I plan on basing my next character as a thief. I was wondering what is a more important skill Pick pocketing, lock picking or sneaking? I will be upgrading my one-hand skill with one of these so I can have some defense/offense against enemies. I like to focus usually on 1 or 2 skills at a time so they will build up faster. So what is most important when playing a thief pick pocketing, lock picking or sneaking? Or is it just about preference?
(long-ish)
note: these preferences lean toward an archer assassin.
primary:
1) shadow stone (near riften; go invisible once a day)
2) skeleton key (thieves guild guest, but don't finish out after obtaining the key)
3) sneak: 100 (to "hide in plain sight," and also uber sneak attack and critical damage)
4) archery: 100
or
4) one-handed: 100 (i prefer archery to keep my distance and use the occasional dual-weapon as back up)
5) magika/health/stamina ratio: 1/3/10 (stamina is more important than health for sneaks; however, you *must* kill your target -- can be done a low as one hit with sneak-attack plus critical -- before it hurts you, thus the high-stealth/low-health. i've downed dragrons and dragon priests with one hit using dual-wield).
6) race: (any could be built, but these have pertinent benefits)
- khajit: stealth; nigh vision; unarmed attack; alchemy
- wood elf: archery; stealth; poison/disease resist
- redguard: one-hand; archery; smithing
7) armor: dark brotherhood (shrouded) set or nightingale set (i wear the shrouded set, but swap out armor for the nightingale -- extra stamina is more important to me than poison resist. it gives the nightingale armor a cool visual variation).
secondary (but equally important):
1) the "triad"
- alchemy, 5/5, physician, benefactor and poisoiner
- smithing, right path of perk tree
- enchanting, 5/5, middle path of perk tree, and soul squeezer
alchemy to mix uber strong potions/poison; smithing to craft high-damage daedric weapons; and enchanting to add useful effects to items. don't squander perk points on anything else until these are met; some perks will naturally advance as you go.
2) invisibility and stun potions (this is where alchemy matters)
3) fortify attack potions, e.g. marksman, archery, one-handed, etc.
4) poisons: damage/ravage health-magika-stamina, depending on your target
5) fortify alchemy and smithing potions
6) fortify alchemy and smithing "set": ring/necklace/gauntlets combo to double-enchant fortify alchemy and smithing. then armor for smithing and hat for alchemy, as one skill cannot be enchanted on the other item. swap out respective item for the task. ring and necklace are negligible, but use elven armor and gauntlets because they're very light. all four item should be worn while tasking to get the x4 bonus (in addition to skill fortify potions). yes, they stack! there's lots of optimization reading on the web; won't go into too much details here.
supporting, or "nice to have"
1) mehrune's razor (small chance of instant kill)
2) sanguine rose (summons a dremora for those tight situations)
3) white phial (back up heal potion that refills daily)
4) dragonbane (obvious)
5) dragonrend (shout; bring dragon down from flying around to engage)
6) oghma infinium ("discerning the transmundane" quest; power-boost sneak skills)
keep an eye out to buy for use in enchantment:
1) a banish weapon (great for enchanting-to-sell, but only available at higher level)
2) a stun weapon
3) a soul trap weapon (enchanting requires *lots* of soul gems -- powerful ones for your own use and cheapest for enchant-to-sell. always use a soul trap weapon when you can).
i might come back and add a couple more things...
results:
- i can "hide in plain sight."
- there is nothing i cannot steal. almost nothing.
- smithing/alchemy allowed (at this point) daedric dagger with 70+ and bows with 170+ base damage. some targets can survive up to three arrows; no one (except alduin, so far) can take more than 1 hit of the dual-wield daggers sneak attack.
- enchanted arrows stun targets, and before they can act, they're dead on the 2nd or 3rd arrow. often, i use a soul trap bow on lower level ones, which die outright on the first shot and fills my gems -- remember to harvest souls for your gems!).
- bosses get the invisibility treatment (where i occasionally can't get a good sneak on them). they don't even know what hit them because they're dead on the first hit.
- tougher bosses (i.e. dragons) get invisibility, poisons and fortified attacks.
- skeleton keys get me into anything that allows lock-picking (so don't even waste one skill point on this).
- i spend an equal amount of time adventuring to harvest souls; obtaining ingredients and mixing potions/poison; and smithing/enchanting to sell/use. the last exercise is a great way to get loads of gold for your small investment: craft only iron daggers and enchant the best effect on it. a dagger worth 10gp jumps up to *at least* 10x with banish on it.
i played a pc which i completed 95% of the quests at level 40. that pc had to buy everything since she didn't know the "triad" skills and things i've learned. with this new pc, i've spent up to about level 35 doing/obtaining all the stuff i recommended above. now, i'm setting out to adventure, doing quests. it's more fun this way because i can advance beyond 40 without being bored with the game.
there is no quest that this build cannot do, or that i find difficult to do. i used to fear bosses and dragons, but now they're just fun to pwn. i actually fell over-empowered, but it's certainly better than getting pwnd!
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