Okay, so I made a mage with intents of going all out on Destruction magic. What would be a good secondary skill to accompany it for survivablility or tactical purposes? After all I can relatively easily give a -100% magicka cost on Destruction once I've gotten all my perks and Enchanting to 100, which I intend to do anyways.
Not sure what other enchantments are worthwhile for a mage to begin with.
Edit: You know, as amazing as -100 casting cost would be, it would totally defeat the purpose of me being a High Elf with fortified magicka and their Highborn power. I think I can live with -50% or even -75% in addition to perks and perhaps with regenerative magicka bonuses. I wanna keep my playstyle relatively balanced and fair rather than playing God to the extent where it's no longer fun or challenging.
This, along with the fact that magic cannot be enhanced/modified or created is what drove me to start my melee character.
Okay, so I made a mage with intents of going all out on Destruction magic. What would be a good secondary skill to accompany it for survivablility or tactical purposes? After all I can relatively easily give a -100% magicka cost on Destruction once I've gotten all my perks and Enchanting to 100, which I intend to do anyways.
Not sure what other enchantments are worthwhile for a mage to begin with.
Edit: You know, as amazing as -100 casting cost would be, it would totally defeat the purpose of me being a High Elf with fortified magicka and their Highborn power. I think I can live with -50% or even -75% in addition to perks and perhaps with regenerative magicka bonuses. I wanna keep my playstyle relatively balanced and fair rather than playing God to the extent where it's no longer fun or challenging.
This, along with the fact that magic cannot be enhanced/modified or created is what drove me to start my melee character.
Yar. What would really make me happy is not reduced magicka costs, but enhanced potency/duration. Make AOEs bigger, burn effects longer, stamina and magicka drain more effective, wtfever, just make the spells better rather than two simple enhancements that ultimately make your primary attribute useless D:
Okay, so I made a mage with intents of going all out on Destruction magic. What would be a good secondary skill to accompany it for survivablility or tactical purposes? After all I can relatively easily give a -100% magicka cost on Destruction once I've gotten all my perks and Enchanting to 100, which I intend to do anyways. Not sure what other enchantments are worthwhile for a mage to begin with. Edit: You know, as amazing as -100 casting cost would be, it would totally defeat the purpose of me being a High Elf with fortified magicka and their Highborn power. I think I can live with -50% or even -75% in addition to perks and perhaps with regenerative magicka bonuses. I wanna keep my playstyle relatively balanced and fair rather than playing God to the extent where it's no longer fun or challenging.
I hear conjuration is fun, and seems to go well with destruction path aswell.
Okay, so I made a mage with intents of going all out on Destruction magic. What would be a good secondary skill to accompany it for survivablility or tactical purposes? After all I can relatively easily give a -100% magicka cost on Destruction once I've gotten all my perks and Enchanting to 100, which I intend to do anyways. Not sure what other enchantments are worthwhile for a mage to begin with. Edit: You know, as amazing as -100 casting cost would be, it would totally defeat the purpose of me being a High Elf with fortified magicka and their Highborn power. I think I can live with -50% or even -75% in addition to perks and perhaps with regenerative magicka bonuses. I wanna keep my playstyle relatively balanced and fair rather than playing God to the extent where it's no longer fun or challenging.
I hear conjuration is fun, and seems to go well with destruction path aswell.
Yar. I think I'll make a nice atronach to take the heat while I blow ***up :D
Won't need alteration protection or wards unless I get in a tight corner or overstep my boundaries of being in the thick of battle.
Besides, that's half the fun of being a mage. Dishing out the spells while trying to dodge everything and stay alive with zero armor rating and 100 HP lol.
This, along with the fact that magic cannot be enhanced/modified or created is what drove me to start my melee character.
Fortify Destruction potions! It seems to me that nobody uses alchemy for anything except to get fortify enhancing and smithing.
I think that still only reduces mana cost for that tree of spells.
