I understand that you must get tonnes of these threads and I promise you that I have read all the guides, but I am a real perfectionist and I like everything to be perfect and therefore personalised.
I would really appreciate it if you could take a look at this battlemage build plan.
Race: Breton
Stone: Lover, then Steed
Loadout: Ebony armour; Mace/spell then mace/shield
-I am playin on the PC which is why I have included block, as I can quickly hotkey to a shield after I have finished my spells
-The character will be using a mace, and spells/shield, as well as full ebony armour
-I am all about the end game, I don't really start any quests 'till about level 40
-I don't like sneaking or illusion
-I don't really RP, but I do like my characters to have a certain mindset, this guy only cares about himself.
I'm probably going to go 1/1/1 magicka/health/stamina, or I might just go 0/1/1, and go with full spell cost reduction.
Here is the list of perks as well and a link to the calculator:
Heavy armour (3 perks)
-Juggernaut 1/5
-Well Fitted
-Tower of Strength
-Am I right in thinking that this will be sufficient to get me to the armour cap?
-I didn't go with conditioning as I will probably be using the Steed Stone unless anyone has a better standing stone suggestion.
One handed (7 perks)
-Armsman 5/5
-Fighting stance
-Savage strike
-I didn't take the Bone breaker perk as I didn't think it was worth it.
Block (5 perks)
-Shield wall 1/5
-Quick reflexes
-Deflect arrows
-Elemental protection
-Shield runner
-I only took 1/5 in Shield Wall as it seems to be diminishing returns after then, am I right?
-Do Elemental Protection + magic resist stack to give me invulnerability to magic with my shield raised?
Smithing (4 perks)
-Steel Smithing
-Dwarven smithing
-Orcish smithing
-Ebony smithing
-I'm going full ebony so I don't see the point in anything else, ebony mace has the same damage as daedric mace
Destruction (3 perks)
-Novice destruction
-Augmented flames 2/2
-I'm taking augmented flames 2/2 as offense, and as a way to boost my enchants
Restoration (6 perks)
-Novice restoration
-Respite
-Recovery
-Necromage
-Regeneration 2/2
-Is the 50% magic regen. boost given by recovery worth the 2 perks?
Alteration (5 perks)
-Novice restoration
-Apprentice restoration
-Magic resistance 3/3
-I'm putting perks in alteration mainly to get to Magic Resistance 3/3, which will bring me to 55% magic resist.
This comes to level 43, does anyone have any suggestions for the 7 remaining perks? (assuming a level 50 build)
Is the soul siphon perk worth it? My reasoning behind this is that I could safely used a maxed out enchanted weapon (that has say 50 charges, but is very powerful), without worrying about recharging it all the time.