Another excellent build, Zach!
The backstory/roleplay, and the gear selection, fit the gameplay much better than the DB concept. This is a really cool concept, and the art and gameplay complement it perfectly. A common trend I've found is that it's really difficult to get away from speedy/agile characters once you've done one. It's such an engaging play style. Tactical and methodic pure stealth can be enjoyable, but there's nothing like diving and dodging your way through a Dwemer dungeon in 10 minutes, when a classic stealth build would need 45+.
I also like the limitation of only using single effect potions to balance out the two crafting skills. And just using Smithing in general was a cool move for this build; it would have been very easy to fall back on Enchanting instead, but that would've made it less interesting and original.
Couple quick things:
I'm fairly certain the Bullseye perk is actually an invisible projectile spell. With that in mind, it won't stack additively with a Paralysis enchantment. Rather, there will be two separate dice rolls — one roll for Bullseye, and one for the Paralysis enchant. Also, according to UESP, the Bullseye projectile actually moves more slowly than an arrow, meaning that an enemy who gets hit by the arrow can actually move out of the way before Bullseye hits him, so the "effective chance" is even lower than 14%. But even assuming the projectile hits every time, you're looking at:
• Bullseye hits, Enchant misses » 14% * 74 = 10.36%
• Bullseye misses, Enchant hits » 86% * 26 = 22.36%
• Both hit » 14% * 26 = 3.64%
• Neither hits » 86% * 74 = 63.64%
• Actual chance to paralyze is 36.36%, and that's assuming Bullseye always hits, which in practice, it probably won't. So your effective chance to paralyze is probably more like 35%. Not a *huge* difference, but worth noting, IMO.
In any case, I'm pretty sure Paralysis poisons have a 100% chance to proc, so you're probably better off taking that route anyway. Especially if combined with a lingering health damage effect. Plus, then you could put Absorb Stamina on your bow, to keep up Ranger/Steady Hand even longer in drawn out battles!
Also, Nord Hero Bows are probably a better option than Hunting Bows. They have the same weight and draw speed, but +4 base damage. Plus, IMO, they look better, especially with the gear you're using. They used to be bugged and untemperable, but patch 1.9 fixed that.
Also, for Velocity Shift, you can throw a Fortify Alteration potion on there as well, for increased Slow Time duration. With that in mind, is Alteration really even necessary to the build? I mean, with the Atronach perk, you're pushing Spell Absorption to 80% (100% if you drink a Philter of the Healer before picking up the stone) but even 50% Absorption and a bit of resistance from other passives such as worn gear and/or Agent of Mara should be plenty of magic defense. You don't really need the extra duration from paralysis or slow time via Stability (though I suppose it is helpful). All in all though, it just seems like a slight comfort rather than anything truly fundamental to the build. I guess that's not really a bad thing though, to be fair.
With Stability, it might be worth it to push the Paralysis enchant to 2 seconds. I think then you get the Stability 50% to kick in for a free extra second. Not really necessary I guess, but useful. Which seems to be the role of Alteration here in the first place. On the other hand, I think Stability still adds a "hidden" 0.5 seconds to the 1pt paralysis enchantment, so could be a wash.
Phew, all that out of the way, I just want to reiterate that this is a really awesome build. My rambling here is just a couple of VERY minor constructive quibbles, and in no way is any of this meant to be seen as a negative response to this. In fact, it might be my favorite of yours! Well done, Zach, as always!
Another excellent build, Zach!
The backstory/roleplay, and the gear selection, fit the gameplay much better than the DB concept. This is a really cool concept, and the art and gameplay complement it perfectly. A common trend I've found is that it's really difficult to get away from speedy/agile characters once you've done one. It's such an engaging play style. Tactical and methodic pure stealth can be enjoyable, but there's nothing like diving and dodging your way through a Dwemer dungeon in 10 minutes, when a classic stealth build would need 45+.
I also like the limitation of only using single effect potions to balance out the two crafting skills. And just using Smithing in general was a cool move for this build; it would have been very easy to fall back on Enchanting instead, but that would've made it less interesting and original.
Couple quick things:
I'm fairly certain the Bullseye perk is actually an invisible projectile spell. With that in mind, it won't stack additively with a Paralysis enchantment. Rather, there will be two separate dice rolls — one roll for Bullseye, and one for the Paralysis enchant. Also, according to UESP, the Bullseye projectile actually moves more slowly than an arrow, meaning that an enemy who gets hit by the arrow can actually move out of the way before Bullseye hits him, so the "effective chance" is even lower than 14%. But even assuming the projectile hits every time, you're looking at:
• Bullseye hits, Enchant misses » 14% * 74 = 10.36%
• Bullseye misses, Enchant hits » 86% * 26 = 22.36%
• Both hit » 14% * 26 = 3.64%
• Neither hits » 86% * 74 = 63.64%
• Actual chance to paralyze is 36.36%, and that's assuming Bullseye always hits, which in practice, it probably won't. So your effective chance to paralyze is probably more like 35%. Not a *huge* difference, but worth noting, IMO.
