The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Squire
The humble squire is your starting job class. They are your typical warrior trainees, and in all aspects, are subpar at best. They have no strong points, however, the squire serves as a vital foundation for the job class he or she may become. Join guilds, find tutelage, do misc jobs until you've fulfilled your requisites. To check your requisites, open your menu screen to General Stats.
Techs
Job Class Advancement
Breaker |
|||||||
---|---|---|---|---|---|---|---|
Grenadier |
|||||||
Radiant |
|||||||
Shieldknight |
|||||||
Warden |
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Breaker
Being a Breaker means that you are a living breathing arcane conduit. Your main source of damage comes from your ability to channel arcane energy into yourself, your weapon, shield and the undead/corpses around you. Get accustomed to casting cloak spells with your shield arm so you can use it with dawnguard's rune shield. If you encounter any stubborn enemies, use Marked for Death and bash/attack them with your shield/sword. Once you've acquired Soul Tear, be sure to use it whenever you get a chance to, it'll allow you to take full advantage of Ahzidal's Ring of Necromancy. However, just be sure to use it around low level enemies or when you aren't mobbed and need to rely on Become Ethereal/Marked for Death. Lastly, should you find yourself in a situation where you are surrounded with corpses feel free to use your Ritual power. Relish in your power as everything becomes enveloped in fire and ice.
Perks, lv50 | ||||
---|---|---|---|---|
Block, slv100 | Restoration, slv70 | Light Armor, slv80 | Enchanting, slv100 | |
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Deflect Arrows Elemental Protection Block Runner Shield Charge |
Novice-Adept Regeneration Respite Recovery 2/2 Necromage |
Agile Defender 5/5 Custom Fit Unhindered Wind Walker |
Enchanter 5/5 Insightful Enchanter Corpus Enchanter Extra Effect |
|
Smithing, slv60 | Destruction, slv60 | Illusion, slv50 | One-Handed, slv80 | |
Steel Smithing Elven Smithing Advanced Armors Arcane Blacksmith |
Novice-Adept Augment Flames 2/2 |
Novice Hypnotic Gaze Aspect of Terror |
Armsman 5/5 |
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Grenadier
As a Grenadier, remember to be stocked at all times (it isn't funny running out of bolts mid-battle), by that I mean always have a healthy supply of HP/MP/SP potions, invisibility potions, bolts, and fortify potions of alterations and marksmanship. The grenadier has 3 methods of combat. Should you find yourself in a physical confrontation rely on your shield, use Marked for Death while bashing through any adversary. If you find yourself in a ranged situation, rely on your crossbow; get accustomed to using the crossbow hotkey maneuver which is quickly hotkeying your crossbow right after firing it, this allows you to skip the lengthy reloading animation (hotkeying once will switch back to your shield and spell this is useful if things turns into a melee, hotkeying twice will quick reload your crossbow allowing you to fire once more). And finally tactical situations; by utilizing Aura Whisper, Muffle and using the crossbow maneuver while in stealth, you'll be able to weaken and possibly even eliminate the enemy in the shadows. You can also recon more stealthily by firing your crossbow to draw attention to a location.
Perks, lv50 | ||||
---|---|---|---|---|
Block, slv100 | Archery, slv90 | Heavy Armor, slv70 | ||
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Disarming Bash Shield Charge |
Overdraw 5/5 Eagle Eye Steady Hand 1/2 Power Shot Critical Shot 3/3 Hunter's Disciplines |
Juggernaut 3/5 Fist of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set |
||
Smithing, slv60 | Alchemy, slv80 | Illusion, slv50 | Sneak, slv80 | |
Steel Smithing Dwarven Smithing Arcane Blacksmith |
Alchemist 5/5 Physician Benefactor |
Novice-Apprentice Animage Kindred Mage Quiet Casting |
Stealth 5/5 Backstab Deadly Aim |
Techs
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Radiant
Restoration, Archery and Blocking will be your primary skills. As Radiant, you'll be wielding restorative magic to heal yourself and others and used in an offensive manner should undead happen to be near. Your marksmanship with the bow will rend any opponent you come across with considerable ease, moreso should you catch them unaware. And when push comes to shove, you're more than capable of smiting down anyone that dares stand face to face with you. When coupled with proper tact, equipment and perks, you'll be evoking forth many miracles and stringing together series of offensive/defensive maneuvers that'll allow you to easily deal with any situation. While adorning heavy armor and pairing a shield with healing magics, you'll easily shrug off any damage incurred (suicidal falls not withstanding). Radiants are keen in their crafts and, should the situation warrants it, are adept smiths and astute alchemists. Their skills allows them to further improve their equipment as well as a means to replenish their arsenal and supplies.
