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Alright, this is what I'm thinking
Spellsword
Main focus : Conjuration / 1h Weapons Race : Imperial / Breton Statistics : 2/2/1 (magicka/health/stamina) Secondary focus : Destruction / Restoration / Alteration Essential Perks : -Mystic Binding -Soul Stealer -Oblivion Binding -Rune Master -Armsman (5/5) -Bladesman (3/3) -Critical Charge -Dual Flurry -Dual Savagery
Weapons :
Conjured weapons and spells
Armor :
This is where it gets a bit tricky. You are a mage, so you need mage armor -- however, until you get higher level Alteration and can get that super high damage resistance spell(s), you need to use Light Armor as well. So mix and match mage/light gear until higher level Alteration, then bust out the full mage gear (preferably the College of Winterhold gear) and then go crazy.
Follower:
Solo. Because you're a bitch if you don't.
Stone :
Hm. This comes down to a stylistic choice. The Lord Stone seems great for the damage/magic resistance that goes pretty damn well with some racials. The Lady Stone, however, has its perks. Faster Stamina regen means you don't need to put as many points into Stamina to keep up with power attacks and shit.
Gameplay General Tips :
Alright, so this is the basic strategy. You got your badass destruction spells if you need them, but they are secondary. Your main focus is conjured weapons. Normally I would say "Just use regular swords if you're going mage", but as I look through the Conjuration tree, you get some specific bonus' that can be extremely helpful. The increased conjured weapon damage, free Soul Stone filling, and best of all -- banishing all Atronarch's with a single hit is just flat out amazing. Mage's in this game are a bitch, and that last perk makes it that much easier to survive them.
Your general strategy is this: Cast your support spells early on with a conjured weapon in one hand, and then conjure your second weapon if necessary for the DPS. You're basically switching in and out from Dual Wielding conjured swords, and casting support spells. With the little testing I had with this class, I would run in and just burst down whatever I could, Fus Ro Dah any extra trash left, lower my swords and start hard casting as a simple mage my healing spells and shit like that.
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Thoughts? I'm still trying to refine this.
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so if i were to enchant items to have reduced % in destruction magic costs, how many and what perks would i need to put in enchanting?
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Denmark486 Posts
Nice thread. I hope we get more builds into it at some point :D. I am planning, for my next playthrough, to make a heavy armor necromancer mage guy. Should be fun! Right now I'm playing as a Light Armor, Dual wielding swords type of Assassin.
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On November 20 2011 03:03 Fruscainte wrote: Alright, this is what I'm thinking
Spellsword
Main focus : Conjuration / 1h Weapons Race : Imperial / Breton Statistics : 2/2/1 (magicka/health/stamina) Secondary focus : Destruction / Restoration / Alteration Essential Perks : -Mystic Binding -Soul Stealer -Oblivion Binding -Rune Master -Armsman (5/5) -Bladesman (3/3) -Critical Charge -Dual Flurry -Dual Savagery
Weapons :
Conjured weapons and spells
Armor :
This is where it gets a bit tricky. You are a mage, so you need mage armor -- however you are also a melee class, so you need armor. I was thinking a mix between Light Armor and Mage Armor you get from the College of Winterhold chain. If you level up Alteration enough, you can get some sick mage armor spells and whatnot if you would like. However, until then, mix and match Light Armor and Mage Gear.
Follower:
Solo. Because you're a bitch if you don't.
Stone :
Hm. This comes down to a stylistic choice. The Lord Stone seems great for the damage/magic resistance that goes pretty damn well with some racials. The Lady Stone, however, has its perks. Faster Stamina regen means you don't need to put as many points into Stamina to keep up with power attacks and shit.
Gameplay General Tips :
Alright, so this is the basic strategy. You got your badass destruction spells if you need them, but they are secondary. Your main focus is conjured weapons. Normally I would say "Just use regular swords if you're going mage", but as I look through the Conjuration tree, you get some specific bonus' that can be extremely helpful. The increased conjured weapon damage, free Soul Stone filling, and best of all -- banishing all Atronarch's with a single hit is just flat out amazing. Mage's in this game are a bitch, and that last perk makes it that much easier to survive them.
