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There's been a lot of discussion of Build Strategy, so I thought I'd start one on which tactics work in battle. I'll list them according to Fighting style, Sword/Board, Spell/Blade, DW, 2H, Wizard (pure mage.) Probably not Tank, because there's little to discuss, build up your Armor to the cap, and swing until they're dead. And don't be shy, this isn't a monologued article, there's a different section for that, but a place to share ideas, compare notes, and learn new techniques. Hopefully, I can learn ones from you'all too?

Hack&Bash: Most of these will be using my usual _&_ naming procedure (like Harry Potter, and the something of/the something.) This is your basic Block and 1H combo. I like the extra defense, Block stops a lot of damage before it gets to your Armor, so you can wear less, and have better speed/endurance because of it. (Sprinting drains Stamina based on the weight of your weapons, and Armor.) Also, the Bash has the best Stagger/Stamina ratio compared with Power Attacks (which do more damage.) You can also use this with a 2H weapon, to compensate for the slow strikes, especially for Battleaxes, and Warhammers. Rather than holding Block, you can doubletap one, then the other button, not unlike the quickshift with a clutch, and gas pedal to stagger them quick, and make an opening to take a swing without getting hit.

Slash&Burn: Your basic Spellsword build, set them on fire, and finish them with the sword. Simple! Less of a melee tactic, though, you want to be outside the fight shooting in, rather than in the thick of the Moshpit. That's why Critical Charge is so, well Critical. Right before they rush you, sprint in, and stagger one. Or, if it looks like you're going to be cornered, drop Flame Cloak, and drop in another weapon for some Dual Flurry.

Bash&Burn: Spell/Shield combo, though it needn't always be Fire. Not unlike Hack&Bash with a handaxe (perked) except you can bolt people at a distance, or switch to Flames up close. Because of it's wide cone, you can hit multiple targets, and are less likely to miss. Also, it can be pulsed to set them on fire, stacking up the instances, and DOT instead of leaving it on steady state. In between pulses, bash them so they stop the straffe shuffle, then set them on fire again. Actually excels in the melee, because you can set everyone on fire, and just turtle up while they keep taking damage. A Cloak Spell really helps here, and the Targe of the Blooded can stack on some Bleeding DOT to make up for not having a handaxe. This becomes downright abusive once you get up to Expert Destruction, because you can hose an area with Wall of Fire, and bash them to keep them stunned so they can't run out. "Get back in there!" top it off some more...

Critical Charge: (Inclusive with GCC, it's the same perk in 2 different trees.) Another Staggering effect, a lot of people skip over it for Savage Strike, because it does Moar Damage. I prefer the Charge, because it changes the forward PA with a sprint to a stagger that can't be countered. You can also keep going, or Wuld Away, while Fire, Bleeding, or Lingering Poison keeps wearing them down. Great for Trolls, and Giants, which you don't want to just stand there, and slug it out with. A good lead in to Hack&Bash with grounded Dragons, too. May also be combined with Flame Cloak to set everyone on fire on your way through the melee, excellent tactic for Slash&Burn Spellswords.

Stealth Charge: Combines Critical Charge with Silent Roll. Simple, hit sprint to start the roll, then hold down Power Attack until you hit them. Tricky to time, and space, though, so practice first. Again, it doesn't add as much damage as Savage Strike, yet Staggers, but that's not the beauty of it. For those annoying instances where a bunch of Bandits are standing around a fire, facing each other, you can pounce out of the shadows, and kill one before the other(/s) can react, or warn him. Try it in Raldbathar to kill Alain, or one of his bodyguards, works extremely well for a dagger only, or 2H Assassin who can't just cast Illusion, or shoot them.
 
Magic: Mostly for Pure Mages, these are not exclusive of armor, but for hybrids like Spellsword, scroll up to the previous section.

