Neksar wrote:
Diamondeye wrote:
So, I started my newest project last night; a Shadowknight, EQ1 style.
That is just fan-fricking tastic. I'm not sure why I derived so much amusement from that thought. I think this is seriously the thing that pushed me into "really want this game" territory.
It's turning out to be trickier than I thought. Skyrim has diseases, but they only happen to you, you don't give them to others. You also can't really use DOTs or magic-based damage (shock is the closest thing, though, since electrical attacks in EQ did magic damage).
I also discovered that one of these smithing mods I have installed, most likely the Lost Atr of the Blacksmith, makes smithing go rocketing up to 100 or so, just by doing the tutorial smithing in Riverwood and improving some of the starter gear. I almost didn't realize it because I didn't look at the skill increase bars numbers, and when I went to the level up screen I had to take all my levelups at once and at first I thought it was bugged, asking my what I wanted to improve a few times in a row.
That actually worked out nicely, though, because I could start out with enough perks to really feel like I was playing a shadowknight, and you're also at a plateau after that because increasing any other skill will only give you a small level increase amount, but smithing is maxxed.
Anyhow, this is my eventual plan for the SK:
http://skyrimcalculator.com/#152551I went with 1-handers to facilitate casting. I didn't go for shield-specific block perks however in order to not waste too many perks when raising 2-handed skill. I also avoided the "set" based Heavy Armor perks in order be free to wear a circlet, or some kind of open-faced armor. I like to be able to see my characters' faces and unfortunately a lot of the heavy helms are full face shields. It's still not too hard to hit the armor cap with smithing perks and enchants. In fact I may never even use the last 2 heavy armor % increase perks, if it looks like I can easily hit the cap without them.