See, I feel like there should have been special weapons or spells (or hell, even shouts) that could bring those Death Lords and stuff down to size. Takes me three minutes just to hack one or magic one to death. I understand they don't want these guys to be total cake, but once you're at a sufficiently high level, they should be.
The powerful play goes on, and you may contribute a verse.I think the companions idea of honour and valour is different to mine. During my test I partook in sneaking, sneak attacking, destruction magic, necromancy, grave robbing, summoning the forces of oblivion, using daedric weapons, capturing souls and lolygagging. None of which seemed to bother my anti-magic, anti sneaking companion shield brother.
I mean, if you level up the Illusion school and get the Master of the Mind perk, it's fairly easy to just tell them "I'm not here", or get them to fight each other, all while you remain silent and invisible. I really underestimated the practical applications of Illusion magic in my first playthrough.
Switch FC code: SW-4420-1809-1805My first playthrough I almost completely ignored magic. Which is why I'm gonna create a mage character next. With Apocalypse Magic and a bunch of other magic mods installed.
As for those dang Draugr Deathlords, I find that they go down pretty easy as long as I keep them on the ground with Unrelenting Force and whack away with Dawnbreaker.
You would be surprised. They have a shit-ton of HP, and hack'n'slash only does so much, even with a Legendary Dragonbone 2h Sword. Now, Stealth-Archering is broken AF, but I don't like to always Stealth Archer. Sometimes I want to run in there as an orc with a massive warhammer and just clobber things.
The powerful play goes on, and you may contribute a verse.It's why I like to use combat overhaul mods that make your choice of weapon actually matter. Like, blunt weapons for better damage vs armor and for stagger chance and stamina damage, bladed weapons for bleed damage and better damage vs unarmored and light armor.
And yeah, stealth archer is way OP, which is why I actively try to stay away from it.
I've played so many different characters for Skyrim, at least over 2 dozen at this point, that I'm pretty sure all the possible bases have been covered. So I'm not against playing a certain way anymore. Playing a Dark Brotherhood or Thieves Guild character would naturally encourage a Stealth attack playstyle, so I go for it. Vampire Lord would be strong in either stealth or necromancy, and that's before adding mods to change up how it plays and benefits you.
Right now I've got a Miraak Build that's at level 60 so his Mask is at its most powerful. I'm also using a mod that makes every Dragon Priest Mask give 15% shout cooldown reductions in addtion to their normal effects. Miraak's Mask not only has 35% Shout Cooldown, it give all elemental damage a 25% buff.
Ah, TLAM. How long till there's a porn adaptation of it floating around on the internet? What with Rule 35/34b and all.
The powerful play goes on, and you may contribute a verse.I've been doing some thinking, how many quests in skyrim actually require you to be the dragonborn? The only ones I could come up with off hand are
- The main quest (and some connected quests)
- The main quest of 'Dragonborn' DLC
- The white phial (requires access to the top of the throat of the world)
Other than that you could just be another adventurer.
Their is part of dawngaurd main quest where an undead dragon refers to you as a fellow dovah but I don't see why you'd need a dragon soul to defeat him.
For whatever reason I kept getting Brotherhood assassins from the start of my 0-kill run. It got pretty funny; I'd just immediately Calm them whenever I saw them so they never even got a hit in. Was even better than killing them, really — like ignoring a misbehaving child, but with more daggers and murder attempts.
Edited by Lavaeolus on Nov 2nd 2018 at 7:34:01 PM
x5 The Civil War also grinds to a halt at "Message to Whiterun" until you finish "Dragon Rising".
Ah, scenic lakeview manor, a perfect place for a home. Except the nearby wolves ("Steward, we need a new cow, a new chicken and a new carriage driver") and the nearby necromancer ('gets out a bow' "get off my lawn!), the nearby shrine of talos with all those dead bodies does, admittedly bring down the property values, as does the bandit hideout in pine watch. But you have a lake! its pretty nice once you get rid of the slaughter fish. There is also the occasional kidnapping and raiding party of bandits, or a gaint, but apart from those few problems, it perfect.
P.S: Nearby resources are in plentiful supply, but consider nearby Falkreath for any other building needs!
Edited by MCE on Nov 6th 2018 at 1:15:20 AM
I like some of the modded sustainable income sources more, myself. Like, there was a mod that gave you a farm to fill out near Whiterun, and another one that gave you a mine up near Morthal to build. Both were really well-done. You'd hire servants, handle daily wages and stuff, and you'd get to decorate your little house inside of it.
The powerful play goes on, and you may contribute a verse.

That's because it is. Every dungeon would have a radiant boss, which was always a Mook that was one step above the mooks you'd been fighting that far.
For instance, if you were fighting regular old Draugr, the boss would be a Restless Draugr. If you were fighting a bunch of Bandit Plunderers, the boss would be a Bandit Marauder.
But once you hit a sufficiently high level, every mook becomes the highest tier not reserved exclusively for bosses, and every boss becomes the absolute highest tier. For Draugr, all draugr become Hulking Draugrs or Draugr Deathlords, and the dungeon boss becomes a Draugr Death Overlord.
The powerful play goes on, and you may contribute a verse.