Conjuration perks?

Post » Sat Feb 19, 2011 10:12 am

I don't know if anyone has said anything about it, but I was wondering everyones thoughts on what some Conjuration perks might be?
Increased number of summons, increased stats, etc. Also, How do you think conjuration will work with the dual wielding? My first forum post, so Hello everyone!
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I love YOu
 
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Post » Fri Feb 18, 2011 8:47 pm

Summon daedra prince
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 6:30 am

I always liked the thought of soul summoning. Bind a creatures soul to a soul gem and using Conjuration, summon it!
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glot
 
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Post » Sat Feb 19, 2011 1:20 am

I always liked the thought of soul summoning. Bind a creatures soul to a soul gem and using Conjuration, summon it!


Possibly a perk to summon said creature in Soul gem. Would be nice to unleash a Bandit on a mudcrab! Wait, this reminds me of pokemon. Souls, Gotta catch'em all!
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Lily Something
 
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Post » Sat Feb 19, 2011 1:36 am

Would be nice to unleash a Bandit on a mudcrab! Wait, this reminds me of pokemon. Souls, Gotta catch'em all!



:laugh: :laugh:
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Roisan Sweeney
 
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Post » Sat Feb 19, 2011 2:38 am

Create permanent summons till they die.

Summon more summons.

Some basics.

Like the soul gem idea, I'd refine that a bit though.
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CHARLODDE
 
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Post » Sat Feb 19, 2011 8:03 am

Create permanent summons till they die.

Summon more summons.

Some basics.

Like the soul gem idea, I'd refine that a bit though.


True, I could see it working in the game hopefully. I'm also curious as to how summon will work with the duel wielding.
Have you thought about that? I don't know, I doubt they would do anything specific for Conjuration.
It is my favorite school of magic though xp
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Neil
 
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Post » Sat Feb 19, 2011 1:10 pm

It could also split them in categories something like this:

Conjuration:

? Undead:
- How much
- How strong they are
- How long they will last

? Dremora:
- How much
- How strong they are
- How long they will last

? Animals:
- How much
- How strong they are
- How long they will last

This is just a wild example of course.
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Elea Rossi
 
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Post » Sat Feb 19, 2011 4:59 am

It could also split them in categories something like this:

Conjuration: Undead: - How much
- How strong they are
- How long they will last

Dremora: - How much
- How strong they are
- How long they will last

Animals: - How much
- How strong they are
- How long they will last

This is just a wild example of course.


Well said though. I personally would like it to be more general because it would allow for some more unique perks.
Either way, I'd be happy. I just kinda felt as if Conjuration wasn't going to get the nice overhaul that the rest seem to get.

If you think about it, does 85 unique effects count the several different summons? Or maybe thats one effect. I'd like to
think that as you increase your conjuration skill you strengthen all summons, allowing you to pretty much summon what
you want. Then again, A scamp fighting a dragon at level 34? This has flaws but It can be worked out xp

Oh yeah, Perk for Mudcrab armor on Mudcrab summon. Obvious genius idea is obvious.
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Courtney Foren
 
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Post » Sat Feb 19, 2011 12:08 pm

I like your idea for seperate categories of summoning, Lithary. I was going to suggest something like that, simply because it makes so much sense. I really hope the developers take a similar approach.

I also really like the idea of capturing souls and being able to summon them from the gem. Wouldn't work on humanoid NPCs, unless you have a black gem to hold them in.
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Jack Bryan
 
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Post » Sat Feb 19, 2011 4:55 am

Categories would make the most sense. I just think they should be more broad then a specific summon. For more unique categories.

Something that affects all summons, and increasing would change your summon style. Maybe a perk to make a single summon stronger, Or summon more.
I think choices like that will allow different types of Conjurers, and since they are going for more choices and play styles, This should fit in well.
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Katy Hogben
 
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Post » Sat Feb 19, 2011 12:00 pm

Yeah, like other people have said, more summons at once, stronger summons, don't dissapear till death, and the abilities of your summonings (can they use magic, for instance).