Perks, lv50 | ||||
---|---|---|---|---|
Restoration, slv70 | Block, slv100 | Archery, slv80 | Heavy Armor, slv80 | |
Novice-Adept Regeneration Respite Recovery 2/2 Necromage |
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Deflect Arrows Elemental Protection Block Runner Shield Charge |
Overdraw 5/5 Eagle Eye Steady Hand 1/2 Power Shot Quick Shot Critical Shot 1/3 Hunter's Disciplines |
Juggernaut 3/5 Fist of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set |
|
Smithing, slv60 | Alchemy, slv80 | Sneak, slv40 | ||
Steel Smithing Elven Smithing Advanced Armors Arcane Blacksmith |
Alchemist 5/5 Physician Benefactor |
Stealth 1/5 Backstab Deadly Aim |
Techs
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Shieldknight
As a shieldknight, remember that you are to never wield weapons. Because you've pledged yourself to the shield oath, you've taken on the form of a gallant knight who is neigh indestructible. Your defense is your offense, and you make it clear through the might and destructive force of your shields.
Perks, lv50 | ||
---|---|---|
Block, slv100 | Heavy Armor, slv100 | Restoration, slv70 |
entire tree | entire tree | Novice-Adept Regeneration Respite Ward Absorb Recovery 2/2 Necromage |
Alteration, slv70 | Destruction, slv60 | Illusion, slv50 |
Novice-Adept Stability Magic Resistance 3/3 |
Novice-Adept Augmented Flames 2/2 |
Novice Hypnotic Gaze Aspect of Terror |
Warden
As a Warden, you'll find that your offensive capabilities excels greatly. When fully suited up the warden is capable of dishing out an upward of 1.9k~ damage without the use of potions and crafting. You'll also be able to inflict lots of damage by utilizing the Targe of the Blooded (stackable 3 dmg/sec for 5 seconds) in tandem with Marked for Death (an additional source of stackable damage). No matter what the target may be, should they be in your sights they will die.
In combat use your Aura Whisper to locate hostile any hostiles around you. Afterward it's a simple business of dispatching any hostiles by stealth. I find that a quick succession of sneak attacks does more damage in the same amount of time than charged ones, it's also much safer since charged attacks having a higher tendency of revealing yourself. However, on the off chance you do get revealed, you can meld and eviscerate your targets or you can rely on bash tactics and bleed your enemy out with both your Targe of the Blooded and Marked for Death.
Skills, lv50 | ||||
---|---|---|---|---|
Sneak, slv100 | One-Handed, slv80 | Block, slv50 | ||
entire tree | Armsman 5/5 Fighting Stance Critical Charge |
Shield Wall 3/5 Quick Reflexes Power Bash Deadly Bash |
||
Illusion, slv50 | Heavy Armor, slv80 | Restoration, slv60 | Alteration, slv75 | |
Novice-Apprentice Animage Kindred Mage Quiet Casting |
Juggernaut 5/5 | Novice-Adept Regeneration Respite Recovery 2/2 |
Novice-Expert Stability Magic Resistance 1/3 |
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Squire
The humble squire is your starting job class. They are your typical warrior trainees, and in all aspects, are subpar at best. They have no strong points, however, the squire serves as a vital foundation for the job class he or she may become. Join guilds, find tutelage, do misc jobs until you've fulfilled your requisites. To check your requisites, open your menu screen to General Stats.
