...or a Dragonknight that joins the mages guild.
starkerealm wrote: »...or a Dragonknight that joins the mages guild.
Yeah, bad example. Every character in the game is a magicka user. DKs use a distinct magical discipline, which may be Akaviri in origin, but they're still a variety of mages. To be fair, your DK may be the kind of, "books are fer nerds," meathead, who would turn their noses up at the guild, but still. Taking Mage's Guild and Fighter's Guild makes sense for every character.
Think of the Second Era Fighters Guild as more of, "Professional Monster Hunters," than warriors palling around and murdering everything that looks at them funny.
The Second Era Mages' Guild is more of a, "recovering lost secrets," kind of thing.
That said, if you're doing a stam build on any character, you're not going to get much use out of Mages' Guild, except for Meteor and the first passive. Still, it is worth collecting.
starkerealm wrote: »...or a Dragonknight that joins the mages guild.
Yeah, bad example. Every character in the game is a magicka user. DKs use a distinct magical discipline, which may be Akaviri in origin, but they're still a variety of mages. To be fair, your DK may be the kind of, "books are fer nerds," meathead, who would turn their noses up at the guild, but still. Taking Mage's Guild and Fighter's Guild makes sense for every character.
Think of the Second Era Fighters Guild as more of, "Professional Monster Hunters," than warriors palling around and murdering everything that looks at them funny.
The Second Era Mages' Guild is more of a, "recovering lost secrets," kind of thing.
That said, if you're doing a stam build on any character, you're not going to get much use out of Mages' Guild, except for Meteor and the first passive. Still, it is worth collecting.
It's not really a bad example, Yes they may use Magicka and this game is diverse so you could technically have a mage running around in heavy armor wielding a two handed weapon and that is fine(for some people.) Not for me. So maybe for you it was a bad example but for me it really isn't when I think of joinin the mages guild I want to be in robes wielding a staff and when I think of joining the fighters guild I want to be fully kitted in heavy armor wieidling a shield and sword or a 2h sword. I like to take these types of games slow and really try get involved and immersed in the story I did the same with The Old Republic.
starkerealm wrote: »...or a Dragonknight that joins the mages guild.
Yeah, bad example. Every character in the game is a magicka user. DKs use a distinct magical discipline, which may be Akaviri in origin, but they're still a variety of mages. To be fair, your DK may be the kind of, "books are fer nerds," meathead, who would turn their noses up at the guild, but still. Taking Mage's Guild and Fighter's Guild makes sense for every character.
Think of the Second Era Fighters Guild as more of, "Professional Monster Hunters," than warriors palling around and murdering everything that looks at them funny.
The Second Era Mages' Guild is more of a, "recovering lost secrets," kind of thing.
That said, if you're doing a stam build on any character, you're not going to get much use out of Mages' Guild, except for Meteor and the first passive. Still, it is worth collecting.
It's not really a bad example, Yes they may use Magicka and this game is diverse so you could technically have a mage running around in heavy armor wielding a two handed weapon and that is fine(for some people.) Not for me. So maybe for you it was a bad example but for me it really isn't when I think of joinin the mages guild I want to be in robes wielding a staff and when I think of joining the fighters guild I want to be fully kitted in heavy armor wieidling a shield and sword or a 2h sword. I like to take these types of games slow and really try get involved and immersed in the story I did the same with The Old Republic.
MLGProPlayer wrote: »I agree that membership in some of these guilds doesn't make sense, RP-wise. Why would a warrior that fights using physical strength join the mage's guild? Why would a priest (templar) in service to the gods join a band of assassins that murder senselessly (the first quest asks you to murder an innocent to prove your worth)?
You can just not do them on every character, or do them, but pretend you didn't.
Hi guys,
I'm just curious though since my NB is level 3 how many levels I would get from completing both quild quest lines? or should I wait till level 50 to do them? What would be the best way to do this?
Thanks
Hi guys,
I'm just curious though since my NB is level 3 how many levels I would get from completing both quild quest lines? or should I wait till level 50 to do them? What would be the best way to do this?
