battlemage build suggestions

Post » Wed Jun 06, 2012 1:11 pm

i need suggestions on my imperial battlemage. Currently level 17 with no perks placed.

attributes health:magicka = 3:2

resto 7 perks
apprentice (2/5), recovery (2/2), avoid death, regeneration, respite

one hand 12 perks
armsman (5/5), bladesman(3/3), fighting stance, critical charge, savage strike, paralyzing strike

enchanting 10 perks
enchanter (5/5), fire, frost, insightful, corpus, extra effect

destruction 11 perks
master (5/5), fire(2/2), intense flames, shock (2/2), disintegrate

heavy armor 12 perks
max out

conjur 5 perks
novice (1/5), summoner (1/2), atromancy, elemental potency, twin souls

smithing 5 perks
heavy up to daedric

Alchemy 11 perks
Alchemist (5/5), physican, benefactor, poisoner, concentrated poison, snake blood, purity

Total 73 perks

in which order should i place perks in the different trees? Which of these perks are not useful? attributes seems ok? any perks/trees i have missed? other suggestions?
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DAVId MArtInez
 
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Post » Thu Jun 07, 2012 1:21 am

I'd put a few perks into Archery, at least until you get Power Shot (?) to stagger enemies. Maybe some in Blocking, as well. My Battlemage loves using shield bash before coming down on someone's head with a sword or shooting an ice spike through their chest. Your build looks pretty solid, though.
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luis dejesus
 
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Post » Wed Jun 06, 2012 4:41 pm

i might consider that too, but i do not know which perks to exclude then...?

someone got any idea of which tree should i go for first?
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Amy Melissa
 
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Post » Wed Jun 06, 2012 3:20 pm

Some suggestions:

Avoid getting the Bladesman perks... they are quite literally worthless -- unless you like the sound your TV/computer makes when a critical strike is triggered. At the very most, you will gain a grand total of 10 extra points of damage for those three perks. The crit damage is calculated off of the base unmodified weapon damage, and does NOT scale up with skill, smithing improvements, or any other perks.

For a battlemage build, getting any kind of alchemy going is a waste of a lot of time and effort, as even on master, just getting smithing and enchanting going will be more than enough to carry you through. Alchemy is good for sneaky types and archers who use poisons... you are playing an armored death machine that spits fire/lightning and stabs things for fun. Plus, there's the fun benefit of saving 11 friggin' perks! :) Good Lord, you would be much better off putting some of those perks into Speech so that you can have an easier/more convenient time trading.

For Enchanting, skip Corpus Enchanter, as it svcks extremely hard, and use Storm Enchanter to get to Extra Effect. Corpus Enchanter is perhaps the most costly (needs 70 skill level) and worthless perk in the entire game. Wow... I can have a +25 to health instead of a +20? Glad I put a perk into that... :) Speaking of Corpus enchants in general... don't use them at all. You can't even use the Corpus Enchanter perk to raise the health/stamina absorb effect on weapons.. they are only for armor/clothing enchants, which are very underpowered IMO, compared to what other enchants (like fortify one-handed) can do.

-Loth

Edit: The rest of your build looks very promising. You will have a better time using a sword than a mace or an axe. Have fun! :)
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emily grieve
 
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Post » Thu Jun 07, 2012 4:48 am

I'd put a few perks into Archery, at least until you get Power Shot (?) to stagger enemies. Maybe some in Blocking, as well. My Battlemage loves using shield bash before coming down on someone's head with a sword or shooting an ice spike through their chest. Your build looks pretty solid, though.

???

For a battle mage?

You take dual-cast destro + Impact for that.
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Anna S
 
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Post » Wed Jun 06, 2012 9:48 pm

Some suggestions:

Avoid getting the Bladesman perks... they are quite literally worthless -- unless you like the sound your TV/computer makes when a critical strike is triggered. At the very most, you will gain a grand total of 10 extra points of damage for those three perks. The crit damage is calculated off of the base unmodified weapon damage, and does NOT scale up with skill, smithing improvements, or any other perks.