Techs
Job Class Advancement
Breaker |
|||||||
---|---|---|---|---|---|---|---|
Grenadier |
|||||||
Radiant |
|||||||
Shieldknight |
|||||||
Warden |
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Breaker
Being a Breaker means that you are a living breathing arcane conduit. Your main source of damage comes from your ability to channel arcane energy into yourself, your weapon, shield and the undead/corpses around you. Get accustomed to casting cloak spells with your shield arm so you can use it with dawnguard's rune shield. If you encounter any stubborn enemies, use Marked for Death and bash/attack them with your shield/sword. Once you've acquired Soul Tear, be sure to use it whenever you get a chance to, it'll allow you to take full advantage of Ahzidal's Ring of Necromancy. However, just be sure to use it around low level enemies or when you aren't mobbed and need to rely on Become Ethereal/Marked for Death. Lastly, should you find yourself in a situation where you are surrounded with corpses feel free to use your Ritual power. Relish in your power as everything becomes enveloped in fire and ice.
Perks, lv50 | ||||
---|---|---|---|---|
Block, slv100 | Restoration, slv70 | Light Armor, slv80 | Enchanting, slv100 | |
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Deflect Arrows Elemental Protection Block Runner Shield Charge |
Novice-Adept Regeneration Respite Recovery 2/2 Necromage |
Agile Defender 5/5 Custom Fit Unhindered Wind Walker |
Enchanter 5/5 Insightful Enchanter Corpus Enchanter Extra Effect |
|
Smithing, slv60 | Destruction, slv60 | Illusion, slv50 | One-Handed, slv80 | |
Steel Smithing Elven Smithing Advanced Armors Arcane Blacksmith |
Novice-Adept Augment Flames 2/2 |
Novice Hypnotic Gaze Aspect of Terror |
Armsman 5/5 |
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Grenadier
As a Grenadier, remember to be stocked at all times (it isn't funny running out of bolts mid-battle), by that I mean always have a healthy supply of HP/MP/SP potions, invisibility potions, bolts, and fortify potions of alterations and marksmanship. The grenadier has 3 methods of combat. Should you find yourself in a physical confrontation rely on your shield, use Marked for Death while bashing through any adversary. If you find yourself in a ranged situation, rely on your crossbow; get accustomed to using the crossbow hotkey maneuver which is quickly hotkeying your crossbow right after firing it, this allows you to skip the lengthy reloading animation (hotkeying once will switch back to your shield and spell this is useful if things turns into a melee, hotkeying twice will quick reload your crossbow allowing you to fire once more). And finally tactical situations; by utilizing Aura Whisper, Muffle and using the crossbow maneuver while in stealth, you'll be able to weaken and possibly even eliminate the enemy in the shadows. You can also recon more stealthily by firing your crossbow to draw attention to a location.
Perks, lv50 | ||||
---|---|---|---|---|
Block, slv100 | Archery, slv90 | Heavy Armor, slv70 | ||
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Disarming Bash Shield Charge |
Overdraw 5/5 Eagle Eye Steady Hand 1/2 Power Shot Critical Shot 3/3 Hunter's Disciplines |
Juggernaut 3/5 Fist of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set |
||
Smithing, slv60 | Alchemy, slv80 | Illusion, slv50 | Sneak, slv80 | |
Steel Smithing Dwarven Smithing Arcane Blacksmith |
Alchemist 5/5 Physician Benefactor |
Novice-Apprentice Animage Kindred Mage Quiet Casting |
Stealth 5/5 Backstab Deadly Aim |
Techs
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Radiant
Restoration, Archery and Blocking will be your primary skills. As Radiant, you'll be wielding restorative magic to heal yourself and others and used in an offensive manner should undead happen to be near. Your marksmanship with the bow will rend any opponent you come across with considerable ease, moreso should you catch them unaware. And when push comes to shove, you're more than capable of smiting down anyone that dares stand face to face with you. When coupled with proper tact, equipment and perks, you'll be evoking forth many miracles and stringing together series of offensive/defensive maneuvers that'll allow you to easily deal with any situation. While adorning heavy armor and pairing a shield with healing magics, you'll easily shrug off any damage incurred (suicidal falls not withstanding). Radiants are keen in their crafts and, should the situation warrants it, are adept smiths and astute alchemists. Their skills allows them to further improve their equipment as well as a means to replenish their arsenal and supplies.
