Ha! That's an awesome idea. What a perfect move for an arrogant mage: "Alright, you idiots, just ... *poof* ... there - now back to the bad guys."
Ha! That's an awesome idea. What a perfect move for an arrogant mage: "Alright, you idiots, just ... *poof* ... there - now back to the bad guys."
Alright, time to consider some tweaks to the above.
I've been playtesting the build (so far at lvl 8) and gave necromancy some more thought after acquiring a Reanimate Corpse spell tome. Vazgen's description of this as an active, in-combat skill appealed to me. So rather than being a dedicated necromancer and trying to assemble a permanent undead army, this character could just opportunistically raise slain foes as a battle progresses. It's only vaguely sinister - fine for an Altmer!
This changes the Conjuration side of the build a tad. Here are the proposed changes:
Conjuration: Novice-Expert, Necromancy, Dark Souls, Twin Souls
Twin Souls I'm not so sure about, but I'm tempted to take it. It would allow some versatility - I could, for example, have an atronach and a reanimated foe at the same time, or 2 zombies. I still don't think Master Conjuration is necessary, since we aren't using zombies as constant bodyguards. Dual Casting doesn't give us much either; the extra summon duration isn't worth a perk for something I'm just using in combat.
This swaps 3 perks in the previous build (Summoner 2/2, Dual Casting) for 2 or 3 perks, which is a good trade. We can still use atronachs (those without the USKP will want to store the Atronach Stone in the Aetherial Crown and remove it before attempting casting - I'm not sure, but I assume summons are still absorbed when cast from scrolls?) if needed, and they won't be any weaker than with the previous build.
We'll also drop the crafting skills - no Alchemy or Enchanting perks. It is still possible to use those skills unperked, and with the right materials, powers and equipment we'll at least be able to ensure that we have some basic restorative or fortifying potions on hand. So that saves us 3 more perks.
I am strongly considering dropping Master Destruction. Scrolls can be found for Firestorm and Blizzard, so we're only missing out on Lightning Storm, which I think is ok. Maybe we can do without Expert Destruction as well, but I like being able to cast those wall spells - especially since we'll have summons/zombies/followers/paralysis/etc to keep enemies in their zone.
We can also drop Ward Absorb in Restoration. It's a good perk for those whose primary defense is wards, but with absorption it's less of a concern. I think we can also drop Master Restoration. Guardian Circle and Bane of the Undead are available as scrolls, and if we really want, we can pick up Dual Casting, which will make Circle of Protection able to affect higher-level undead than Guardian Circle could anyway.
So, the revised build:
Alteration: Novice-Master, Mage Armor 3/3, Stability, Atronach
Conjuration: Novice-Expert, Necromancy, Dark Souls, Twin Souls
Destruction: Novice-Expert, Dual Casting, Impact, Rune Master, Augmented Flames 2/2, Intense Flames
Illusion: Novice-Expert, Dual Casting, Animage, Kindred Mage, Quiet Casting
Restoration: Novice-Expert, Regeneration, Necromage, Recovery 1/2, Avoid Death
That's 43 perks, for a level 44 character.
We could perhaps drop Recovery 1/2, Avoid Death, Rune Master, Intense Flames, and Twin Souls. I think Rune Master and Intense Flames will give the character some battlefield control options. I'm torn on Avoid Death - it effectively costs 2 perks, but it's a great benefit. Twin Souls is the one I would consider dropping first.
Thoughts?
Alright, time to consider some tweaks to the above.
I've been playtesting the build (so far at lvl 8) and gave necromancy some more thought after acquiring a Reanimate Corpse spell tome. Vazgen's description of this as an active, in-combat skill appealed to me. So rather than being a dedicated necromancer and trying to assemble a permanent undead army, this character could just opportunistically raise slain foes as a battle progresses. It's only vaguely sinister - fine for an Altmer!
This changes the Conjuration side of the build a tad. Here are the proposed changes:
Conjuration: Novice-Expert, Necromancy, Dark Souls, Twin Souls
Twin Souls I'm not so sure about, but I'm tempted to take it. It would allow some versatility - I could, for example, have an atronach and a reanimated foe at the same time, or 2 zombies. I still don't think Master Conjuration is necessary, since we aren't using zombies as constant bodyguards. Dual Casting doesn't give us much either; the extra summon duration isn't worth a perk for something I'm just using in combat.
