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.
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.
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.
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.
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...
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...
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.
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.
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.
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.
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.
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.