Perks, lv50 | ||||
---|---|---|---|---|
Restoration, slv70 | Block, slv100 | Archery, slv80 | Heavy Armor, slv80 | |
Novice-Adept Regeneration Respite Recovery 2/2 Necromage |
Shield Wall 1/5 Quick Reflexes Power Bash Deadly Bash Deflect Arrows Elemental Protection Block Runner Shield Charge |
Overdraw 5/5 Eagle Eye Steady Hand 1/2 Power Shot Quick Shot Critical Shot 1/3 Hunter's Disciplines |
Juggernaut 3/5 Fist of Steel Cushioned Conditioning Well Fitted Tower of Strength Matching Set |
|
Smithing, slv60 | Alchemy, slv80 | Sneak, slv40 | ||
Steel Smithing Elven Smithing Advanced Armors Arcane Blacksmith |
Alchemist 5/5 Physician Benefactor |
Stealth 1/5 Backstab Deadly Aim |
Techs
The Squire | ||||
---|---|---|---|---|
Breaker |
Grenadier |
Radiant |
Shieldknight |
Warden |
Shieldknight
As a shieldknight, remember that you are to never wield weapons. Because you've pledged yourself to the shield oath, you've taken on the form of a gallant knight who is neigh indestructible. Your defense is your offense, and you make it clear through the might and destructive force of your shields.
Perks, lv50 | ||
---|---|---|
Block, slv100 | Heavy Armor, slv100 | Restoration, slv70 |
entire tree | entire tree | Novice-Adept Regeneration Respite Ward Absorb Recovery 2/2 Necromage |
Alteration, slv70 | Destruction, slv60 | Illusion, slv50 |
Novice-Adept Stability Magic Resistance 3/3 |
Novice-Adept Augmented Flames 2/2 |
Novice Hypnotic Gaze Aspect of Terror |
Warden
As a Warden, you'll find that your offensive capabilities excels greatly. When fully suited up the warden is capable of dishing out an upward of 1.9k~ damage without the use of potions and crafting. You'll also be able to inflict lots of damage by utilizing the Targe of the Blooded (stackable 3 dmg/sec for 5 seconds) in tandem with Marked for Death (an additional source of stackable damage). No matter what the target may be, should they be in your sights they will die.
In combat use your Aura Whisper to locate hostile any hostiles around you. Afterward it's a simple business of dispatching any hostiles by stealth. I find that a quick succession of sneak attacks does more damage in the same amount of time than charged ones, it's also much safer since charged attacks having a higher tendency of revealing yourself. However, on the off chance you do get revealed, you can meld and eviscerate your targets or you can rely on bash tactics and bleed your enemy out with both your Targe of the Blooded and Marked for Death.
Skills, lv50 | ||||
---|---|---|---|---|
Sneak, slv100 | One-Handed, slv80 | Block, slv50 | ||
entire tree | Armsman 5/5 Fighting Stance Critical Charge |
Shield Wall 3/5 Quick Reflexes Power Bash Deadly Bash |
||
Illusion, slv50 | Heavy Armor, slv80 | Restoration, slv60 | Alteration, slv75 | |
Novice-Apprentice Animage Kindred Mage Quiet Casting |
Juggernaut 5/5 | Novice-Adept Regeneration Respite Recovery 2/2 |
Novice-Expert Stability Magic Resistance 1/3 |
Quite a presentation! You definitely put in a lot of creative thought and effort into this.
