What kind of 'low level spells' do you mean? Just Flames & co? Or Apprentice level stuff?
I guess it would depend on how much you work on cost reduction.
But I've been curious about this for a while - how much you can use regen as a substitute for Magicka level-ups (and/or cost-reduction). Like, at what point (size of Magicka pool and rate of regen) can you be good to go?
I guess *that* would depend on what kind of spells you're casting...
What kind of 'low level spells' do you mean? Just Flames & co? Or Apprentice level stuff?
I guess it would depend on how much you work on cost reduction.
But I've been curious about this for a while - how much you can use regen as a substitute for Magicka level-ups (and/or cost-reduction). Like, at what point (size of Magicka pool and rate of regen) can you be good to go?
I guess *that* would depend on what kind of spells you're casting...
The novice spells, and any concentration variety would be viable, albeit for a short time before needing a quick stop to recharge. As for higher level, at 100 magicka, you should be able to dual cast Lightning Bolt with the Apprentice perk in Destruction and a mid-level amount of points in the skill (more than enough to Impact stunlock an opponent). I doubt that you'd be able to dual cast Chain Lightning even with something like Seeker of Sorcery, but Fireball might be possible at 100 in the skill with requisite perks applied.
Keep in mind that spells like Fireball can be devastatingly powerful, especially versus the undead...
The novice spells, and any concentration variety would be viable, albeit for a short time before needing a quick stop to recharge. As for higher level, at 100 magicka, you should be able to dual cast Lightning Bolt with the Apprentice perk in Destruction and a mid-level amount of points in the skill (more than enough to Impact stunlock an opponent). I doubt that you'd be able to dual cast Chain Lightning even with something like Seeker of Sorcery, but Fireball might be possible at 100 in the skill with requisite perks applied.
Keep in mind that spells like Fireball can be devastatingly powerful, especially versus the undead...
Well your Khajit picture wins in my book :)
I was always partial to Bretons but I'm doing a trebbite monk playthrough right now (not a pure mage, but) and with the arch mage gear my magic is unstoppable pretty much, so I guess I need to give Altmer the edge. One line I've always thought of as purely defensive/utility is Alteration, but I have to say the Paralyze spell rules--freeze your enemy and then apply whatever kill technique you like. This is also the first time I've really utilized the cloak spells from the distruction line and those are great for dealing damage. while you run or fight/cast. Might be fun to develop a pure mage for each race and see how the spells/techniques/shouts might differ.
Well your Khajit picture wins in my book :)
I was always partial to Bretons but I'm doing a trebbite monk playthrough right now (not a pure mage, but) and with the arch mage gear my magic is unstoppable pretty much, so I guess I need to give Altmer the edge. One line I've always thought of as purely defensive/utility is Alteration, but I have to say the Paralyze spell rules--freeze your enemy and then apply whatever kill technique you like. This is also the first time I've really utilized the cloak spells from the distruction line and those are great for dealing damage. while you run or fight/cast. Might be fun to develop a pure mage for each race and see how the spells/techniques/shouts might differ.
Off to a good start with the race info! I'll offer feedback on later installments if I feel you missed anything wizardly.
Also, how can anyone not Like this dicussion? It has a cute kitty.
Off to a good start with the race info! I'll offer feedback on later installments if I feel you missed anything wizardly.
Also, how can anyone not Like this dicussion? It has a cute kitty.
Just realized that I haven't posted my approach.
It will probably be like this
Conjuration - necromancy spells only
Destruction - frost magic to safely blast away enemies along with your minions
Alteration - flesh spells, you don't need to die because of a pesky archer hiding in the bushes somewhere
Restoration - Turn Undead and healing spells. Turn Undead can be useful to send your minion running and have enemies follow him while you recover.
Illusion - I would focus on Fear here, because it fits thematically, is not as overpowered as Frenzy or Calm and because I never payed it much attention
Just realized that I haven't posted my approach.
It will probably be like this
Conjuration - necromancy spells only
Destruction - frost magic to safely blast away enemies along with your minions
Alteration - flesh spells, you don't need to die because of a pesky archer hiding in the bushes somewhere
Restoration - Turn Undead and healing spells. Turn Undead can be useful to send your minion running and have enemies follow him while you recover.
Illusion - I would focus on Fear here, because it fits thematically, is not as overpowered as Frenzy or Calm and because I never payed it much attention