleasure in using the bow from distance, and then few quick cuts with a long blade.
In the words of the ancients, one should make his decision within the space of seven breaths. It is a matter of being determined and having the spirit to break through to the other side.
- FiresFriend64
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- Joined: Mon Dec 18, 2006 10:21 pm
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Well since I'm under the atronach, I have stunted magicka. That leads to some hastles to doing a few things. I chose mysticism because absorb health is great in a fight, also I do my own teleporting. I dont need alteration or destruction because I enchant items for all that and I use scrolls for conjuring. Next build I'll probably substitute something for Illusion for things like charm and calm, and maybe go for the sign of the apprentice.AmpaSand wrote:Just where are the magical bit of balanced? Also Why did you put your armour as a minor? And how / why do you level your mecentile up so fast?
I put my armor as a minor because by the time I get to where I'm ready for some big fights with daedra and 6th house, I'd have a wide assortment of all 3 armor types and see trainers to raise them.
I have sticky fingers Every where I go I grab all clothing worth over 50 drakes, ingrediants worth over 25, all scrolls, all potions that havent spoiled, all dwemer weapons/armor, all demon/fiend/devil items that dont have "nerfed" values, just about anything thats worth selling and then I sell all that to the merchants in Balmora. (Nalcarya of White Haven rules!)
- Isillur Thorne
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Mages= TOTALLY viable
Biggest problem is magicka supply, so get your int up and viola! Increasing int-based skills (alchemy especially) is laughably easy and there is no reason whatsoever for a mage to NOT have a x5 multiplier on int every level.
That being said it's a good idea to take your first few levels training up alchemy, enchant, and conjuration to increase your int before you try fighting anything of consequence. Also, consider training up endurance based skills (which one or two you pick doesn't really matter) to increase the amount of health you get per lvl.
A lvl 20 mage is virtually unstopable if they're careful about magicka usage, and if it was a well-thought-out build even that shouldn't be a major issue. (not to mention the added magicka pool granted by enchanting)
You'll either be flying above the fight, hiding behind an unstoppable summon, paralyzing everything around you, or otherwise incapacitating your enemies (dmg fatigue, str, or end; blind, command, etc. etc.), so you're pretty much invincible.
Possible build for pure mage:
Race: Breton
Sign: Apprentice (atronach works toobut is annoying, and mage just isn't quite enough to get the job done)
Specialty: magic (obviously)
Favored attributes: int and luck
Major:
Destruction
Conjuration
Alteration
Illusion
Light Armor (no reason not to and unarmored is not worth the spot on your skill list)
Minor:
Mysticism
Alchemy
Enchant
Restoration
Short Blade/ Blunt Weapon (if you're really that insecure about your magicka running out)
Good spells to use once you get high enough are weakness to fire/magicka/poison/etc., paralyze over area, command, and i personally find blind to be extremely useful (makes enemies miss you A LOT, and if 100% or close they will simply run away)
If your enemy cant do anything, they should fall very fast to the tremendous amounts of damage you can deal.
A pure mage is insanely viable in Morrowind. Breton/ apprentice combo is awesome. As is Altmer/Atronach.fable wrote:If mages were truly capable of working on their own in Morrowind, I'd probably try one, but since they can't, I usually run a fighter/mage.
Biggest problem is magicka supply, so get your int up and viola! Increasing int-based skills (alchemy especially) is laughably easy and there is no reason whatsoever for a mage to NOT have a x5 multiplier on int every level.
That being said it's a good idea to take your first few levels training up alchemy, enchant, and conjuration to increase your int before you try fighting anything of consequence. Also, consider training up endurance based skills (which one or two you pick doesn't really matter) to increase the amount of health you get per lvl.
A lvl 20 mage is virtually unstopable if they're careful about magicka usage, and if it was a well-thought-out build even that shouldn't be a major issue. (not to mention the added magicka pool granted by enchanting)
You'll either be flying above the fight, hiding behind an unstoppable summon, paralyzing everything around you, or otherwise incapacitating your enemies (dmg fatigue, str, or end; blind, command, etc. etc.), so you're pretty much invincible.
Possible build for pure mage:
Race: Breton
Sign: Apprentice (atronach works toobut is annoying, and mage just isn't quite enough to get the job done)
Specialty: magic (obviously)
Favored attributes: int and luck
Major:
Destruction
Conjuration
Alteration
Illusion
Light Armor (no reason not to and unarmored is not worth the spot on your skill list)
Minor:
Mysticism
Alchemy
Enchant
Restoration
Short Blade/ Blunt Weapon (if you're really that insecure about your magicka running out)
Good spells to use once you get high enough are weakness to fire/magicka/poison/etc., paralyze over area, command, and i personally find blind to be extremely useful (makes enemies miss you A LOT, and if 100% or close they will simply run away)
If your enemy cant do anything, they should fall very fast to the tremendous amounts of damage you can deal.
"Fear cuts deeper than swords." - George R. R. Martin