sacralith Posted April 7, 2012 Share Posted April 7, 2012 I played both ES3 and 4 under the sign of the atronach. The stone is not enough; I want a race that performs the way it did. The race cannot regen mana (preferably, even with mana regen gear), must absorb, negate or reflect 50% spell damage or 100% spell damage 50% of the time, ideally, it would grant mana when a spell is absorbed like it used to. Before, it was by having a huge mana pool that would allow casting of created spells the other classes would never have the pool for (room nukes and the like). Bonus mana would be great if its possible (via racial ability maybe?) but if it isn't then it needs something and idc honestly what it is but it can't be too much or the 50% spell negation would make it too op even if it doesn't regen mana. I play on masters with mods that make me eat/drink, able to die from cold, make the nights dark and foggy and deadly dragons. I would like to step it up even further by making me rely on alchemy for mana but I still want it to be, clearly, the best choice for mage if you can handle the restrictions. I always rolled atronach because I wanted to powergame and make the best mage possible within the intended limits of the games so it would be unfortunate if it didn't have something that set it above the rest. Considering alch would be almost impossible to do without, that will be lots of levels gained from something that won't directly assist in killing anything (more or less) so getting under-leveled for the content on masters will be hard to avoid so this should prolly be considered so the scaling of the benefits of the race could be a bit OP and it would still be 'balanced'. This may work better since said benefits would become stronger and stronger as one started to balance out after the over-investment into alchemy leaving this class as the clear best choice for an endgame mage.. as it should be. Link to comment Share on other sites More sharing options...
behughes Posted April 7, 2012 Share Posted April 7, 2012 Why not just edit the stone itself? Link to comment Share on other sites More sharing options...
sacralith Posted April 7, 2012 Author Share Posted April 7, 2012 (edited) On 4/7/2012 at 10:43 PM, behughes said: Why not just edit the stone itself? I suppose that would work but I would rather have the freedom to use whatever stone I want. On a lesser note, it would also be a pain to make my way to that stone at level 1, which I would 'have' to do. I would install a mod that edited the stone though if it were made. Edited April 7, 2012 by sacralith Link to comment Share on other sites More sharing options...
behughes Posted April 8, 2012 Share Posted April 8, 2012 On 4/7/2012 at 11:39 PM, sacralith said: On 4/7/2012 at 10:43 PM, behughes said: Why not just edit the stone itself? I suppose that would work but I would rather have the freedom to use whatever stone I want. On a lesser note, it would also be a pain to make my way to that stone at level 1, which I would 'have' to do. I would install a mod that edited the stone though if it were made. I was a fan of the Atronarch birthsign myself in Oblivion, but I found it overpowered that way. With two enchanted rings that gave me 25% chance of spell absorption, I was invulnerable to magic. I could stand in front of those pillars that shoot fire (in the oblivion planes) and it would recharge me. Seems to me that not being able to obtain the stone's power at lvl 1, and not being able to combine it with another stone, would be perfectly reasonble, for balance purposes. That said, I could probably make this mod, and even make a version that swaps the Atronarch stone with another, so its closer to Riverwood. Link to comment Share on other sites More sharing options...
sacralith Posted April 8, 2012 Author Share Posted April 8, 2012 (edited) Quote Seems to me that not being able to obtain the stone's power at lvl 1, and not being able to combine it with another stone, would be perfectly reasonble, for balance purposes. That said, I could probably make this mod, and even make a version that swaps the Atronarch stone with another, so its closer to Riverwood. Ya, you might be right. I too stacked absorb in ES4 but idk if it would be that easy to stack in this one. The dragons never seemed to really be affected by resistances (maybe I just didn't try hard enough) though and not regenerating mana is a pretty huge restriction early game so idk. Also, with ES3 and 4 it was perm so i had to live with it (as well as my high elf weakness to magic) where stones are optional. It may be me being nit picky but I want it to feel right and optional may not, it would be like cutting off frostfall so I could fast travel, optional doesn't feel as much like a restriction. It wouldn't have to be a race mod I guess but I would want it to be perm unless I quit the game and removed it even if it was done via stone. Whatever the case though, it would be very nice to have the stone closer to the starting area even in its current form. I hope for more but since I lack the knowledge to do this myself, I'd be happy with whatever I could get. As an after thought, it might be a nice idea to also include an alchemy mod to make it take a lot more potions to raise the skill so my combat effectiveness wouldn't get gimped as much. Think Ima dig around looking for alchemy mods right now actually. The experimental system for alch is wonderful but playing around with it for an hour or 2 will screw ones char up for days if done early. This would make the need to be op to compensate for the mana restriction much less so it might be easier to balance. Edited April 8, 2012 by sacralith Link to comment Share on other sites More sharing options...
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