Enchantment selection for bladesmanpaladin

Post » Sun Jun 03, 2012 7:50 am

Im currently on my second playthrough as a breton that focuses on shield and sword combat with a mix of restoration and undead turning. All defensive stats are covered ( magic resist, armor rating etc).

I have twin enchantments perk but i dont know what to use a the remaining enchantment slots <> on. On my previous playthrough I just picked up fortify destruction for free destruction spells but found they werent as fun as i had hoped.
I was thinking another spell school but there isnt really anything useful as far as I can see.

Helm: <>, Fortify restoration
Armor: <>, <>
Gloves: One handed, Magicka
Boots: One handed, Stamina

Ring: Resist magic , Fortify restoration
Amulet: <>, Fortify restoration

Shield: health, fortify block
weapon: firey soul trap, paralyze
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Katie Samuel
 
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Post » Sun Jun 03, 2012 9:03 am

I believe this will nearly give 0% casting as well as max 1H damage and nice elemental resistances (use 1 of each).

Head: Fortify Restoration, Waterbreathing*
Chest: Fortify Restoration x2
Arms: Fortify One-Handed, Fortify Block*
Feet: Fortify One-Handed, Resist Fire/Frost/Shock

Shield: Resist Fire/Frost/Shock x2

Ring: Fortify One-Handed, Fortify Restoration
Neck: Fortify One-Handed, Resist Magic**/Fortify Barter

* Optionally use Fortify Magic if you don't have 0% casting.
** You said you have magic resist taken care of, but I don't know how that happens without at least one enchant.

Breton +25
Agent of Mara +15
Lord Stone +25
= 65 (of 85)
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xemmybx
 
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Post » Sun Jun 03, 2012 8:42 am

Thanks for the input i never considered waterbreathing before.

Im using resist magic perk in conjunction with the atronach perk and atronach stone to max out absorption and magic resistance. i find that 80% absorption and 85% magic resitance gives me invulnerablity to spells even with zero elemental resistance.
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Liv Brown
 
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Post » Sun Jun 03, 2012 10:50 am

Yeah unfortunately helmets don't have much going for them so you might as well slap on something for utilty. Same with armor, so the double fortify is decent.

I still think you need a magic resist enchantment, because you lose the Lord Stone's bonus, unless I don't understand the mechanics of absorption. You might as well slap it on your shield; I would hate to die switching that hand to Healing because its health bonus was the only thing keeping me alive.

And although elemental resistances are not really needed, you can't do much better. Fortify Health maybe? Revised...

Head: Fortify Restoration (same)
Chest: Fortify Restoration, Fortify Health
Arms: Fortify One-Handed, Fortify Block (same)
Feet: Fortify One-Handed (same)

Shield: Fortify Block, Resist Magic

Ring: Fortify Restoration, Fortify One-Handed
Neck: Fortify Restoration, Fortify One-Handed
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Kieren Thomson
 
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Post » Sun Jun 03, 2012 5:31 am

29% from enchantment + 15 maras blessing + 25 breton + 30 + 20 2/3 magic res perk= 89 magic resistance. I find 2 perks for one enchantment slot a worth while trade.
magic absorption is a flat chance to completely negate a spell and absorbs magicka. at 80%, you will ignore 80% of incoming spells while 20% will still hit.

I think i will go with health/restoration on armor and im going to just leave the helm empty until i find a second spell school i like.
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Kari Depp
 
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Post » Sun Jun 03, 2012 7:30 am

I think i will go with health/restoration on armor and im going to just leave the helm empty until i find a second spell school i like.
Don't you have to do both enchants at the same time? ...or were you just gonna' get new pieces?
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Josh Dagreat
 
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Post » Sun Jun 03, 2012 11:15 am

i was just going to leave them blank, but since the materials are relatively cheap ill just go with what ever comes to mind.
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Svenja Hedrich
 
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