Impact Turret: Popular because of the ability to stunlock, unfortunately, you pay for it with magicka drain. Dual Cast does 220% the damage for 280% the Magicka. For comparison, you could just doublecast the same spell to do 200% the damage for 200% the Magicka, which is actually more efficient. Impact makes this worth it, but just barely. Against a single foe, or maybe 2 slow ones, you can keep one, or both stunned, and taking damage. Against larger groups, eventually they will outnumber how many you can lock down, so other tactics might be nice. An Exception seems to be Ice Storm, and to a lesser degree Fireball. These can hit multiple opponents, and if you spread them around, or line them up in a bottleneck, you can stagger a surprising number with each shot. Watch your blue gauge, though, because unless you have 100% Fortify Destruction, or a Magicka Well glitch, it will run out faster, and may leave you defenseless.

Altercast: Instead, you can Halfstack, charge one while another is released to rapidfire. No Stagger effect, but this ROF can be withering, especally with actual Fire to stack up Burning DOT. Actually most effective with the Flames spell, especially at low levels, and/or against targets weak against fire. This is actually the most magicka efficient tactic here except against Flame Atronachs, which are completely immune. Also Dunmer, and firebreathing Dragons are fire resistant, making it less effective, but you can always switch elements. Lightning Bolt is extremely effective on Dragons, and just about anything else, except Storm Atronachs. Not to mention Wards, this overloads them, staggering the mage, and the next Bolt drains their Magicka, if they survive it. Also, if you happen to have DDC, this technique avoids Dual Casting. (Which would be a waste, because breaking the ward already staggers them, but for less Magicka.) This, of course scales up with Expert Spells, and Augment Element perks. Unfortunately, this prevent magicka regeneration, even with Highborn active, so can't be sustained for long. So, don't just stand there spamming bolts, knock down the most dangerous target, then run while your gauge recovers, and strike again from a different position.

Combos: Another option is to mix, and match 2 complimentary spells. My favorite is Ice Storm, and Flaming Familiar. Nothing is significantly resistant to both, and the latter sets off the former, so it goes off right where you want it. 1HK on The Caller, which nips an otherwise nasty fight in the bud, and Ancano, once his Invulnerability is broken. Also, both spells can be used indirectly. FF is a summon with a 6 second fuse (pretty much a walking grenade with teeth), so it will attack around cover while you hide, immune to damage. Ice Storm goes right through walls, terrain, and other obsticles. Just add Aura Wisper, and you can even target enemies that can't see you, much less attack back. Just wait for your hot dog to engage, and hit both of them with the detonator. This is how an unarmored mage can clear out long high level enemy dense dungeons like Forelhost WITHOUT TAKING ANY DAMAGE.

Flame Roading: Unfortunately, ^that^ is less effective out in the plains of Whiterun Hold, or trapped in a room with Warlord Gathrik (again) where there's no cover. I warn you, this is Magicka intensive, and you better be fleet footed, but an unencumbered (by weapons, and armor) Altmer can pull it off. Quite simply, run away, and cast Wall of Flames at your feet. With Augment Flames, that's 75 damage per second, each instance, plus burning DOT, so a little goes a long way. Don't use them as Wall Spells, the enemy runs right through them, strikes you dead, then maybe burns up shortly afterwards. Wall of Frost also Slows, with Stamina damage, but guess what, you have 2 hands! Make that 150DPS... At lower levels, you can also kite them onto Runes, I suggest Frost Rune, because the slowing effect makes it easier to regroup for another offensive. (Mined Retreat.) A Flame Cloak, if you have the Magicka to spare, also makes a decent last ditch, since it will continue dealing damage behind you. The beauty of it is, you don't even have to face the enemy, much less aim. Best against Giants, Trolls, and Bandits when you can bottleneck them. Also Draugr in retreat down the narrow halls of their own crypt. You know all those spots where you can shoot down a firepot to ignite the oil. Well, now you don't need the firepot, nor the Oil. It's also nice that your own "Wall" doesn't burn you.