P.S. Have a http://images.uesp.net//c/c4/Fishystick.jpg!
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Elena Alina
 
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Post » Sat Feb 19, 2011 3:40 am

Yeah, like other people have said, more summons at once, stronger summons, don't dissapear till death, and the abilities of your summonings (can they use magic, for instance).


P.S. Have a http://images.uesp.net//c/c4/Fishystick.jpg!


Woot! We can only hope that the mudcrab is a summon. Probably is the last perk you can possibly get in the skill tree xp.

Maybe a small cult that you can find in the middle of nowhere that does nothing but try to summon mudcrabs. A nice little
easter egg I think. Maybe do some quest for them and they ultimately summon a massive army of mudcrabs that destroy them.

And you gain a unique quest based perk to summon the almighty mudcrab! Now, lets see what they have in store for cliff racers...
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Trevor Bostwick
 
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Post » Sat Feb 19, 2011 8:36 am

Ah ha! To mix my idea up a bit you could combine the souls of different creatures to summon something else.... or something more powerful :D Soul fusion!!!! :D

I just think it would make Conjuration more interesting. I cant think of many perks to use in this category unless they expanded upon it. Of course you could summon weapons/ armour as well as creatures so I suppose they could categorize perks based on those. But I still think they should allow you to summon any creature so long as you have their soul or something. It would be brilliant :D
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Emily Jones
 
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Post » Fri Feb 18, 2011 9:06 pm

Ah ha! To mix my idea up a bit you could combine the souls of different creatures to summon something else.... or something more powerful :D Soul fusion!!!! :D

I just think it would make Conjuration more interesting. I cant think of many perks to use in this category unless they expanded upon it. Of course you could summon weapons/ armour as well as creatures so I suppose they could categorize perks based on those. But I still think they should allow you to summon any creature so long as you have their soul or something. It would be brilliant :D


I agree completely! Fantastic idea, and it would allow conjuration to finally have a unique flare to it! Soul Fusion ftw! Also, how about if summons had finishing moves?
Possibly a lich levitates an enemy into the air and slowly drains them of their life force until they turn to ash. Yeah, That would make me a happy Battlemage.
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(G-yen)
 
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Post » Fri Feb 18, 2011 9:47 pm

I don't know if anyone has said anything about it, but I was wondering everyones thoughts on what some Conjuration perks might be?
Increased number of summons, increased stats, etc. Also, How do you think conjuration will work with the dual wielding? My first forum post, so Hello everyone!

My take is that there will probably be three perk branches: Daedra, Undead and Equipment.
The most useful perk for me would be to be able to summon equipment for an indefinite amount of time. This would, of course, be a very high-level perk.
And summoning more than one creature at a time would be nice.
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{Richies Mommy}
 
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Post » Fri Feb 18, 2011 9:41 pm

I agree completely! Fantastic idea, and it would allow conjuration to finally have a unique flare to it! Soul Fusion ftw! Also, how about if summons had finishing moves?
Possibly a lich levitates an enemy into the air and slowly drains them of their life force until they turn to ash. Yeah, That would make me a happy Battlemage.


Yeah I would very much like there to be perks to increase the strength of the creatures you summon. For example like you said, giving them finishing moves and other powers. It would just make this school of magic much more interesting while being feasible to implement into the game. Not that they will do it but Todd Howard might be looking down upon what we say over a cup of Coffee :P
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 8:44 am

I agree completely! Fantastic idea, and it would allow conjuration to finally have a unique flare to it! Soul Fusion ftw! Also, how about if summons had finishing moves?
Possibly a lich levitates an enemy into the air and slowly drains them of their life force until they turn to ash. Yeah, That would make me a happy Battlemage.

This is starting to sound like Yu-Gi-Oh or something, with soulgems replacing stone tablets. :mage:
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Ana
 
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Post » Sat Feb 19, 2011 1:15 am

The bastard child of a mudcrab and cliffracer, conjured up by the most depraved, sadistic mage in all of tamriel. They will breed and overtake the world!

