Does anyone else think that the aquiring of the master perks in the crafting skills(extra effect, dragon smithing, that one perk from alchemy thats pretty lame) is a bit unspectecular? I mean you just get the perk after a lot of crafting. I usually do my last level up in enchanting with the book twin secrets, so it feels like id learn it from there. I think the master perks should have special quests like the master spells. Well and alchemy's master effect should have some additional/different effect, like being able to create potions/poisons without an alchemy table. What do you think? If you think the mastery perks should have special quests, how should they look like?
On a side note, does anything else thing the dragon priest mask should be affected by dragon smithing, rather than daedric smithing?
I think it'd be kinda weird if we had to do something special for the last perk in each of the crafting skills. I mean, you don't have to do it for any of the others. Also, I think the smithing perk for dragon priest masks should be determined by their material. For example, Rahgot should be affected by Orcish Smithing, since it's made out of Orichalcum.
Yeah but the last crafting perks (in smithing and enchanting at least) are things that not many people know how to do. Like we know from one person that created a double enchanted weapon and no one in skyrim has ever forged a dragon armor (at least i suppose)
Would make more sense than just all being daedric. The one mask where daedric would seem logical would be miraak, but bethesda made it unimprovable to make it even more unlikely someone uses it.
The existence of double-enchanted weapons (Bolar's Oathblade for example) suggests to me that the knowledge of it is more common nowadays, considering that a book detailing how to do it (Twin Secrets) is being published and spread around Skyrim. As for Dragon Smithing, according to legend, High King Herald forged the Jagged Crown from the bones and teeth of ancient dragons. Also, dragonplate and dragonscale armore can show up as random loot if your level is high enough. Someone must've forged them.
I liked Dragon smithing, but after awhile, I realized that I respected the Dragons in Skyrim too much to make things out of their bodies. I mean, you have the soul of a dragon anyway, if it wasn't for the different body types it'd be like killing one of your relatives and making armor out of their skin and bones.
As for Daedric smithing, I started thinking that it was wrong to wear the armor of murdering demons :P
I don't like Purity perk. There are few benefits to picking it. The only recipe from UESP useful potions list that I find worth taking the perk for is
Fortify Two-Handed + Regenerate Stamina from Fly Amanita, Troll Fat and Bee
Other perk-specific recipes have at least one useless effect for a situation where you can use them. Not really worth it. And for the recipe mentioned above, I'd rather drink more common and useful potion
Fortify Two-Handed + Regenerate Stamina + Resist Fire with Fly Amanita, Bee and Dragon's Tongue
I rarely used that perk, felt a waste to me.
I think its the reason why i see alchemy as the least grindy craft. If i think about enchanting, I think extra effect, if i think about smithing it mostly daedric/dragonbone and alchemy is just alchemy. Reaches maximum power at level 80, after which the crafts begin to become really grindy.
I level up Alchemy, but the only useful things I can think of doing with it are invisibility and paralysis. Otherwise it's just a way to make money, and if you can recall my old forum post, I always have to much of that in Skyrim. Lately it's only gotten worse though, because each playthrough I learn new ways to earn money, and now I take almost all the loot in a cave and sell it.
Dude, Alchemy is far and away the best crafting skill (despite the crappy capstone perk as Vazgen discussed).
Fortify <magic school> potions affect magnitude and/or duration, which is absolutely incredible for endgame mage min-maxers. This affects both spell damage and enchantment damage. On the Crystallurgist, my Destruction potion (+150% in the endgame) was doing the following:
Without Destruction potions, those would have been ~40% as strong.
There's also the fact that the Fortify Archery alchemy effect actually buffs output for ALL physical damage sources. On the Montalion and Sword-Singer, I made a potion of Fortify One-handed + Fortify Archery to effectively get +400% damage.
Poisons can be super effective too; combining Damage Health + Lingering Damage Health in the endgame to lead to net health loss of over 400 points.
These are just a few of the uses of Alchemy in the endgame; there are a lot more. Also, if you have Hearthfire, you can cultivate ingredients en masse via the Garden, Greenhouse, and Fish Hatchery. I use those on all my alchemist builds, and I find I can get dozens of my core potions every 3 days in-game. I just hotkey one or two of the most important ones, and use them basically every time I get in a fight, and I still never get close to running out of stock.