In any case, I'm pretty sure Paralysis poisons have a 100% chance to proc, so you're probably better off taking that route anyway. Especially if combined with a lingering health damage effect. Plus, then you could put Absorb Stamina on your bow, to keep up Ranger/Steady Hand even longer in drawn out battles!
Also, Nord Hero Bows are probably a better option than Hunting Bows. They have the same weight and draw speed, but +4 base damage. Plus, IMO, they look better, especially with the gear you're using. They used to be bugged and untemperable, but patch 1.9 fixed that.
Also, for Velocity Shift, you can throw a Fortify Alteration potion on there as well, for increased Slow Time duration. With that in mind, is Alteration really even necessary to the build? I mean, with the Atronach perk, you're pushing Spell Absorption to 80% (100% if you drink a Philter of the Healer before picking up the stone) but even 50% Absorption and a bit of resistance from other passives such as worn gear and/or Agent of Mara should be plenty of magic defense. You don't really need the extra duration from paralysis or slow time via Stability (though I suppose it is helpful). All in all though, it just seems like a slight comfort rather than anything truly fundamental to the build. I guess that's not really a bad thing though, to be fair.
With Stability, it might be worth it to push the Paralysis enchant to 2 seconds. I think then you get the Stability 50% to kick in for a free extra second. Not really necessary I guess, but useful. Which seems to be the role of Alteration here in the first place. On the other hand, I think Stability still adds a "hidden" 0.5 seconds to the 1pt paralysis enchantment, so could be a wash.
Phew, all that out of the way, I just want to reiterate that this is a really awesome build. My rambling here is just a couple of VERY minor constructive quibbles, and in no way is any of this meant to be seen as a negative response to this. In fact, it might be my favorite of yours! Well done, Zach, as always!
Thanks, man, and now for to your points:
Thanks for the feedback man.
Thanks, man, and now for to your points:
Thanks for the feedback man.
I actually held a lot of the same sentiments, Teccam. At the end of the day, it's still a great build and it's obvious you put a lot of work into the gameplay, roleplay, write up, and presentation, and that deserves a +1 anyday :)
Teccam's statistics are spot on though, and while it's only about a 5% difference, some people are sticklers for accuracy (Ponty/myself/Teccam apparently).
I actually held a lot of the same sentiments, Teccam. At the end of the day, it's still a great build and it's obvious you put a lot of work into the gameplay, roleplay, write up, and presentation, and that deserves a +1 anyday :)
Teccam's statistics are spot on though, and while it's only about a 5% difference, some people are sticklers for accuracy (Ponty/myself/Teccam apparently).
Haha not sure how that works but I'm really glad you're getting back into CBing. It was starting to get stale around here but this past week has seen some really great builds. Just when I think I'm taking a break, someone posts a build that inspires me to try something new.
Hope to see more from you soon!
Haha not sure how that works but I'm really glad you're getting back into CBing. It was starting to get stale around here but this past week has seen some really great builds. Just when I think I'm taking a break, someone posts a build that inspires me to try something new.
Hope to see more from you soon!
I later learned (Teccam again) that Nord Herp bows have the same draw speed as hunting bows, but have superior damage. If you want to go for a Nord Hero bow, go ahead, but it is not needed.
Herp Derp Bows? Nord Herpes Bows? Truly, we shall never know what was actually meant by this typo
In all seriousness, with regards to what Teccam said, I think it would be worthwhile to drop Alteration from the build. You can use Alteration potions to the same effect as Mason's Bronze Sentinel to get 90% Spell Absorption, maybe even more since you're using Alchemy as a skill. Dropping Alteration would also mean that you wouldn't need magicka and therefore could solely focus on health. You'd also have some extra perk points to spend on things. For example, you could spend one more perk to get Daedric Smithing to double the improvement on Krosis.
I later learned (Teccam again) that Nord Herp bows have the same draw speed as hunting bows, but have superior damage. If you want to go for a Nord Hero bow, go ahead, but it is not needed.
Herp Derp Bows? Nord Herpes Bows? Truly, we shall never know what was actually meant by this typo
In all seriousness, with regards to what Teccam said, I think it would be worthwhile to drop Alteration from the build. You can use Alteration potions to the same effect as Mason's Bronze Sentinel to get 90% Spell Absorption, maybe even more since you're using Alchemy as a skill. Dropping Alteration would also mean that you wouldn't need magicka and therefore could solely focus on health. You'd also have some extra perk points to spend on things. For example, you could spend one more perk to get Daedric Smithing to double the improvement on Krosis.
+1 loved the combat speed of the build.
But 1 question: Why you didn't took zephyr + quick shot + necromage? Fastest shooting speed in the game.
Together with poisons (to counter the fact that the bow cannot be enchanted) would be a machine gun -_-
+1 loved the combat speed of the build.
But 1 question: Why you didn't took zephyr + quick shot + necromage? Fastest shooting speed in the game.
Together with poisons (to counter the fact that the bow cannot be enchanted) would be a machine gun -_-