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| The Elder Scrolls 5: Skyrim For posts concerning Bethesda Softworks' The Elder Scrolls V: Skyrim, its expansions and various DLC. |
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#26 | ||||||
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Mod Reviewer
Armed with My Mallet O' Thinking |
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Of course, there is the caveat of having enough money to train, and money is a bit more problematic in this regard, because you cannot do a lot of the things you'd typically do to raise the cash, namely crafting, because you run the risk of gaining too much experience. As you're aware, the higher the level of a skill, the more character experience you receive for advancing it to the next level. If you're only level 20-something, simply training a skill that is already in the 60s or 70s five times will give you most of the experience you need to gain the next level. While there's no penalty for over-shooting the experience required to level up - you're never forced to hit the level up key - if you gain enough experience to level up twice, you'll have to advance two levels as soon as you hit the level up key. Say you're level 25, and you have enough experience to level up to 26, but you haven't done your five training sessions yet because you don't have enough money. So you don't push the level up key yet. If you then go on a potion brewing spree (leveling alchemy a few times) and then train a skill that is already fairly high 5 times, you'll likely gain enough experience to reach level 27. As soon as you hit level up, you can't just go to level 26. You can't exit the screen after selecting just one level up. You must take two levels (you get the magicka/health/stamina choice twice) and you go right to level 27, thus losing out on the opportunity for training during level 26. So even though I agree that it makes sense to work on archery early, you may not be able to raise it to a very high level until you're a higher level. There's obviously no limitation in getting it to 50, as you'll likely train the full five times as soon as you get a new level, every level. But once you have to start paying for it yourself, you might have some problems raising enough cash without also gaining too much experience. That's why I did so many Vex and Delvin missions - it's not that I really wanted to do so many, but you get up to 500 gp for each mission, and the only experience you gain is from picking a lock or two. The good news is that the problem takes care of itself as you advance in levels. Gimpus is now level 48, and requires enough experience to reach the next level that you'd really have to overshoot your goal to risk gaining two levels. But up until you're about level 30, I'd advocate training anything that you'll want to have up to level 50 before delving hard core into paying for things out of your own pocket. Quote:
But the merchant perk is so useful that it may be worth training speech in the early going (only to level 50 of course). There are trainers at the Bards College, and from the bard in the inn at Markarth, both easy to reach, and require no quest performed before offering training. There really is little downside to doing this, as speech is a skill that will keep paying you pack all game, with better prices for every transaction. Quote:
One other thing about a character you plan to train a lot - you pick your race based on whichever one has the best special abilities for your play style. There's no reason to pick a bosmer just to get archery at 25 to start. You're going to level the crap out of it anyway, and it will be 50 before you know it. You'd be much better off picking an Altmer, to get the free +50 magicka, and save yourself 5 attribute increases while leveling up. EDIT: one other concern for the elven armor is if you want your base defense to reach 567. Each point in light armor gives a cumulative 0.5% bonus to armor rating, meaning even at level 100, you'd only get to 91. Are you willing to spend (a lot of) perks to raise it futher? |
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__________________
"I do not fear death. I had been dead for billions and billions of years before I was born, and had not suffered the slightest inconvenience from it." - Mark Twain Last edited by Aldeth the Foppish Idiot; Thu, 24th May '12 at 3:52pm. |
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#27 | ||||
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I speak maths and logic, not stupid
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The base stats of the armor and weapons are largely irrelevant once you reach a decent level in smithing. The catch is that you need to be able to improve items with perk for it to really kick in. Already 60 Smithing, the difference between Flawless (+7/+13) with perk and Superior (+3/+6) without is larger than the difference between Elven and Daedric items. Add in an extremely modest +50% smithing enchanted apparel and another +33% from a self-made potion, both available at very modest skill and perk levels, and you're looking at double boost from Smithing already.With the four non-shield armor locations available, that's +104 armor for an Elven set (at 60 Smithing) vs. +48 armor for anything else. Except for Steel, of course, since you need the perk in it to get Elven, but there's no Light version of Steel armor. Hence, the perk in Elven smithing. Which, coincidentally, happens to have the second best quality of them all: Extremely low weight. And cost ain't bad either. So what's not to like? Edit: Of course, if any of the quest reward/looted items can be upgraded with either Steel or Elven smithing, even better. But at the very least, you'll need Arcane Smithing to be able to improve something that's already enchanted. |
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#28 | ||||
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Mod Reviewer
Armed with My Mallet O' Thinking |
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My point was twofold. 1.) I erroneously assumed that hyper-leveling your crafting skills early in the game would be difficult, for reasons I stated above (I still don't know how you managed). Meaning you wouldn't be able to get the most out of elven armor early on. It was quite some time before I got my crafting skills up to level 60. 2.) Due to that, I assumed that sticking with one of the set armors from the Thieves' Guild or the Dark Brotherhood, (and later on the Guild Master's and Nightingale Sets) would provide a better mix of bonuses than elven armor. The Nightingale Set would also give a boost to Illusions spells while you were leveling to boot. Hope you didn't mind that I piggy-backed onto your FMT thread. (And I was planning on expanding it with my build today.) I figured that since we conversed at length about this build, and yet were taking our characters in very different directions, it was a means of showing that you can do just about anything with this type of character. |
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__________________
"I do not fear death. I had been dead for billions and billions of years before I was born, and had not suffered the slightest inconvenience from it." - Mark Twain |
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#29 |
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I speak maths and logic, not stupid
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I haven't actually tried hyper-leveling, but I'm aware that you can't go full bore in both triple crafting skills AND pick pocket training at the same time without risking missing levels as you go.
Rather, I see that pickpocket training will only fuel itself so far. (Unless you do some adventuring of your own in between, of course.) And crafting is rather nice thing to fill the gaps with, as it generates gold that you're going to need later on to be able to keep training at every level. I created the new thread so that we don't have to confuse readers in which one of the builds - Gimpus or FMT - we're talking about. Let's keep this thread about Gimpus, shall we? ![]() ---------- Added 0 hours, 16 minutes and 51 seconds later... ---------- Oh, I didn't quite get why you wouldn't be able to continue pick pocket training for quite a while? As I see it, you'll have at least a few skills you'll never train yourself, so those are a-okay to train to 50 at any time, ie. you are good for at least 20+ levels right there and then. You have at least 50 points you can use early on to train stuff you actually need to survive so add ten more. I wouldn't be surprised if you maxed your pick pocket a long way before reaching that so you stop leveling by using it, and that's exactly the gap most suited to be filled with more crafting.
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