Tag Archives: skills

Elder Scrolls V: Skyrim Character Build Guide: Rogue

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My character, the Wood-Elf thief/assassin/hunter (let’s just call him a “rogue”) Roland

Skyrim is a massive RPG that allows you to make pretty much any character you want. While this is an awesome feature, it can also be quite a lot for the average gamer. Since there are no classes to choose from, the player is forced to build their character  from scratch without any guidelines, and with so many skills and play choices to choose from the novice player can quickly become overwhelmed. That’s where this guide comes in: I knew what I wanted from my Skyrim character and through over sixty hours of character development (plus hundreds of hours of playtime logged into Oblivion) I believe I have the information you need to make an unstoppable rogue character. The rogue is also the build you will want if you have dreams of being a sneaky thief or deadly assassin as well.

Race: Of the eight races available in Skyrim I would recommend a few as being built for the rogue class. The following three races have initial skills or abilities that are beneficial to a rogue:

  • Wood-Elf/Bosmer: The Wood-Elf receives a +10 to archery as well as +5 to alchemy, light armor, lockpicking, pickpocket and sneak. Wood-Elves also have a 50% resistance to poison and disease (meaning there’s a 50% chance you won’t catch a disease or be affected by poison). The Wood-Elf is my personal choice because this rogue build is heavy on archery and sneaking, and not having to worry about diseases is always a nice perk.
  • Argonian: Another great rogue choice with a +10 to lockpicking and +5 to alteration, light armor, pickpocket, restoration and sneak. Argonians also have a 50% resistance to disease and also have waterbreathing, meaning you will be able to hide in a body of water to avoid enemies that are chasing you.
  • Khajit: These felines receive a +10 to sneak as well as +5 to alchemy, archery, lockpicking, pickpocket and one-handed. The really neat thing about the Khajit is that they have night vision which allows them to see easily at night (which just so happens to be the best time to sneak.)
The Khajit make a great rogue thanks to their night vision
Any of these three races will make excellent rogues. They all receive an initial bonus to sneak, lockpicking and pickpocket, which are the bread-and-butter of the rogue build. Since the game is so open as to creating own character, you could technically make a sneaky Orc if you wanted to, but I wouldn’t recommend it. The Wood-Elf, Argonian and Khajit are the three races you want to look into if you want to make a really solid rogue.

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Dungeon Hunter: Alliance Character Build: The Warrior

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I’ve done a few character builds for Sacred 2, and I enjoyed sharing my thoughts on creating a strategic character who was well-built and used all of their skill points to the maximum advantage. While Dungeon Hunter: Alliance is nowhere near as complex as Sacred 2, there are still a lot of skills to choose from for each class. Granted, if you play to max out your character at level 75 you will have most of the skills by default, but this is a guide for someone who does not want to put as much time into their warrior, and won’t play past a single playthrough.

The Basics:

First off, some general info on the warrior. I think the warrior is best suited as a tank. Sure, he has some buff skills, but if you’re playing in co-op, it’s best to save the buffs for the mage, and let the warrior get down and dirty in the front lines. Unfortunately, it takes time for the warrior to become a “tank”, in that he can run to the front lines and hack up enemies while absorbing little damage. It took until about level 25, when I was getting decent armor stats on equipment, had a lot of attribute points in endurance, and had the Hardiness (increases your armor stat) skill maxed out. The good news is that it is ridiculously easy (and affordable) to reset your characters skills and attributes, so doing so every few levels, after some good skills have been unlocked, will be key. Read More »

PSN Review: Dungeon Hunter: Alliance

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Anyone who truly knows that my favorite genre of game is not FPS or wrestling or even RPGs…it’s the good ol’ genre of hack-and-slash dungeon crawlers! Nothing is better than sitting down, choosing a class, and then spending fifty or more hours grinding that character by killing endless streams of monsters over and over again while searching for more xp and loot. The PS2 had quite a few excellent games in this genre, but the PS3 has been relatively lacking…the best being Sacred 2. Then along came Dungeon Hunter: Alliance; a PSN-exclusive that really scratched my itch for a genre that has been severely under-represented in this generation of home consoles.

There is a basic story in the game. You play as a dead king who is resurrected by a fairy, who needs your help to stop your wife (the queen) from resurrecting a dark fairy who will destroy the world. There are three classes to choose from; warrior, rogue, and mage. As with most dungeon crawlers, each class depends on different stats (ex- warrior uses strength, rogue uses dexterity) and combat skills to take on the forces of evil. There are twelve acts, each one made up of a couple of different dungeons/maps that offer their own enemy type. While the lack of class choice is a tad disappointing (I compare most hack-and-slash dungeon crawlers to Champions of Norrath: Return to Arms), it works just fine for a $9 PSN title (the PS+ price, of course.)

