Good Conjurer Build?

Post » Sat May 26, 2012 2:45 pm

Anyone give me some tips on a good conjurer build?
Race, perks, spells, armor, etc.
Thanks!
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Jenna Fields
 
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Post » Sun May 27, 2012 2:55 am

Race really won't matter that much in the long run. Go with what you like.
Conjuration provides two main functions: Summoning creatures to fight at your side(diverting an enemy's attention away from you), and instantly creating weightless weapons which will deal decent damage and in the case of bound bows, provide unlimited ammo.

I'd suggest looking at how you think you'll want to play and decide which of those two functions would be more suitable to your style. From there it should be easy to select which perks, spells, and armor to choose.

Edit:
Quick Note: A few people will say that bound weapons are useless for those wanting to build skills in Enchanting since the bound weapons can't be enchanted. But what they might forget is that eveantually, a perk can be chosen so that bound weapons will automatically cast Soul Trap on the killing blow, as opposed to having to cast the spell manually and hoping you can kill the enemy before you need to recast Soul Trap manually.
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GPMG
 
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Post » Sat May 26, 2012 8:39 pm

Race:

Well in terms of race it really doesn't matter all that much but if you really want to min max then Breton is probably one of the best with his +20 to conjuration to start and his magic resist passive. Altmer is good too with their +50 to magicka to start with which is basically 5 free levels.

Perks:

This depends on whether you want to focus more on reanimating the dead or on summoning Atronach's during your playthrough. If Atronach's then take the far left path, if necromancy then take the left middle path, and take the Two Summons perk at the end either way. The Two Summons perk allows you to summon two Dremora Lord's which will pretty much destroy most enemies so it is highly useful. The 100 conjuration skill spell Dead Thrall (get through quest from Phinis from mages college once you have 100 skill in conjuration) is also highly useful in that you can reanimate permanent NPC's such as Master Necromancers or high level melee enemies (you can also put good armor and weapons on their dead body before reanimating them to make them use more powerful items). Definitely take most of the reduce magicka cost perks as they are handy during the low to mid levels. Also if you are going to use the bound weapons then taking the extra damage perk and the soul trap perk is a good idea as they make the bound weapons alot better. I wouldn't really worry about taking the banish daedra with bound weapons perk though as its not really needed.

I would definitely take some enchanting perks as well as you can do alot of stuff with the perk that allows you to add two enchants to armor and weapons. If you are going to use destruction magic then take the +damage perks for one school, the dual casting/impact perks, and maybe a few reduce magicka cost perks as well for the lower levels. Note though that with enchanting you can eventually use fortify destruction enchants to make destruction (or any of the other schools) cost 0 magicka if you want. You can only do this for two schools. The +50% healing in Restoration is pretty good too, and the magic resist is decent in Alteration (these are optional really). Really after conjuration and enchanting perks, just find out what style of play you are doing the most and pick some perks that enhance that.

Armor:

Two options really, go full cloth and use high level alteration defensive spells with the corresponding perks in alteration, or go for light/heavy armor (with smithing perks) and put enchants on them to reduce magicka cost for 1 or 2 spell schools. Wearing heavy armor only reduces your magicka regen anyway so its not a big disadvantage considering magic regen benefits dont work that well in combat.

Note that if you use Dead Thrall alot then its good to invest in Smithing perks as you can make some really good armor/weapons to put on your permanent zombies which greatly increases their offensive and defensive abilities.

Anyway hope that helps some. Let me know if you have any other questions.
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Rachyroo
 
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Post » Sat May 26, 2012 6:06 pm

race: really doesnt matter but i come from a mindset of RP so it does. grab an elf. i took high elves as i like the elitist feel they bring. a dragonborn should have some sense of elitism. he is a dragonborn afterall...


perks: now we have to think of how a fight will go. we will need to do some dmg so destruction is our primary method of dmg early on. our 2nd perk is obviously conjuring. then i get illusion up to quiet casting. we dont need sneak. we get invisibility and muffle. then i get alteration for defense and round it off with restoration.

basic build:
alter the destruction tree to whatever dmg u prefer. i like lightning. i also dont take master level spells as they're all mostly useless. destro master spells are fairly inefficient and i dont use the thrall spells. i prefer to summon dremora when i need them. i also ignore enchanting, smithing and alchemy. its unnecessary. it helps and its amazing but u dotn need it. i buy my potions and find plenty. equilibrium/fast heal fix my mana/hp in combat.

http://www.ign.com/builds/the-elder-scrolls-5-skyrim?d=0000000000000000001000000000111111111001001110100002111100111100000002101113101103

playstyle: fairly simple. summon ur dremora/atronach and stay back as they do the work. use alteration spells/healing in case anything hits u (archers/mages are an issue at times).

gear: i use mana regen gear. morokei and archmage robes. ring of recharging and amulet of akatosh. i use the shock resist boots fro mthe archmage quarters. u go in there VERY early inthe college quest line and u can just easily steal them. i dont use gloves but im sure u can find useful ones somewhere.
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Roberto Gaeta
 
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Post » Sat May 26, 2012 10:14 pm

Breton if u want instant conjuring.

Altmer if u want more magicka long run.

Armor -light
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Kat Ives
 
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