Your general strategy is this: Cast your support spells early on with a conjured weapon in one hand, and then conjure your second weapon if necessary for the DPS. You're basically switching in and out from Dual Wielding conjured swords, and casting support spells. With the little testing I had with this class, I would run in and just burst down whatever I could, Fus Ro Dah any extra trash left, lower my swords and start hard casting as a simple mage my healing spells and shit like that.
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Thoughts? I'm still trying to refine this.
PM it to me when u get it refined and I can add it for ya.
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On November 19 2011 17:19 Pro]ChoSen- wrote: The only problem I have is when I'm with the dual daggers. I pretty much need to access my inventory every time my one-shot-one-kill move fails, because I have to equip my daggers properly.
I used to have problems with this but solved it by keeping my offhand weapon equipped at all times. Even when you take out your bow, it stays equipped on your character, just is overridden by the bow. Then, when you switch back to your main hand dagger, the offhand one pops back up. So essentially, you just switch between the bow and the main hand weapon, while leaving the offhand weapon equipped in the background. Hope that helps, as I remember that being very annoying :D
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Are you absolutely sure you don't get perks after lvl50? I've heard conflicting opinions about this, and I'm not 50 yet myself.
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On November 20 2011 03:16 B.I.G. wrote: so if i were to enchant items to have reduced % in destruction magic costs, how many and what perks would i need to put in enchanting?
It will cost you 8-11 points to get all the enchanting things you want. Ignore the right side, but you definitely want all five points of the first perk and the double enchant perk. To get the double enchant you need to go up the left side (elemental weapons) or middle (armor buffs). One or the other will work, you don't need both even though it might appear that way in the skill tree. The armor line is one less point, but the weapon enchants are probably stronger. I think 10 points is the optimal way to do it if you have the perk points picking up the left side and the first armor buff. The second armor buff is useful if you intend to do any health/magicka/stamina enchanting I guess, but I don't see myself needing that.
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On November 20 2011 03:43 eNbee wrote: Are you absolutely sure you don't get perks after lvl50? I've heard conflicting opinions about this, and I'm not 50 yet myself.
Ya we are all currently in the process of figuring this out. Someone posted that they are level 50, and are gonna let us know when they hit 51. There are lots of conflicting opinions on this subject.
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Your guide is mixed up actually, I searched one of those up, and atm, I know that the imperial and nord is mixed up
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Q. When casting a spell, if I hold it down, my mana continues to drain. Is there an ideal time to let go? A. Spell-casting in Skyrim has the option for you to decide how long you cast a spell. There is no "ideal time" to let go when you are casting a spell. Spells have a per second mana drain, and a per second damage effect.
I'm not entirely sure about this answer? The starter spells, Spark/Flames/Healing/etc. (and some others from the utility magicks like Alteration and Illusion) are "constant"-type spells where they have an over time effect that continuously drains mana. However, there are also "regular" spells that charge up and go like a good ole' Fireball. Maybe clarify this a bit? At least to say that the longer a spell is channeled/charged it does not get more powerful, since that's sort of what the original question asked.
Also on a related note, if you are building a Mage-style class, invest in the dual-casting Destruction perk early and use Flames. Just peppering a target once (briefly dual-cast with <LR>) will put a strong damage over time effect that lasts a couple seconds. This makes a lot of the early dungeons painless, where you can just tap <LR> Flames once for a tiny mana cost, but the DoT is strong enough to whittle away a lot of health while you just backpeddle away from your target. Repeat every few seconds EZPZ
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On November 20 2011 03:52 HuKJr wrote: Your guide is mixed up actually, I searched one of those up, and atm, I know that the imperial and nord is mixed up
If you're referring to the starting stats, according to the official guide, they're correct as per the OP.
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On November 20 2011 04:03 zeru wrote: You still get perks after 50, just like before.
confirmed by myself. sweeeeeeeet, problem solved then :D
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Thx Duka08, I tried to clarify the spell casting in Q&A. By all means guys let me know if something needs to be fixed or if u got something good to add.
