Dual Enchantment Perk Advice

Post » Sat Dec 24, 2016 8:15 pm

Hi.



Finally managed to get Smithing, Alchemy and Enchantment each to level 100 :)



What dual enchantments do folk generally apply to the four armour pieces, helm, cuirass, gloves and boots (I am not using a shield for this build due to using magic, destruction mainly, in the other hand) and to there weapons (bow and single handed)?



Also any advice on what to put on rings, necklaces etc? Like a ring with both fire and frost protection etc.



Thanks



Necrodarkness

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Honey Suckle
 
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Post » Sat Dec 24, 2016 11:16 pm

It depends on the build, but since you're using destruction magic you may want to go for zero cost for one of your slots. Other good picks are elemental/magic resistances, fortify , and poison immunity. Fortify Armor enchants are mostly useless for the amount of protection they give.
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Kelly John
 
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Post » Sun Dec 25, 2016 2:39 am

Any mage that I build always uses Absorb Magicka on weapons and because I do a lot of running and backpedaling sometimes I'll enchant armor with stamina, also for any build Fortify Health is good because ultimately staying alive is beneficial but in my opinion Fortify Health can be overpowering if you don't fine tune it to your game,I just started dual enchanting also with Fortify Health on 3 pieces and I'm pretty much invincible which makes it pretty boring.


I could be wrong but I think that the Fortify Heavy/light armor enchants are so you can temporarily have a skill boost that will allow you to access heavy/light armor perks otherwise inaccessible due to low level which increases your armor rating.


Also dual enchants seem to use at least twice as much soul gem power so I think that it's only useful when necessary.
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Blessed DIVA
 
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Post » Sat Dec 24, 2016 2:55 pm

For weapons I almost always go for Chaos Damage and Paralyze. With dual wielding, I separate the damage from the paralysis to spare paralysis charges (they can go pretty fast). So I get chaos and absorb health in the right one, and paralyze and absorb stamina in the other.



The clothes vary. I tend to get elemental resistance and [spells] cost reduction with mages, and fortify [weapons] damage and fortify health/stamina with warriors/thieves. Battlemages, spellswords, shadowblades and all the hybrid classes are very situational imo.

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Jade Payton
 
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Post » Sat Dec 24, 2016 8:30 pm

For clothing/armor, I always maximize the number of reduce Magicka enchants to the point where casting is essentially free. Knowing this, I tend to minimize the points I put into Magicka because I know with enchanting I can cast 2 schools for free.


As for weapons, always paralysis and fire. Especially because it seems like opponents who are immune/resistant to onew are vulnerable to the other.
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lacy lake
 
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Post » Sat Dec 24, 2016 7:10 pm

Thanks for the replies and general help.





How would I make just one slot zero cost for casting? At 100 on Alchemy I get a 32% increase in enchanting for 30 seconds which gives me a 18% reduction in spell cost.





How can I put elemental resistance on armor? the elemental resistance seems to be only available on rings and necklaces.



Thanks



Necrodarkness

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Cool Man Sam
 
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Post » Sat Dec 24, 2016 6:14 pm


If I remember correctly, you can put elemental resistance on your feet and shield as well. It′s been a long time I don′t use dual enchantments though.

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lacy lake
 
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Post » Sat Dec 24, 2016 12:37 pm

No fire, frost or shock protection. Resist magic takes care of all three. I used to use absorb health on weapons mainly to survive level 20-30 battles, but I find better offense for a Dragonborn using the Elemental Fury shout which doesn't work with enchanted weapons. Otherwise I find damage/ absorb stamina and chaos damage have cool effects. Especially useful for a 2hander + heavy armour build as well. Elemental damage and soul trap for bows.



I find fortify health and regen health to be useless. You have restorative spells and potions for that. Besides, using those spells will improve the restoration skill. No need to use the spells with those enchantments.



My kit is designed towards a dual wielding stealth archer, werewolf:


Necklace => Fortify magicka and resist magic


Ring => Fortify magicka regen and resist magic


Helm => Waterbreathing and fortify archery (fortify magicka if Argonian)


Cuirass => Fortify armour skill (not many other effects to choose from) and stamina regen


Gloves => Fortify 1handed and archery


Boots => Fortify 1handed and muffle



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maria Dwyer
 
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Post » Sat Dec 24, 2016 4:39 pm



Sorry, I meant 1 of the 2 slots available on the 4 pieces of apparel that can take a cast cost reduction enchantment.
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Sheila Reyes
 
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