EDIT: the CRAB RACER!
EDIT2: MUD RACER! that sounds better
EDIT3: watch out when climbing or a CLIFF CRAB will get you!
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 3:54 am

This is starting to sound like Yu-Gi-Oh or something, with soulgems replacing stone tablets. :mage:


That’s true if you compare it to that. I mean (and god help me for making this comparison) in World of Warcraft, as a hunter you could pretty much have "almost" any mob as a pet by taming them. I dont see how this is any different to that. Yeah you could compare the idea to yu gi oh or pokemon but soulgems are unique to the elder scrolls universe and would be ideal for summoning creatures and thus expanding upon the creatures you could summon within the game thus = more fun :D
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Lucky Girl
 
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Post » Sat Feb 19, 2011 3:39 am

My take is that there will probably be three perk branches: Daedra, Undead and Equipment.
The most useful perk for me would be to be able to summon equipment for an indefinite amount of time. This would, of course, be a very high-level perk.
And summoning more than one creature at a time would be nice.


Hmmm, I think the bound equipment being indefinite would probably be beaten out by enchanted high end gear.
So you probably would move on eventually, inless of course its still weightless, then it is a great alternative once again for the mage.


Plus, if its just daedric again, I'd probably be bored with it. I never used bound equipment too much, So
take my opinion lightly. I mainly was concerned with Summoning myself.
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naana
 
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Post » Sat Feb 19, 2011 12:30 pm

That’s true if you compare it to that. I mean (and god help me for making this comparison) in World of Warcraft, as a hunter you could pretty much have "almost" any mob as a pet by taming them. I dont see how this is any different to that. Yeah you could compare the idea to yu gi oh or pokemon but soulgems are unique to the elder scrolls universe and would be ideal for summoning creatures and thus expanding upon the creatures you could summon within the game thus = more fun :D


I would prefer if conjurations from soul gems are undead or spectral forms of the original creature. That would be hot!

EDIT: A high level perk would be the ability to summon something incredibly powerful, but you have to stand in place and channel magicka to maintain it. When you run out of mana or stop channeling the creature vanishes.
EDIT2: another perk would be half the damage you take is diverted to your summon
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joannARRGH
 
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Post » Sat Feb 19, 2011 12:43 am

I would prefer if conjurations from soul gems are undead or spectral forms of the original creature. That would be hot!


Undead Mudcrab! Oh yes, The gates of oblivion have just farted out something new to destroy us.
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darnell waddington
 
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Post » Fri Feb 18, 2011 9:00 pm

I'm hoping for upgrades to your summoned creature or multiples of the summoned creature.
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tiffany Royal
 
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Post » Sat Feb 19, 2011 4:57 am

We know there are about 280 perks in Skyrim, counting ranks. Assuming they're evenly distributed, that means each skill has about 15 or 16 perks (again, including ranks).

There are basically two kinds of Conjuration spells - Daedric conjuration and necromancy. Knowing what we do about the design philosophy, it seems pretty obvious that Bethesda will be dedicating at least some of the perks for specializing in one or the other. Furthermore, the benefits for specialization will likely be different for each specialty - look at weapons, for example, where we know specializing in swords gets you critical hits, specializing in axes gets you bleeding damage, and specializing in hammers gets you armor penetration. The ultimate purpose of this is obviously to make sure each specialty actually plays differently.

So, how could you use perks to distinguish between Daedra and undead? Generally speaking, you'll probably want undead summons in bulk (one zombie is just kind of sad, the discerning necromancer wants a zombie horde) while with Daedra you'll generally be trying to get the biggest, nastiest lone Daedra you can summon. That the bigger, nastier Daedra are much more impressive on their own also helps. So, as a baseline, we might see these:

Necromancer I, II, III: Each rank allows you to summon one undead creature beyond your summon limit.

Conjurer I, II, III: Each rank increases the strength of your summoned Daedra by some percentage.

Those are the most obvious perks. I'm not entirely sure which other ones you could use - that's only 6/15 there, I'm sure there's more possibilities.
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Kevin Jay
 
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