![]() ![]() Setting up your "plays" are what you need to focus on. Dual Flurry 2/2 makes you a whirling bladesman of death. Dual Nordic swords are your heavy hitting weapons, but it is cool to note that the Nordic daggers are not too much off from the sword base damage, meaning I was finding myself using the daggers more often than not even in open combat. This is also the source of magical armor protection that will be of great use when in open combat. Taking Silent Casting in the illusion tree may be something to look into, but in my play through I never had to worry about that because I would just cast another paralyze and down goes the alerted enemies. PARALYZE! This is the school to be focused on and used at all times whether your are sneaking or you are in open combat. Magic resists, boosting to mage armor spells, detect spells, water breathing (if no enchantment yet), and of course. Weapons: Pair of Nordic Swords, Pair of Nordic Daggers (Paralyze and Soul Trap)Īlteration: The mainstay of the Hashashin. Minor Skills: Alchemy, Pickpocket, Restoration, SmithingĮquipment: Alik'r Hood, Dunmer Clothes (red w/o hood), Gloves, Redguard Boots Major Skills: Alteration, One Handed, Sneak, Enchanting Stone: The Serpent - Damage 25pts of poison and Paralyze for 5sĭragon Shouts: Aura Whisper, Become Ethereal, Disarm, Drain Vitality, Marked for Death, Slow Time, Throw Voice, Whirlwind Sprint With these three approaches, the Hashashin is a powerful paralyzing agent from beginning to end! No real weakness at any point in the game. The use of the new ash spells allow for temporary paralysis of ranged attackers as well both in projectile and rune form. Firing off multiple projectiles of the paralyze spell in quick succession can be followed up with devastating melee strikes. Utilizing the incredibly powerful spells Paralyze and Mass Paralysis, you can change the outcome of any battle very quickly. ![]() Alteration - The main school of magic to focus on for this build.Enchanting - The great equalizer when fighting big foes! Slapping on some charges of the paralysis effect and you have strong bad guys falling flat on their faces defenseless and hopeless to your flurry of attacks.From 3 seconds to 15 seconds, potent brews and either be pick pocketed onto an enemy from the shadows or applied to your blades when in open combat. Alchemical effects are open to you at the start of the game and will be your back up later in the game. Alchemy - Your first steps to becoming a powerful hashashin.The Hashashin has the power of paralysis in three different flavors: Your power comes from your ability to petrify opponents, leaving them open to deadly strikes to which they cannot defend from or do anything about it! The fun part about this build is the feeling of being extremely powerful without being heavily armed or armored. The result is an acrobatic sword and dagger tactician who can dominate in the field in multiple ways without ever having to wear armor. I wanted to finally get it all out of my system in one big build and utilize all of the ways you could take an enemy down and be an effective unarmored fighter. I am working on other effects such as cement, sandstone, and growing ivy vines.The Hashashin is another build that came from two likes that I have in this game: Redguard race and the Paralyze effect. Here are a sample screen grab of the ice/crystal shader effect. Thank you very much for your help and time. Also it would be neat if you could pick up the mannequin in your inventory and place it elsewhere and it could function as a storage chest as well. This could maybe fix the pose preservation and looting issue. My first idea was to turn the target of the spell from an actor to a mannequin. I have some ideas on how to fix these problems but it might require some scripting above my skill level. I can't loot any weapons or gear they have equipped. I am able to loot only what is in the npcs inventory. The last problem I have has to do with looting. Leaving and entering a cell is fine but when you quit and reload the game save, the npcs revert back to their default pose. Another major issue I'm having is pose preservation. The next problem which I think is also shader related is that when the spell hits a npc, it doesn't effect their beard or hair. The first problem I've run into is the shader effect wont play when the spell hits a creature. I have another spell that removes the shader and turns back on the AI. After that my script is called which just turns off the targets AI. There is a brief wispy particle effect and then the shader effect plays. Currently this is what I've gotten to work. For the most part I've gotten it to work but there are still some problems left to work out, and I was wondering if anyone could help me, as I'm still very new to papyrus. I'm working on a petrification spell mod for skyrim. ![]()
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