These 3 tactics pretty much handle the three legs of the Combat Tripod. Kite the sluggers to their doom, while evading Archers, then get close enough to Impact them to death, or just sic your Flaming Familiar on them (With summoner, you actually have Range Advantage on them!) Altercast warding mages to stun them when their Ward breaks, then finish them in the next shot. If they aren't warding, just out damage them, because they rarely use this tactic. That just leaves Dragons.

My usual Antiair combo is Lesser Ward (with the Absorb Perk) and Lightning/Thunderbolt. Keep the Ward handy, don't run your gauge down until you have something to soak up, but they always warn you first. Once they say "Yol,.." put it up quick, and it will completely stop the shout. With the Absorb perk, it will also help you charge up for another Bolt. It also helps to drop a Storm Atronach for support on higher tiers. I don't even Dragonrend them, because with them flying around, you get breathers to recover, just watch out for straffing runs (Couldn't they have come with Stukka dive sirens?), and as soon as they start to hover, let them have it. Once grounded, it's nice to have a good tank follower to keep them busy while you finish them off.

Shadowcasting: Another Combo, this time Invisibility with something offensive. A mage doesn't have to Sneak. There's no damage Multipliers, and with Muffle/Invisibility, you can sprint undetected through the battlefield. Or around it, if you're an unarmored pure mage with 100 Health, you probably want to stay out of such dangerous places. Being undetected, and unencumbered makes this a lot easier. Works best with Conjuration, which usually has a decent duration (for your magicka to recover) and will fight without you. Also, Illusion has some other handy effects, like Frenzy. Now, they're all clumped together, fighting each other, and whatever you sent in to help out. It won't win the fight all by itself, but if there's 1 victor left standing your Dremora lord can probably sort him out. Also, the moshpit you created tends to be in the blast radius of Fireball, Flaming Familiar, or even Firestorm. Being invisible doesn't just give you time to recover, but chose between your various options, and even charge up a Master level spell.

Magicka intensive, but I repeat, you have time to recover. So, concentrate on Magicka Regeneration, Archmages Robes, Morokei, and possibly Spell Absorbtion, if you can get it. (Sometimes, it's actually good to be in your own Blast radius!) Can be combined with most of the above tactics, if you don't mind juggling spells, but Impact is the least effective. (Due to Magicka efficiency, or lack thereof.) Set yourself up for a Flame/Ice combo, then disappear while they try to counter, slowed, and on fire. Move to a good position, and altercast that Master Vampire from behind. Flame Roading only really works if they're chasing you, but you can save that for after the Archers, and Mages are already dead...
 
Archery:

Regardless of Armor, or other skills, the bow has it's own unique combat style. Potentially, they do the most damage in any given material tier, because this is based on the Bow+Arrow damage. However, as you get to heavier pulls, the draw time reduces your rate of fire, and therefore how much damage you can deal in a given time. The primary advantage is Range, Which is longer than that on Destruction Spells (that can actually exceed DPS by double casting) and far exceeds the Reach of any hand weapons.

So the first tactic is, don't let them get too close. Shoot them first, and get the Deadly Aim multiplier to take them out before they know you're there. I like to shoot the archers/mages first, then switch to the sluggers before they reach me. There are several ways to keep this distance, though. Shoot&Scoot is fairly obvious, run before they advance, and shoot again when you have enough Range to be safer. Wuld is extremely useful for playing Keep Away, though generally, you're faced away from them, and have to re-acquire targets when you land.

FRD blows the enemies back, and down, which is a good last line of offensive defense. By the time they've picked themselves up, they've probably got some more of your arrows sticking out of them. The main problem with depending on shouts for this is the cooldown. You can't spam them, so don't. Wuld, shoot during the cooldown, and you may have to straffe around cover to get another shot. FRD is great if you blow EVERYONE back, but sometimes the guys around the edges are just staggered. Obviously, shoot them first, or use the opening to run for a different position.