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How do you bind spells and weapons to 1,2,3 etc? I always have to put up the magic / weapon tab to change and it takes ages
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On November 20 2011 04:12 thirnaz wrote: How do you bind spells and weapons to 1,2,3 etc? I always have to put up the magic / weapon tab to change and it takes ages Put them into your favorites bar, then open up your favorites and assign them hotkeys by hovering over the desired spell/weapon and pressing a number.
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On November 20 2011 04:15 Jyvblamo wrote:Show nested quote +On November 20 2011 04:12 thirnaz wrote: How do you bind spells and weapons to 1,2,3 etc? I always have to put up the magic / weapon tab to change and it takes ages Put them into your favorites bar, then open up your favorites and assign them hotkeys by hovering over the desired spell/weapon and pressing a number. Thank you <3 How do I make it so lets say i have 1 for fireball that its always in my main hand (R) when i press 1 no matter what item i got in my L? Or the opposite way so that its always in L when i press it? Thanks for your help
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The smithing thing is really like an exploit. Don't know how that made it into the game.
Basically get to 100 smithing just by making iron daggers. Aside from allowing you to access dragonsmith/daedric smithing, you can legendary on improvements from 100 smithing.
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On November 20 2011 03:03 Fruscainte wrote:+ Show Spoiler +Alright, this is what I'm thinking
Spellsword
Main focus : Conjuration / 1h Weapons Race : Imperial / Breton Statistics : 2/2/1 (magicka/health/stamina) Secondary focus : Destruction / Restoration / Alteration Essential Perks : -Mystic Binding -Soul Stealer -Oblivion Binding -Rune Master -Armsman (5/5) -Bladesman (3/3) -Critical Charge -Dual Flurry -Dual Savagery
Weapons :
Conjured weapons and spells
Armor :
This is where it gets a bit tricky. You are a mage, so you need mage armor -- however you are also a melee class, so you need armor. I was thinking a mix between Light Armor and Mage Armor you get from the College of Winterhold chain. If you level up Alteration enough, you can get some sick mage armor spells and whatnot if you would like. However, until then, mix and match Light Armor and Mage Gear.
Follower:
Solo. Because you're a bitch if you don't.
Stone :
Hm. This comes down to a stylistic choice. The Lord Stone seems great for the damage/magic resistance that goes pretty damn well with some racials. The Lady Stone, however, has its perks. Faster Stamina regen means you don't need to put as many points into Stamina to keep up with power attacks and shit.
Gameplay General Tips :
Alright, so this is the basic strategy. You got your badass destruction spells if you need them, but they are secondary. Your main focus is conjured weapons. Normally I would say "Just use regular swords if you're going mage", but as I look through the Conjuration tree, you get some specific bonus' that can be extremely helpful. The increased conjured weapon damage, free Soul Stone filling, and best of all -- banishing all Atronarch's with a single hit is just flat out amazing. Mage's in this game are a bitch, and that last perk makes it that much easier to survive them.
Your general strategy is this: Cast your support spells early on with a conjured weapon in one hand, and then conjure your second weapon if necessary for the DPS. You're basically switching in and out from Dual Wielding conjured swords, and casting support spells. With the little testing I had with this class, I would run in and just burst down whatever I could, Fus Ro Dah any extra trash left, lower my swords and start hard casting as a simple mage my healing spells and shit like that.
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Thoughts? I'm still trying to refine this. The lvl 100 Alteration spell gives 80% physical damage resistance
On November 20 2011 04:18 thirnaz wrote:Show nested quote +On November 20 2011 04:15 Jyvblamo wrote:On November 20 2011 04:12 thirnaz wrote: How do you bind spells and weapons to 1,2,3 etc? I always have to put up the magic / weapon tab to change and it takes ages Put them into your favorites bar, then open up your favorites and assign them hotkeys by hovering over the desired spell/weapon and pressing a number. Thank you <3 How do I make it so lets say i have 1 for fireball that its always in my main hand (R) when i press 1 no matter what item i got in my L? Or the opposite way so that its always in L when i press it? Thanks for your help don't think you can... right now i just do 112 if i want 1 in right and 2 in left :T
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The other master alteration spell is an AoE paralysis...Who needs 80% physical damage resistance when you can paralyze everyone ^_^
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