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11-22-2011, 08:38 AM | #751 |
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As an example, I just went in to a kill X bandit leader quest, and was doing fine taking on two bandits per room going in. Then I get to the last one and there are 5 people. I blast the hell out of the first couple and hurt the third, and am OOM. Lydia traps me from going back out of the room, so I have to run on in and run up and kill the one I hurt with my axe and there are two left. Lydia goes down in a heap while I use a the last of my mana to heal since I was pretty hurt from another caster that was hitting me and I try to use some potions to get mana back up and get my power to regen magic going as well. I zap once, and then one of the melee against me comes up and nails me with a hit that ends it....now doing the whole thing over again since I didn't save before the last room.
I drank about 10 minor healing potions, 4-5 to get magic back up, and still died. Bah. |
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11-22-2011, 09:12 AM | #752 |
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Finally got my smithing skill up to 100 and constructed myself a set of dragonscale armor. I'll need to kill a couple more dragons to get enough to deck Lydia out in the dragon plate.
Still haven't encountered anything to give me the raw materials to make daedric stuff, though. Almost to level 37. |
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11-22-2011, 10:09 AM | #753 | |
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well if i was you an making a mage. first i would make sure i picked the right race. a high elf for the magicka regen. then make sure you use the stone on mage to get that bonus also. state points i would prolly start of with putting 100% state points into magicka. then as you level i would add life. stam would never be picked. once you reach the point where magicka is not an issue just stock life. then for my perks i would worry about making 1 form of damage. if you spread your perks around to much you become weak so pick a tree to focus on. i would prolly roll with destruction. pick a skill bolts,fire, or ice. i doesn't really matter which. don't waste perks into the other 2 skills for now. so if you pick fire for example. leave the ice an bolts alone. max fire perks an the rest of the skills in the destruction tree aside from ice an bolts. i would also work on enchanting right away get that leveled an perked up as fast as you can. also the alchemy should be leveled up but no perks in it. also the alteration tree. you will need this tree to protect yourself. i like the glass cannon builds so i always stock the damage first. but as you play you will notice what route to go next with your perk. if your clowning all the mobs already you can start getting more of the alteration or enchanting perks going smithing is pretty worthless for you so don't waste states there. sneaking,lockpicking,an pickpocketing also kinda worthless for you to put perks in. thats how i would do it homie |
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11-22-2011, 10:14 AM | #754 |
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Damn...I'm still playing Fable 3!!!
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11-22-2011, 10:17 AM | #755 | |
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Also been working over the fire group in Destruction. Just started enchanting, and have nothing into alteration. Still a very low lvl. |
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11-22-2011, 10:18 AM | #756 | |
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11-22-2011, 10:18 AM | #757 |
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What's the point of alteration? I never even looked into those pussy talent trees.
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11-22-2011, 10:22 AM | #758 | |
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11-22-2011, 10:24 AM | #759 | |
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i haven't tried mass paralysis though. Rank Spell Name Description Candelight Creates a hovering light that lasts for 60s. Equilibrium* Convert 25 points of health into magicka per second. Caster can be killed by this effect. Oakflesh Improves the caster's armor rating by 40 points for 60s. Magelight Ball of light that lasts 60s, and sticks where it strikes. Stoneflesh Improves the caster's armor rating by 60 points for 60s. Detect Life Nearby living creatures, but not undead, machines, or daedra can be seen through walls. Ironflesh Improves the caster's armor rating by 80 points for 60s. Telekinesis Can pull an object to you from distance. Add it to your inventory or throw it. Waterbreathing Can breathe water for 60s. Transmute* Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold Detect Dead Nearby dead can be seen through walls. Ebony flesh Improves the caster's armor rating by 100 points for 60s. Paralyze Targets that fail to resist are paralyzed for 10s. Dragonhide Caster ignores 80% of all physical damage for 30s. Mass Paralysis All targets in the area that fail to resist are paralyzed for 15s.
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11-22-2011, 10:26 AM | #760 |
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11-22-2011, 10:32 AM | #761 | |
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it is basically the mages armor tree. warriors have there heavy armor tree. archers have the light armor, this is the mages armor. here are the spells for it Candlelight Detect Dead Dragonhide Ebonyflesh Equilibrium Ironflesh Magelight Mass Paralysis Oakflesh Paralyze Stoneflesh Telekinesis Transmute Waterbreathing to lazy to post what all of the spells do. but spells like Dragonhide: Caster ignores 80% of all physical damage for 30s. just helps you live a lil better that spell would help the guy above who is getting nuked fighting 5 guys at once. cast this spell he takes limited damage for 30 seconds so he doesn't have to waste magicka healing himself. |
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11-22-2011, 10:41 AM | #762 |
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Magic Resistance:
Level 1 - Blocks 10% of a spell's effects. Level 2 - Blocks X% of a spell's effects. Level 3 - Blocks X% of a spell's effects. Requirements: Apprentice Alteration Alteration Level 30 Mage Armor: Level 1 - Protection spells like Stoneflesh are twice as strong if not wearing armor. Level 2 - Protection spells like Stoneflesh are X as strong if not wearing armor. Level 3 - Protection spells like Stoneflesh are X as strong if not wearing armor. these are the skills in alteration worth having perks in. mages don't have the armor that other classes do. this keeps the lil squishy mages alive |
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11-22-2011, 10:42 AM | #763 | |
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11-22-2011, 10:44 AM | #764 |
Don't Tease Me
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11-22-2011, 10:48 AM | #765 | |
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I am wearing heavy armor, trying to go for armored and blasting spells. Didn't use the spells like those at all so far because I didn't want to have to keep burning magicka to keep the armor spells up, are they really cheap to cast? |
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