This swaps 3 perks in the previous build (Summoner 2/2, Dual Casting) for 2 or 3 perks, which is a good trade. We can still use atronachs (those without the USKP will want to store the Atronach Stone in the Aetherial Crown and remove it before attempting casting - I'm not sure, but I assume summons are still absorbed when cast from scrolls?) if needed, and they won't be any weaker than with the previous build.
We'll also drop the crafting skills - no Alchemy or Enchanting perks. It is still possible to use those skills unperked, and with the right materials, powers and equipment we'll at least be able to ensure that we have some basic restorative or fortifying potions on hand. So that saves us 3 more perks.
I am strongly considering dropping Master Destruction. Scrolls can be found for Firestorm and Blizzard, so we're only missing out on Lightning Storm, which I think is ok. Maybe we can do without Expert Destruction as well, but I like being able to cast those wall spells - especially since we'll have summons/zombies/followers/paralysis/etc to keep enemies in their zone.
We can also drop Ward Absorb in Restoration. It's a good perk for those whose primary defense is wards, but with absorption it's less of a concern. I think we can also drop Master Restoration. Guardian Circle and Bane of the Undead are available as scrolls, and if we really want, we can pick up Dual Casting, which will make Circle of Protection able to affect higher-level undead than Guardian Circle could anyway.
So, the revised build:
Alteration: Novice-Master, Mage Armor 3/3, Stability, Atronach
Conjuration: Novice-Expert, Necromancy, Dark Souls, Twin Souls
Destruction: Novice-Expert, Dual Casting, Impact, Rune Master, Augmented Flames 2/2, Intense Flames
Illusion: Novice-Expert, Dual Casting, Animage, Kindred Mage, Quiet Casting
Restoration: Novice-Expert, Regeneration, Necromage, Recovery 1/2, Avoid Death
That's 43 perks, for a level 44 character.
We could perhaps drop Recovery 1/2, Avoid Death, Rune Master, Intense Flames, and Twin Souls. I think Rune Master and Intense Flames will give the character some battlefield control options. I'm torn on Avoid Death - it effectively costs 2 perks, but it's a great benefit. Twin Souls is the one I would consider dropping first.
Thoughts?
Necromancy? Welcome to the dark side Paul
I'd say you could drop Intense Flames. It usually only triggers right before you kill the target anyway and just prolongs a battle if they happen to get away forcing you to hunt down an enemy that should be dead. Additionally fleeing enemies could alert nearby groups pulling them into the current fight which could be a problem if you are already running low on blue stuff. I usually only take Intense Flames when I want to abuse the AoT bug for extra damage since we aren't doing that I think it could be dropped.
Twin Souls is useful to a master necromancer who has a dead thrall and wants to be able to reanimate fallen enemies in combat (like Vazgen suggested). If you are only using it in combat then it has less utility for me and can probably be dropped. It's a very late game perk anyway and you probably won't need the extra zombie/atronach when it becomes available. So, in short if you are planning on using any of the Thrall spells then I'd say take Twin Souls if not then I think you can pass on it.
I am very biased when it comes to Avoid Death to give an objective opinion. I just love that perk too much. To me if you are leveling Restoration that high then it is totally worth taking.
Necromancy? Welcome to the dark side Paul
I'd say you could drop Intense Flames. It usually only triggers right before you kill the target anyway and just prolongs a battle if they happen to get away forcing you to hunt down an enemy that should be dead. Additionally fleeing enemies could alert nearby groups pulling them into the current fight which could be a problem if you are already running low on blue stuff. I usually only take Intense Flames when I want to abuse the AoT bug for extra damage since we aren't doing that I think it could be dropped.
Twin Souls is useful to a master necromancer who has a dead thrall and wants to be able to reanimate fallen enemies in combat (like Vazgen suggested). If you are only using it in combat then it has less utility for me and can probably be dropped. It's a very late game perk anyway and you probably won't need the extra zombie/atronach when it becomes available. So, in short if you are planning on using any of the Thrall spells then I'd say take Twin Souls if not then I think you can pass on it.
I am very biased when it comes to Avoid Death to give an objective opinion. I just love that perk too much. To me if you are leveling Restoration that high then it is totally worth taking.
The easiest way to quickly level Restoration is to use a Staff that will raise undead, such as a Staff of Zombies. Undead raised by staves don't disintegrate when the effect wears off (they just drop to the ground dead again). And, unlike normal enemies, undead raised by staves that have turned aggressive against the player still don't prevent the player from waiting. So, you follow these simple steps.