Another good shout for big individual threats is Ice Form. A guaranteed Paralysis, it doesn't blow back, like FRD, but often lasts longer, and a closer target lets you hit them easier. Likewise, you can use Paralysis poison. There's a perk, and enchant for these effects, but I find them Unreliable. (There's a leveled chance of Resisting.)

Perks: With Power Shot, and Bullseye, there's a chance to stagger, or paralyze. Neither is 100%, but if you keep shooting, they're good that eventually, one will kick in. You can also perk up Critical Shot(3) so odds favor at least killing them faster, before they rush you.

Enchantments: Slow effects are the best, and come free with Cold Damage/Drain Stamina. This is probably why you see it on so many scripted bows., (Nightingales', Finereal's End...) You use Stamina for aiming, and sprinting, anyway, so Absorb might be good for an Extra Effect, but I look for Cold/Slow first. Fire just does more damage, faster, and cheaper, so this is a good secondary. Absorb Health does more damage, and heals. Firey Soul Trap does minimal (10-12) burn, but also tops off your gems, so you can keep the enchantment up. (The fire damage is also basically free.) So, if you DiY, I repsectfully suggest Frost, and one of the others I mentioned.

On Apparel (clothes/armor) Fortify Archery translates into pure Damage from your bow. Stack up enough, and you may be able to get away with a lighter bow, Smithed/Enchanted up to obscene damage for the faster pull, and higher RoF. There's already several items with (non- disenchantable) Archery multipliers, including Krosis (with a lot of Armor) Linwe's Hood (35%!) and the Gauntlets of the Old Gods (Can be worn with either.). Get a Ring/Necklace, and you can effectively double up your bow's Base Damage. This only fits in a few slots, though, so for the rest (Body/Feet) I like to Fortify Stamina, and recovery for more aiming, and sprinting. Here's where light Armor really helps, because it doesn't drain as much as Heavy from sprinting, slow you down as much, and can be Perked for Stamina Recovery without using an enchantment slot. Which isn't to say you can't wear Heavy, but it doesn't become as effective for this combat style until late in the game. (I only wear it around Robes.) Unarmored is a viable option. There's No Stamina Drain, so you need less for sprinting, and unless you're also casting spells, Magicka is unneeded, so you can invest it all in Health. This won't make you a Tank, but helps avoid being 1HKed like a squishy Mage (Glass Cannon.)

Backups: there's no reason you Have to make a Pure Archer, and most in game examples carry a Dagger for a sidearm. Ok, with the exception of Assassin's Blade, daggers suck. Since this is a backup in case they inevitably close after you've shot them up, I don't suggest this for an Archer's sidearm. If you get a chance to Backstab, you're not playing an Archer, but an Assassin. I like Handaxes, because they do more damage per strike, and can be Perked to add bleeding. Also, you can drop it into the left hand, and skip the drawing time. It strikes slower here, but the Power Attack is quick enough , and Staggers to let you run, while they continue bleeding. I'm also a big fan of the Drainheart Swords, because they immediately recover the Stamina from a Power Attack, for sprinting away.

Again, stick them, and run. Unless you're a Heavy Armored Tank Warrior with a bow for some ranged attack, you'll get destroyed in the melee. As an Archer, you want to invest a lot in your primary weapon, instead of filling out a more Perk intensive tree, like 1H. I use a Shield, specifically the Targe of the Blooded because it adds Armor/Blocking to keep you alive, Bash to create openings (with a little Bleeding damage) and has a perk efficient tree not unlike Archery. They actually match up pretty well, if you can pull off the transition. (Bound Bow Helps, by automatically "conjuring" your shield from inventory when you sheathe.)
 

TheDovahkiin

The Fabled Stealer Of Sweetrolls
Im kind of like a combo of Everything! I specialize in Spellsword, or occasionally Hack&Bash, but I also have a bow and a perk to make it more powerful. My Novice Destruction spell costs half, and I use Swords, my 1H weapons do more damage than some 2H, like Battleaxes.
 
