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Fordítási probléma jelentése
security, sneak mercantile, speechcraft, acrobatics armorer alchemy for majors
Athletics
Heavy Armor
Blunt
Block
Armorer
Security
Sneak
It would be foolish because good luck trying to get +5 in endurance with all 3 endurance skills as majors plus athletics which can easily get 10 by itself during one level up. So cam security and sneak too.
Play to have fun.
If your strength is so low that you no longer are having fun, then by all means re-roll the character. But don't pretend that there's a perfect character out there that has no downsides. Maybe you should just stop trying to haul back every ounce of loot you find. Maybe you can cache to loot for later retrieval.
Well said. Each build can eventually become viable, and while some might be trickier to begin with initially, ultimately, they'll succeed. My very first character, for instance, was a Wood Elf whose Star Sign was the Lover and his class was The Knight. I had massess of fun with that character, and I also ended up completely ditching Heavy Armour entirely and using Light Armour once he reached around Level 35; he joined all the Factions, completed each and every quest line, (this was on the XBOX Edition, by the way, before I upgraded to PC), and I had a really smashing time with him, all while disregarding the levelling system completely. You don't need to be considerate of levels to have fun at all, and indeed, all paths will lead to success.
At present, my favoured build is an Imperial under the Warrior, with the Bard as his class. I like him as an adventurer/treasure hunter, and I can level combat, effective dungeon magic, (namely, Illusion, which in my opinion is the most useful school of magic for exploring), and still have Speechcraft and Mercantile skills for getting the best prices and levelling my character when I sell my rubbish. It suits my playing style and, for me, the typical "Dashing Swordsman" persona that I like to play
I think Atronach birthsign helps Orc Fighter.
50% spell absorb chance works great for Melee Fighters because they sometimes suffer with mages ranged attack( they tend to run away from you)
And Atronach adds you additional mana pool.
You say you use alchemy so no magicka regen will not be trouble.
And additional 150 mana pool frees you from Intelligence control.
You can focus on Str Endurance + some other attr you like.
I used to play Morrowind Atronach born Redguard Blader
Okay, if you really want this to be broken down, (a bit), let's have a look, (namely looking at Birthsigns and initial character decisions)...
You should never think too much about starting race stats, since after a few levels, you can compensate for any beginning stat differences. The only things you can't compensate for later are your overall, finishing Magicka - always 2* your Intelligence, (in addition to any bonuses, if I recall correctly), and Health, which increases something akin to 1/10 of your Endurance rating every level. So starting bonuses to Intelligence from a Birthsign or race are always good, and higher starting Endurance means more health not only to start with, but more each level.
Because Orcs are a race tailored to combat and strength quite early on, your initial build, (when regarding Magicka), might want to stress Magic and Intelligence, to give you a balance. Orcs have quite a heavy load of base Health, Strength, and Endurance, and capitalising on this is quite a conservative method for this race. If I were you, to compensate for the initially poor Magicka base values, I'd build him up using Birthsigns that stress overall Magicka.
One thing that you need to consider is compensation. Orcs start the game with a passive ability to resist Magicka, as you state, so considering adopting a Birthsign such as the Apprentice could broaden up his prospects. The 25%, (or whatever it is), base resist Magic value that Orcs have could go some way in compensating for the 100% weakness to Magic that the Apprentice gives - when stacked with appropriate enchantments and fortifications, this weakness can quite easily be negated. The Apprentice gives a 100-point bonus to Magicka, which is hugely useful and ultimately bumps up your final Magicka, so take things such as compensation into account.
Orcs have good base Strength and Endurance anyway, and capitalising on this can gimp prospects regarding Magic. Consider balancing the attributes out, and manipulating class bonuses to suit your desires. Personally, I wouldn't use the Atronach unless you're going to be fighting a lot of enemies that use Magic, because your pool can be drained quite quickly without regeneration. Having said that, if you are also going for Alchemy, (which is another interesting blend with an Orc that can indeed work), then take this into account; just bring a hefty load of Restore Magicka Potions with you wherever you go
The Mage is a Birthsign that is well suited for Mages who want a Magicka bonus without any side effects - the other birthsigns that provide Magicka bonuses, (Apprentice and Atronach) both have negative side effects. Alternatively, to emphasise Endurance while still taking into consideration Magic attributes, the Lady could also be considered, although I wouldn't advise her for what your worries are.
Your attribute prioritisation schemes are what I'd advise you do, and training from there can really lead you anywhere. Eventually, it all levels out. But Birthsigns are always critical to a desired build and therefore don't tunnel yourself into using Birthsigns that albeit really emphasise base race strengths, but hamper the other stuff that you want your character to do. A balance could be what you're looking for to suit your desired build, and especially considering that the Expert/Master level Conjuration spells can cost so much Magicka for a single usage, initially boosting your Magicka to match/meet your Health and subsequent attributes could be advised. Because, at the end of the day, Magicka can be converted into Health through spells very easily, and over-encumberence usually doesn't become a problem from Level 10+, (if you only go one dungeon at a time, which is what I tend to do). Moreover, take into account bonuses from enchanted items, as well, which can easily compensate for areas that you feel your character is lacking.
