Skyrim Character Building » Discussions


Let's Build: a Pure Mage. Part III - Skills and Perks

  • May 26, 2016

    With enchanted robes lying pretty much everywhere, I think that Enchanting isn´t really the right skill for a mage. Alchemy on the other hand...with its Fortify effects to increase damage, duration, range...Alchemy is pure mage´s true skill. 

  • Member
    May 26, 2016
    Again, I TOTALLY agree with that. I think my love of Enchanting stems mainly from my embarrassing inability to remember to use all those potions I've been lugging around all game xD
  • May 26, 2016

    Awolnation - Fail!

    Though I actually remember the time when Alchemy wasn´t strong me in as it is now. Those complicated potions that do so many things....Yeah, I forgot to use them too. That´s why I always say you should choose like 5 potions with various effects and focus just on those. Brew like 30 of them and stick with those few effects.

  • Member
    May 26, 2016
    That's actually a pretty good idea... I'll have to give that a whirl :D
  • Member
    May 26, 2016
    I think I know where that boost is coming from... I believe it it fixed in USKP (DLC edition) ;) Looking forward to the build!
  • May 26, 2016

    I have to say that these topics, Paul, and Vargr´s Necronomicon makes me want to play pure mage. Really inspiring stuff, guys!

    I think it´s time to play badass Orc warlock...

  • Member
    May 26, 2016
    I would suggest to drop crafting entirely. While the crafting bonuses are apparent, it not spending time near crafting stations results in quicker-paced gameplay and an additional tactical layer to effectively using your magicka reserves. With access to all magic schools, you have all you need to deal with any enemy. No need for extra perk investment. As mentioned before, I would focus on Necromancy not only to circumvent the absorption bug but to also bring the need to kill targets without Conjuration, to create the bodies. Necromancers grow with power throughout combat with more bodies to be raised. I have a note about Guardian Circle. While it does affect the strongest undead, its effect might not proc immediately when the target enters the circle. Combined with the low range of the spell, this can lead to Draugr Death Overlords landing hits on you while you're stanfing in the circle which can mean death on higher difficulties. I would also drop Frenzy - its crowd control is overlapping with summoning and it can easily win fights for you without any risk. I would suggest not to use Ward Absorb as it requires pretty high investment in Restoration and at that level, your spell absorption and magic resistance should be enough to deal with spellcasters without that 25% ward absorption (which is effectively lower since you spend magicka on casting the ward). I would also drop Master Destruction. Fire Storm and Blizzard are good but will leave you without magicka if there are enemies still left standing. I would also drop Summoner and go for Necromancy and Dark Souls, also dropping Dual Casting Conjuration in the process.
  • Member
    May 26, 2016

    Yes, Alchemy is a great option for accountants :D  I definitely agree - there's so many menus, so much time spent digging through inventory lists ... and even if you're on PC and have 8 hotkeys, you still have to remember to favorite the potions/poisons, and then use them... until you run out and have to brew up a bunch more!  It never ends!  

    ... But I've grown *somewhat* used to it, still.  

  • Member
    May 26, 2016

    Yeah, like I said I considered zero-crafting, but I thought some of you guys would run me out of town on a rail   It's such a tiny investment here, though.  On the other hand, because of that, it's probably something I can just ignore altogether for not much more loss.  It *is* still possible to whip up some cheapo Fortify Alchemy enchantments with grand soul gems, Ahzidal's Genius, & Seeker of Sorcery, and then turn around and brew some meh potions (for when I "need" them).  

    I lose Soul Squeezer, but then, this build doesn't really lean on staves either.  I could just be selective about when I want to use those soul-hungry staves.  Good call, I'm sold!

    Necromancy is a good choice.  I think I would prefer atromancy/summoning for this character - it's just such a thematic fit.  But for those without the USKP, or those who just prefer raising the dead, it's a great option.  I love your line - "Necromancers grow with power throughout combat with more bodies to be raised."  What an excellent way to look at that!  

    I do recall that about Guardian Circle - that issue isn't present in Circle of Protection?  

    Frenzy isn't really invested in, but you're right that it's probably not needed.  Fear/Calm are going to affect higher level enemies anyway.  But the perks taken don't need to change if you decide not to use Frenzy.  

    Ward Absorb - yes, I should've put that on the "questionable" list.  You're right that there's some redundancy with absorb effects especially.  I'm curious to see how it plays out, since I haven't done a ward/Atronach combo into the later levels.  

    Similarly, I'll see how the Master Destruction spells work out.  With my Evoker, I don't recall being left vulnerable after casting those spells.  It is possible to get those effects on scrolls, though.  

    Dropping Summoner ranks is definitely what you want to do if you're going necromancy.  I'd think Dual Casting Conjuration would be almost required for a necromancer, though, since you want those bodies following you as far through the dungeon as you can have them.  I guess the argument would be that this character isn't a *dedicated* necromancer, and can deal with foes through other means, only raising the dead he has created.  

    Lots of good feedback, thanks!  It might be possible to trim more of the fat from the build than I thought.  

  • May 26, 2016

    On that I agree. If you´re running melee character using just sword and bow maybe, Alchemy management is much easier.

    But going pure mage...I think I wouldn´t run Alchemy either. Enchanting would be better option, but honestly, I might completely drop all crafting. Except cooking of course, cooking is good.