For a battlemage build, getting any kind of alchemy going is a waste of a lot of time and effort, as even on master, just getting smithing and enchanting going will be more than enough to carry you through. Alchemy is good for sneaky types and archers who use poisons... you are playing an armored death machine that spits fire/lightning and stabs things for fun. Plus, there's the fun benefit of saving 11 friggin' perks! :smile: Good Lord, you would be much better off putting some of those perks into Speech so that you can have an easier/more convenient time trading.

For Enchanting, skip Corpus Enchanter, as it svcks extremely hard, and use Storm Enchanter to get to Extra Effect. Corpus Enchanter is perhaps the most costly (needs 70 skill level) and worthless perk in the entire game. Wow... I can have a +25 to health instead of a +20? Glad I put a perk into that... :smile: Speaking of Corpus enchants in general... don't use them at all. You can't even use the Corpus Enchanter perk to raise the health/stamina absorb effect on weapons.. they are only for armor/clothing enchants, which are very underpowered IMO, compared to what other enchants (like fortify one-handed) can do.

-Loth

Edit: The rest of your build looks very promising. You will have a better time using a sword than a mace or an axe. Have fun! :smile:

TO add to this...

You don't really need any smithing or alchemy perks with enchanting... however trust me on this... take the corpus path to twin souls. Pick up Fire elemental damage if you want to maximize damage. Here.... lemme explain why.

You know those +dmg perks in destro for the 3 elements? Well turns out they also affect your elemental enchantments as well (don't think the resists, but the weapons for sure). So you can take 1 perk to boost enchanting AND cast damage for each element. Not only that but you can take 2 to increase +50% on each.

Oh... and the WORST part of this little mishap? when you dual enchant... lets say you enchant Fire dmg onto a weapon with +50% from destro and +25% from fire enchant damage.... the Destro bonus ALSO applies to the SECOND enchantment no matter what it is... so you can put Stamina Siphon on there at +50% effectiveness.

Found that little tidbit out on my battlemage.

The corpus enchantments will increase your apparrel enchantments by 25% for only 2 perks. Skill bonuses are great for making sets of alchemy or smithing gear. You can literally improve weapons to legendary without a SINGLE smithing perk with 100 smithing and +100% gear (easy to make). Your alchemy gear will make it like you had 5/5 in the first rank of the alchemy tree (+100% effectiveness)... and with twin souls... you can 1 set of gear to do both. (I recommend cloth btw so it doesn't weight much)

And while I know you want to smith daedric armor....
Spoiler
turns out there is a way to get it without having to perk for that either...
and you can buy and improve ebony armor until you can get it which is plenty good enough anyways

And you might consider using a bound sword.... 2 perks gives you a pretty decent soul-stealing weapon which helps a lot with leveling enchanting.

Anyways... have fun. The great thing about enchanting is that you really can't screw up lol
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lilmissparty
 
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Post » Wed Jun 06, 2012 7:47 pm

The corpus enchantments will increase your apparrel enchantments by 25% for only 2 perks. Skill bonuses are great for making sets of alchemy or smithing gear. You can literally improve weapons to legendary without a SINGLE smithing perk with 100 smithing and +100% gear (easy to make). Your alchemy gear will make it like you had 5/5 in the first rank of the alchemy tree (+100% effectiveness)... and with twin souls... you can 1 set of gear to do both. (I recommend cloth btw so it doesn't weight much)

Just to clarify a bit, when I referred to "Corpus Enchantments" earlier, I was referring strictly to enchants that raise your health/stamina/magicka, which are the 3 kinds of enchants that are affected by the Corpus Enchanter perk. They svck. Enchantments that raise skill levels are affected by the Insightful Enchanter perk, and they are quite awesome, as RoninOni helpfully pointed out. Definitely use them.

I agree with getting Bound Sword, as it does make harvesting souls easier, but you can get the same results (or better) by using a standard blade with a Soul trap enchantment on it. Bound Sword does not level with smithing, as you cannot improve it on a grindstone. At higher levels, using a Bound Sword will be counterproductive if you raise your smithing skill. If you're on PC, you can fix this by DLing a mod that adds extra ranks to Mystic Binding in the Conjuration tree... with that mod, the Bound Sword will continue to be a viable option for even high-level player chars.