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Dungeon Hunter: Alliance: A Worthy Predecessor to Sacred 2

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If anyone knows my gaming habits, they know I’m a sucker for the hack-and-slash/dungeon-crawler/RPG genre. Ever since getting the PS3 I’ve been itching for something that equaled the awesomeness of Champions of Norrath and Baldurs Gate on the PS2, but that has been a challenge. The closest game was Sacred 2, which is incredibly under-rated in my opinion, but I do acknowledge the limitations it had. There were a few other games that tried to squeeze into the genre, but just didn’t cut the mustard (Untold Legends didn’t have online voice chat and was otherwise mediocre, and the Marvel Ultimate Alliance series just didn’t have as much replay value as I would have liked.)

Then I started hearing about Dungeon Hunter: Alliance; a PSN-exclusive that enables up to four players to raid some dungeons. Being a PSN title, I was initially skeptical for the replay value, particularly in the number of maps and the max level. After reading co-optimus’ review on the game, my worries were tossed aside as there are over twelve levels and the character level cap is set to 75. So I jumped on the PSN and put my birthday money to good use, and had some time to check the game out. Read More »

Explanation of Combat Arts/Aspects/Skills in Sacred 2

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Now that Ive put more time into it, Im really getting into it. I have finally figured out how to use abilities. As I mentioned, it is a complex process, and the instruction manual tells very little. However, after reading up on discussion boards and experimenting, I figured it out for the most part, at the most basic level.

Each character in the game is assigned three “aspects”. These aspects  are also called skill trees, as each one contains five individual combart arts (special moves/magic) that can be learned. Thus, each character can learn up to fifteen moves. So when you level up, you get the opportunity to assign points to the aspect  itself, which makes all corresponding combat arts stronger (more damage, shorter regen time, etc.)

I’ll use my Shadow Warrior (undead warrior) as an example. He has three aspects- Death Warrior, Malevolent Champion, and Astral Lord. Death Warrior combat arts are all about doing massive close-range combat damage. Malevolent Champion skills are close-range combat moves that are not as massive, but quick. The Astral Lord combat arts are all the cool undead skills such as summoning skeleton helpers and arrow-firing towers.

Each character can learn up to ten skills, which are additional “areas of proficiency.” The character’s three aspects can be in there, as well as stuff like “sword use”, ” bow use”, “mount riding”, and “blacksmithing.” All of these skills raise the characters ability to perform well in these activities. So when my character levels up, I can use my skill points to upgrade any of my three aspects, which in turn strengthens the five corresponding combat arts.

Now to learn each individual combat art requires you to find the rune of that skill during combat, and then use it. The good thing is that these runes are easy to come by, as once I figured all this out, I had at least two of each in my inventory. Enemies drop these runes like crazy. So you figure out what combat art you want to learn, then see if you have the rune. If you do, then you use it, and blam…you can now use that combat art.

Now heres the interesting thing. There is no sense of mana/magicka/mp in the game…each aspect has its own separate recharge rate. So if I was to use a combat art from Astral Lord, I would have to wait until Astral Lord was fully recharged to use another Astral Lord skill. In the meanwhile, I could still use combat arts from Death Warrior or Malevolent Champion, so long as they were recharged. In this respect, it is recommended that you dont waste runes and such leveling up all the skills, but stick to a base two or three in each set (I’ll explain another reason why later in the post).

Heres one of the coolest aspects of combat arts…not only do you level them up with more runes, but you can also modify them. Let me give you an example. Under Astral Lord, there is a combat art called Nether Allegiance. This combat art summons two skeletons to fight with you in battle until they are defeated or you send them back. There are three modification categories for each combat art, and each category has two abilities, and you choose one. So with Nether Allegiance, the first option was either “skeletons do more damage” or “summon one additional skeleton.” I chose the latter, so when I use that skill now, three skeletons show up instead of two. Then when I unlocked the second modification, the two options were “skeletons have better shields” or “summon yet another skeleton.” I thought three was enough, so I decided to make them tougher by giving them better shields. There are other examples also, as Ive seen that the fireball the Inquisitor (Wizard) casts can be modified to either be one huge fireball, or a series of smaller fireballs. This was a very interesting aspect of the game. So you assign points to aspects to make all the corresponding combat arts stronger, and use runes to learn and strengthen individual combat arts. Occasionally, you unlock the ability to modify these combat arts to really alter them and make them better. Also, there is a way to create “combos” in which you can make up to four combinations of different skills, but I havent delved into that yet.

Heres the thing with runes…not only do you find them, but you can also buy/trade them from a rune master. So all the unused runes you have, and you will have a lot, you can trade to him/her for runes for combat arts you actually use. So if you only use two combat arts from Astral Lord, you would be able to trade the three other runes to this guy for one of the two you actually use.

As I said, its a complex system, and Im sure I didnt fully explain everything, but I think I did a pretty close job of nailing it on the head. As I said previously, its difficult to master, but once you have some idea of whats going on, you feel a lot better. I was so relieved when I got my level 11 Shadow Warrior to finally use his first skill.

UPDATE:

I recently wrote a character build guide for the Shadow Warrior and High Elf . I will be creating more character build guides in the near future for the other characters.