Thanks
Not sure on how many levels you would get. But I would hold off on the TG until you have some skill points to spare for the nice passives you get from that guild. You do get some points for the TG stages, but not enough to invest in all the passives you may want. The FG Main Quest is not all that fat on Exp Points, so not too many levels with that.
Also, there are times that either Persuasion or Intimidation is nice to have for questing, so all my characters join both FG and MG even if they ignore them otherwise, just so I have those passives.
I have only been able to get one character to join the DB, all the rest avoid it. I have been talking to my MagSorc about the DB, but she just gives me that look and walks away from me muttering something about blood and manicures.
The point we're trying to make here is that unlike in some other games, a character's class does not dictate their build. You can play a Dragonknight Mage in Light Armor or a Sorcerer Tank in Heavy Armor. You can play a Nightblade as something other than a sneaky thief/murderer, if you like.
dodgehopper_ESO wrote: »MLGProPlayer wrote: »I agree that membership in some of these guilds doesn't make sense, RP-wise. Why would a warrior that fights using physical strength join the mage's guild? Why would a priest (templar) in service to the gods join a band of assassins that murder senselessly (the first quest asks you to murder an innocent to prove your worth)?
You can just not do them on every character, or do them, but pretend you didn't.
From a sense of narration it is fairly annoying how they did things. It would have been nice if choice were involved, even if it were to the point that you could rewrite history somehow (the Meridia involvement is interesting here in terms of her quests). In essence, one could in my argument say that their actions in the Dark Brotherhood were an 'alternate self' or an 'alternate possibility of self' that didn't count in the current instance of the world. I go along with this model but it still doesn't sit right with me either. Why can't our characters join the Iron Wheel or the Order of the Hour? It would have been easy to keep the story the same, but simply show different sides to the tale that result in essentially the same events. Many people in MMO's don't take the time to look at the narration which strikes me as odd. I see RPG games as semi-novels or quasi-tv series. As a self proclaimed tightwad I can't help but suck every bit of entertainment out of something I pay for, so I try to do all things in a game that I can do. Keeping up with the story is part of that to me.
MLGProPlayer wrote: »dodgehopper_ESO wrote: »MLGProPlayer wrote: »I agree that membership in some of these guilds doesn't make sense, RP-wise. Why would a warrior that fights using physical strength join the mage's guild? Why would a priest (templar) in service to the gods join a band of assassins that murder senselessly (the first quest asks you to murder an innocent to prove your worth)?
You can just not do them on every character, or do them, but pretend you didn't.
From a sense of narration it is fairly annoying how they did things. It would have been nice if choice were involved, even if it were to the point that you could rewrite history somehow (the Meridia involvement is interesting here in terms of her quests). In essence, one could in my argument say that their actions in the Dark Brotherhood were an 'alternate self' or an 'alternate possibility of self' that didn't count in the current instance of the world. I go along with this model but it still doesn't sit right with me either. Why can't our characters join the Iron Wheel or the Order of the Hour? It would have been easy to keep the story the same, but simply show different sides to the tale that result in essentially the same events. Many people in MMO's don't take the time to look at the narration which strikes me as odd. I see RPG games as semi-novels or quasi-tv series. As a self proclaimed tightwad I can't help but suck every bit of entertainment out of something I pay for, so I try to do all things in a game that I can do. Keeping up with the story is part of that to me.
There is way too much railroading in this game. The guilds, especially DB are a prime example of that (you basically need to RP an "evil" character to join).
But even in the actual main story, there is little opportunity to make your own choices. In both Orsinium and Morrowind, you are forced to help some characters of questionable morality, and your character helps them without question, even if they aren't an Orc/Dark Elf.
Hi guys,
I'm fairly new to this game and I've decided that even know you get perks and things from treelines in guilds i'd rather RP it and keep each character in their respective guilds I know it might not be important to some people but in my head it feels wrong to have a Mage who joins the dark brotherhood...or a Dragonknight that joins the mages guild. So at the expense of missing out on some perks I've decided to do things how I feel they should be done. My mage ofcourse is honorable mage who is searching for books to progress her mages guild story and my Nightblade (which I just made.) He's going to be a Thief and join the thieves guild and eventually the dark brotherhood. I'm just curious though since my NB is level 3 how many levels I would get from completing both quild quest lines? or should I wait till level 50 to do them? What would be the best way to do this?
