Anti-MageMagic set up?

Post » Thu Jun 14, 2012 2:17 am

What is a good anti-mage/magic set up?

I want to make a character that excellent in fighting a mage but not too well or average fighting normal enemies.

Well, about 90% of Oblivion is about magic, you will encounter magic in everywhere, Anti-Mage/Magic character is a good idea.

I have an idea on types of Anti-Mage

1. Warrior type - using melee weapons, armored, have magic resistance/immunity, silence ability.

2. Mage type - all spells are anti-magic spells, no armor, reflect magic.

Both character will avoid non-magic enemies as she can

There is Witchhunter class in the game but the set up is not into my liking...

And i want a simple play-style with less magic to cast, too much things makes a mess in my head lols
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Kellymarie Heppell
 
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Post » Thu Jun 14, 2012 2:08 am

Best anti-mage gear is only available in the end game. But I would make a character like this, if you can find the proper equipment.
- Only clothes, enchanted with frost, fire and shock shield. This increases armor rating and reduces spell damage
- Mundane ring: 35% reflect spell, 50% spell dmg reduction
- Sorcerer's Ring: spell absorption is nice
- Use a silver or daedric weapon, for damaging ghosts and roleplaying. Silence is a nice enchantment against mages
- Maybe some illusion skills to avoid non-magic enemies.

I currently use a setup like this, only with light armor. It's pretty fun because you reflect some spells, some refill your magicka and some just do a small amount of damage.
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Baylea Isaacs
 
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Post » Thu Jun 14, 2012 1:06 am

Here's my two Septims.

Warrior Anti-Mages
In theory, a strong warrior that could charge in and kill a mage with one or two blows, is pretty good. But the reality of it is, is that about half of all mages will go for a summon as their first spell, and then a shield afterwards (just from my gameplay experiences).

What's this mean? It means that your warrior will now have two enemies to fight -- the summon, and the mage. The early-level summons tend to be scamps, but once you hit about level eight to ten, you'll get hammered by Atronachs and Dremoras. Higher levels, expect Xivilai, which can also summon -- making three enemies to fight.

So, your warrior will have to decide. Does he wail on the summon, destroy that, then defeat the mage? Because, the whole time you're fighting the summon, the mage will be blasting you with ranged spells -- at higher levels, expect paralyse maybe.

If so, if you go with a tank anti-mage then you will need a metric cart load worth of health points. Armour is next to useless against magic, but as a tank, you don't have the liberty of moving around and evading spells. You'll need to make sure that you are capable of taking down summons quickly. I'd recommend keeping a silver longsword handy, as you'll need it for taking down summons - which might be ghosts sometimes, ancestor ghosts at higher levels. Armour-wise, I'd go with heavy armour and make sure that you're willing to stock up on potions - you'll need them.

Let's flip the coin though, and say that you are thinking of a quickblade anti-mage -- yes, I just coined that! :biggrin: Okay, so this means that you'll be looking at a warrior that gets in, and gets the job done, perhaps more in line with an assassin than anything else. Here, you'll want to avoid the summon, and just go plunge your short-blade in old Merlin's heart. If you kill the mage, the summon dies too, so keep that in mind -- speed, is critical. Focus on getting alchemy up and running early, and go track down plenty of silence ingredients. Silence is not just convenient, but neccessary. If the mage can't cast spells, he can't heal, can't use spells against you and can't use shield. Armour-wise, stay light for speed, so go with light armour and as for blade, choose the highest damage and highest speed -- make sure that your first strike is laced with silence.

Mage Anti-Mage
Fight fire with fire, they say -- well, let's fight mage with mage. If you're going this route, then keep in mind that mages battles generally won't be over quickly, especially at higher levels. Both of you will come out strong with shields, and summons, with ranged spells while your summons duke it out. Rings and amulets that have reflect magicka will be good for inflicting damage, but if you don't have too much magicka laying around -- which is what most mages battles end up like -- I would recommend absorb magicka, to keep the fight going.

