Pure Mage kinda... svcks

Post » Fri Dec 16, 2011 7:47 pm

Again...

... Destruction is fine. I play a pure mage on Master and do just fine. You have to select a support skill (I prefer Alteration, but Restoration could also be used, depending on build). ANY enemy is easily killed one on one using dual cast firebolts or similar spells. Being at high level does not mean always casting master level spells. It all depends on context.


That's actually a lot of the problem right there. You're high level, lots of magicka and skills and you know master level spells. But what do you rely on most of the time? Impact from a dual-casted firebolt. You pick up this spell at the beginning of the game and you're forced to rely on it for the ENTIRE game. That's why it gets boring. That's why it gets repetitive. Unlike warriors and rogues who get new swords, new knives, new bows, new armor, the mage is stuck relying on the exact same spell the entire time. Where's the feeling of progression or improvement?
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Jack Walker
 
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Post » Fri Dec 16, 2011 11:42 pm

no it the fact that destruction and alt and illusion have verry little to offer at higher levels that other things do the same better, enchanment and con are the only two realistic schools for higher lvls,
with out useing a % for free casting, even with that i have destruction max out i sould be able to destroy things but no i dont have any perks in one handed and my dagger with no enchantments is stronger then the master destruction spells, it svcks and you cant duel the master spells to make them more powerful and their are no enchantments to make your spells stronger in any school.

plain and simple the magi is broke
magi after lvl 20 impossable on the upper lvls of dif. becasue you are only able to use con and enchant to make your weponds and armor better, achl is a sneak skill now so 2 out of five, rest is good for healing and uhhh healing and its master spell is no better the its expert healing, so whats the point.....
magi svcks for hard core, unless you build it one way.

where i can have a fighter or theif that is eather one or two handed light or heavy armor block or not achl bow or not limitless
i could make a theif that has sneak twohand muffle heavy armor and bow. and cast rest.
why cant i have a magi that is destruction illusion con with light armor and heal?

All the magic schools have very little to offer at any level. People cling to the "pure destruction mage" argument and ignore the overall lack of of options in all spell schools. I do not know why they defend this limited magic system. It offers less customization for mage characters. There is a lack of spell types, no variety to make our mage how we want. I use all spell schools and the magic system in this game is underwhelming. All schools hardly offer anything for us mages.
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Josh Dagreat
 
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Post » Fri Dec 16, 2011 9:41 am

I thought I could play how I wanted, which was the point of this open world sandbox game, no? Not how you think I should play......


You CAN play the game how you want to... You'll just get your *** kicked a lot.
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Setal Vara
 
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Post » Fri Dec 16, 2011 2:42 pm

Additionally you should make liberal use of Alchemy - even though it's a "stealth" skill now (yeah whatever, we all know it's a Mage's skill). If you are not gulping an "Elixir of Lasting Potency" and an "Elixir of Destruction" (or their homemade equivalents) before a really nasty fight, then you're not doing it right.


Alchemy svcks. Seriously, it's the single most mind-numbing skill to use in the game.

You know all those "0/5" type-perks? Those should be innate bonuses for reaching a certain level of mastery and perks should be PERKS. They're like what exalted players refer to as "speedbump charms." they're in the way of what you really want, but you have to spend points to get them.

Destruction is supposed to be the whip it out and blow it up school of magic, Conjuration should be the tank/meat shield school of magic.
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rae.x
 
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Post » Fri Dec 16, 2011 3:06 pm

Destruction only becomes viable - not competitive, viable - with the -100% magicka cost enchant and stunlock spam. Beth should've let Destruction scale and nerfed stunlock into a percentage chance.

EDIT: The issue is that Destruction is crippled due to reliance on other skills to even be viable. It's a damage tree, not a support tree, but it might as well be a support tree for all the damage it does. Destruction doesn't stand alone as a damage tree.



This is so obviously what they should have done. Glad I am not alone out here ..
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Amanda Leis
 
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Post » Fri Dec 16, 2011 9:49 pm

You CAN play the game how you want to... You'll just get your *** kicked a lot.


