Resipsa131 wrote: »3. They are largely insignificant and have no bearing when choosing my race/build.
This. I choose a race based on lore and aesthetics. If the passives are useful for my build, that's great, but if not, it's not the end of the world. It will not discourage me from playing that race.2)
They are nice to have, but they will not make, or break, your character.
Some people are obsessed with squeezing every possible point out of a character build. Ignore them. Play the race that you will enjoy the most. You will likely not notice a difference.
I dunno making a non imperial tank is kind of shooting yourself out of the gate.
I dunno making a non imperial tank is kind of shooting yourself out of the gate.
DenverRalphy wrote: »The starting passives may seem inconsequential, but later levels when you've unlocked most/all of them, they can make a substantial difference. ie.. Altmer/High-Elf passives are substantially effective and significant to Sorcerers. You'd be hard pressed to use gear/enchants to make up for all of them.
DenverRalphy wrote: »The starting passives may seem inconsequential, but later levels when you've unlocked most/all of them, they can make a substantial difference. ie.. Altmer/High-Elf passives are substantially effective and significant to Sorcerers. You'd be hard pressed to use gear/enchants to make up for all of them.
Not nearly as substantial as you think.
A little extra XP gained with Destro staff:
Not really a factor.
Increased max magicka and magicka recovery:
Both have soft caps that you will likely hit at some point, likely fairly early on. That magicka bonus is not that much to begin with and it is worth a lot less once you have hit the soft cap. That bonus amount can easily be made up with a single piece of equipment, if it is even needed. Not to mention, the OP is playing a Dunmer which also has a max magicka bonus, plus a max stamina bonus.
Increased elemental damage:
A very small percentage that you are not going to miss. It practically useless to the OP who is playing their Sorc as a healer and using dark magic.
Plus you get the passives of the other race, which have their own benefits.
The racials look good when you are first starting out, but in the long run they don't make that much difference.
DenverRalphy wrote: »
You can easily make up for any 1 or 2 of the passives with gear, sure. But to make up for all of them, it will require a bit of work, and still not quite work out as best you'd like.
I'd sooner take all the passives to guarantee soft caps on all of those skills without having to rely heavily on focusing on equipment to do it. Then dump all my attribute points into health.
DenverRalphy wrote: »
You can easily make up for any 1 or 2 of the passives with gear, sure. But to make up for all of them, it will require a bit of work, and still not quite work out as best you'd like.
I'd sooner take all the passives to guarantee soft caps on all of those skills without having to rely heavily on focusing on equipment to do it. Then dump all my attribute points into health.
What are you talking about? I went through all of the passives.
Extra XP gain with a weapon is a non-factor. That only leaves 3 passives to even consider.
Hitting the passives is not difficult. You are going to hit them one way or another (your primary ones).
It is all well and good that you "prefer" to hit the cap with your racial passives and then put points into health. That is your choice, but that doesn't make it the only choice. You would do equally well with having a racial that gives a bonus to health and putting points into magicka, for example. In this case, the OP chose a race that also gives bonuses to magicka as well as other stats.
The last passive is elemental damage. This is a small percentage difference (4% at max) and does not apply to all the damage you do. Again, this is something that might be nice to have, but is not that big of a deal. The OP isn't even using elemental abilities so that would be completely worthless to them. Many others might consider other passives, like defensive ones, more valuable to them than a tiny increase in damage.
I dunno making a non imperial tank is kind of shooting yourself out of the gate.
Merlin13KAGL wrote: »They can help. The 3%'s here and there don't seem like much, but when they stack with other things, they can add up.
They won't (or shouldn't) make or break your character. If your character is less-than-optimized, it can actually add some flavor and challenge to what you play.
It's your world, remember...every DK doesn't have to be able to bench press a Volvo...every sorcerer doesn't have to be able to regen Magicka like crazy.
Don't build your character around the passives...use the passives to help define your character!
audabon2013 wrote: »People who say 3 are OK with gimping themselves.
If you really love khajit and want to be a healer or other magicka user , go for it. Just remember that no amount of gear can compensate for losing breton or altmer passives. Flip that and take a breton as a stam based melee crit character, so bad.
The answer is 1 or arguably 2.
audabon2013 wrote: »People who say 3 are OK with gimping themselves.
If you really love khajit and want to be a healer or other magicka user , go for it. Just remember that no amount of gear can compensate for losing breton or altmer passives. Flip that and take a breton as a stam based melee crit character, so bad.
The answer is 1 or arguably 2.
Why, don't you like Godzilla?At hindsight maybe I could've thought about it while making a templar healer, but I wanted to make a nord due to my personal background so that's what I did and I have no regret. Not like I could've watched a character on my screen constantly that has a tail and scales eeewww