Skyrim Tips and Tricks » Discussions


A Comprehensive Treatise On Wards

Tags: #Tips and Tricks Showcases 
  • Member
    October 16, 2014
    The problem with Ward Absorb is against concentration spells like Flames. I don't know whether it doesn't absorb at all or if the Ward just overpowers the absorption but you won't notice the perk working. It's best used against Charge and release spells like Firebolt, Ice Storm, or Lightning Bolt. You absorb half of the magnitude and negate the rest with the Ward. You will see your Magicka visibly replenish in spurts against these spells and can maintain a Ward permanently if the opponent casts fast enough.
  • Member
    October 16, 2014
    That tip by Mason really doesn't make any sense. AR from Wards aren't more effective at higher AR ratings. A Lesser Ward will always add 4.8% damage reduction no matter how much AR you have. That tip always bothered me.
  • October 16, 2014

    I love the idea of Wards but whenever I use them they always seem to become useless the deeper I get in to the game, I suspect it's because I'm not great at leveling Resto. Anyway this should give me some help on better utilising Wards 

  • Member
    October 16, 2014
    The best way to level Resto naturally is through Vampire's Bane, Turn Undead, and Warding. If you're gonna rely on Wards I recommend their related Magicka reduction perk & 50% Fortify Resto enchantments. They are the handiest spells but are so damn expensive! But seriously, using those three spells and running through any barrow will definitely add some levels to your Restoration. It's definitely a skill that you have to major in like Destruction.
  • October 16, 2014

    Thanks for the tip! I was planning on doing a Cleric character soon (Lords of the Fallen inspired me) so majoring in Resto is not a problem lol

  • Member
    October 16, 2014

    It's related to how AR and damage reduction in Skyrim works. Check this out: Link

  • Member
    October 16, 2014
    That's completely contradictory. At one point he states that each point of AR is only worth .12% damage reduction, which is true. I can calcate that. Then later states that the more AR you have, the more each point is worth..? How? It's still fixed at .12% per point. The graph should be linear based on that fixed amount. Right?
  • Member
    October 16, 2014

    The idea is that physical durability and damage reduction are different. CEILING function also has to do with that. 

    I noticed that myself when playing, 300 AR vs 400 is less noticeable than 400 vs 500. 

    Probably weird coding. Would've been cool if someone with CK could've clarify that...

  • Member
    October 16, 2014
    I see what you're saying but it wouldn't necessarily separate the two aspects. Basically, we've been calculating damage reduction based on .12% per AR unit. Maybe that's not the case. We get that number from the AR cap and the damage reduction cap, two values we know for certain. It could be possible at lower AR ratings that we don't actually get the full .12%. I also don't know how reliable this guy is. He states that the shield adds to your hidden AR, which it definitely does not.
  • Member
    October 16, 2014
    I find restoration to be like many skills in skyrim, if you use it occasionally it really drags but if you make a point of using it the whole time it doesn't do too badly. Try a setup like the War Priest, mace in one hand and healing spell or ward in the other. Eat the incoming attacks and heal them constantly. This really levels whatever armour you are wearing too.