Skyrim Tips and Tricks » Discussions


An Argument for 'Marked for Death'

Tags: #Tips and Tricks Showcases 
  • Member
    November 4, 2013

    Any chance we'll be getting a look at think monk build this week?

    I'm getting psyched at creating a monk type class from my vampire mage...

    Dunno why, but I'm not used to creating multiple characters to goof around. Always like to stick with that one...

  • Member
    November 4, 2013

    A followup question about the problems with MD

    Does the shout affecting ID coded targets mean that the permanent decrease to AR applies to atronach summons as well?

    Would be very sucky sucky to summon one hittable dremoras.

  • Member
    November 4, 2013

    ˈsɪmɪtɑː (Link to source)

    ˈsɪmɪtə(r)/ (Link to source)

    Another source.

    Scimitar (like many words) has more than one pronunciation; the ending 'r' sound is optional (may be silent or pronounced).

  • Member
    November 4, 2013
    Thats something i'll have to double check, i don't think summons will persist but I am not 100%. As far as monk build, hopefully this week. I refuse to post a build that hasn't beaten all 3 main questlines (main and DLC's) so I'm playing the hell out of it right now. It is not the easiest build to start with but once it gets going it is absolutely dominant. This might be my new #1 favourite build.
  • Member
    November 4, 2013
    Just tested summon spell atronach as well as summon staff one and while they keep the same ID, they are treated as new/renewed and the damage does not carry over. Tested it with all three types of elemental atronach's and it was no problem, i'd guess from this that all summons act the same.
  • Member
    November 4, 2013
    Also tested zombies. Used 'Dread Zombie', 'Dead Thrall' and the 'Ritual Stone' and in all three cases the zombie that was raised kept the negative armour rating. This isn't surprising at all but just wanted to be thorough.
  • Member
    November 4, 2013

    Is the drop in AR changed by difficulty setting? So if I was on Master would I still get 540% extra damage or would it be lower?

  • Member
    November 4, 2013

    I believe the shout is effected by difficulty. If this is true (Which I'm fairly sure it is), the AR drop would be larger on Novice/Apprentice than Master/Legendary. Nonetheless, on difficulties such as Legendary, it would no doubt prove invaluable as it does provide substantially less health. Coupled with Drain Vitality, it would be even more effective.

    Essentially..... yes.

  • Member
    November 4, 2013

    I think that the shout will basically do the same on all difficulties. You just do half damage on master so if someone on adept difficulty is doing 120 damage per strike after the shout has done its work then someone on master would be doing 60 instead.

  • Member
    November 4, 2013
    This It lowers the AR for the same amount, you just do different amounts of damage because of difficulty. Wat I'm finding this week (have only used this one shout for a week now) is the higher the difficulty the stronger it is because it evens the playing field. I know that sounds obvious but it's certainly important to consider. Tonight I've had to turn up my narmed monk build to legendary because it is too strong, ths shout is so damn OP. dragons, in particular, are a total joke. If you hit them wth 3 words ad tey take off to fly around for 20 seconds...they've basically just committed suicide. So ya, Just remember that regardless of difficulty level marked for death will improve the physical damage you do by 3%/6%/9% per second.