How is this not legendary, yet?
However, I am going to be extremely nitpicky about a few things (which probably answers my question anyway);
1.) Your perk choices (and only going for lvl 65 instead of other levels in case someone needs structure or a stopping point)
2.) Lack of specific details for obtaining gear, spells and items (or a self-made "questline path" for us to go for)
3.) Strategies, combos, and tactics to use in given situations
So, let me first start off with a few perk choices of my own:
Level 26: http://www.jayzar.co.uk/#G040G0800G000000W4002104601G0008WG302000
All these perks are your best starting point. They require very little effort to level to, all the abilities associated with them can be used at the start (if you buy them, find them, or earn them first), and... well, you won't be OP while finding challenge using wit. Also, I pick "Muffled Movement" since we won't use the "Steed Stone" or Illusion at all (since that skill is OP while also useless, thanks to the diversity of humanoid and undead characters), instead sticking with the Lover's Stone until we decide to go for two obvious choices; Atronach Stone or the Lord Stone.
Level 51: http://www.jayzar.co.uk/#WG61O08H0OG00000WL0022047m1Gm00EWKBC3000
=MAGE SKILLS=
Conjuration levels quickest (without spamming Soul Trap) using Raise Zombie and Bound Sword, oddly enough. These will likely be your go-to spells until we hit level 26 (it's lvl 25 in a sense, since we start off at lvl 1, not zero). In the meantime, keep a physical Battleaxe and Bow handy. Your sword should be the only Bound weapon since it's less of a grind and risk in magicka to simply avoid using the Bound versions, and you'll only need the Bound Sword for jailbreaks and dealing with those that disarm you. Also... screw the reduction perks, you don't need them. Also... crossbow and bolts.
Destruction will use Flame against most foes, Frost against Warriors and aggressive melee enemies, and of course Lightning against Mages.
Restoration will heal you well enough without bothering to go for cost reduction perks, and Lesser Ward fends off pesky Dragon breath as well as OP mages you come across. It even shields you from poison spitters like Spiders and Chaurus' (getting the stronger wards are pointless due to the mechanics of the game). Your regular shield will obviously be for everything else.
Alteration will be the exception in picking reduction cost since we get neat utility spells that are not simply stronger AoE attacks, and we will often buff our defenses anyway prior to battle.
=COMBAT SKILLS=
Light/Heavy Armor is obvious, and we don't bother investing into specializing, since we not only limit out choices in what we discover, but ruin the identity of "Jack of all Trades".
One-Handed will be the DPS of course when dual-wielding, especially against defensive and shielded targets.
Sword & Board (Blocking) is obvious in it's use.
Two-Handed is for weaker foes (especially in groups).
Archery covers long range (stupid dragons and archers should be punished) and sneak attacks while Destruction handles mid-close range and open combat.
I don't need to explain the Thief skills, do I? Well, okay, for a bit. For Lockpicking, we don't need extra gold since we get plenty very easily anyway, extra treasure is not necessary for the same reason (on top of being a "chance perk", so let's avoid luck, shall we?), etc.
That covers it, I guess.
How is this not legendary, yet?
However, I am going to be extremely nitpicky about a few things (which probably answers my question anyway);
1.) Your perk choices (and only going for lvl 65 instead of other levels in case someone needs structure or a stopping point)
2.) Lack of specific details for obtaining gear, spells and items (or a self-made "questline path" for us to go for)
3.) Strategies, combos, and tactics to use in given situations
So, let me first start off with a few perk choices of my own:
Level 26: http://www.jayzar.co.uk/#G040G0800G000000W4002104601G0008WG302000
All these perks are your best starting point. They require very little effort to level to, all the abilities associated with them can be used at the start (if you buy them, find them, or earn them first), and... well, you won't be OP while finding challenge using wit. Also, I pick "Muffled Movement" since we won't use the "Steed Stone" or Illusion at all (since that skill is OP while also useless, thanks to the diversity of humanoid and undead characters), instead sticking with the Lover's Stone until we decide to go for two obvious choices; Atronach Stone or the Lord Stone.