Im kind of like a combo of Everything! I specialize in Spellsword, or occasionally Hack&Bash, but I also have a bow and a perk to make it more powerful. My Novice Destruction spell costs half, and I use Swords, my 1H weapons do more damage than some 2H, like Battleaxes.
That's Build Strategy, but what actual Battle Tactics do you use (other than the ones I detailed)? There's lots of Build threads, but this one is about how you put all your perks into practice on the battlefield. As a Spellsword, you can use Slash&Burn (or usually in the other order) then drop in a shield to Bash. This dicussion is irrespective of how much damage your weapons do, but what you actually do with them. Of course, if they do more damage, they're more effective, but soung Battle Tactics work with any level of weapons/spells/Shields. That's why I mostly glossed over Armor, it's more a startegy you do before battle than something you actively use.
 

stagnant94

Active Member
ahhh, too many words
 

TheDovahkiin

The Fabled Stealer Of Sweetrolls
That's Build Strategy, but what actual Battle Tactics do you use (other than the ones I detailed)? There's lots of Build threads, but this one is about how you put all your perks into practice on the battlefield. As a Spellsword, you can use Slash&Burn (or usually in the other order) then drop in a shield to Bash. This dicussion is irrespective of how much damage your weapons do, but what you actually do with them. Of course, if they do more damage, they're more effective, but soung Battle Tactics work with any level of weapons/spells/Shields. That's why I mostly glossed over Armor, it's more a startegy you do before battle than something you actively use.
Ah, I see. I mostly employ Magic then attack with my sword, then run to use my Heal Spell. I keep doing this, along with having a companion, and I end up scorching them and taking their last health my sword.
 

Squirrel_killer-

The blade in the dark and the hand at your throat
A awesome way to kill people if detected is to get a decent dagger (no enchantment necessary), shrouded gloves, Assassins blade and Shadow Warrior perks. Then crouch and use your power attack before your temp invisibility wears off. You'll get your 30x damage boost no problem once you master this trick. With this a Daedric Dagger does a base damage of 660 damage (power attacks double damage making the damage multiplier 60x). Start adding other perks and enchantments and you get some over powered damage.
 
Leapfrogging

Specific to Conjurers, with the Twin Souls perk, this tactic works best with Dremora Lords. They're stompy, but the main drawback is they're slow. However, you can re-cast them wherever you want them, which gives you something to do while they're doing all the fighting for you. Most fights are set up some distance from each other, so you can fight your way through the fort, crypt, or cave without taking them all on at once. So, cast one forward, and another closer to you for defense. The latter will run foreward, and intercept the sluggers coming for you, while the former is busy sweeping the walls of Archers.

Now, each time you recast, the first one disapears, so this is basically teleportation. First, repostion the first one to another knot of Archers, so he doesn't have to go all the way around. Then, when the second has finished with his batch, teleport him foreward, and advance. (Stop by the pile of bodies to see what loot they dropped is optional.) Then, keep advancing, leapfrogging the Stompies as necessary so they're where you want them to be. The 2 minute duration should give you plenty of time to recover your magicka, so long as they're not too efficient at killing all opposition.

I've also done it with Flaming Familiars, which gets pretty abusive with a quickness. The casting cost is so low, you really don't need much in the way of Magicka, as long as you have enough regeneration. Archmage's Robes is plenty, with Morokei being Overkill, unless you're a Vampire in broad daylight. Not as effective with Atronachs, especially Flamers, because they tend to skate around playing mobile artillery. Nor Necromancy, unless you have an effective way to kill, and generate corpses. They never fall where you want them anyway.

