Some Notes on Skyrim
Jun. 20th, 2013 04:35 pmI've been quieter than usual on LJ lately. I blame Skyrim. Since it's been sucking up a fair bit of my time, I'll use that as LJ fodder.
1. I really like the three artificing skills - Alchemy, Enchanting, and Smithing. Making or obtaining a set of good bows, improving them, and then enchanting them with different enchantments - Fire, Frost, Shock, Soul Snare, Absorb Health - makes for a lot of one-shot battles. I also like to carry a variety of enchanted melee weapons, and several sets of rings and necklaces, enhancing one or another skill as needed.
2. Another nice triple of skills is Sneak/Archery/One-Handed, especially after you pick up the Backstab and Deadly Aim perks. Combine those with the standard enhancements to Archery and One-Handed, and your character is deadly as a sniper.
3. It's really handy having a dog along, as well as a two-legged Follower. Wolves and skeevers cease to be a problem; I don't even bother drawing a weapon. The tricky thing is keeping dog and follower from killing each other. I've learned not to give Faendal any wizard's staffs; he tends to accidentally hit poor Meeko, and then, as soon as the fight's over, Meeko attacks Faendal....
4. At one point, I'd gotten ahead of Faendal and Meeko, wandering in the northwestern wilderness, and a stray dog came up, begging to be adopted. I was trying to figure out what to do about it when Meeko came charging in out of nowhere and tore the poor stray's throat out. One master, one dog, I guess is how Meeko feels.
5. Verb. sap.: when you go after Potema, stay in the antechamber and pick off her Draugr with arrows. Don't go out and engage them in melee combat, and leave your dog home.
It's a very absorbing game....
1. I really like the three artificing skills - Alchemy, Enchanting, and Smithing. Making or obtaining a set of good bows, improving them, and then enchanting them with different enchantments - Fire, Frost, Shock, Soul Snare, Absorb Health - makes for a lot of one-shot battles. I also like to carry a variety of enchanted melee weapons, and several sets of rings and necklaces, enhancing one or another skill as needed.
2. Another nice triple of skills is Sneak/Archery/One-Handed, especially after you pick up the Backstab and Deadly Aim perks. Combine those with the standard enhancements to Archery and One-Handed, and your character is deadly as a sniper.
3. It's really handy having a dog along, as well as a two-legged Follower. Wolves and skeevers cease to be a problem; I don't even bother drawing a weapon. The tricky thing is keeping dog and follower from killing each other. I've learned not to give Faendal any wizard's staffs; he tends to accidentally hit poor Meeko, and then, as soon as the fight's over, Meeko attacks Faendal....
4. At one point, I'd gotten ahead of Faendal and Meeko, wandering in the northwestern wilderness, and a stray dog came up, begging to be adopted. I was trying to figure out what to do about it when Meeko came charging in out of nowhere and tore the poor stray's throat out. One master, one dog, I guess is how Meeko feels.
5. Verb. sap.: when you go after Potema, stay in the antechamber and pick off her Draugr with arrows. Don't go out and engage them in melee combat, and leave your dog home.
It's a very absorbing game....