Unless I'm mistaken and it literally enhances your skill to up your spell damage, then that would be freakin awesome.
This, along with the fact that magic cannot be enhanced/modified or created is what drove me to start my melee character.
Fortify Destruction potions! It seems to me that nobody uses alchemy for anything except to get fortify enhancing and smithing.
I think that still only reduces mana cost for that tree of spells. Unless I'm mistaken and it literally enhances your skill to up your spell damage, then that would be freakin awesome.
It does, to the point where destruction spells are just as broken as a weapon that can dish out 6k damage in one swing.
Just got on to make sure I wasn't giving out false info, but yeah fortify destruction potions do damage increases. With the falmer helmet glitch you can make up the potions up to 184% damage.
This, along with the fact that magic cannot be enhanced/modified or created is what drove me to start my melee character.
Fortify Destruction potions! It seems to me that nobody uses alchemy for anything except to get fortify enhancing and smithing.
I think that still only reduces mana cost for that tree of spells. Unless I'm mistaken and it literally enhances your skill to up your spell damage, then that would be freakin awesome.
It does, to the point where destruction spells are just as broken as a weapon that can dish out 6k damage in one swing.
So it only took me an hour to hammer out a level 10 Khajiit with ~65 smithing and intended for my monk run.
Only took 60 seconds to find out Fists of Steel is herpderpy and only adds the base armor of your gauntlets to unarmed damage; a paltry 18 from Daedric Gauntlets!
So it only took me an hour to hammer out a level 10 Khajiit with ~65 smithing and intended for my monk run. Only took 60 seconds to find out Fists of Steel is herpderpy and only adds the base armor of your gauntlets to unarmed damage; a paltry 18 from Daedric Gauntlets!
well youd want to have full 100 armor skill for them to be a bit higher, and this is where your skills help.
First, smithing under 90 is going to hurt your legendary boost to Daedric, second youll want to combine all your skills to make decent gauntlets.
Maybe make a save, and upgrade your gauntlets max? and see the difference? Just dont use the skill combo for anything else(after all that would defeat the purpose)
So it only took me an hour to hammer out a level 10 Khajiit with ~65 smithing and intended for my monk run. Only took 60 seconds to find out Fists of Steel is herpderpy and only adds the base armor of your gauntlets to unarmed damage; a paltry 18 from Daedric Gauntlets!
well youd want to have full 100 armor skill for them to be a bit higher, and this is where your skills help.
First, smithing under 90 is going to hurt your legendary boost to Daedric, second youll want to combine all your skills to make decent gauntlets.
Maybe make a save, and upgrade your gauntlets max? and see the difference? Just dont use the skill combo for anything else(after all that would defeat the purpose)
Let's reexpress:
NO!
Upgrading does nothing. It was when I finally spent the perk and my 38 defense Orcish Gauntlets barely added a smidge more damage on the bandits I was giving involuntary rhinoplasty to. Then I decided to google it to find out the perk is crap and lies.
So it only took me an hour to hammer out a level 10 Khajiit with ~65 smithing and intended for my monk run. Only took 60 seconds to find out Fists of Steel is herpderpy and only adds the base armor of your gauntlets to unarmed damage; a paltry 18 from Daedric Gauntlets!
well youd want to have full 100 armor skill for them to be a bit higher, and this is where your skills help. First, smithing under 90 is going to hurt your legendary boost to Daedric, second youll want to combine all your skills to make decent gauntlets. Maybe make a save, and upgrade your gauntlets max? and see the difference? Just dont use the skill combo for anything else(after all that would defeat the purpose)
Let's reexpress: NO! Upgrading does nothing.
ooo, missed the base part :/
Well hey, you wanted difficulty, master up and go forth young monk....err cat...feline....err guy and pummel everything in your way.
Perks aren't in actual order. If Fists of Steel worked as described, this would be a 'perfect' build. Could probably eek out an extra level or two from Speech or Lockpicking (as noted that I let them level a little in the simulation) but there's not much else worth spending a perk on for this build without breaking into Enchanting.
