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Advice on spellsword build


sweagle

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Actually, there is a mod I found on Steam Workshop that has Skyforge Steel Maces. I'm using it right now with a female Nord warrior. You can craft them and temper them. I was thinking of going with Skyforge Steel Maces for this character. I might put more perks into enchanting, too. I don't want it to make the game too easy, but I want perks in enchanting for things like fortify one-handed for gauntlets and putting magic effects on maces.

 

Is there a mod that allows wards to reduce damage from melee attacks? I never played a magic user in Skyrim before, my understanding is that ward spells only reduce damage from spells coming your way.

Yeah, and I forgot that Elven actually does more base damage than Dwarven (1 point) so that part was completely off. Sounds like a cool mod, but I'm into axes anyway. Wards do block some physical damage from melee strikes, but it's not a lot, and arrows go right through them. The main reason I only use them to block magic is they drain so much magicka, they're really best with the Absorbtion perk to soak up more magicka for the spell in your other hand. They also stop dragonbreath cold. Watch out, when they break, they stagger you, but this never happens with Dragons. They can also block Shouts, like UF, and Disarm, which is real nice on high level Draugr Lords. Tiberius Benedict, my Imperial S/wardmage (not at all dissimilar, except for wearing Heavy Armor, around Robes) uses Ward/Absorb, and Lightning for antidragon. It's slow, but incredibly effective.

 

If you use a Breton, with the Atronach Stone, you can drop a Circle of Protection, or Guardian Circle to soak up for almost unlimited Magicka for the duration. (Guardian Circle also heals you, but has the Master level casting time, and you only want 50% absorbtion so the Healing gets through.) I used this combo to fry Alduin on Master in seconds. It's not unlike Highborn, but Altmers have to stop casting to recover. This is constant, and you're temporarilly immune to all magical effects. This includes shouts, poison, disease, and unfortunately, your own summons. i only mention it, because i noticed you aren't going with any Conjuration. ;) They can also stack the Lord for an easy 50% magicka resistance, which is counted after absorption, so it's essentially 75% off all magical damage, +50 armor. Not a bad deal! Ward Absorb is another 20% spell absorbtion (Leaving only about 10% to get through the layered defense), but it's at will, along with Dragonskin, so you can turn it off. I call this the Magicka Well combo, no Enchantment necessary.

Edited by Psiberzerker
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If you use a Breton, with the Atronach Stone, you can drop a Circle of Protection, or Guardian Circle to soak up for almost unlimited Magicka for the duration. (Guardian Circle also heals you, but has the Master level casting time, and you only want 50% absorbtion so the Healing gets through.) I used this combo to fry Alduin on Master in seconds. It's not unlike Highborn, but Altmers have to stop casting to recover. This is constant, and you're temporarilly immune to all magical effects. This includes shouts, poison, disease, and unfortunately, your own summons. i only mention it, because i noticed you aren't going with any Conjuration. ;) They can also stack the Lord for an easy 50% magicka resistance, which is counted after absorption, so it's essentually 75% off all magical damage, +50 armor. Not a bad deal! Ward Absorb is another 20% spell absorbtion, but it's at will, along with Dragonskin, so you can turn it off. I call this the Magicka Well combo, no Enchantment neccessary.

 

Yeah, I found out the wonders of spell absorption the hard way, with two characters in a row. The first time trying to conjure atronachs to help against a Briarheart. I had like 70% absorption. "Hey! Where did my helper go?" Whack, whack, whack. "Hey! Why is my magicka still full?" Whack... I had absorbed my own conjuration spells. The second time was fighting Otar, I think. Had a Breton who could cast Dragonskin and get almost 100% absorption, 95% IIRC. Took several shots from Otar which maxed out my magicka. "Sweeeet!", I thought. Then I suddenly died with electrical arcs dancing all over me. Absorption is a percent chance to absorb; if you don't make the roll, the spell gets through. Otar got one through. Use it, but don't count on it unless you're certain you have 100%, preferably more. Now I always have some elemental/magic resist for the ones that get past absorption.

