Skyrim Character Building » Discussions


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

  • Member
    May 28, 2016
    The dialscussion section on the article mentions this. --- I think this line under Notes is incorrect: "You only get the 100% Magicka regeneration when not in battle." I just looked in the CK and there are no conditions on the ability or magic effect that look for combat. Bethesda did include a magicka/stamina regen nerf while in combat for reasons that presumably made sense to whoever put it there, but that affects the base mult rate and is independent of this stone. I see no reason why you wouldn't get a 100% boost to the nerfed rate while in combat and a 100% boost to the normal rate out of combat. --67.142.170.26 09:10, 27 November 2015 (UTC) --- I think the article was simply not updated.
  • Member
    May 28, 2016
    Ok Paul, you're an experienced builder, so some of this might not even be news to you. Still, my 2 cents on this regardless: Alteration: why atronach? You're locking yourself into a single stone. For a wizened spell caster who happens to be a vamp, aren't you better off with lady for regent compensation in the morning and added at night? Or lord for extra resists and armor? Conjuration: why necromancy? Fire spells will harm your summons, even if you heal the undead summons. Focus will shift from dishing out damage to trying to keep summons alive. The difference between the enemy turning on you or damaging them is just 1 mis - fired fire spell away. Speaking of which.... Destruction: fire spells and rune master? Seriously mate? That's just an open invitation for disaster. Skeletal or zombie summons die faster due to inherent weakness to fire. Illusion: why the quiet casting route? You're a wizard, controlling the battlefield the very minute you enter it. Should there be total dominance with frenzy spells? Aspect of terror bug kicks, as you naturally level the skill. Restoration: why 1/2 recovery? Extra magicka regent during the day is needed as a vamp. Can't counter this effectively with potions unless you got he physician perk. Enchanting: good choices, no comments. My personal preference would be to build the middle tree, which will occur naturally as you charge your staves, albeit at a slower rate. Alchemy: need physician perk. At the very least, you'd wanna have status effect potions on your increased in magnitude to counter inherent weakness or buff abilities. These are my views. Please feel free to comment or let me know how I can help shape this character further. Thanks.
  • Member
    May 28, 2016

    Thanks for the feedback :)

    I'm not going the vampire route personally, although for those who are you make great points.  

    Partly, necromancy is to get around the vanilla bug involving spell absorption and summoned atronachs/dremora.  This doesn't mean you can't summon Ash Guardians (or, for those with USKP, atronachs - or heck, those without USKP can just take the Lord Stone, store the Atronach in the Aetherial Crown and wear it when they want to eat hostile spells, or take it off when they want to have a better chance of summoning atronachs).  Even in the original build, when I was planning to use atronachs exclusively, I didn't plan to take perks in the left branch apart from Summoner.  So in this revised version, I can still do that and raise some decent undead when appropriate.

    Similarly, fire is perked because it's arguably the best bang-for-your-buck element, thanks to taper mechanics.  I can still cast frost and shock spells as needed, but they just won't be as powerful.  Which is OK, since we have other ways to whittle down foes.  Yeah, sometimes I'll harm my own summons, but that's to be expected, and this character won't always rely on summons in any case.  If he were a dedicated necromancer, I'd be looking at Dead Thrall.  Instead, he'll use necromancy when a good opportunity arises.  When that occurs, he may switch to Fear or Turn Undead spells, or frost magic, or paralyze - you get the idea.  

    Rune Master offers some ranged options.  A dualcast Frenzy Rune should affect foes up to lvl 42ish, from 100 feet away.  A dualcast Poison Rune can do some nice DoT.  Ash Rune is great battlefield control - slap it down from far away so foes go looking; meanwhile, your Magicka is recharging.  Rune Master isn't so much for the Destruction runes, although it's nice to have that option too.  

    Quiet Casting - well, perks are at a premium, so I don't want to max out Illusion.  The way I see it, Quiet Casting offers a lot of utility, allowing this guy to summon/paralyze/detect/armor/blast/etc in relative peace.  With the ability to Muffle up without fear of alerting enemies, he can always win initiative.  (Regarding Aspect of Terror, I won't be able to take advantage of that bug, but even if I were I'm not too sure I'd want to grab 2 perks for it.)

    The trick here is trying to blend all the schools of magic, preferably without getting too high level.  So that means not investing too deeply in the schools.  Because this character isn't going to be a master necromancer, or a master illusionist, or a master destructionist, he'll need to switch up spell types.  As a result, there will certainly be more efficient builds, since it's eminently possible to build a very powerful mage who *only* uses Destruction, or Conjuration, or just about any skill.  

    I guess part of the goal here is to make sure that this character has a very diverse 'toolbox' of magic effects.  They may not all work for every situation, but I want to be sure that he has *something* that will work for any contingency.  

  • Member
    May 28, 2016

    My own take? Stick with the element you use the most and level it it to the max while the one you use the least remains at apprentice level. For example, if you focus on fire spells then by all means level the skill up to master. But if you use frost spells the least, then keep it at apprentice level like ice bolt. Shock spells would stop at adept. Just get Chain Lighting and be done. Personally I would avoid the standard cloak spells and get the whirlwind cloak spell just to round up the mage though I wouldn't use it often as getting close and getting smacked with a bandit wielding a war hammer invalidates the whole point of being a mage in the first place.

  • Member
    May 30, 2016
    Awesome justifications mate. Totally respect the idea of a Mage who doesn't really care about his summons. You're right, it's all about abuse of power. So, you're no necromancer, master illusionist or all out destructive Mage. But let's consider the base ability of this Mage then. If the idea is to be a jack of all but a master of none, then, crowd control plays an important factor. Whilst I agree with most of the points out forth, I'm abit iffy about the quiet casting route... Which is less of a meta magic function and more " the shadows is my armor" sorta approach (trust me on this one... If there's one thing I learnt from playing through my night weaver, it's that you don't need defended when the shadows guide you). That said, let's take a look at your crowd control tool kit: Paralyze is high magicka cost, 17 seconds max for you to do anything to a single target. Ash shell provides cc, at cost of not being able to do anything to cc'd target. Same with ash rune. Your alchemy is not high enough to take advantage of frenzy poisons and paralysis target is single use, lasting lesser than the spell. Unspecced fear and frenzy might pull through, if you become a vampire with the boost to illusion. Without vampire lord, the effects on higher level mobs will not last. Magicka cost is reasonable &I the effects can be magnified with potions of illusion. Only 1 additional perk is taken, as compared to the quiet casting route. See where I'm going with this? Of all your cc tool kit, illusion is probably your best bet, vampire or not... But hey, it's your build at the end of the day mate. Just thought I'd reiterate the benefits of illusion as a cc. Thanks.
  • Member
    May 30, 2016
    Uh... Draugr/Skeletons do not have a weakness to fire.
  • Member
    June 3, 2016
    There are two dremora outside Mehrunes Shrine that will leave their corpses behind when you slay them, and you can get a dremora thrall in that way. I toyed with it to compromise having 100% absorption, going the necromancy route, and still wanting those daedra thralls. I know I'm late to the party but good read!