Level 51: http://www.jayzar.co.uk/#WG61O08H0OG00000WL0022047m1Gm00EWKBC3000
=MAGE SKILLS=
Conjuration levels quickest (without spamming Soul Trap) using Raise Zombie and Bound Sword, oddly enough. These will likely be your go-to spells until we hit level 26 (it's lvl 25 in a sense, since we start off at lvl 1, not zero). In the meantime, keep a physical Battleaxe and Bow handy. Your sword should be the only Bound weapon since it's less of a grind and risk in magicka to simply avoid using the Bound versions, and you'll only need the Bound Sword for jailbreaks and dealing with those that disarm you. Also... screw the reduction perks, you don't need them. Also... crossbow and bolts.
Destruction will use Flame against most foes, Frost against Warriors and aggressive melee enemies, and of course Lightning against Mages.
Restoration will heal you well enough without bothering to go for cost reduction perks, and Lesser Ward fends off pesky Dragon breath as well as OP mages you come across. It even shields you from poison spitters like Spiders and Chaurus' (getting the stronger wards are pointless due to the mechanics of the game). Your regular shield will obviously be for everything else.
Alteration will be the exception in picking reduction cost since we get neat utility spells that are not simply stronger AoE attacks, and we will often buff our defenses anyway prior to battle.
=COMBAT SKILLS=
Light/Heavy Armor is obvious, and we don't bother investing into specializing, since we not only limit out choices in what we discover, but ruin the identity of "Jack of all Trades".
One-Handed will be the DPS of course when dual-wielding, especially against defensive and shielded targets.
Sword & Board (Blocking) is obvious in it's use.
Two-Handed is for weaker foes (especially in groups).
Archery covers long range (stupid dragons and archers should be punished) and sneak attacks while Destruction handles mid-close range and open combat.
I don't need to explain the Thief skills, do I? Well, okay, for a bit. For Lockpicking, we don't need extra gold since we get plenty very easily anyway, extra treasure is not necessary for the same reason (on top of being a "chance perk", so let's avoid luck, shall we?), etc.
That covers it, I guess.
I wouldn't say Illusion is useless. I would say out of all the schools in magic, it requires the most management and wit to pull off no matter the level of the enemy. It literally controls the flow of confrontation. About two years ago, I didn't think that much of it but, my first characters race having the highest initial boost in the skill when first starting out, I had to experiment. And now, I can't do a playthrough without it!
I wouldn't say Illusion is useless. I would say out of all the schools in magic, it requires the most management and wit to pull off no matter the level of the enemy. It literally controls the flow of confrontation. About two years ago, I didn't think that much of it but, my first characters race having the highest initial boost in the skill when first starting out, I had to experiment. And now, I can't do a playthrough without it!
It's funny you say that I'm "wrong" even though it's an "opinion", like you say.
I have my reasons for saying so, and it should be obvious, but I call Illusion "useless" is because of how unbalanced it is. You have to use it exclusively just to keep up with the levels of enemies, it's only useful against living enemies (not counting dragons, undead, etc.), it lacks as much spell diversity as other skill trees, and it has spells that can be replaced by perks by other tress as well as shouts. Also... level requirements, like I said.
The only reason I would use it is if I were a pure Thief who didn't use Shouts.
It's funny you say that I'm "wrong" even though it's an "opinion", like you say.
I have my reasons for saying so, and it should be obvious, but I call Illusion "useless" is because of how unbalanced it is. You have to use it exclusively just to keep up with the levels of enemies, it's only useful against living enemies (not counting dragons, undead, etc.), it lacks as much spell diversity as other skill trees, and it has spells that can be replaced by perks by other tress as well as shouts. Also... level requirements, like I said.
The only reason I would use it is if I were a pure Thief who didn't use Shouts.
Just to point out that Master of the Mind allows you to use Illusion Spells to work on Undead, Centurions and Daedra. Though that is a level 90 perk so you'd have to live with only effecting the living for most of the game.
Have you tried running Illusion without any of the Fear/Calm/Fury trio. It can actually be quite fun and shows a little more of the diversity with Illusion.
Just to point out that Master of the Mind allows you to use Illusion Spells to work on Undead, Centurions and Daedra. Though that is a level 90 perk so you'd have to live with only effecting the living for most of the game.
Have you tried running Illusion without any of the Fear/Calm/Fury trio. It can actually be quite fun and shows a little more of the diversity with Illusion.