necomancer rp

Post » Tue Feb 16, 2016 1:00 pm

Any ideas on what quests or guilds I should do in a necomancer role play.




1) I want to go pretty magey possible pure mage and let my minions do the combat part



2) Not sure if I want to be good or bad I am up for all creative ideas on the personality side of things



3) no mods just the expansions



thx


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Amy Masters
 
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Post » Tue Feb 16, 2016 2:55 am

Easily done, except for a few awkward details. Summoned minions are very viable alternatives to having your own character fight, although you'll probably have to assist them with a few spells now and then. There are a couple of situations where repeatedly summoned help simply can't deal with the situation, and only a high-level combat character has a chance (I'm thinking primarily of a particular Bosmer in the expansions). Be aware that summoned minions often spawn behind you, so if you are facing the opponent you will be between your minion and the opponent, directly in the line of fire. Your character may take a few arrows or spell hits before your minions even get into the fight, including shots intended to hit your minions, or even BY your minions at the enemy; turning around or sideways before summoning may help. Worse, you have no control over what spells they cast, or who or what they target. I had one character killed by a series of area-of-effect spells cast by a summoned minion at a cliffracer hovering directly overhead, while the bigger threat approached untouched.


I'd consider the MG well suited for a "mostly good" or morally neutral (only interested in the knowledge) necromancer character, and Telvanni is a viable alternative for practically any magic-oriented character. If you're more into the dark side of things, then either Telvanni or even Morag Tong (working as a magic-based assassin to finance your research) might be the better option.


One character of mine dealt with the MG early on, but gradually shifted his orientation and interests toward Great House Telvanni, advancing in the House while his reputation with the MG steadily deteriorated. He eventually reached the point where several MG members denied him basic services, and several others wouldn't even speak to him, despite not having done anything actually hostile toward the MG. One could also advance in both, and maintain fairly decent relations with both, but advancement in only one will inevitably cause some drop in relations with the other, which would then need to be offset by running missions or raising a whole lot of individual Dispositions.


There are numerous quests all throughout the game which are quite doable by a necromancer, it's just a matter of figuring out how to apply your skills to the situation. Fortunately, most of Morrowind's quests don't demand that you use one particular approach, as long as you accomplish the end result; in fact, many quests reward thinking "outside of the box", where you get additional rewards for not resorting to killing, etc., while others penalize not having done the quest "as ordered", but still consider it "done". Your character should do fine.
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Steve Bates
 
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Post » Mon Feb 15, 2016 10:47 pm

Magicka doesn't regenerate in Morrowind, so you'll need alchemy skill to make restore magicka potions for your mage and/or enchant skill so that your character can forgo cast spells for efficient magic item use. You could use the Atronach birth sign and absorb magicka, but this requires your enemies to cast spells at you. Then, a spell like "Summon (horrible, nasty monster) for 30 seconds/invisibility on self for 35 seconds" should fit the plan. A good character might use Golden Saints and leave Undead types for the "Dark Dark Evil Way" (D'DEW). You could also make use of levitation to protect yourself in most areas and even enchant a suit of 100% chameleon. Good luck!



P.S. I forgot to mention that you can actually summon more than one type of monster in one spell. I have a spell with a Bonelord, a Dremora, a Fire Atronach and IIRC some kind of skeleton. They really do the trick.

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Amie Mccubbing
 
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Post » Tue Feb 16, 2016 1:40 pm

If on PC you should get the http://www.fliggerty.com/phpBB3/viewtopic.php?f=19&t=1080 mod by the great Fliggerty. The mod lets you prepare corpses based on the in game book of the same name, and raise an army. I also suggest you take sneak and short blade as majors, so you can easily get corpses for your undead army.

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Christina Trayler
 
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Post » Tue Feb 16, 2016 10:58 am



what do you think about this:


-paralyze him or shield yourself


-cast a minion for destraction


-cast damage strength or damage weapon until he cant hurt you



.... i think that after a couple of damage strength spells he'll be sustainable ... then eventually after a couple of restore magicka potions will be defeated

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Red Bevinz
 
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Post » Tue Feb 16, 2016 9:41 am

You could also use the Fair Magicka Regen mod, it's perfectly lore friendly as far as I'm concerned and it makes magicka-based characters much more fun to play.

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FLYBOYLEAK
 
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Post » Tue Feb 16, 2016 2:39 am

I've used Fair Magicka Regen for one character, but felt that the rate of recovery was far too high. Galsiah's Character Development (a replacement for the wonky vanilla leveling system) also includes magicka regeneration at a slightly slower pace, but I altered that downward by about 50% or more in my own game, which allowed the character to mostly recover his magic pool over the course of a trip back to civilization, but not quickly enough to have any significant effect during combat. That way, you need to play strategically, and utilize a few enchantments and potions to conserve your limited magic pool for the more important moments, yet you're not stuck having to sleep after every fight. With FMR, it's far too easy to simply spam spells for everything, with very little consequence.


Basically, Morrowind and Oblivion took opposite extreme approaches: In Morrowind, your own magicka only recovers while sleeping, but enchantments regenerate gradually over time. In Oblivion, your own magicka regenerates rapidly, but enchantments only recharge by using filled soulgems (aside from CE enchantments, which never deplete). I keep wishing for something in the middle, with a VERY gradual regeneration of magicka, both your own and on enchanted items, but apparently Bethesda has other ideas.
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Red Sauce
 
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Post » Tue Feb 16, 2016 11:43 am



with patience you can have a mana pool that is fairly high ...



-altimer , atronach (450 at max intelligence)


- constant effect fortify intelligence enchantments


- potions made to resotre magicka (making them while under the effects of fortify intelligence)



-if you wait till max level you dont even need to exploit the alchmey that much inorder to cast some rediculous spells and have


only 3 magicka potions that will regen your huge mana pool



-also enchantments



the current vanilla system has a learning curve but its really not that confining. Once youve tried to focus on alchmey and enchant skill with a couple of characters you see it doesnt take much to make magic super powerful. Once at max level I dont feel that even the toughest npcs are impossible. Ill be testing this out soon. Wish me luck!

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Stephy Beck
 
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Post » Tue Feb 16, 2016 6:38 am

You could also cast "Fortify Conjuration for 400+ levels on self for 6 seconds" and then Summon a Golden Saint for 1000 seconds. Good luck!

;)

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Rich O'Brien
 
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Post » Tue Feb 16, 2016 4:56 am

at that point you may as well just make a CE summon enchantment and call it a day.



for a necromancer, there isn't much without mods, except maybe building up a CE army of minions from amassed soul gems.

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Lillian Cawfield
 
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Post » Tue Feb 16, 2016 3:54 am



the golden saint will do no damage to the particular npc that is being discussed. I wont get into further details since this is a no spoiler thread but i think a slower strategy is needed to kill the higher npcs.

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Michelle Serenity Boss
 
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