All spell schools @ 100 (w/Master spells), perks focused on Alteration(lol), Conjuration, Destruction (lol). Lockpicking/Speech/Sneak/Enchanting is fairly high. Also ALCHEMY.
Summary - Destruction is garbage, Alteration is garbage, Restoration is garbage, Use Conjuration, Illusion and Alchemy (potions) instead.
>>>>>> Destruction Magic - At low levels destruction is fine. Since a lot of people are complaining about destruction magic, let me reiterate.
At levels 1 - 15ish, (I think), I felt that destruction magic was Strong with a capital S. Even at master difficulty
Problems start around the time you try for the Master level spells. Problems REALLY start when you hit 25+
To put it simply Master level destruction spells SSSSSUUUUCCCKKKK at high levels. 2 of them are point blank aoes to boot (although you can get around this problem with one of them).
They all require about 5 seconds of cast time, in which you are rooted. So if you didn't plan ahead for each and every battle, you are dead. Firestorm at the higher levels is the single most useless spell in my repertoire.
Blizzard is a basically an over-sized time constrained rune. Albeit a really good one. Lightning Storm is your finisher or trash smasher
(Blizzard is technically better at this if you know they are all going to rush through a chokepoint). They along with runes and the cloak spells do an awesome job of clearing damn near everything.
Until you hit about level 25ish (I'm really sure it was around then).
Then @ 25- 30 you find out for some reason the chieftain/wights start making it through. And at level 47. Well lol. It takes quite literally (counted),
10 seconds to down a Snow Bear, not counting the 5 second wind up time, and about the same amount of time for the Draugr Wights and equivalent strength mob. One mob.
If he has friends, you are screwed. If there are two chieftain/wights w/e you are screwed. If you get ambushed by one or more of these, you are screwed.
Forget dragons, elder dragons take a good 15-20 seconds of constant pummeling from Lightning Storm (good luck trying to get it to land in a blizzard if you get attacked in an open area).
I'm glad I encountered a the majority of the dragon priests/liches before I hit 30, cause it would probably be impossible to beat them now.
I can imagine even with 3x the HP that I currently have (yeah didn't think that one through), I would still be dead, considering that I literally die in 1 swing to strong mobs.
You get 300 Armor from max out mage armor ebonyflesh, and that still won't save you if you don't plan carefully.
In fact a lot of the time I find that if I have to depend on it at all, I'm pretty much dead anyway, since even with hypothetically 3x the amount of HP I have, I would still go down in about 2 - 3 seconds.
Or I would if not for alchemy. I love pots. The various kinds of hp/magicka pots and the wonderful resist pots.
Without pots, I can see why people are complaining about the destruction school even at normal difficulty once you get around to using the expert spells.
Cause at level 12+ the game is going to start being considerably nastier to you, (15ish if you really get all of the easier quests/encounters out of the way).
All in all destruction magic is pretty bad. Not even compared to melee - which is a hell of a lot stronger even if you don't do that stupid alchemy/enchanting trick, but compared to its superior brother - Conjuration.
Destruction also has bad synergy with other schools as well until you deck yourself in solid magicka spell cost reduction gear (which I don't have...).
The Destruction line probably needs a serious buff in terms of damage scaling at later levels. Especially considering how stupidly strong melee can be.
>>>>>Conjuration - Conjuration is the school you want if you want damage and survivability in one. You get a tanky (2 tanky) mobs that deal solid damage while you stand way back with some calm/fear/frenzy spells just in case.
Illusion is the other line you probably want to spec deep into first if you want to optimize your mage, being able to control any aggressors that aren't focusing on your summons is a big help.
Considering that you can summon stuff before a battle begins, and use your magicka for other spells in battle makes things a lot easier. I'm not a fan of melee as a mage
(cause I was stupid and maxed out magicka instead of putting at least a bunch of points into HP), but even with my garbage hp/stamina pool, the bound weapons pulled my ass out of the fire a few times.
Plus they get somewhat useful buffs from the conjuration tree. All in all I found this school of spells to be excellent. I do wish I had more spells to play around with, but then again that goes for all of the schools.
It would be really nice if we had some control over what our summons did, but we've never had that ability anyway with the ES games, so I don't mind that much.
>>>>>>Illusion - Illusion is the other offensive school. Sort of. I have a love/hate relationship with this school, but then again, I admittedly only use this school of spells as a backup when things go wrong,
and never really tried to go through several encounters just using the calm/frenzy/fear line. Also didn't put enough perks in this one. Will have to reroll prob.
>>>>>>Alteration/Restoration - One of the most disappointing things about Skyrim regarding magic - other than the lack of spellcrafting and the garbage destruction school,
was the ton of spells they removed, even though a lot of them were there simply for lore/fun/drunken bets, many of the other spells helped flesh out the other schools.
Like Alteration and Restoration, which are now solely support schools. And pretty terrible ones at that. Both schools can almost be entirely replaced by potions. The end.
>>>>For those that want to roll a mage, especially if you insist on using destruction as a main source of damage and want to play on master difficulty and want to progress through the entire game.<<<<
****LEVEL ALCHEMY****. Pots are your friend. You are dead if you do not have pots. Like 20 of health and mana pots, the good ones, made with alchemy bonuses. For each encounter.
You are going to be drinking them like water in a desert. The other ones are helpful, but especially the hp/hp regen/hp regen and the magicka equivalent ones.
Alchemists probably have mansions and daedric plated armor for their horses from all of the reagents/recipies and training that I've bought from them.
Magicka regen bonuses are terrible, they have little to no effect once you are in combat (you know when you actually need them). Don't bother with them.
Enchant your own set (working on mine atm, embarrassing at level 47), to have flat magicka cost reduction bonuses.
Plan ahead, no really, use runes, target specific/critical targets (npc mages/archers) and use frost spells to sap/slow the enemy down, while kiting like mad. If you want ezmode, go roll a warrior.
Open spaces are generally your friend. Small enclosed areas, even with rune spells and blizzard is not. All it takes is for one or two enemies to slip through while you are dealing an enemy caster.
Even with pots you are probably screwed as they'll chew through your pitiful hp pool and armor, and stagger you if you try to cast any of the master level spells.

