» Sat May 28, 2011 5:37 am
What I love about MW is that all of the schools are useful. But here's my rankings:
Hands down the best: Restoration - because you can use 'fortify restoration' to boost everything else to obscene levels. Example (you would do this at an altar, or with restore magicka potions): you create a number of spells to be cast in series, one immediately after the other as follows (adjust magnitudes according to your current restoration skill level): 1) Fortify Restoration 90 pts for 3 seconds 2) Fortify Restoration 90 pts for 12 seconds (x3) (meaning 3 entries in the same spell) 3) Fortify INT 99 pts for 6 secs + Fortify Magicka 100 for 6 secs 4) Fortify Restoration 98 pts for 110 secs
Now the cast series is 1), then immediately 2), then recharge your magicka with an altar, or the drain int trick, or with potions - then 3) which gives you a giant magicka pool by raising INT plus the fort magicka boost, then immediately cast 4). Now for 2 minutes you have an obscene restoration skill which you can use to do almost anything like fortifying stats, fortifying skills including other magical skills like enchant or alteration, etc. Your INT and magicka will probably be 0 after this so you will need to use an altar again or have an enchanted item which restores INT. My next character is going to take this idea to the limit, Im pretty sure I've only scratched the surface of this serie's potential.
and the others,
Mysticism - teleportation and absorb health
Alteration - critical utility effects which are obvious, although most dont really need to be cast directly and are better in enchanted items
Destruction - aside from attack spells you have damage strength for ghetto paralysis, debuffing resistance with weakness to magicka, and the drain int trick for restoring magicka in 2 seconds (i.e. drain INT 99 pts on self - costs 10 magicka to cast, get all your magicka back when casting animation completes 2 seconds later). - BTW I feel like a cheater for using this, I understand MCP will nerf this or already has.
Illusion - aside from training up personality you get invisibility, chameleon, light and nighteye, sanctuary, paralyze, and frenzy for legal murders.
Conjuration - the 'worst' skill which gives you creatures and command (important if you like moving NPCs around where you like them), and bound weapons are very helpful when your character is young - I often fall back on bound battle axe when in a seemingly impossible fight at lower levels - you can take out golden saints at level 5 with the bound axe.
For sure there are no 'useless' schools of magic.