mage char build

Post » Fri Sep 25, 2009 5:27 am

This is my Char:
High Elf
Birthsign: Mage
Major attributes: Willpower and Endurance
Major skills:
Block
Heavy armor
Alteration
Destruction
Illusion
Mysticism
Restoration

Could someone give me some feedback regarding this type of build or give me some advice?
Thx alot,
Cheers
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Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri Sep 25, 2009 6:03 am

This is my Char:
High Elf
Birthsign: Mage
Major attributes: Willpower and Endurance
Major skills:
Block
Heavy armor
Alteration
Destruction
Illusion
Mysticism
Restoration

Could someone give me some feedback regarding this type of build or give me some advice?
Thx alot,
Cheers

I can't offer pro-tips, but I do know one thing.
Aside from the arena people won't attack you if you have a summon out, so if you wanted you could drop heavy armor or block, and instead rock conjuration.
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lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Fri Sep 25, 2009 1:48 am

This is my Char:
High Elf
Birthsign: Mage
Major attributes: Willpower and Endurance
Major skills:
Block
Heavy armor
Alteration
Destruction
Illusion
Mysticism
Restoration

Could someone give me some feedback regarding this type of build or give me some advice?
Thx alot,
Cheers


Since you have heavy armor you're expecting melee, correct? I would put blunt weapon in the list. You have the benefits of power attacks, and a chance to paralyze, knockdown, and disarm. This would give you a chance to cast a few nasty spells and distance yourself from the fight to recover (or when fighting multiple enemies redirect your aggression). Since an Altmer starts with a penalty to strength, this will also give you the option to increase this with a hefty level modifier.

I would also consider choosing the Atronach. Granted you won't regenerate magicka, but with an additional 150 pts to start and 50% spell absorption, you'll have a a very deep mana pool to swim in.

My thoughts anyways.
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Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Fri Sep 25, 2009 6:46 am

you can also use the mod class advantages. when you pick magic as specialisation and heavy or light armor as skill you can pick armored spellcaster and you won't receive any penalties.
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Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Thu Sep 24, 2009 5:20 pm

Build looks good to me..... although, there will be times when you are mobbed, and it's not pretty. I would put one fighting skill (blade, blunt or H2H) in as a major, for backup when you've run out of magicka. There will be times like this....
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des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Thu Sep 24, 2009 4:15 pm

This is my Char:
High Elf
Birthsign: Mage Atronach or Apprentice
Major attributes: Willpower Intelligence and Endurance
Major skills:
Block Alchemy
Heavy armor Conjuration
Alteration
Destruction
Illusion
Mysticism
Restoration

:hubbahubba:
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Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Thu Sep 24, 2009 4:34 pm

Since you have heavy armor you're expecting melee, correct? I would put blunt weapon in the list. You have the benefits of power attacks, and a chance to paralyze, knockdown, and disarm. This would give you a chance to cast a few nasty spells and distance yourself from the fight to recover (or when fighting multiple enemies redirect your aggression). Since an Altmer starts with a penalty to strength, this will also give you the option to increase this with a hefty level modifier.

I would also consider choosing the Atronach. Granted you won't regenerate magicka, but with an additional 150 pts to start and 50% spell absorption, you'll have a a very deep mana pool to swim in.

My thoughts anyways.


Actualy i'm new to the game and looking for an fearly solid mage based char wich shouldnt get me in too much trouble as the game advances.
I'm not sure what to expect actualy but thought that block or heavy armour is a necessity since the altmers weakness especialy to fire shock and frost.
I got rid of the heavy armor and put blade in the place as a backup in melee attacks when low in magicika. i'm not sure if this is could be the case? since i've got plenty of melee magic attacks (touch) with destruction.
Also got rid of mysticism and put armourer in the place for the benefits regarding higher attack after repairing my weapons at a higher level and also easier leveling this up with my primary endurance attribute.
Now i'm having doubts about what kind of armour i should wear since it affect my spell effecienty. Def not heavy right?

About the atronach, The deep mana pool sounds tempting but since the spell absortion only helps me with mage-type enemies it sound a bit risky with non magic attacks, especialy with multiple enemies. And when low, i havent got my regeneration to depend on right?