Here, you really don't have much choice. Armour is dead useless in my opinion, but if you want anything, use light armour that has the absorb magicka on it. If you don't have a staff yet, then you'll need to have strong destruction ranged spells -- do not get in close. Keep your distance, keep moving, keep watching what your summon is doing. Use a magic-based shield and a physical one, just in case the enemy summon gets in close.


Phew! :biggrin:

Hope that helps!
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Steve Smith
 
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Post » Wed Jun 13, 2012 8:37 pm

Here's my two Septims.

Warrior Anti-Mages
In theory, a strong warrior that could charge in and kill a mage with one or two blows, is pretty good. But the reality of it is, is that about half of all mages will go for a summon as their first spell, and then a shield afterwards (just from my gameplay experiences).

What's this mean? It means that your warrior will now have two enemies to fight -- the summon, and the mage. The early-level summons tend to be scamps, but once you hit about level eight to ten, you'll get hammered by Atronachs and Dremoras. Higher levels, expect Xivilai, which can also summon -- making three enemies to fight.

:thanks: Yes i realize that too...is there any way or spells that can un-summon the summons? I mean to make them disappear without a fight? Just cast the spell and "poofs!" they gone

Does dispell work on summon? i never try dispell before

I am confused with "control creatures/undead" spells, what it means by "up to level X"? how do we know what level the creature is?

If so, if you go with a tank anti-mage then you will need a metric cart load worth of health points. Armour is next to useless against magic, but as a tank, you don't have the liberty of moving around and evading spells. You'll need to make sure that you are capable of taking down summons quickly. I'd recommend keeping a silver longsword handy, as you'll need it for taking down summons - which might be ghosts sometimes, ancestor ghosts at higher levels. Armour-wise, I'd go with heavy armour and make sure that you're willing to stock up on potions - you'll need them.

I like this idea, that is why i mention about spell/magic resistance. So she is rely on that, either buff , items or enchanted items that give magic resistance/immunity. But i don't want to rely on potions though.

Is there a spell that when enemy cast spell it replenish our health? If there is then it is good


Best anti-mage gear is only available in the end game. But I would make a character like this, if you can find the proper equipment.
- Only clothes, enchanted with frost, fire and shock shield. This increases armor rating and reduces spell damage
- Mundane ring: 35% reflect spell, 50% spell dmg reduction
- Sorcerer's Ring: spell absorption is nice
- Use a silver or daedric weapon, for damaging ghosts and roleplaying. Silence is a nice enchantment against mages
- Maybe some illusion skills to avoid non-magic enemies.

I currently use a setup like this, only with light armor. It's pretty fun because you reflect some spells, some refill your magicka and some just do a small amount of damage.

:thanks: , i take note on that :thumbsup:

Yes, i want to avoid non-magic enemy as i could...(to think of it why we have to fight every monsters we encounter on the road anyway?), so Illusion is good
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Trent Theriot
 
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Post » Thu Jun 14, 2012 9:24 am

:thanks: Yes i realize that too...is there any way or spells that can un-summon the summons? I mean to make them disappear without a fight? Just cast the spell and "poofs!" they gone Does dispell work on summon? i never try dispell before I am confused with "control creatures/undead" spells, what it means by "up to level X"? how do we know what level the creature is? I like this idea, that is why i mention about spell/magic resistance. So she is rely on that, either buff , items or enchanted items that give magic resistance/immunity. But i don't want to rely on potions though. Is there a spell that when enemy cast spell it replenish our health? If there is then it is good :thanks: , i take note on that :thumbsup: Yes, i want to avoid non-magic enemy as i could...(to think of it why we have to fight every monsters we encounter on the road anyway?), so Illusion is good

