Have a few questions about magic pointscharacter opinions

Post » Fri Jun 01, 2012 12:36 am

Hey guys, i'm new to the board and just had some questions about things I've read about skyrim. I havdn't played it much since its finals time, sadly its been collecting dust on top of my 360, but the amount of time I would have spent playing it I've been reading about it so it balances out haha.

I just had some questions regarding the magic/enchant system and the new "fortify *insert school of magic" spells.

If these enchants allow for an almost zero amount of magic needed to cast them, how many level points should i put into magic? I wouldn't say it seems pointless, but once I reach the level of being able to enchant armor in that way (which i play on just so I can feel like a medieval emperor palpatine shooting endless lightning from my fingers) wont have a high magic pool become less necessary except for spells from other schools?

And if that's the case, how many points should I invest in magic then to have a safe amount for everything else?

Also, I'm really big on magic resistance, and I know it caps at 85%. So i figured I'd go Breton with the lord stone to hit 50%, my question is for the last 35% would it be more viable to spend the perk points in alteration, do the "book of love" quest for the 15% active, or craft rings with the latter choice?

Also I was hoping I could get some feedback on the eventual character I'll be putting together, it'd be mighty appreciated.

Race: Breton
Guardian Stone: Lord
Specializations: Destruction, Restoration, Heavy Armor, Two-Handed, Smithing and Enchanting

I'm going for an offensive battlemage specializing in dual wielding spells until enemy's get into close range. Then bringing out a huge two handed sword to fight in close combat. The heavy armor's there for defense as is resto. Smithing and enchanting are there so I can craft a set of daedric armor/weapon and enchant it with the spell cost reduction for destruction and restoration.

Does this seem like a viable build to play on adept/possibly expert?

Thanks for any and all input guys, I really appreciate it
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Ross Thomas
 
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Post » Fri Jun 01, 2012 1:14 am

bump
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koumba
 
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Post » Thu May 31, 2012 7:35 pm

I don't really recommend breaking the game with 100% mana cost decrease. Also 6 skills is rather much, if you wish to fill your perk trees you may wish to be more focused. You can always though just spread your abilities around the 6 skills and not really go into the high tiers of perks but generally I find 4 perk trees to be the best to focus on at once. But that's just my opinion. Best of all is just to play and see what works out for you.
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Marina Leigh
 
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Post » Fri Jun 01, 2012 4:21 am

Thanks for the reply Ellert! I'm still playing around with the idea to be honest. Maybe i'll only take 50% cost reduction, but not taking the enchants at all would definitely solve my magic point distribution problem. Either way its definitely tempting, but still, it may water down the game for me like you mentioned.

I dont think I'm gonna carry all of my spec's to the end of their perk trees. Definitely smithing and enchanting for daedric equipment and/ dual enchants. Im curious about putting points into the novice, adept, expert, master perks of the spell school trees just because if I do get some cost reduction enchants it seems like it would mitigate what those perks did and save me the perks for other trees.Which would be another reason to use them if only to save a few perks for something else. Thoughts on this?

Also, Im only going to put as many perks into heavy armor that are necessary for getting the armor cap. No need for excess after it hits the cap and it saves me perks for other trees
And depending on how often I use destro and my 2hander I may or may not fill the 2hand tree to the top.

Any thoughts on my build/ magic resist ideas?
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IM NOT EASY
 
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