Like i said i'm new to the game so i could be way of with my view on this.
Any opinions and tips are welcome
Thx in advance
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Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Thu Sep 24, 2009 3:40 pm

Actualy i'm new to the game and looking for an fearly solid mage based char wich shouldnt get me in too much trouble as the game advances.
I'm not sure what to expect actualy but thought that block or heavy armour is a necessity since the altmers weakness especialy to fire shock and frost.
I got rid of the heavy armor and put blade in the place as a backup in melee attacks when low in magicika. i'm not sure if this is could be the case? since i've got plenty of melee magic attacks (touch) with destruction.
Also got rid of mysticism and put armourer in the place for the benefits regarding higher attack after repairing my weapons at a higher level and also easier leveling this up with my primary endurance attribute.
Now i'm having doubts about what kind of armour i should wear since it affect my spell effecienty. Def not heavy right?

About the atronach, The deep mana pool sounds tempting but since the spell absortion only helps me with mage-type enemies it sound a bit risky with non magic attacks, especialy with multiple enemies. And when low, i havent got my regeneration to depend on right?

Like i said i'm new to the game so i could be way of with my view on this.
Any opinions and tips are welcome
Thx in advance


At level 17 and higher, you will receive the best sigil stones from Oblivion Gates. I get one each of Frost, Shock and Fire Shield 25%. I enchant my street clothes with these stones, not only giving me an effective armor class of 75, but also canceling out weaknesses, so basically I'm starting at 0, instead of negative. I get 100% spell efficiency this way. Before level 17, I tend to wear a mix of light and heavy armor.

I have three characters at the moment :blush:
Altmer Mage, sign of the Mage
Archer Mage, sign of the Atronach
Ronin, sign of the Atronach

While at first the Atronach birthsign seems dauntling in the game, it fast grows to be quite powerful. Yes, the beginning levels will be tough. Mid-teen levels however, is where you start to shine. The first character is about to be retired, as he is just too damn powerful.
1) Alchemy - Create many restore health and restore magicka potions. As for restore magicka, the most common ingredients that I find in the beginning are flax and steel blue entoloma. Stock up and make these. While not giving you an instant recharge, it gives you magicka over time. As a master alchemist, I can create potions that are far more powerful than anything the game can offer me.

2) Welkynd Stones - You will find these lighting up various Aeylid ruins. Use one of these stones to fully recharge your magicka.

3) Aeylid Wells and Wayshrines - Access these once a day to fully recharge magicka.

4) Chapels - Not only heal, but more importantly, fully recharge your magicka.

As you level up, you will find critters that attack you with some magical attack. Not all of them mind you, but some do. I consider these critters refueling stations for magicka.

And most importantly, get your Spell Absorption up. Currently one of my character's absorption is at 62. This means that 62% of the time, I will not take magical attack damage, but instead that magical attack gets transferred to my OWN pool of magicka.
I'm sure I've missed something here, but this is off the top of my head.
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Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Thu Sep 24, 2009 7:18 pm

I just play a straight up mage with the altmer. Armor doesnt help guard against elemental attacks, and it decreases the effectiveness of your magic. Go Altmer Apprentice and load up on all the magical skills. Its pretty fun.
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Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Fri Sep 25, 2009 12:50 am

Here's a solid no-nonsense mage build:

Birthsign: Mage*

Major Skills:

Blade, Block, Destruction, Restoration, Mysticism, Illusion, Mercantile

Conjuration, Alchemy and Alteration are all easily developed as minor skills and will help you build INT and WILL.

Wearing some heavy armor during early levels will help increase your Endurance, which gives you more health, which is a LOT more benefit than you get from wearing armor. If you want AC just cast a shield spell.

There is no difference between light and heavy armor as far as the magic efficiency penalty goes; the size of the penalty depends on your armor skill.

You'll find items, spells and potions that confer magic resistance as you get far enough into the game that they're a real problem. The altmer elemental resistance penalty is only 25%. That just means your character will take 4 points of damage from a scamp's fire spell instead of 3. Elemental magic is the least of your character's problems anyway. Spells like Silence, Burden and Paralyze aren't elemental and have much worse effects than damage does.

*Apprentice is strictly for those who want to play a very vulnerable character.
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Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu Sep 24, 2009 9:23 pm

Apprentice is strictly for those who want to play a very vulnerable character.


Or one that terminates things on sight before they even have a chance :D
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Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm


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