Here are the types of things I want to be able to do:
- I obviously want to utilize archery sneak attacks. I also want to utilize the fact that archery staggers enemies (with the right perk), stopping them from getting close, and if they get close you can stagger them with a bash and run away.
- I want to make extensive usage of illusion magic. Frenzying big groups before they see you is super effective, while calming (or fear) is great especially if they have already seen you. Obviously invisibility is a big deal to prevent being hit as well.
- I want to make use of runes and possibly walls of fire/frost/storm, if I can. I think there is a real synergy here between archery and these spells. You can cast them between you and enemies and then start shooting arrows at them. Once they figure out where you are, they'll run towards you and right into the rune or wall. These will be like magic traps.
- Conjuration is also important to me. If you don't want to take damage, the best way to go about it is to have something else take the damage. Thus, I want to use summons. Also reanimating dead is just awesome.
I have a few questions about this build though:
1. Is it viable to really go for a lack of being hit as my only real defense? I don't plan to increase my health that much (although I'll do it a bit I suppose), I am going to wear robes not armor, and I do not plan to put perks into Alteration (I just don't have spare perks to use). As a result, I really will be incredibly easy to kill. Do you guys think there are enough encounters where I will not be able to avoid being hit (like maybe a boss battle where the boss is totally aggro on me) that it will be too tough? If so, what type of defense should I invest in?
2. How annoying/detrimental will it be that archery is a two handed weapon? If I am shooting arrows and want to cast any spell, I will have to unequip the bow and arrow, and so if I want to go back to the bow, my character will have to take the bow out again. This takes time, during which I might be getting hit (or at least be not doing damage). Will this be too much of an ineffective use of time?
3. I will undoubtedly get hit, and since I am so weak, I really will need some method of healing myself. I will not have the perk points to spare on doing both restoration AND alchemy, so I really should just choose one to focus on. I know I'm talking about doing a mostly full mage and alchemy is listed as a thief skill, but I still think of it as a mage skill. I am leaning towards alchemy because I won't have to unequip my bow anytime I want to heal, and because it obviously has other effects (including the use of poisons which is cool) that give me the combat options I am looking for. However, I have read/experienced that alchemy is pretty tedious in this game in terms of leveling it up. Is there any way to speed up the leveling up process of this or at least a way to have fun with it? I actually didn't mind alchemy grinding in oblivion, but skyrim seems so much slower with it.
4. I know enchantment is probably the best skill in the game in terms of pure power. However, I will not have the free perks to use on it, I don't think. Nevertheless, I can still certainly level it up a lot. I have read that you can enchant 4 items with 25% magicka cost reduction for a certain school, effectively making magic from that school free. This is intriguing to me. I could make all my summons free, or get free invisibility, or even make alteration spells free and be able to spam dragonhide whenever (mitigating my concerns about defense). Do I need to spend on perks to do that, or can I just have 100 skill and a grand soul gem?
5. Lastly, in general what perks do you guys think I should go with? I was thinking I want the entire illusion line (minus maybe animage???). The entire conjuration line minus the perks regarding bound weapons. Is it worth getting the second version of the Summoner perk? In terms of destruction: Is Wall of Fire/Frost/Storm worth it? Does it work like a trap? Because if not, I could possibly just get novice/apprentice/rune master in destruction and be done with it. Should I get the wall spells too? What perks should I get with alchemy (ie. are things like using poisons twice and getting two ingredients and not having positive effects on poisons and vice versa worth it?). What about archery perks? Is it really worth it to get Hunter's Discipline and Ranger? I know I'll be running away from stuff but idk if running faster with the weapon drawn is worth two perks. Should I only bother with 1 rank of Critical Shot or is it really powerful? How good are the slowing time perks for archery? Is it worth putting 3 perks into sneak just to get the x3 sneak attack bonus instead of x2 and have 20% sneak bonus?
Thanks for any input on this! I really want to make sure I get this build right.