Best armorjewelry enchamnets for 1-H BattleMage

Post » Sat Jun 02, 2012 2:42 am

My current character specializes in 1-H combat (RH) and destruction magic (LH) and heavy armor.

I just got me skills up to where i can craft deadric armor and put dual enchanments on items. I was just wondering what the best enchantments would be to put on the 6 wearable items (ring, necklace, helmet, boots, gauntlets, armor) based on my character build.

My one handed seems to do a lot more damage than my destruction magic so i was thinking of doing all 6 with 1-H bonus damage and stamina bonus. But that would actually leave my destruction without any enchanment bonuses and destruction is my only ranged attack.

What are you thoughts? should i put the same two enchantments on all six items? Do some bonuses to destruction/magika and some to 1-H/stamina? Spread out or fully focused on one?

Thoughts????

Thanks!!!
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sally R
 
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Post » Sat Jun 02, 2012 9:30 am

On my first playthrough I had the same build as you, minus the smithing. I focused my enchmantents on 1 Handed damage modifier, and it paid off. Destruction magic is dexent enough on its own, as long as you pick relevent perks to increase your prefered type of spells (fire, lightning, storm augments).
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chirsty aggas
 
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Post » Sat Jun 02, 2012 1:44 pm

Melee and ranged weaponry does vastly more damage than destruction ever will and with literally no cost to you outside of stamina which can be made effectively infinite with vegetable soup.
Believe me when i say i love mages, i have played them with every rpg/dnd-based game ive ever owned. however, if it comes to raw killing power, they really are lacking in skyrim mostly due to the fact they do not scale wirh level, skill level and you only have 1 perk to make them stronger.

However, depending on how far you take your smithing, you might find you dont even need a single fortify one handed enchantment to make a weapon do over 200 damage- which is far far far more than required to breeze through the entire game. anymore and the game becomes pointlessly easy. this means you potentially have a lot of freedom in how you use your enchantment slots.

i would aim for these:
567 armor through smithing

60% magic resistance (2 slots)
100%+ fortify destruction (4 slots)
50%+ fortify restoration (2 slots)
rest into fority one handed (1-2) slots
remaining slots for magicka or stamaina (stam regen is somewhat pointless).

this way you'll cast destruction for free, have access to low cost healing spells, and still do a megaton damage with one handed but perhaps requiring one handed perks to reach the 150 damage range. though i would recommend dual wielding destruction from afar then switching to dual wielding weapons when in melee range.
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Mizz.Jayy
 
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Joined: Sat Mar 03, 2007 5:56 pm

Post » Sat Jun 02, 2012 11:05 am

Melee and ranged weaponry does vastly more damage than destruction ever will and with literally no cost to you outside of stamina which can be made effectively infinite with vegetable soup.
Believe me when i say i love mages, i have played them with every rpg/dnd-based game ive ever owned. however, if it comes to raw killing power, they really are lacking in skyrim mostly due to the fact they do not scale wirh level, skill level and you only have 1 perk to make them stronger.

However, depending on how far you take your smithing, you might find you dont even need a single fortify one handed enchantment to make a weapon do over 200 damage- which is far far far more than required to breeze through the entire game. anymore and the game becomes pointlessly easy. this means you potentially have a lot of freedom in how you use your enchantment slots.

i would aim for these:
567 armor through smithing

60% magic resistance (2 slots)
100%+ fortify destruction (4 slots)
50%+ fortify restoration (2 slots)
rest into fority one handed (1-2) slots
remaining slots for magicka or stamaina (stam regen is somewhat pointless).

this way you'll cast destruction for free, have access to low cost healing spells, and still do a megaton damage with one handed but perhaps requiring one handed perks to reach the 150 damage range. though i would recommend dual wielding destruction from afar then switching to dual wielding weapons when in melee range.

I'm a bit confused.
a) how does this let me cast destruction for free
b ) Why 2 slots for fortify restoration? I don't cast any restoration spells.
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Syaza Ramali
 
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Post » Sat Jun 02, 2012 1:54 am

Answer to a: stacking reduce mana cost for any school of magoc to %100 = 0 mana cost for any spell in that school

Answer to b: it eas only a suggestion. If it does not benefit your build, then use a different enchant
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Jeneene Hunte
 
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Joined: Mon Sep 11, 2006 3:18 pm


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