Right, because destruction is broken, duh. ;)
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GRAEME
 
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Post » Fri Dec 16, 2011 9:30 pm

Pure mage does basically blow compared to any other playstyle. It gets really nice for a while, and then svcks again later. I recommend saving yourself the feeling that you wasted your time later on when your destruction spells stop improving and your only means of killing things is conjuration. Apparently the pure mage was meant to hide behind summons.


What is a little frustrating to people is that as a pure mage, you have to build yourself very carefully. If you aren't wearing armor you deperately need alteration and re-casting stone flesh and similar spells.... you also need conjuration because destruction will peter out at high levels. You have to up destruction or illusion though, because until you level conjuration you can only summon one thing at a time...

Long story short, if you are going to play a no-armor wizard (pure mage) there is basically one "right way" to do it, and that includes enchanting your own clothes to reduce spell costs and being very careful about how you raise your perks and skills to be sure you have optimized yourself.

In my opinion, the reason it is a little frustrating is that Skyrim added a lot of flexibility in how to build a warrior or thief character. Unlike Oblivion, its very easy to play a warrior character that also does restoration (Paladin) or a thief that does illusion magic, or any number of other interesting combinations. There is really a lot of flexibility for warriors, thieves, and for armor wearing wizards, in how they want to progress. BUT it feels like if you are doing a no-armor, no-weapons wizard, you've got to follow basically one strict recipe for having a successful character.
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herrade
 
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Post » Fri Dec 16, 2011 8:46 am


Do warriors stop swinging when their stamina runs dry? Nope.
Do mages stop casting spells when mana runs out? Yup they sure as hell do.



When I run out of mana I pull out my staff of fireball. That never runs out.
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Wayland Neace
 
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Post » Fri Dec 16, 2011 7:35 pm

...Because Nords use weapons and shouts and Bethesda thinks you're not playing Skyrim correctly unless you're using weapons and shouts too. Bethesda nerfed magic because otherwise spellslingers wouldn't have cared about Shouts... and if you don't have to care about Shouts, what kind of Dovahkiin would that make you?

Magic was gimped so that shouts had a chance to remain relevant, but in the end they don't anyway.


Shouts are worthless anyway.

I've leveled two characters now. First was a sneak/archer on Adept. Got him to the point that I would one shot anything except ancient dragons; they took two. Second is a Nord barbarian on Master that wields a greatsword and wears only hide armor. Level 49 now and he one shots everything except draugh warlords, dragon priests and ancient dragons, which take 3, 3 and 5 power swings respectively instead. Niether of those characters have ever used any of the shouts for any tactical purpose. The only one I use regularly is whirlwind sprint for moving around town. The rest are just pointless, and their cooldowns make them even more so.

On the topic of magic: yeah, it's worthless too. I started a high elf with the idea of going heavy armor/destruction, and ran into nothing but disappointment. The biggest problem is that the perks, quite frankly, svck. For one thing, having to pick an element to specialize damage perks into is stupid. There should either be a single 20/40/60/80/100 perk at the bottom that affects all destruction spells in line with the other damage perk trees (2h, 1h, archery) or there should be a 20/40/60 perk at the bottom that applies to all spells followed by additional two-tiered perks for each elemental tree. The way it is now is inefficient, wasteful, and pointless.

Of course, all that only applies to player cast spells. That npc mage will still have no problem one-shotting you from across the room with an instant damage lightning bolt.

This could have been such a great game, but as far as I'm concerned at the moment the magic trees don't even exist. Except enchanting, of course. Because there's nothing more rewarding with trying to play a warrior style character than being forced into a magic tree to ensure that your weapons and armor are more effective than paper mache and cardboard.
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Hearts
 
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Post » Fri Dec 16, 2011 4:30 pm

I'm a high level mage and don't use destruction at all anymore. No reason to. Just pop off a Mayhem spell or a Mass Paralysis spell, then summon 2 Dremora Lords at the same time and sit back and relax.

Destruction is only really useful in low to mid levels.