 

Ward Absorb is okay at low levels, but I find that high level magic users break wards almost instantly. I just can't find much use for Restoration in Skyrim. I guess I have to admit that I have used the Circle of Protection exploit to waste an entire Forsworn fort garrison with fireballs in a furious display of arcane Revenge. Pretty fun, but definitely OP.

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<snip>

If you use a Breton, with the Atronach Stone, you can drop a Circle of Protection, or Guardian Circle to soak up for almost unlimited Magicka for the duration. (Guardian Circle also heals you, but has the Master level casting time, and you only want 50% absorbtion so the Healing gets through.) I used this combo to fry Alduin on Master in seconds. It's not unlike Highborn, but Altmers have to stop casting to recover. This is constant, and you're temporarilly immune to all magical effects. This includes shouts, poison, disease, and unfortunately, your own summons. i only mention it, because i noticed you aren't going with any Conjuration. ;) They can also stack the Lord for an easy 50% magicka resistance, which is counted after absorption, so it's essentually 75% off all magical damage, +50 armor. Not a bad deal! Ward Absorb is another 20% spell absorbtion, but it's at will, along with Dragonskin, so you can turn it off. I call this the Magicka Well combo, no Enchantment neccessary.

 

Yeah, I found out the wonders of spell absorption the hard way, with two characters in a row. The first time trying to conjure atronachs to help against a Briarheart. I had like 70% absorption. "Hey! Where did my helper go?" Whack, whack, whack. "Hey! Why is my magicka still full?" Whack... I had absorbed my own conjuration spells. The second time was fighting Otar, I think. Had a Breton who could cast Dragonskin and get almost 100% absorption, 95% IIRC. Took several shots from Otar which maxed out my magicka. "Sweeeet!", I thought. Then I suddenly died with electrical arcs dancing all over me. Absorption is a percent chance to absorb; if you don't make the roll, the spell gets through. Otar got one through. Use it, but don't count on it unless you're certain you have 100%, preferably more. Now I always have some elemental/magic resist for the ones that get past absorption.

 

Ward Absorb is okay at low levels, but I find that high level magic users break wards almost instantly. I just can't find much use for Restoration in Skyrim. I guess I have to admit that I have used the Circle of Protection exploit to waste an entire Forsworn fort garrison with fireballs in a furious display of arcane Revenge. Pretty fun, but definitely OP.

 

Can I do fine with Restoration on expert level? I'd like to have a spellsword that uses restoration and destruction and not fall back on potions again like all my other characters, but if potions are that much better, I might put some perks into alchemy so that I can make some healing potions. But I'd like to try and manage with restoration spells.

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Can I do fine with Restoration on expert level? I'd like to have a spellsword that uses restoration and destruction and not fall back on potions again like all my other characters, but if potions are that much better, I might put some perks into alchemy so that I can make some healing potions. But I'd like to try and manage with restoration spells.
The main thing about Potions is you can hide out in your menu, and they can't hurt you, because the game is paused. I personally find this ruins the immersion, which is one of the reasons I like the Spell/sword combo in the first place, I can hotkey between spells, and keep my head in the combat, instead of clicking through inventories.

 

Potions run out. So does Magicka, but it recovers, and if you must, you can wait an hour to be fresh as a daisy. Once you run out of potions, you have to find an Alchemy Lab, and all the ingredients to make a new batch to go back to adventuring. If you're, say in the middle of Forelhost, this can be extremely inconvenient. (There's alchemy labs there, but if you thought to bring the ingrdients for healing potions, why not bring more healing potions?) It really depends on how you want to play, but it's generally better to run away healing when you get to a bad spot. With restoration, and armor, you can also dedicate a Lot less to Health, and put it in Magicka. Respite means you really don't have to put a single point in Stamina. You can sprint as long as you have magicka to top it off.

 

I'd say Expert/Master is a lot harder without Restoration.

