Alteration or Enchanting for magic defense?

Post » Wed May 29, 2013 8:04 am

My Dragonborn Nord warrior feels that it is his responsibility as Dragonborn to learn a bit of magic and to also boost his defense as he prepares to face Miraak. While is will NEVER use any magic spells, he understands that and is fine with using magical items.

My question is, which would be more effective for him - magic resistance through alteration, or magic resistance through enchanting of his boots and shield?

He already has level 71 in Enchanting through his curious understandings of how magical weapons and armor works, but has never used an spells so he is at bottom level in Alteration.

Im debating on spending 5 perks in Alteration to get him Magic Resistance, or spending another 5 perk in Enchanting to be able to enchant shock resistance.

What do you think is the best route to take?

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Yama Pi
 
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Post » Wed May 29, 2013 7:40 pm

What kind of armor are you using now?

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neen
 
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Post » Wed May 29, 2013 12:49 pm

This guy, being the proud Nord, only uses steel Armor. He has Ancient Nord and Wolf but feels most comfortable in Steel. He's at 559 armor without a shield, and at 623 with Ysgramor's shield equipped.

I think I may have found my answer - with my current perks in Enchanting, I can enchant an item to get 30% resistance to shock magic. This along with the elemental protection on the Block tree should help with those pesky shock mages who he has trouble with.

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ruCkii
 
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Post » Wed May 29, 2013 10:54 am

Well in order to spend perks in Alteration, you have to level up Alteration, and in order to level up Alteration, you have to cast spells from the school of Alteration.

Since you don't want to cast spells with this character, doing that would probably be RP breaking.

I'd say stick with Enchanting. Not only that, but (unless I'm forgetting a perk), the magical defense perk in Alteration only gives you better protection if you're going without armor, and still requires a Flesh spell.

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Gavin Roberts
 
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Post » Wed May 29, 2013 12:51 pm

Both. My Argonian is using both in conjunction with Restoration (only the Healing spell). Not using any type of armour, fortify enchantments are highly welcome in my opinion.

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joannARRGH
 
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Post » Wed May 29, 2013 6:26 am

Thats right, the Alteration flesh spells are useless if you're wearing any kind of armor. You need to use only clothes or robes to get the benefits from them. That, along with the mage armor.

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Anna S
 
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Post » Wed May 29, 2013 4:04 pm

Well considering there are no schools of magic to defend against magic anymore, aside from ONE spell in restoration, since they decided to get rid of mysticism, go enchanting, or alchemy.

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Lori Joe
 
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Post » Wed May 29, 2013 10:23 am

Yeah I think the ward spells are very underrated. I just recently started using them. They are definately a life saver.

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alicia hillier
 
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Post » Wed May 29, 2013 7:34 pm

I really wish they had reflect spell and absorb spell in the game as well. Also reflect physical damage and absorb physical damage would have been nice. Could have made restoration a lot better if they are determined to keep mysticism out of the game. But yeah, wards are great, I can literally stand in front of a legendary dragon with greater ward and he cant touch me with his shouts!

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yermom
 
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Post » Wed May 29, 2013 6:43 pm

Yeah, I've decided on Enchanting. Just found a necklace that gives 50% resistance to shock magic, so that with enchanting and alchemy, is good enough.

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Code Affinity
 
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Post » Wed May 29, 2013 9:08 am

dont forget the lord stone, 25 percent resistance to magicka and and extra 50 armor rating.

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Dawn Porter
 
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Post » Wed May 29, 2013 3:16 pm

Thanks. I completely forgot about that. Going to track that down right now.

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Nadia Nad
 
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Post » Wed May 29, 2013 7:54 am

Magic resistance through Alteration covers all kinds of magic whereas your enchanted items are specific to the various forms of destruction magic. Even with dual enchant, you won't be as well covered as the 30% protection against everything from the Alteration tree. Don't forget the quest to become an agent of Mara out of the temple in Riften. That grants an additional 15% magic resistance.

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P PoLlo
 
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Post » Wed May 29, 2013 7:09 pm

doesn't enchanting actually entail spellcasting? It doesn't show it, but you are using magic.

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Luis Reyma
 
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Post » Wed May 29, 2013 11:13 am

You are not actually casting any spells with enchanting. As I mentioned above, part of this character coming to terms with him being Dragonborn, he understands the importance of educating himself on some things magic. Having enchanted apparal and weapons is just something the Nord Dragonborn feels he needs to do. AFter all, even the most nordiest of nords - the guards, often ask "can you enchant my sword" whenever you walk by.

Right now, Im going with enchanting for this guy. Later, he'll get the perks for alteration by paying for lessons from Tolfdir.

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Cameron Garrod
 
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Post » Wed May 29, 2013 9:11 pm

A true Nord uses magic. Don't let these modern day goblins distort your perception on what the Nords once were.

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Erin S
 
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Post » Wed May 29, 2013 9:51 pm

The Flesh spells still offer additional protection if wearing armor, you simply get a bonus from them if not wearing armor.

This is patently false. Mysticism wasn't gotten rid of, the spells were simply moved to other schools. Absorb is now in Restoration, Detect Life and Telekinesis are now in Alteration, and Soul Trap is now in Conjuration. In addition, Alteration has perks specifically designed for magical defense, and additional perks for absorb.

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Kelvin
 
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