In previous TES games, destruction had a lot more effects that were useful. With destruction in previous games, you could cast spells that directly damaged enemy health, without being elemental in nature (so fire/frost/shock resistance didn't matter), you could use it to drain enemy fatigue, drain health, drain magicka, and drain attributes (drain strength to make them weak, drain speed to make them slow, drain endurance to make them fragile etc.), and you had destruction spells that damaged weapons and armor, potentially breaking them. But since there's no longer the possibility of armor or weapon degradation, that effect is out...

As for dying easily, well that kinda comes with the territory. Mages have always been glass cannons who die if someone sneezes on them.
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Racheal Robertson
 
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Post » Fri Dec 16, 2011 11:02 am

I've leveled two characters now. First was a sneak/archer on Adept. Got him to the point that I would one shot anything except ancient dragons; they took two. Second is a Nord barbarian on Master that wields a greatsword and wears only hide armor. Level 49 now and he one shots everything except draugh warlords, dragon priests and ancient dragons, which take 3, 3 and 5 power swings respectively instead. Niether of those characters have ever used any of the shouts for any tactical purpose. The only one I use regularly is whirlwind sprint for moving around town. The rest are just pointless, and their cooldowns make them even more so.


People claim magic is the most broken aspect of Skyrim...
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Robert Jr
 
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Post » Fri Dec 16, 2011 9:01 am

When I run out of mana I pull out my staff of fireball. That never runs out.


That is the only viable (RP) option, but it still doesn't fix destruction. I've never been a big staff user in any game. :shrug:
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Anne marie
 
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Post » Fri Dec 16, 2011 2:51 pm

Just wondering....

If all of you "Pure Destruction Mage" players really are using PURE DESTRUCTION wouldn't you stop leveling once Destruction has been mastered?... And thus not be gimped by the level scaling / damage limit problem?
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Kayla Bee
 
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Post » Fri Dec 16, 2011 3:03 pm

When I run out of mana I pull out my staff of fireball. That never runs out.

Agreed. Every mage should always keep 1 or 2 good staves on hand for when magicka runs out. It's saved me many times with gimped Destruction.
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Kelvin Diaz
 
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Post » Fri Dec 16, 2011 9:58 pm

Okay I admit it. Destruction spell damage should scale with your character.

But I still completely disagree that being a Pure Mage svcks. You really just have to make use of ALL of your magic abilities in order to be successful.
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renee Duhamel
 
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Post » Fri Dec 16, 2011 3:58 pm

Just wondering....

If all of you "Pure Destruction Mage" players really are using PURE DESTRUCTION wouldn't you stop leveling once Destruction has been mastered?... And thus not be gimped by the level scaling / damage limit problem?


"Pure Destruction Mage" for damage output. (<--For the love of Pete get this through your heads!) You can still use Alchemy, Enchanting, Alteration, Illusion, etc.

We just do not want to have to rely on companions and/or summons to do the damage for us when we run out of mana. Why give us mana regen just to take it "mostly" away when we need it the most? Make sense to you?

Is this really that hard to grasp?

I'm not saying I want to run around in underwear doing nothing but destruction. I just don't want my "weapon" to be gimped.
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SUck MYdIck
 
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Post » Fri Dec 16, 2011 8:55 am

Just wondering....

If all of you "Pure Destruction Mage" players really are using PURE DESTRUCTION wouldn't you stop leveling once Destruction has been mastered?... And thus not be gimped by the level scaling / damage limit problem?


Mostly. Every so often I have to cast a heal spell, which levels Restoration. Sneaking around levels up the Sneak skill. If I'm using bracers/boots that classify as Light Armor gear and someone manages to hit me, Light Armor levels. Speech levels up slowly. I read books which level up random skills.

Otherwise... I leveled Enchanting for dual perks although it was completely unnecessary. I suppose I could level Alchemy--that supposes it's possible to craft those Destruction damage potions. I haven't bothered checking, but I suppose Alchemy would give me something to spend Perk point on.
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Georgia Fullalove
 
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Post » Fri Dec 16, 2011 10:06 pm

Do you have the mage armor perk? If so, take off that mask, it negates the effect.



