Mage character advice?

Post » Mon Dec 28, 2009 3:15 pm

I recently got the GoTY version off of steam, messed around a bit(levitation is the shizzle, boots of blinding speed + Scroll of icarian flight is awesome)

I want to make a magic oriented chracter, but have been reading the forums, and it seems that Melee is a lot easier than magic in MW.

I'm thinking about doing the routine mage, breton with the apprentice, but take out enchanting and illusion, and adding Light armor and Long Blade. Would this build work?

I heard that the Telvanni has awesome rewards, the strong hold is perfect for a wizard, but doesn't really fit if your not an evil character (RP reasons), and the mages guild is basically the arch-enemy of the Telvanni.
I don't want to be apart of both (RP reasons), but still want my character to be good. Which would you recommend?

Also, what are the must have items for a wizard in MW?
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Lauren Graves
 
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Post » Mon Dec 28, 2009 5:26 pm

This may not be particularly helpful, but when I see the question "Would this build work?" I always think "Yes, of course it would." Maybe it's because I don't have GCD, but I've never found the initial build to be that important, since most characters will end up with similar skills 20 levels down the line anyway, and if a skill is lacking it's easy to just get training. I've always thought that I could make a character with totally useless skills and the game would still be very much possible.

That aside, swapping 2 skills around from the "classic" mage build doesn't sound like it could have any sort of crippling effect on your character. I always think starting with an armour and a weapon skill is a good idea (but then again I've never really played a mage), so to me that sounds good ;)

As for items, if Magicka is an issue then I'd recommend the http://www.uesp.net/wiki/Bloodmoon:Mantle_of_Woe#Mantle_of_Woe, but maybe that's just me.

http://www.uesp.net/wiki/Morrowind:Aryon%27s_Helper#Aryon.27s_Helper (Telvanni) could create a good meat shield. The http://www.uesp.net/wiki/Morrowind:Ring_of_Equity_%28item%29#Ring_of_Equity (also Telvanni) could be good against other mages, especially if you're stuck with Stunted Magicka.
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Amy Smith
 
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Post » Mon Dec 28, 2009 9:09 pm

I find it hard to play with two offensive skills. If you can keep long blade and destruction balanced, then good for you, but just be warned that it can be hard to keep up with both.

Must have items for wizards? You need a regenerating magic mod. I was playing a Dark Elf with Apprentice, and a I found that after every two enemies I killed in a dungeon, I'd have to go outside and rest for my magicka to come back. This is a pain.
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Jaylene Brower
 
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Post » Tue Dec 29, 2009 1:52 am

High elf. The apprentice sign. Don`t worry, there aren`t that many casters. And besides, it`ll just hurt alot but not enough to kill you in one shot when you get hit by a spell.

"Also, what are the must have items for a wizard in MW?"

The Archmage of the mages guild has a powerful item. Since you don`t want to join the guild and are roleplaying anyway then you can murder him and take it for yourself.
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Prisca Lacour
 
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Post » Mon Dec 28, 2009 10:44 pm

I find it hard to play with two offensive skills. If you can keep long blade and destruction balanced, then good for you, but just be warned that it can be hard to keep up with both.

Must have items for wizards? You need a regenerating magic mod. I was playing a Dark Elf with Apprentice, and a I found that after every two enemies I killed in a dungeon, I'd have to go outside and rest for my magicka to come back. This is a pain.

The good thing about having a weapon skill is later in the game when you run into enemies with reflect. It's usually better to make a physical attack if you can. I prefer a bound bow for a mage since you can keep a safe distance.

I agree about regenerating magicka which is one reason I use GCD. The nice thing about GCD is the balance of lower health for a mage so you don't get too overpowered.

To the OP: With GCD, if you pick all 8 magic skills (unarmored doesn't count) and intelligence as a favored attribute, your Breton Apprentice will start with about 250 regenerating magicka. This still leaves two slots for a weapon and an armor (or unarmor)
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helen buchan
 
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Post » Tue Dec 29, 2009 3:54 am

The good thing about having a weapon skill is later in the game when you run into enemies with reflect. It's usually better to make a physical attack if you can. I prefer a bound bow for a mage since you can keep a safe distance.

I agree about regenerating magicka which is one reason I use GCD. The nice thing about GCD is the balance of lower health for a mage so you don't get too overpowered.

To the OP: With GCD, if you pick all 8 magic skills (unarmored doesn't count) and intelligence as a favored attribute, your Breton Apprentice will start with about 250 regenerating magicka. This still leaves two slots for a weapon and an armor (or unarmor)


All right, I'll probably download GDC.

And about my Telvanni vs. Mages guild question;

Can I still make spells if I'm apart of the telvanni?
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Chelsea Head
 
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Post » Mon Dec 28, 2009 3:52 pm

I was apart of the Televanni and still made magic spells, so I can't see why you can't do it. I love being part of both House Televanni and Mages Guild.
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*Chloe*
 
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Post » Mon Dec 28, 2009 7:24 pm



Can I still make spells if I'm apart of the telvanni?

Yes but the mages guild spellmakers are the most convenient and only the mages guild provides teletransportation. You may want to consider joining the mages guild at the start for the services and then move your allegiance to Telvanni later; it's not out of line from an RP standpoint. You could consider yourself an undercover agent.
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natalie mccormick
 
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