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Can I do fine with Restoration on expert level? I'd like to have a spellsword that uses restoration and destruction and not fall back on potions again like all my other characters, but if potions are that much better, I might put some perks into alchemy so that I can make some healing potions. But I'd like to try and manage with restoration spells.

 

Sure you can. High-level Restoration spells heal very fast and all the spells are useful in their own right. I simply prefer potions to Restoration, but it is a perfectly valid school of magic. ;)

 

Expert just changes damage levels, you take more and deal less. (I wish it affected AI, but it doesn't.) Health and defensive skills become more important just to keep from being 1 or 2-shotted. A 1st level character on Expert is a NOOB, no way around it. Don't underestimate any enemy, even creatures, till you get a handle on their new strengths. Level Destruction magic EARLY, its weak enough on Adept. Expert, I feel, is when Fortify Skill enchantments really come in to play. Boss mobs will be frustrating. Whatever combat strategy/playstyle your character uses, plan on keeping it up longer and prepare before the fights. For instance, if you could conjure DURING a fight on Adept, you might want to do it BEFORE the fight on Expert. I don't think Expert requires a whole new paradigm or character class, just more careful planning and execution. Master, I think, requires some fundamental shifts for certain character classes.

 

Edit - I almost forgot the most important thing I wanted to mention: followers. Followers are NPC's and gain the same advantages as bad guys on higher difficulty levels; they are not nerfed. Even if you don't usually have a follower, they can be extremely helpful on higher difficulty settings until your character develops some useful skills.

 

Almost any character can beat this game. The fun is in making the character you really want do it. Tell us how it works out.

Edited by Lord Garon
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I found a pretty cool priest build on Youtube a couple of months ago by a guy called ponty94 that focuses on most the skills you are looking for. i've been playing it for about 2 months now and hes my best mage character by far. its worth a look if your still stuck. Here's the link:
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I found a pretty cool priest build on Youtube a couple of months ago by a guy called ponty94 that focuses on most the skills you are looking for. i've been playing it for about 2 months now and hes my best mage character by far. its worth a look if your still stuck. Here;s the
I'd go straight for Spellbreaker, it's a priestly Quest, anyway, and with Ward Absorb, it's just abusive if anyone's casting magic your way. The spell absorbtion layers on the Magic resistance, and gives you some Magicka back, so it has some use at range. (Except for arrows, which it blocks pretty good too.) Magic ignores armor, and fire keeps burning. Probably the Ebony Mace, cause it's the prettiest (and tied for the highest base damage you can hold in one hand.) So, something like: this, only with a mace, instead of axe. I'd rather stack bleeding with burning (the Targe of the Blooded is another good choice.)

 

Neit build. Sets me a mind to revisit the Spell/Shield. Pretty much the same thing without the mace, and Robes for magic assistance. Lord, and Elemental Protection is better than Breton, or can be stacked right on. Purely Defensive in the melee, but could fight his way out of it, Block Runner is manditory. I went with Dunmer for the Ancester's Wrath until he could cast Cloak spells. I delited that file, but I can always do it over. Think I'll call him Raketpanzer this time around. Start Imperial for the skill boosts, switch to Dunmer, and use the Classic Classes mod to go Spellsword. (Start with 35 Resto, 30 Block, Destruction, Heavy Armor, 1 handed if I wanted to fill that in later. 5 almost everwhere else.) May even switch to Breton later, at least Expert.

 

I know, Destruction caps low, but with the defense to all three points on the combat triangle, and better than Light Armor maneuverability, she can just fight longer. 1H can be added later in the game for coup de gras'. Backstory would be a Dunmer raised by Imperials, so she learned to fight like them. Might do that side of the Civil War, then start worrying about Dragons.

Edited by Psiberzerker
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How should I portion out health, magicka, and stamina when leveling up? Should I bring my stamina only up to 140 or 150 and then make health and magicka equal? Portion out magicka to health in a 2:3 ratio?

