Thoughts on battlemage-ish build?

Post » Mon Sep 26, 2011 10:10 am

I'm trying to make a good char for taking on an FCOM playthrough trying to play "dead-is-dead" (with as few "mulligans" as possible).

Thoughts on this build?

High Elf
The Mage (+30 magicka, +10 Will)
Str/End

Destruction
Conjuration
Illusion
Restoration
Athletics
Block
Mercantile

Key minor skills:

Heavy
Blade (once enchanted and can repair)
Armorer
Alteration
Mysticism
Alchemy

Early game strengths: Good magicka without major drawbacks from atronach/apprentice
Early game weaknesses: Low encumberance, low hp, weakness to fire/frost/shock, need some $$$ to get going in terms of spell repertoire

Late game strengths: Once conj/dest/illus and magicka/hp get high, should have a powerhouse nuker
Late game weaknesses: ? (not sure yet)

Plan is to avoid combat as much as possible early while stealing horses to travel quickly and safely from city to city completing quests and making $. Efficiently level Str/End/Int by "training" (i.e., combat vs. summons) at each town until overall strong enough to start taking on some combat. Intentionally avoiding blade/blunt/h2h to make efficiently levelling str easier (really annoying to efficiently level str when paying for training is so expensive in FCOM).

One main question for feedback: I'd really like to capitalize on the special abilities of Breton, but seems hard to do so with less magicka and less hp (due to lower end). How would you rate Breton special abilities (+50 magicka/shield/resist magicka) vs. Altmer (+100 magicka/weakness fire/frost/shock/resist disease)? Can the Breton resist magicka successfully balance the weakness to magicka from Apprentice, especially in the mid-to-late game?

TIA
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Luis Longoria
 
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