The best Shout for this tactic is Wuld, to advance with your teleporting Dremora, or quick sprint out of trouble. You could dual cast, but I prefer to keep something else in the off hand. A shield, just in cast they do make it to you (Not the most reliable AI) Frenzy with an Illusionist, or Invisibility with a Shadow Summoner. If you're also doing Destruction, a good ranged spell, like Thunderbolt, or Ice Storm lets you assist in the fight. You'll probably never need a sidearm, like a sword, if you play it well enough. Useless against Dragons on the wing, but I just drop a couple Storm Atronachs, and either Bound Bow, or altercast Lightning to get it over with quick. Dragonrend is, of course, the Shout of Choice for that kind of fight.
 

Admiral Snackbar

it's a...well, you know.
My first character is a spellsword (flames and sword, mostly), while my second is an orc (mace and shield) and my third more of a pure mage (dark elf). The slash and burn fighting style was the most natural to me to start the game, but I've found the shield and mace, at least for my orc, to be by far the most effective. YMMV... Of course, most effective doesn't necessarily equate to the most fun.
 
My first character is a spellsword (flames and sword, mostly), while my second is an orc (mace and shield) and my third more of a pure mage (dark elf). The slash and burn fighting style was the most natural to me to start the game, but I've found the shield and mace, at least for my orc, to be by far the most effective. YMMV... Of course, most effective doesn't necessarily equate to the most fun.
Ok, let me clear up an assumption here. These are not exclusive, other than the fact that you can't do both at once. I can, and have built characters that are capable of most of these in any given fight. The trick seems to be knowing when to go with which, or switch from Slash&Burn to Bash&Burn, for instance. Mace, and Shield doesn't do too well against Dragons on the wing (Assuming you can't Shout them down yet) so you might want to Altercast Lightning Bolt to bring him down first.
 

Admiral Snackbar

it's a...well, you know.
Ok, let me clear up an assumption here. These are not exclusive, other than the fact that you can't do both at once. I can, and have built characters that are capable of most of these in any given fight. The trick seems to be knowing when to go with which, or switch from Slash&Burn to Bash&Burn, for instance. Mace, and Shield doesn't do too well against Dragons on the wing (Assuming you can't Shout them down yet) so you might want to Altercast Lightning Bolt to bring him down first.
Yep, very true. I have tried to build characters around certain fighting styles, at least preferred fighting styles, but each is certainly more appropriate in some instances than others.
 
Exactly, most of my character builds are likeat. The only style I've found so far that can beat everything with minimal skills is Shield, and Bound Bow (With Archer tactics, and bash my way out of the melee.) I can get it all in under level 20. Otherwise, the specialized builds are minimalist testers to work in with a more holistic build to combine all of them, without working other skills to open up points. If I start with Imperial, I can get it all in under 50. (Block, Destruction, 1H, Heavy Armor, Restoration, and Enchant.) Except Conjuration Leapfrogging, and Shadowmage, with Destruction, instead of Archery for those tactics.
 

Morgan

Well-Known Member
What does altercast mean? (Actually I could use a legend for a lot of this guide. There's tons of great ideas in there, but you do use a LOT of jargon : )
 
Tank&Spank

A combo with a follower, summon, or zombie, one of you Tanks the baddie, while the other shoots, or hits them from behind. I usually like to play the spanker, tanking is a losing proposition unless you bash to stagger while your buddie/s deal most of the damage. The real trick to this tactic is configuring you counterpart for their role.

Mjoll the Lioness is my vote for best Tank follower in the game. Heavy Armor, and 2 handed is real easy to equip, and she can't actually die, so you don't have to replace her. Keep an eye out for her to take a knee, though. That means whatever you're beating on is about to turn around, and make this a bad day. Heavy Armor is simple enough, the best you can get. Cap her out, and stack on the resistances to keep her off her knee. I like Orcish, mostly because it looks good under a Dragon Priest Mask. Either Otar, or my personal choice, Rahgot. There's nobody I'd rather clean out Forelhost with, and it just happens to be best handled with this tactic. Also, the Gauldur Amulet (if you aren't using it.) Stamina is about all she needs, to keep her bashing away at the baddies, and there's no better weapon for that than the flee hammer, Volendrung. Barring that, a Drainblood Battleaxe is so light that Power Attacks are negligible, and heal her to keep on hacking away.