Thanks
PS4_ZeColmeia wrote: »I feel like when I read a thread like this, I just conclude "RPers have 0 imagination". Why can't your warrior have been dared to join the mages guild because he was so stupid he'd never make it anyways? Why not join the Dark Brotherhood to ensure they don't get out of line? Why not save Morrowind because, well, at last Dunmer aren't aren't Altmer...
Why not make a back story that doesn't box you into a corner?
SilverIce58 wrote: »Hi guys,
I'm fairly new to this game and I've decided that even know you get perks and things from treelines in guilds i'd rather RP it and keep each character in their respective guilds I know it might not be important to some people but in my head it feels wrong to have a Mage who joins the dark brotherhood...or a Dragonknight that joins the mages guild. So at the expense of missing out on some perks I've decided to do things how I feel they should be done. My mage ofcourse is honorable mage who is searching for books to progress her mages guild story and my Nightblade (which I just made.) He's going to be a Thief and join the thieves guild and eventually the dark brotherhood. I'm just curious though since my NB is level 3 how many levels I would get from completing both quild quest lines? or should I wait till level 50 to do them? What would be the best way to do this?
Thanks
It feels wrong to have a mage in the fighter's guild, or a DK in the mage's guild? Have you never heard of a battlemage, or a spellsword? The mage's guild even has an order of warriors that are part of the mage's guild who protect the squishy mages in dangerous areas. It's called the Order of the Lamp (in case you wanted to look it up). Also, the fighter's guild is basically a lawful mercenary guild, and there's nothing that says that a mercenary cannot be a mage. Also, you don't need to be a "sneak-thief" to be part of the DB of course. There's an Orc in Oblivion who in part of it, and he wears heavy armor, and fights with a 2H axe. (http://en.uesp.net/wiki/Oblivion:Gogron_gro-Bolmog)
What, you think there are no murdering mages? Not every assassin comes with poisoned daggers, you know... some use spellcraft and summoned terrors to fulfill their dark contracts......in my head it feels wrong to have a Mage who joins the dark brotherhood...or a Dragonknight that joins the mages guild.
That of course is quite a different matter! If a character is -honorable- they have to business with filthy thieves or dastardly murderers! One of the reasons half my characters will never join those... organizations... cadwells or otherwise.So at the expense of missing out on some perks I've decided to do things how I feel they should be done. My mage ofcourse is honorable mage who is searching for books to progress her mages guild story...
Personally I would wait until after the mainstory completes and you hit 50. heck, maybe even until after you get to 160 CP if you aren't there already. Mostly because the sets you can find in those regions are some you may want to take a closer look at for endgame gearup... (especially baharas curse can be quite nifty!)and my Nightblade (which I just made.) He's going to be a Thief and join the thieves guild and eventually the dark brotherhood. I'm just curious though since my NB is level 3 how many levels I would get from completing both quild quest lines? or should I wait till level 50 to do them?
SydneyGrey wrote: »I've done both quest-lines, and I recommend doing Thieve's Guild first, so it's good that's what you were planning anyway. The reason is 1) Thieve's Guild is a little easier, and, more importantly, 2) Thieve's Guild gives you some passive skills that reduce your bounty if you get caught stealing/killing, and has a great skill called Clemency that gives you a once-a-day "get out of jail free" card ... that is, once a day you can escape from a guard if he catches you stealing/killing. (By "escape" I mean he'll decide to let you off the hook, and he'll just walk away the first time he catches you.)
You don't have to wait until level 50 to do either quest-line, though.
DB also has some passive skills that reduce a bounty for killing, but trust me, you really want to get Clemency first before you start the DB stuff.
PS4_ZeColmeia wrote: »I feel like when I read a thread like this, I just conclude "RPers have 0 imagination". Why can't your warrior have been dared to join the mages guild because he was so stupid he'd never make it anyways? Why not join the Dark Brotherhood to ensure they don't get out of line? Why not save Morrowind because, well, at last Dunmer aren't aren't Altmer...
Why not make a back story that doesn't box you into a corner?