There's a mod that fixes this, but why the heck Bethesda didn't make a mage mask that's not armor is beyond me.
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Rhiannon Jones
 
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Post » Fri Dec 16, 2011 9:18 pm

I really wish it were like this:

- Keep the existing spell system as seen in Skyrim. Have defined spells like Flames, Fireball, etc. Like I said their effects are great and their visuals are stunning.

- Now here's what should be different: Let players enter the magic menu and tweak those spells.

Take the lowly Flames spell for example. As it is in Skyrim, it starts as a novice spell and stays a novice spell for the entirety of the game. Which renders it completely useless past level 10 or so. It simply doesn't do enough damage. Therefore the player should be able to say "Hey I'm an expert at Destruction now!" and go into the magic menu and adjust the Flames Spell with a couple of sliders. Like this...

Menu ->
___ Magic ->
_____ Destruction ->
_______ Flames -> Alter Spell? [Yes] No

Range: 1m--------------[]------------ 20m (10m +5 Magicka cost per second)

Damage: 8pt/sec---------[]-----------------60pt/sec (22pt/sec +15 Magicka cost peer second)

This spell is now an ADEPT level spell.
Keep Changes? [Yes] No

So there you have it. Flames is still Flames. Frost Rune is still Frost Rune. But you can play with them all you want.

The O.P. is here: http://www.gamesas.com/index.php?/topic/1313799-mages-dlc-wish-list/page__p__19754521__fromsearch__1#entry19754521
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carley moss
 
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Post » Fri Dec 16, 2011 8:52 pm

Shouts are worthless anyway.

I've leveled two characters now. First was a sneak/archer on Adept. Got him to the point that I would one shot anything except ancient dragons; they took two. Second is a Nord barbarian on Master that wields a greatsword and wears only hide armor. Level 49 now and he one shots everything except draugh warlords, dragon priests and ancient dragons, which take 3, 3 and 5 power swings respectively instead. Niether of those characters have ever used any of the shouts for any tactical purpose. The only one I use regularly is whirlwind sprint for moving around town. The rest are just pointless, and their cooldowns make them even more so.

On the topic of magic: yeah, it's worthless too. I started a high elf with the idea of going heavy armor/destruction, and ran into nothing but disappointment. The biggest problem is that the perks, quite frankly, svck. For one thing, having to pick an element to specialize damage perks into is stupid. There should either be a single 20/40/60/80/100 perk at the bottom that affects all destruction spells in line with the other damage perk trees (2h, 1h, archery) or there should be a 20/40/60 perk at the bottom that applies to all spells followed by additional two-tiered perks for each elemental tree. The way it is now is inefficient, wasteful, and pointless.

Of course, all that only applies to player cast spells. That npc mage will still have no problem one-shotting you from across the room with an instant damage lightning bolt.

This could have been such a great game, but as far as I'm concerned at the moment the magic trees don't even exist. Except enchanting, of course. Because there's nothing more rewarding with trying to play a warrior style character than being forced into a magic tree to ensure that your weapons and armor are more effective than paper mache and cardboard.


Its interesting. Whenever these threads come up and people start making comparisons, excuses are ALWAYS made for melee! What you mentioned with weapons and archery are par for the course for a high lvl character and yet - excuses are still made?

Shall I use one of their favorite mantras? Which would be, "If you're having issues as melee or archer, then you're not doing it right"... :rolleyes:
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lolli
 
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Post » Fri Dec 16, 2011 7:34 pm

i kill everything easily cos i play on 'Novice' level. so 1 or 2 dualcast 'incinerate' works a treat. hardest enemy is an 'ancient dragon', that requires 5 dualcast 'incinerate', 2 fire breath shouts and a partridge in a pear tree.


This thread is waaaaaaaaay to serious. Not even one person laughed at my joke :'(
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!beef
 
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Post » Fri Dec 16, 2011 9:26 pm

I really wish it were like this:

- Keep the existing spell system as seen in Skyrim. Have defined spells like Flames, Fireball, etc. Like I said their effects are great and their visuals are stunning.