Undead creatures are at your level.
I never really invest in reflect damage, besides the one powerful potion I make that does this when battling casters. Scamp skin.... and something else, can't remember.
It's all about absorbing magic, all those magical greaves with spell absorption that you find in loot, are not titled Mage Killer (or variation on that theme) for nothing.
Make a touch spell that Absorbs Health and Magicka.
Even better, put these enchantments, on a claymore, and never use a power attack. They will never touch you, and Red and Blue will always be topped off.
When battling casters and their summons, I always make a beeline for the caster, and just let the summons beat on me. I only deal with the summons if it's a Clannfear, Dread Zombie or Gloom Wraith, cuz those guys are ouchy. Otherwise, I try to block all melee attacks as I wade in to find the caster. If the caster runs.... do not follow!! Deal with melee types around you, otherwise they will have you surrounded with no escape route, if you go too deep into the dungeon too fast.
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sharon
 
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Post » Thu Jun 14, 2012 4:32 am

:thanks: Yes i realize that too...is there any way or spells that can un-summon the summons? I mean to make them disappear without a fight? Just cast the spell and "poofs!" they gone

Does dispell work on summon? i never try dispell before

Hm. Dispell works by shortening the time-based effects of any positive or negative spells on the target. Typically, dispell is used on self -- ie, you can use it to shorten the amount of time an enemy's burn spell has over you.

However, in theory, hitting a mage with a few dispell others in a row, would shorten the lifespan of the summon.

I've never done this, so perhaps a more experienced forum person could answer this.


Is there a spell that when enemy cast spell it replenish our health? If there is then it is good


Sorry, there is nothing like that. :confused:
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Jose ordaz
 
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Post » Thu Jun 14, 2012 12:23 pm

I like the Atronach sign for the 50% spell absorption, even if the character is not a magic user.
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Jay Baby
 
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Post » Thu Jun 14, 2012 12:50 am

You can dispel an enemy's summon by casting a dispel spell on the caster (not the summon). The strength of your spell compared to the relative magic of your foe is factored in and is quite complex. You can read more about that here: http://www.uesp.net/wiki/Oblivion:Dispel

I get around it by simply using a very powerful dispel spell. Since mages tend to run around quickly and unpredictably and use their summons for cover, I have found that putting an area of effect on my spell helps. Fortunately, Buffy has the mystical mojo to use a powerful area of effect dispel on target spell.

Dispelling a mage's summon is quite a bit of trouble however and generally results in them simply summoning another. I generally prefer to use a powerful demoralize or turn undead effect on the summon itself. They are much easier to hit and if they run away in fear, they are not only out of the fight, but the caster who summoned them cannot cast a new one until the old one expires or dies.

In theory, commanding your foe's summon would be ideal. In practice however, I have had mixed results with this. Sometimes it works beautifully and sometimes the summon ignores the effect. My character is too fragile to endure having her spells ignored so we generally use the scare them away tactic which seems to work more reliably with summons.

Of course, sniping those pesky mages from the shadows before they can ever cast a spell is best of all.
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xemmybx
 
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Post » Wed Jun 13, 2012 11:11 pm

I like the Atronach sign for the 50% spell absorption, even if the character is not a magic user.

The build I described in Rene's superhero outfit thread could be a viable approach to your goal. Sureal simply salivates at the prospect of fighting mages (any magic users), but has to be much more careful (normally uses summons/invisibility) against other foes.

Sureal is a level 29 Breton Atronach and cousin to my first character Witch Azreal.

Attire 1

White mages robe : Spell absorption 20
Golden ring: : Spell absorption 10
Sandles : Feather 125 pts
Magic necklace : Fortify magicka 24 pts
Enchanted wrist irons: Spell absorption 15

She is a destruction mage (Base magicka pool is 444) with an absorption rate of 90%. She resorts to Umbra when using a weapon.
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lacy lake
 
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Post » Thu Jun 14, 2012 11:14 am

For an anti-mage warrior, don't overlook an Orc. Orcs have 25% magic resistance (not as good as Bretons, but they start out stronger and tougher) and they have one of the best once-a-day powers (Berserk.) Add the Atronach birth sign, and you've got a good mage-killer right from the start. You can also make a pretty good Spellsword type (or maybe "Spellaxe" :) ) out of a female Orc, by giving her a magicka-boosting birthsign like the Mage.
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Matt Bigelow
 
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