If you want to turbo-charge this process, use the glitch from the cleansing the magicka pools quest at the College of Winterhold to gain unlimited magicka for 2 hours so that you never have to wait and can spam your "turn" spells indefinitely. I leveled a character's restoration from 30 to 70 in a little under 15 minutes using this technique and it has the side benefit of allowing you to train other skills such as conjuration (cast "bound sword" repeatedly after your zombie gets aggressive) and alteration (cast "flesh" spells repeatedly) too.
P.S. Forgot to mention there is a free Staff of Revenants just outside Morthal. Fast travel to Morthal, then turn around and follow the road out of town. If you look to the left, you should see a burial mound. The Staff is in there, guarded by a lowly skeleteon. It can be hard to see the staff, but it is on the ground on the left side of the mound, next to a dead necromancer who has a dagger stabbed into his chest
The easiest way to quickly level Restoration is to use a Staff that will raise undead, such as a Staff of Zombies. Undead raised by staves don't disintegrate when the effect wears off (they just drop to the ground dead again). And, unlike normal enemies, undead raised by staves that have turned aggressive against the player still don't prevent the player from waiting. So, you follow these simple steps.
If you want to turbo-charge this process, use the glitch from the cleansing the magicka pools quest at the College of Winterhold to gain unlimited magicka for 2 hours so that you never have to wait and can spam your "turn" spells indefinitely. I leveled a character's restoration from 30 to 70 in a little under 15 minutes using this technique and it has the side benefit of allowing you to train other skills such as conjuration (cast "bound sword" repeatedly after your zombie gets aggressive) and alteration (cast "flesh" spells repeatedly) too.
P.S. Forgot to mention there is a free Staff of Revenants just outside Morthal. Fast travel to Morthal, then turn around and follow the road out of town. If you look to the left, you should see a burial mound. The Staff is in there, guarded by a lowly skeleteon. It can be hard to see the staff, but it is on the ground on the left side of the mound, next to a dead necromancer who has a dagger stabbed into his chest
I don't think I've mentioned difficulty, but I play exclusively on Adept. No doubt those who play on higher difficulties will have different considerations to make - but Adept seems like a reasonable baseline.
I don't think I've mentioned difficulty, but I play exclusively on Adept. No doubt those who play on higher difficulties will have different considerations to make - but Adept seems like a reasonable baseline.
Hehe!
I often take the Intense Flames & Deep Freeze perks, and don't have much trouble with the former; usually having the foe run away is just a welcome pause in the fight. But it's not really necessary, especially since we'll be using Illusion magic anyway for more immediate crowd-control.
Yes, I think avoiding Twin Souls is probably the way to go. I plan to travel with a follower anyway (to be discussed in a future post), so I won't need a lot of bodies cluttering up the field. If it's needed, there's the option of tossing out an Ash Guardian.
I like the idea of Avoid Death too. But I don't think I've ever used it, in fact! I really want to aim for it.
OK, so dropping 2 perks - Intense Flames and Twin Souls - gets us down to level 42. Sounds good to me!
Hehe!
I often take the Intense Flames & Deep Freeze perks, and don't have much trouble with the former; usually having the foe run away is just a welcome pause in the fight. But it's not really necessary, especially since we'll be using Illusion magic anyway for more immediate crowd-control.
Yes, I think avoiding Twin Souls is probably the way to go. I plan to travel with a follower anyway (to be discussed in a future post), so I won't need a lot of bodies cluttering up the field. If it's needed, there's the option of tossing out an Ash Guardian.
I like the idea of Avoid Death too. But I don't think I've ever used it, in fact! I really want to aim for it.
OK, so dropping 2 perks - Intense Flames and Twin Souls - gets us down to level 42. Sounds good to me!
I think Avoid Death is a great perk if you're rolling a low-health mage. You may only use it 1-3 times in a playthrough, but it's awesome when you do--this is what the transcript usually looks like for me when the perk works its magic:
"Uh, oh... no, no, no, no... CRAP! Whaaa...? SWEET!!!"
Or some variation on that theme ;D
I think Avoid Death is a great perk if you're rolling a low-health mage. You may only use it 1-3 times in a playthrough, but it's awesome when you do--this is what the transcript usually looks like for me when the perk works its magic:
"Uh, oh... no, no, no, no... CRAP! Whaaa...? SWEET!!!"
Or some variation on that theme ;D