-Loth
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Monique Cameron
 
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Post » Wed Jun 06, 2012 8:20 pm

You'll prolly want a bound sword at 1 point in the game... maybe 2... depending where you go and what quests you do. and while, no, it doesn't scale up and gets trumped by your Legendary double enchanted Ebony sword (ridiculously so) It is a great weapon early on. It also allows you to easily level both 1hand and conjuration when you use it as your primary weapon.... which you likely will for quite some time if you perk it. By mid twenties or thirty you'll prolly only ever use it if it's your only available weapon, or to steal souls. (honestly I still don't have problems fighting even giants, mammoths or dragons with it....) but it's worth it IMO.... better use of perks than the Sword one :tongue:

oh... and I wouldn't plan out such a high level character. Aim more for level 50-60 as your top end. If you plan out to 50 (49 perks... or just an even 50 to be easy) then you can pretty much count on getting there and all levels past that are bonus.

and loth... ah.. I see what you mean...

still.... Health and Magicka enhancements are pretty helpful... and it's not just 20 to 25... My enchanting goes a lot higher than that for some reason. I think I saw like +60 health.... so that would be more like 45 to 60 which is a much more significant boost.
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Blaine
 
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Post » Wed Jun 06, 2012 2:27 pm

Here's mine:
http://skyrimcalculator.com/#44506
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Avril Louise
 
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Post » Thu Jun 07, 2012 3:27 am

Depends what you mean 'Battlemage'. I'd read that to be a pure magic wielder in Heavy Armour, but with a Sword or specific Magic Staff as a back up.

That kind of character has no need at all for Archery skills. I'd put my perks in dual casting Destruction, and augmented destruction spells. I'd also put some into Heavy Armour Perks.

After that it's up to you. But Smithing might be useful, to get and improve better heavy armour. And Enchantment to add a bit of specific resistance to certain kinds of magic or give you higher Magicka / quicker Magicka recovery.
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Calum Campbell
 
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Post » Thu Jun 07, 2012 1:20 am

still.... Health and Magicka enhancements are pretty helpful... and it's not just 20 to 25... My enchanting goes a lot higher than that for some reason. I think I saw like +60 health.... so that would be more like 45 to 60 which is a much more significant boost.

Still... let's say it's +100 H/S/M (it's not) with a maxxed enchanting tree -- you're still better off putting a skill enchant on your gear. Especially because Fortify Destruction and such use the same slots as the Corpus enchants. I'd rather have lower or zero casting costs than a little more magicka. :smile:

-Loth

Edit: No to mention that his build has no Alteration perked... he needs enchantments for magic defense. I forgot to mention that earlier.
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Céline Rémy
 
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Post » Wed Jun 06, 2012 10:05 pm

A few things...

1) You don't want to max out heavy armor. Throwing in four perks to get to Conditioning makes sense, but everything beyond that is overkill, IMO. It's not like you won't hit the armor cap with one perk in Juggernaut and a smithing-improved suit of ebony.

2) Don't waste perks on intense flames and disintegrate. As far as I know, they're really just cool effects that don't actually do much. By the time disintegrate kicks in, you'd be a second or two away from killing that enemy anyway, so why bother? Same thing with intense flames.

3) If you are going to take the fire and frost enchantment perks then do take the storm enchantment perk instead of corpus. Shock damage is not useless while a 25% bonus to health, stamina, and magicka enchantments on your armor is a very puny perk at any level.

4) Skip bladesman, critical charge, and paralyzing strike. You don't often sprint towards enemies so crit charge becomes useless. Para strike is some weird backwards power attack that you don't carry out anyway, so it's a wasted perk too. Bladesman gives some extremely minor bonus to extremely weak crits so no reason to bother. Just go for armsman 5, fighting stance, and savage strike.

5) Alchemy won't be "needed" but throwing in enough perks to get to snakeblood might be worthwhile. It's one big boost to poison resistance, after all.

6) I'm sure you've heard at this point, but investing in the cost reduction perks is a bit of a waste if you're going to become an enchanter. Two enchanted items for a 50% cost reduction will match all five cost reduction perks. Personally, I'd get ~75% cost reduction from items, and stop at either novice or apprentice destruction. There's no way I'd even consider master destruction. Just not enough gain in that investment.
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Liv Brown
 
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