» Sun May 01, 2011 7:33 pm
Well, here's the real strategy to remember, and this logic is true for pretty much any attribute with derived stats (health, magicka, fatigue related stuff).
In essence, it doesn't matter whether you focus on the related attribute or not because you can always counter any weakness with other means such as potions, enchanted clothing/armor/accessories, and/or spells.
In addition, look at health and endurance closely and do the math, and you see that it really isn't that big of a deal in the larger picture. Let's say you start with only "average" endurance of 40 (that's probably a pretty "average" value, although many people might make sure to start at 50 or so). At 40, your starting health is 80 (note that endurance also impacts how much fatigue you have but you didn't ask about that so I'm ignoring it... it doesn't matter much for a ranged character, anyway). If you really try to max level your character and go up 50 levels, even if your endurance started at 100, you'll only be gaining 10 pts of health per level or 500 total by the time you hit level 51. Okay, that sounds like a lot of health, but you have to look at it in the context of the actual game. Also, you do not start with endurance at 100, so the first several levels do not gain 10 pts per level (I'm just using 10 to make the anolysis easy, but the actual value of endurance is even less than what I am saying here, at least for a ranged character).
As many people have noted, proper development and build will allow you to be well nigh invincible by level 20, even on max difficulty. Going up 20 levels would gain 200 health if endurance stated at 100 (max). So, within the actual game, is 200 health a big deal? For that matter, is 500 health even a big deal? Well, not for a ranged character, no , not really. Why not? Because the idea of a ranged character is "don't get hit." If you are not hit, you can have 1 health and still be fine (that's extreme, but I'm just making a point about what is important for certain characters versus others). On the other hand, if you were playing a melee fighter, obviously "don't get hit" is impossible, at least until you gain max chameleon or some similar effect.
Therefore, as far as the actual game is concerned and actually playing a ranged character, endurance (and high health) really doesn't matter. Such characters have a strategy of "don't get hit" anyway, so who cares about how much health they have or don't have?
However, let's say that you simply want to be a bit on the safe side. All right, enchanted clothing/armor/accessories with Fortify Health takes care of that. Grand soul gems enchant such items with +11 health each. You can easily gain +50 health or more with a few items. Sigil stones are far better, of course. Each Transcendent sigil stone (max power) gives +30 health, almost 3 times as much as a grand soul gem.
Obviously, potions offer temporary boosts, too, as do spells.