Build suggestions?

Post » Sat Jun 16, 2012 3:26 am

So I've been thinking about redoing my mage. She's not quite a pure mage, but she relies heavily on stealth tactics when using her art. I've got up to level 50 figured out just fine:

http://skyrimcalculator.com/#138766

As you can see there, she's focused mainly on Destruction and Conjuration. Other schools have invested perks for their support, and as I plan to have her vamp'd up, Necromage is invested into as well. However, because she's my main, I wanna plan out the full level 81 route as well, just for kicks. Here's what I have so far:

http://skyrimcalculator.com/#138771

As you can see, she'll be focusing on bound bow when not using magic. To help the stealth factor, I've also focused up to quiet casting in illusion. The master level perk in destruction is kinda... well, arbitrary at the moment. Quite frankly, master level destruction spells kinda svck. Fun to look at, but... well, let's put it this way. She's focused in destruction for enchants, so by the time she hits master level spells, the perk would be moot anyways. I've also gone up and snatched the ever-useful Extra Pockets perk, as well as the arcane smithing perk (Morokei + Falmer Helm for the win...). However, that still leaves 6-7 unspent perks... Any suggestions? I suppose I could nab the three elemental perks to boost the elemental resists, but that still leaves some extra perks even then.

Also worth mentioning: She's an Altmer with a 4:1:0 stat ratio, so heavy on the magic, tiny on the HP, and negligable stamina.


I will ask that when you make your suggestions for the last set of perks, to please give your reasoning behind the suggestion. The more context behind your suggestion, the more educated my perk placement will be.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Sat Jun 16, 2012 7:00 pm

Kinda wish I had been a bit more descriptive with my topic title...

Anywho, I've made a level 81 build... and would like critique on the final build.

http://skyrimcalculator.com/#138797

Again, focus is magic-heavy, leaning towards destruction and conjuration, and tries to stay ranged.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Sat Jun 16, 2012 9:36 am

Consider rune master for possible mage stealth kills, and what do you plan on using arcane blacksmith on. Also, extra pockets, love it.
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Sat Jun 16, 2012 5:27 pm

Only 5 perks each in Restoration & Alteration? I'd say your defences are too weak, and Turn Undead is an Adept level spell that's increased by the necromage perk - very handy if you're dungeon diving later in the game.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Sat Jun 16, 2012 8:55 am

I can see your point on Turn Undead, but you'll have to explain alteration. I've never found the mage armor spells particularly useful, due to my heavy reliance on stealth, so perhaps I'm missing something? Also, which perks would you recommend cutting from

Arcane Blackmith, admittingly, is just to boost the mask and falmer helm. If those perks can be better spent, they will be. So taking those two and putting it into Apprentice and Adept Restoration for Turn Undead, but any other suggestions?

@Rune Master: If runes were actually worthwhile, I'd consider it, but stagger locking is far more useful since you can only lay down one rune at a time. Runes are one of those things that were great in theory, but bad in practice. Kinda like the three added effects for the elemental spells.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Sat Jun 16, 2012 12:50 pm

I can see your point on Turn Undead, but you'll have to explain alteration. I've never found the mage armor spells particularly useful, due to my heavy reliance on stealth, so perhaps I'm missing something? Also, which perks would you recommend cutting from

Arcane Blackmith, admittingly, is just to boost the mask and falmer helm. If those perks can be better spent, they will be. So taking those two and putting it into Apprentice and Adept Restoration for Turn Undead, but any other suggestions?

@Rune Master: If runes were actually worthwhile, I'd consider it, but stagger locking is far more useful since you can only lay down one rune at a time. Runes are one of those things that were great in theory, but bad in practice. Kinda like the three added effects for the elemental spells.
They are so entertaining though. Bandit just walking along when BAM! They can also be used in bottlenecks or near traps.
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Sat Jun 16, 2012 1:57 pm

Entertaining, sure, but chain-staggering Ice Storm, Fireball, or chain lightning is far more efficient, and this build is very keen on being efficient. Besides, all the rune perk does is increase the range at which you can lay it down. Careful layouts can totally bypass the need for such a perk. If those perks allowed me to place additional runes, they'd be worth considering, since then I could lay out multiple traps. But as they are now? Useless.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm


Return to V - Skyrim