I don't think I was even aware that fortify destruction potions increased weapon damage when I originally wrote this character.
Fortify destruction potions are definitely optimal because they work on everything (draugr for example can't be poisoned), they also boost both elements on your weapon, whereas most poisons are singular and you'd have to pop two of them in order to maximise damage...
However, for this character both methods are just overkill...
The best path (IMO) is to dump alchemy completely and use Khajiit Caravans. The Khajiit like to sell lots of elemental weakness poisons and they do this from a very early level...
The elemental poisons found/sold in the game are far more powerful than anything you can create yourself and finding the ingredients for the good poisons (Ice Wraith Teeth/Giant Lichen/Salts) is just a chore...
Khajiit Caravans are a very good path when building this character, not only do they sell some very potent poisons but they will also buy almost anything you have to sell which means all those items you create while grinding enchanting can be sold off in exchange for the poisons...
I don't think I was even aware that fortify destruction potions increased weapon damage when I originally wrote this character.
Fortify destruction potions are definitely optimal because they work on everything (draugr for example can't be poisoned), they also boost both elements on your weapon, whereas most poisons are singular and you'd have to pop two of them in order to maximise damage...
However, for this character both methods are just overkill...
The best path (IMO) is to dump alchemy completely and use Khajiit Caravans. The Khajiit like to sell lots of elemental weakness poisons and they do this from a very early level...
The elemental poisons found/sold in the game are far more powerful than anything you can create yourself and finding the ingredients for the good poisons (Ice Wraith Teeth/Giant Lichen/Salts) is just a chore...
Khajiit Caravans are a very good path when building this character, not only do they sell some very potent poisons but they will also buy almost anything you have to sell which means all those items you create while grinding enchanting can be sold off in exchange for the poisons...
OK, I just got led to this build after reading up on The Nemesis. So you can have good melee weapon skills without putting perks into weaponry? Never knew that. Very very interesting.
OK, I just got led to this build after reading up on The Nemesis. So you can have good melee weapon skills without putting perks into weaponry? Never knew that. Very very interesting.
Going to give this one a whirl. Was trying a couple of builds, Fearmonger and then the Revenant. Saw this one cross posted on The Nemesis and it's pretty close to one I was thinking of (but I'm no good at build designs). I'm amazed at how you guys come up with the specializations such as the +Magicka damage on melee weapons (I was dying too easy on Fearmonger with no melee...wonder if this would work for that build as well as a resort when you are out of magic juice.) on this one and the endless magicka (like on Serephim). My dream build right now is something along the lines of the Sorcerer/Revenant but with Illusion (Frenzy/Fear) like Fearmonger had (yes I know that one is not a Mason build). I could see throwing Frenzy into a crowd and then wading in with some destruction magic and finishing with a 2H sweep. No stealth like the Revenant, just walk in like you own the place.
Anyway, going with Sorcerer for a trial period just trying to find something that keeps me engrossed. Going to do the dark sorcerer although it seems like you don't really need the atronach's or zombie's.
Going to give this one a whirl. Was trying a couple of builds, Fearmonger and then the Revenant. Saw this one cross posted on The Nemesis and it's pretty close to one I was thinking of (but I'm no good at build designs). I'm amazed at how you guys come up with the specializations such as the +Magicka damage on melee weapons (I was dying too easy on Fearmonger with no melee...wonder if this would work for that build as well as a resort when you are out of magic juice.) on this one and the endless magicka (like on Serephim). My dream build right now is something along the lines of the Sorcerer/Revenant but with Illusion (Frenzy/Fear) like Fearmonger had (yes I know that one is not a Mason build). I could see throwing Frenzy into a crowd and then wading in with some destruction magic and finishing with a 2H sweep. No stealth like the Revenant, just walk in like you own the place.
Anyway, going with Sorcerer for a trial period just trying to find something that keeps me engrossed. Going to do the dark sorcerer although it seems like you don't really need the atronach's or zombie's.
How exactly do you expect me to get my Enchanting skill to level 60 right before I hit level 12? It's not like there's an abundance of soul gems lying around prior to Blackreach or the Soul Carin, and blacksmithing iron daggers isn't exactly part of the build.
It's not obvious to me, so my guess is I grind, right?
How exactly do you expect me to get my Enchanting skill to level 60 right before I hit level 12? It's not like there's an abundance of soul gems lying around prior to Blackreach or the Soul Carin, and blacksmithing iron daggers isn't exactly part of the build.
It's not obvious to me, so my guess is I grind, right?
I'm testing my mods right now to play another build, and I thought I might give the Sorcerer another playthrough. It was my favorite run when I was on Xbox, after all. I'm thinking I might want to trim up the fat here and there.
*Corpus Enchanter is generally viewed as a useless perk. Is there actually a reason for taking it in this build?
*There are a total of 8 perks to reduce magicka costs of spells that are not prerequisites for other non-cost reduction perks taken in the build. How much impact do you think I would notice if I completely gutted them from one or two schools of magic, given that there are 4x2 total cost reduction enchantment slots?
*While steel plate does look nice, cutting Juggernaut down to 1/5 and getting the full Alchemy bonus with Benefactor would allow hitting the armor cap with just steel/wolf/falmer armor and Steel Smithing, without even using Alteration at all. Aside from the Atronach perk, the only reason to invest in the Alteration tree is the flesh spells, right?
I'm testing my mods right now to play another build, and I thought I might give the Sorcerer another playthrough. It was my favorite run when I was on Xbox, after all. I'm thinking I might want to trim up the fat here and there.
*Corpus Enchanter is generally viewed as a useless perk. Is there actually a reason for taking it in this build?
*There are a total of 8 perks to reduce magicka costs of spells that are not prerequisites for other non-cost reduction perks taken in the build. How much impact do you think I would notice if I completely gutted them from one or two schools of magic, given that there are 4x2 total cost reduction enchantment slots?
*While steel plate does look nice, cutting Juggernaut down to 1/5 and getting the full Alchemy bonus with Benefactor would allow hitting the armor cap with just steel/wolf/falmer armor and Steel Smithing, without even using Alteration at all. Aside from the Atronach perk, the only reason to invest in the Alteration tree is the flesh spells, right?