Well hey, you wante difficulty, master up and go forth young monk....err cat...feline....err guy and pummel everything in your way.
Yeaaaaah... you go right ahead and try to kill anything with only 61 damage per hit at level 27 (what my final level would be with my target skills)
Well remember you are the one limiting yourself. You can always use enchanting to fortify your hands and ring with unarmed +%. How much you add is up to you(if you even go that route), but that route -is- available to you.
If I were to start a monk class, Id probaly use ebony hands + enchantments(because I wouldnt use a khajit and I dont like daedric hand style) and guild master body suit, or that thalmer robe because it looked great.
Probably enchant HP/Stamina on my gear and restoration enchants for my healing(CHAKRA).
Now I'm curious. How would you compose skills and perks to revolve around a pseudo Monk class?
Heavy armor for Fists of Steel obviously.
Restoration for Chakra/Invigorate
Destruction for Chi Blast?
I hear conjuration is fun, and seems to go well with destruction path aswell.
Yeah, for pure damage I'm having a lot of fun with Conjuration pets raping stuff while I do Destruction spells. If there's lots of enemies (or a dragon is being a ***) I've been known to spam Restoration cures and/or wards on myself while my pets and NPC take care of everything. >.>
Now I'm curious. How would you compose skills and perks to revolve around a pseudo Monk class? Heavy armor for Fists of Steel obviously. Restoration for Chakra/Invigorate Destruction for Chi Blast? What else?
Id only use the gauntlets for heavy armor, the rest of my armor would compose of light armor.
From what Raelia mentioned, the damage is only based on the base of your gauntlets. Thus outside of the 20% + Fists perk you dont need to spend any more on H. Armor.
I would use my perks for Restoration path, for my chakra.
As far as Chi-Blast, that would be player based, I guess. This game has dragons that dont always come down unless shot at, so if you did build a Chi-blast monk, Id advise in only 1 elemental path(atleast focus/use only one), Probably fire path(thunder if you can shoot out balls of thunder).
I would enchant my armor with as much +HP as possible. I would also toss in +stamina aswell. + HP regen player choice. Obviously +unarmed x2 enchantments. And finally restoration costs(limiting it to probably 50%,which depending on the costs I might make it -75% costs).
Id put whatever perks I can into block, as far as I know I can block even without a shield on most weapons, but I could be wrong on the unarmed being able to block anything.
I'm gonna try out something I've been dying to try for awhile now.
Making a "mage hunter" of sorts. Emphasizing heavily on archery, but only from the use of Bound Bow via Conjuration. While simultaneously keeping up on alteration and restoration magic to keep myself protected as I will not be using destruction magic for damage.
Use of Conjure Familiar would be perfect in respect to what I want to make, but sadly it is bottom of the barrel as far as spell quality goes for it's purpose. Perhaps when I get the PC version I can adjust Dead Thrall to work on animals instead of just humanoids.
You know, I think it's still plausible to make a hand to hand character despite no well defined perks aside from that silly heavy armor one.
You can attack rather quickly, and can dish respectable damage per punch combining the Fists of Steel perk with being Kahjiit.
For the really tough stuff, it would probably be wise to take advantage of Lycanthropy. Can also utilize alteration and restoration to keep yourself alive from being forced to close quarters combat.
But really... Hand to hand deserved it's own little branch in the one-handed or even two-handed weapon tree. Crit hit chances, increased attack speed, etc. etc.
Also if you're lucky enough to find a fortified unarmed enchantment you can disenchant and add to your own gear, combined with potent potions to further fortify it, it could be a forced to be reckoned with.
HOLY CRAP I just saw a hand to hand kill animation. Grab the scruff of their collar, and punch them repeatedly in the throat O_O Now that's ***' metal.
