choosing gear enchantments.

Post » Wed May 30, 2012 4:22 pm

I'm at the point now where I can put enchantments on my gear, so I wanted to make an armor with enchantments that are just right for Master difficulty, so nothing overpowered (I like a decent challenge)

My idea was:
Helmet: fortify restoration + fortify archery
Armor: fortify restoration + fortify health
Gloves: Fortify two-handed + fortify archery
Boots : Fortify two-handed + muffle

necklace: resist magick + ???
ring: resist magick + ???

greatsword: fiery soul trap + absorb health (not sure)
bow: fiery soul trap + paralyze (not sure)

Any help and recommendations are appreciated.
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~Sylvia~
 
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Post » Wed May 30, 2012 8:26 pm

Fortify [type of armor you're wearing]? Or would that make you feel too overpowered?
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Louise Dennis
 
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Post » Wed May 30, 2012 9:49 pm

Absorb Health, which is one of my favorite enchantments has almost negated the need for me to carry any health potions. Some would say that is over powered.

As for enchantments, pick the ones that offer the best boost to your play style. Me, I use Fortify Light Armor on two of my pieces, and Fortify Sneak on piece and I forget what on the other. I don't use spells on this character, other than the light spell in caves.
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Crystal Birch
 
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Post » Wed May 30, 2012 9:04 am

Fortify [type of armor you're wearing]? Or would that make you feel too overpowered?

My natural upgraded armor is already over the efficient cap, so any boost to my armor rating has no effect
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Your Mum
 
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Post » Wed May 30, 2012 2:26 pm

My natural upgraded armor is already over the efficient cap, so any boost to my armor rating has no effect

If that's the case and you still want a challenge on Master, then don't enchant your armor and use only 1 enchant (at most) on weapons.
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Natalie J Webster
 
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Post » Wed May 30, 2012 8:49 pm

If that's the case and you still want a challenge on Master, then don't enchant your armor and use only 1 enchant (at most) on weapons.

This is what I feared for.
A normal set of daedric armor with all armor perk almost pass the cap already, when I upgraded them I didn't even use any fortify smithing gear/potion, and I'm not planning on using any fortify enchanting gear/potion either.

The bonusses that I have in my mind are:
+80% two-handed damage
+80% bow damage
muffle
-50% restoration cost
40% magick resist (I am being one shotted by mages and dragons even on expert)
doesn't look like it's too powerful, but I could be mistaking.
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xxLindsAffec
 
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Post » Wed May 30, 2012 7:47 pm

anyone?
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Britney Lopez
 
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Post » Wed May 30, 2012 12:34 pm

The bow damage and two handed damage will be overkill. Muffle will probably be overkill as well. The magic resist is fine, but resistances are broken with the 1.2 patch.

I'm level 53 and just switched from 2handed to 1handed+shield in order to make fights a little more challenging.
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Skrapp Stephens
 
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Post » Wed May 30, 2012 9:25 pm

For my dual glass daggers (~120 damage each, pity the fortify one hand doesn't work on them) I have 1 second soul trap and 1 second paralyse, giving me 450+ charges. I hit so fast with the dual daggers that anything goes down on master ha. But I don't usually go for all out combat, and when I do its with 2 dremora lords with the enemies furied, or sit there invisible and let them kill each other ha.

I am tempted to use absorb health with paralyse though, considering the attack speed.

Neckless and ring I enchanted with fortify archery and fortify illusion, using nightingale armor/glass armor/ancient shrouded armor.
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Laura Tempel
 
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Post » Wed May 30, 2012 10:37 am

I just gave the weapon enchantments a try an I got to say that ,since I switched from expert to master, those +80% two-handed damage is not really noticeable, but I came to the conlusion that the 20 absorb health enchantment too powerful is.
I'll probably dumb it down to 5-10 or completely remove it. I think I'll remove it and replace it for absorb stamina or something else
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N3T4
 
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Post » Wed May 30, 2012 8:36 pm

???
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Siobhan Wallis-McRobert
 
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