- Now here's what should be different: Let players enter the magic menu and tweak those spells.

Take the lowly Flames spell for example. As it is in Skyrim, it starts as a novice spell and stays a novice spell for the entirety of the game. Which renders it completely useless past level 10 or so. It simply doesn't do enough damage. Therefore the player should be able to say "Hey I'm an expert at Destruction now!" and go into the magic menu and adjust the Flames Spell with a couple of sliders. Like this...

Menu ->
___ Magic ->
_____ Destruction ->
_______ Flames -> Alter Spell? [Yes] No

Range: 1m--------------[]------------ 20m (10m +5 Magicka cost per second)

Damage: 8pt/sec---------[]-----------------60pt/sec (22pt/sec +15 Magicka cost peer second)

This spell is now an ADEPT level spell.
Keep Changes? [Yes] No

So there you have it. Flames is still Flames. Frost Rune is still Frost Rune. But you can play with them all you want.

The O.P. is here: http://www.gamesas.com/index.php?/topic/1313799-mages-dlc-wish-list/page__p__19754521__fromsearch__1#entry19754521


I use a destruction scaling mod that also tweaks mana regeneration in combat to actually utilize all of those regeneration effects. I experiment with quite a few things and my mage is currently lvl 14. At a destruction skill of 43 with the first flame perk, my flames spell does 20dam/sec. Overpowered? I hardly think so. This is just to show that such a thing can be done without "breaking" destruction.
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Tarka
 
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Post » Fri Dec 16, 2011 9:14 pm

I call BS. No way you can play simply with DESTRUCTION magic. You MUST use it conjunction with something else as indicated.

Half those guys aren't even hurt by fire ball, at least not to any great degree compared to their ranged attacks. (and if they close on you, forget about it!)
Summoning is the ONLY way to live. Gotta get their attention AWAY from you.


My Dunmer pure mage is lvl 41, Destruction at 100, Restoration at 71, Conjuration/Illusion/Alteration are all below 35 and almost never used.


Do you have the Impact perk for Destruction? Do you carry magicka potions? If you answered yes to those two questions . . .how are you having issues? Granted, I use Restoration in addition to Destruction, but I could (and do) just as easily use heal pots and hide behind things when fighting Mage/Archer mobs.



I think a good amount of the Destruction-complainers simply stand still and hope they don't get shot. You have to move, hide behind things, and fire on the run. Most importantly, dual cast destruction spells with the Impact perk! You seriously cannot lose with it, provided a healthy magicka pool, potions, or spell cost reduction (which is OP and needs to be changed to be multiplicative with a strong diminishing returns curve and hard cap.)

Edit: currently playing on "Expert" difficulty, may move up to Master, but it seems like this will only increase the mobs' HP, and thus time to die, as I never get hit anyway. Bethesda needs to have different levels of AI difficulty (as in, the mobs dodging and aiming more effectively), but I suppose that's more of a technological limit than purposeful.
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Tiffany Carter
 
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Post » Fri Dec 16, 2011 3:05 pm

I have to say Destro in Skyrim probably the most boring magic play-style I've played in an RPG.

Spamming 1 spell for most of my play-hours, ungh.
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Chris Cross Cabaret Man
 
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Post » Fri Dec 16, 2011 9:43 pm

Your post makes no sense to me.

I'm playing a pure mage, currently level 56 on master difficulty. I have 0 armor rating. I don't cast any alteration armor spells. I don't use any summons. I don't have a follower. I use destruction and nothing else.

Just yesterday while in Labyrinthian I encountered 2 death lords in a small space and I easily killed both of them without them touching me. One dump of my magicka bar dual casting fireballs was enough to wipe them out. It was a quick and easy fight.

What are you doing wrong?

this..you need to take advantage of the alteration spells for protetion..illusion for invisibility and conjuration to get bound daedric weapons
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Prohibited
 
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