I hope that this helps, (even a little)!
Strength and Endurance are gonna be first no matter what. Personality and luck are gonna be last. So that leaves agility, intelligence, willpower, speed. Speed just seems the most uselss to me of those but it kind of makes sense to capitalize on the +5 every level that athletics is giving me. I like the idea in theory of using a bow to knock and enemy down/debilitate first but in reality so far its been better to just run in and destroy. So that leaves willpower and intelligence. Should i cater to orcs naturally high starting willpowet or raise intelligence? Im still sort of set on this route...
Endurance>Strength>Intelligence
Willpower>Agility>Speed
Personality>Luck
Ps...are there any places with a lot of enemies that respawn quickly because the blade/hand to hand minor x10 aspect is proving tedious running around looking for crabs. I tried some house in leiwyan someone recommended everscamp but its red locked.
Block
Blunt
Heavy Armor
Conjuration
Destruction
Illusion
Marksman
Im fairly happy with that setup. Only change i would do if restarted was put alteration in majors instead of destruction so that i can use open easy lock right away and not have to raise it 15 times as a minor...but w/e that shouldnt take too long. Marksman vs acrobatics was a pretty meh decision but i guess marksman will come in more handy.
The thing that pisses me off about melee builds is once the top three majors are maxed i can only level up with skills im using as a backup to my main playstyle. As in destruction is only there so i can hit ghosts etc and ill probably rarely use it...another reason why alteration would have suited me better as a major....cause there is always a lock to open or water to swim in, or cast shield etc. It levels obscenely fast tho (3 casts on a normal door levels it up) so maybe destruction was the right choice after all. Mysticysm...meh.
conjuration is ok i guess because im summoning something all the time i have the mp. its a shame the other three abilities im always using sneak security alchemy mercantile also level up obscenely fast too. At higher levels its not my idea of fun that i have to sit in town to raise alchemy and mercantile to level up. Armorer also sounds like a tedious skill to be left with as a level up skill since id only be able to level up once all my armor had repeatedly broken...not fun at all.
I think at the stage where im left with ♥♥♥♥♥♥ majors to level up character on i may just cheat and max level everything in town. Who cares about personality and speed anyway
You mean that I wrote that wall of text for nothing? Grr!
I think that your attribute prioritisation tree is a good one, and I agree with what you're looking to level up and which attribute to choose first. Speed could be important, however, for a while your Heavy Armour will slow you down considerably and therefore I'd reserve it until later. I would choose Intelligence over Willpower purely to increase my overall Magicka, however, this can depend on what spells you're going to be using. If you use spells from a Magic school whose governing attribute is Willpower, then this will be beneficial, although again, I would still prioritise Intelligence purely to maximise your Magicka, which is always useful for such a build. I would follow the plan that you have, although I'd wait for some other answers, because that's what'd suit my playing style.
As for finding lots of enemies: you can use the creatures that you summon through your Conjuration spells. This can be used to level Conjuration and combat Magic/melee very well; if you wait an hour in-game once your Magicka is depleted so as to restore it, you can progressively level certain skills quite quickly. Alternatively, the Everscamp is good as well: these creatures are acquired through a Staff that the quest "Whom Gods Annoy" revolves around. The quest can be initiated in Lleyawiin through the rumour of a "smelly house", and getting your hands on the Staff of the Everscamp is easy once the quest begins. The Arena is also a great place for early levelling, and once you become Grand Champion, there's never any shortage of enemies to fight.
Once again, I hope that this helps!
In the end you should play the character you want to play. If you want to play a min/maxed character, then do that. If you want to play a Breton Mage instead of a fighter type, then do that. You asked for advice and I gave it.
Yeah. If you're ruling out summoning creatures and subsequently mauling them, then I'd advise that you play your way through the Arena Questline, and activate the quest "Whom Gods Annoy". The quest can be initiated in Lleyawiin through the rumour of a "smelly house", and getting your hands on the Staff of the Everscamp is easy once the quest begins. The Staff of the Everscamp ultimately provides you with an infinite number of Scamps that'll follow you wherever you go - there are usually about 5 at a time. If you kill one, a new one will respawn within moments, and there's no penalty for killing them. That'll probably be your best bet for levelling up Blunt quickly.
My favourite Blunt weapon is Volendrung - the weapon granted to you by the Daedric Lord Malacath for completing his quest. The Daedric artifact Volendrung is a gigantic and powerful two-handed Dwemer warhammer that can be obtained as the reward for Malacath's Daedric Quest. It is enchanted with Drain Health and Paralyze, which makes it unique and fun! If you're ever considering getting your hands on a two-handed Blunt weapon... ...well... ...Volendrung could be for you!