Theres also the right hook, and as your opponent goes down, you grab them with your left hand around the neck and bring them up and straight back down to the floor in a slam.
I hear conjuration is fun, and seems to go well with destruction path aswell.
Yeah, for pure damage I'm having a lot of fun with Conjuration pets raping stuff while I do Destruction spells. If there's lots of enemies (or a dragon is being a ***) I've been known to spam Restoration cures and/or wards on myself while my pets and NPC take care of everything. >.>
I have conjuration to 100 with the perk that allows two pets out at once.
When I don't feel like dealing with an enemy, I just conjure two Lord's and they proceed to kill everything while talking ***.
Makes me pretty happy I have this for XBox right now, lol.
The only issue we have is we can't install it to the hard drive. Oh noes!
I installed mine to the hard drive(360) as soon as I got it home, not sure why you can't.
I haven't looked at my in-game hours yet, but I gotta be up there. I have 4 characters around level 40, 3 more between level 11-15. I'm only having very minor issues, but not messing with my gameplay at all though.
Just little stuff, like dragon skeletons appearing at zone-ins sometimes(like Whiterun after an attack). The other day while smithing, my character was holding the hot end of the metal and hammering the cold end. Only happened once. Honestly, the only actually frustrating bug I've seen was having a named, enchanted weapon revert back to it's original name(enhcantment and stats remained). Other than that it's been a pretty smooth ride. Occasional framerate slowdowns and about 3 freezes, that's about it.
But, on the other hand, I have a friend also playing on 360, who is encountering some strange bugs, such as weapon racks in his houses not working at all (clicks on them and weapon won't display), dragons spinning around in the sky like someone was swinging them by the tail, weird stuff like that.
Edit: You know, as amazing as -100 casting cost would be, it would totally defeat the purpose of me being a High Elf with fortified magicka and their Highborn power. I think I can live with -50% or even -75% in addition to perks and perhaps with regenerative magicka bonuses. I wanna keep my playstyle relatively balanced and fair rather than playing God to the extent where it's no longer fun or challenging.
Same here. I know there are players who are all about DPS and number crunching, but I've had enough of that in FFXI to last a lifetime. I just want to play an immersive RPG where I can take a weapon or piece of armor I enjoy using, and just use it. My main character is 40-ish, and still using his Skyforge Steel sword with little difficulty.
This game is so easy to break, even legitimately with no mods or exploits. I had 4 pieces of gear enchanted with One Handed Damage + and that alone felt way too strong. I was killing dragons in 5 swings. So I sold those pieces off, and limit myself to no more than one item of any kind of enhancing enchantment at a time. Even then, I'm still one-shotting most normal enemies. Going to crank up the difficulty tonight and try that out.
Did a small smithing run last night with loot from about 3 dungeons I've been saving. Spent 8k. Got to 70 perked glass and made all the set, weapons and armor. Sold all my upgraded gear got back 3k. Did 2 thieves guild quests and 1 burglary, got my other 5k back +. LOL
Anyways, vastly upgraded my armor, and my bank doesn't show it. I think it's time to finish thieves guild then move back to the main quest line. I'm confident in my defenses now.
I hate that every morning I read this thread before work and get really excited to come home and play Elder Scrolls...then I get home, am tired as ***, and play for an hour before I get tired and start winding down for sleep.
*** THIS ***. Thinking I should drop out, quit my job, leave my girlfriend, and move back in with my mom. THEN SKYRIM WILL BE ON, SON!
Bethesda Softworks just announced the fifth game in the Elder Scrolls series and the sequel to The Elder Scrolls IV: Oblivion will be called Skyrim. And it'll be out next year.
Bethesda's Todd Howard introduced the game with a brief teaser showing a stone dragon and a dramatic narration that sets up the story of the next big role-playing game in the Elder Scrolls series. That teaser also dates Skyrim for November 11, 2011.
I cannot bloody wait. I've always loved the Elder scrolls series since Daggerfall.