Jenassa, because she can play both roles. Sneaky enough, pretty damned good with that hunting bow of her's, and the best Dual Wield of any follower. Not exactly a Tank, though, which is why I cheat. In a word, Windshear. She doesn't have to bash to keep them stunlocked, and now noone is taking any damage, except the guy you're killing. If it's 1 big bad enemy, a Giant, Dragon, Warlord Gathrik, or Centurion, just let her go, or do what damage you can to get it over with. If not, command her to take care of the badass boss, (Mikrul Gauldurson) while you clear the room. With dual wield, that leaves a slot open for another weapon, I go with the Blade of Woe, Drainhheart Sword, or Nightengale Blade.

For your part, just do whatever's clever. You can use a similar loadout for your Tank build, or copy the Jenassa outfit of unfair gimping to skip on the need for a Follower in the first place.
 
What does altercast mean? (Actually I could use a legend for a lot of this guide. There's tons of great ideas in there, bu you do use a LOT of jargon : )
Defined right after I first wrote it. rather than Dual Casting, you Alternate Casting in one, then the other hand. This effectively doubles your Rate of Fire (and Magicka drain) so you can spread it around. Keep the comments coming, this is to be the basis for an Article, now.
 

Morgan

Well-Known Member
Defined right after I first wrote it. rather than Dual Casting, you Alternate Casting in one, then the other hand. This effectively doubles your Rate of Fire (and Magicka drain) so you can spread it around. Keep the comments coming, this is to be the basis for an Article, now.

I see it now. I think I glossed over it because it was originally introduced in the pure mage section, so my first encounter was in your discussion with the Admiral about hybrid tactics. Thanks!
 

osheao

Member
all-powerful, all-purpose HYBRID: by only taking the TRUE power perks this build allows one to defeat all enemies on master and play as any type of character during any gaming session or battle. as well, this build is basically complete by level 60, takes advantage of the 3 trades and still gives you 20 or so perks to spend on more roleplay/gameplay function ability.

by choosing the most powerful perks i can play however i'd like at any time: session or even mid-battle.

of course, this build is best used for general characters meant to enjoy most of the the content within skyrim and not for roleplayers, unless, strict rping is your specialty.
 
all-powerful, all-purpose HYBRID: by only taking the TRUE power perks this build allows one to defeat all enemies on master and play as any type of character during any gaming session or battle. as well, this build is basically complete by level 60, takes advantage of the 3 trades and still gives you 20 or so perks to spend on more roleplay/gameplay function ability.

by choosing the most powerful perks i can play however i'd like at any time: session or even mid-battle.

of course, this build is best used for general characters meant to enjoy most of the the content within skyrim and not for roleplayers, unless, strict rping is your specialty.
Again, that's great, but this isn't a build thread. This is a discussion about Tactics, such as how you use your "all-powerful, all-purpose" build in battle. I wouldn't even call that a build as much as bragging about what all it's supposedly capable of.
 

osheao

Member
Again, that's great, but this isn't a build thread. This is a discussion about Tactics, such as how you use your "all-powerful, all-purpose" build in battle. I wouldn't even call that a build as much as bragging about what all it's supposedly capable of.

true enuf, though, i wasn't bragging. just stating a fact that many don't understand.

the tactics to this game are simple: strike from afar, silently, if possible. hide, retreat, disappear. redo. or, close in and use some controlling and mid-fire offensive. hide, retreat, disappear. redo. or, get h2h and dish it out and mix in some potions and spells here and there.

tactics, with the weak combat system that the tes games have is irrelevant if your not taking into consideration a person's roleplay, rules and character class.
 

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