 

I'd like to go with a Breton woman. I won't bother with the mage flesh perk set, because she will wear armor. I'll have her use maces. As soon as I get her to Riverwood and Whiterun, I'll get her into chain mail from a mod. I'll get her a steel mace as soon as I can, and then go for a skyforge steel mace (from a mod). I'll work her up to mithril armor (from a mod).

 

Would it be better to go with light armor? I prefer light armor, but I'd like to play a character with heavy armor sometime. As an alternative, I could go with steel armor with steel cuffed boots and steel Nordic gauntlets and then work my way up to steel plate armor. I'd like to go with ebony maces eventually. We'll see about that, I'd then would have to put many perks into smithing.

 

Are there any mods that make ward spells absorb more physical damage than they already do? They protect you from some damage from physical attacks, right?

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How should I portion out health, magicka, and stamina when leveling up? Should I bring my stamina only up to 140 or 150 and then make health and magicka equal? Portion out magicka to health in a 2:3 ratio?

 

You're gonna try Expert with this character, right? If so, I would get Health first, then Magicka for Restoration, then Stamina. I try to get a "good" build by level 25 or so cause leveling starts to slow down then and you really have to "use what you have". If you're new to Expert, I might actually do Health only. Or maybe get Health to 300 or so, then crank some stamina for those power attacks. Its hard to say cause Perks are so important. A little Magicka can go a long way with the right Perks and enchantments.

 

I'd like to go with a Breton woman. I won't bother with the mage flesh perk set, because she will wear armor. I'll have her use maces. As soon as I get her to Riverwood and Whiterun, I'll get her into chain mail from a mod. I'll get her a steel mace as soon as I can, and then go for a skyforge steel mace (from a mod). I'll work her up to mithril armor (from a mod).

 

Would it be better to go with light armor? I prefer light armor, but I'd like to play a character with heavy armor sometime. As an alternative, I could go with steel armor with steel cuffed boots and steel Nordic gauntlets and then work my way up to steel plate armor. I'd like to go with ebony maces eventually. We'll see about that, I'd then would have to put many perks into smithing.

 

Well, your ebony weapon choice matches your desire to try Heavy Armor. Go for it. HA protects a lot better at low levels, always good on Expert. You really need to "imagine" how your character will play and fight; Perk selection will make or break her. Sword first, then Spell, or vice versa? Steel can take you a LONG ways, especially with Sky Forge weapons, so you don't need many Smithing perks to start. I sprint to close with archers and mages quickly (or to run from them), so Stamina becomes a little more important with HA.

 

Are there any mods that make ward spells absorb more physical damage than they already do? They protect you from some damage from physical attacks, right?

 

Wards reduce spell effects and they increase your armor rating, so they do reduce melee damage. I'm testing mods right now, but don't really play with any so I don't know about any better ward mods.

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How should I portion out health, magicka, and stamina when leveling up? Should I bring my stamina only up to 140 or 150 and then make health and magicka equal? Portion out magicka to health in a 2:3 ratio?
I don't go with proportions like this, but just weigh what I need each level. I'd say you're wearing armor, with Alteration, and Magic Resistance, so Health will be less a priority than Magicka, since the latter is pulling double duty on offense, and defense, plus healing. How much Stamina do you actually use? I've found that Maces tend to go better with the basic swing, since they're crushers but slow enough without Power Attacking. I save those for when they block to break their defense, then usually finish them before they recover. If you're Critical Charging a lot, or powering ever attack, I'd invest in it, otherwize, do Magicka first, and Health when you start feeling squishy.

 

Would it be better to go with light armor? I prefer light armor, but I'd like to play a character with heavy armor sometime. As an alternative, I could go with steel armor with steel cuffed boots and steel Nordic gauntlets and then work my way up to steel plate armor. I'd like to go with ebony maces eventually. We'll see about that, I'd then would have to put many perks into smithing.
Light armor is great for the stamina regeneration perk, or wear Heavy with robes to help with you magicka. Probably the latter, as it doesn't slow you down as much, and you can reinforce it with spells. Edited by Psiberzerker
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