Just want to clarify on the Job Class Requisites section. Do I multiply the numbers on the chart with the difficulty setting I'm playing? Then once I achieve those numbers, I can decide on which path to take?
I understand that you are trying to bring the various job classes into one build writeup, but in my opinion, the exposition for each job still falls short of being substantial. It's actually not a matter of length, but of content. What's lacking is job appeal. You are telling the readers what the jobs are and how they play, but you're not giving enough reasons or the motivation as to why they should choose a particular job. Help readers discern which job would suit their play-style. Specialized strengths. Potential Weaknesses. Elaborate on choice of perks, equipment, and skills as well as why readers should stick to what you have outlined. For example, reassure the readers why the Shieldknight's offensive abilities are not only viable, but perhaps more effective than other weapons in certain scenarios. If you don't, they wouldn't want to waste precious playtime experimenting with this job and would choose a different build they would have more confidence in.
You gotta sell it to them, man! +1
Btw, under Breaker, Augmented Flames only go up to 2/2, not 5/5. And Benefactor is not a perk in Destruction, but Alchemy.
Quite a presentation! You definitely put in a lot of creative thought and effort into this.
Just want to clarify on the Job Class Requisites section. Do I multiply the numbers on the chart with the difficulty setting I'm playing? Then once I achieve those numbers, I can decide on which path to take?
I understand that you are trying to bring the various job classes into one build writeup, but in my opinion, the exposition for each job still falls short of being substantial. It's actually not a matter of length, but of content. What's lacking is job appeal. You are telling the readers what the jobs are and how they play, but you're not giving enough reasons or the motivation as to why they should choose a particular job. Help readers discern which job would suit their play-style. Specialized strengths. Potential Weaknesses. Elaborate on choice of perks, equipment, and skills as well as why readers should stick to what you have outlined. For example, reassure the readers why the Shieldknight's offensive abilities are not only viable, but perhaps more effective than other weapons in certain scenarios. If you don't, they wouldn't want to waste precious playtime experimenting with this job and would choose a different build they would have more confidence in.
You gotta sell it to them, man! +1
Btw, under Breaker, Augmented Flames only go up to 2/2, not 5/5. And Benefactor is not a perk in Destruction, but Alchemy.
Thank you for letting me know, that's what happens when you mess with too many syntax.
As for Job Requisites; that's correct, multiply difficulty to get your requisites. The requisite themselves should explain your advancement in that regards.
Thank you for letting me know, that's what happens when you mess with too many syntax.
As for Job Requisites; that's correct, multiply difficulty to get your requisites. The requisite themselves should explain your advancement in that regards.
This looks great - I think this is a huge improvement on the separate builds. I enjoy the idea that these different jobs are ranks or specializations of a base class, and each specialization is more meaningful in context as part of the whole. It makes me think of a knightly order, or some kind of military organization, which would be a useful RP suggestion for those who want it.
This looks great - I think this is a huge improvement on the separate builds. I enjoy the idea that these different jobs are ranks or specializations of a base class, and each specialization is more meaningful in context as part of the whole. It makes me think of a knightly order, or some kind of military organization, which would be a useful RP suggestion for those who want it.
I understand, I'll just keep at it then.. This page will require so much scrolling/skimming through if I started listing and detailing every little thing.
I understand, I'll just keep at it then.. This page will require so much scrolling/skimming through if I started listing and detailing every little thing.
I'll see if I can experiment on that attach function, I wanted to do something similar to this: http://us.battle.net/d3/en/class/demon-hunter/active/#reset
How when you click a tab it minimized it away from site.. but knowing how NING works I don't think it'll be possible.
I'll see if I can experiment on that attach function, I wanted to do something similar to this: http://us.battle.net/d3/en/class/demon-hunter/active/#reset
How when you click a tab it minimized it away from site.. but knowing how NING works I don't think it'll be possible.