The way of the artificer

Post » Thu Jun 07, 2012 6:47 am

In any case, I think a character relying on absorbs wouldn't invest anything in Destruction, since the perks are all element-based and wouldn't affect the absorbs. That limits the max damage achievable, of course, but maybe the increased survivability is worth it. This would be with melee/bows, of course - don't know if there are absorb health staffs.

Hmm, good point *tests*

Yes, they count as a destruction enchantment, and therefore benefit from charge reduction/destruction potions. Properly enchanted with a +3X enchanting potion with a destruction potion popped you're looking at around 50 health absorb - if dual wielding that +100 health every dual strike, easily offsetting any health loss. Since you only need 1 stamina to power attack, the offhand weapon can be enchanted with a damage bonus. Even though my character has like 30 one-handed skill, and no one handed perks I hacked through the entire whiterun guard and it's citizens without breaking a sweat to test out the theory ;p

In fact, if you take an elemental damage bonus that you have an elemental specialisation in, the same old bug kicks in, so that the absorption is boosted by the same amount (ie. if you have +50% shock from destruction, and add +20 health absorb, you actually get a +30 health absorb enchantment.) With a little experimenting i got the health absorption while buffed to 80 (160 dual strike)

Edit: I wonder if the alteration DoT-effect applies...
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Harry-James Payne
 
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Post » Thu Jun 07, 2012 6:22 am

Very interesting stuff. Amazing how you guys find interesting ways to increase damage to godly levels.

Not ever looking into things too deep, and being lazy about researching games in general, I had been trying in my own dim witted way to come up with what I call my Undead Hunter character. Basic parameters are a one handed warrior (shield, dual wield, or spell and sword all acceptable) who wears only leather armour.

My initial shallow thinking idea was to wield spells in the off hand (destruction and restoration) and a sword with fire damage in the other. Only haveing really played Melee skilled only characters, I was unsure how to proceed.

With all this interesting info, Im starting to think one could rely wholly on enchanting, using some combination of fire damage, and absorb health on one or two weapons to achieve this effect.

How would you build guys go about a character who uses swords, light or no armouor, fire as an elemental damage source, capable of playing on master difficulty without messing around with making potions, but certainly using them if needed?

After reading some of this, Im thinking Armour enchanted with destruction magic cost reduction, one sword of burning health absorbtion and maybe another differeing sword of something, or wielding ranged fire spells.

Thoughts?
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Damien Mulvenna
 
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Post » Thu Jun 07, 2012 5:16 am

Here's a fun one...

http://cloud.steampowered.com/ugc/632986216750795322/64AFD0198525A185B764009A81596C4D830FFF0F/

This is with a destruction/restoration/enchanting potion made through Alchemy gear in a loop.
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Yonah
 
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Post » Thu Jun 07, 2012 6:39 am

Wow, thats strong. A bit too strong for my tastes, but it definatly gets me thinking.
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Alessandra Botham
 
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Post » Thu Jun 07, 2012 11:40 am


.....
Edit: I wonder if the alteration DoT-effect applies...
How about a conjuration DoT effect? for example: soultrap 5sec + fire damage.
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Lalla Vu
 
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Post » Thu Jun 07, 2012 12:58 pm

Hmm, good point *tests*

Yes, they count as a destruction enchantment, and therefore benefit from charge reduction/destruction potions. Properly enchanted with a +3X enchanting potion with a destruction potion popped you're looking at around 50 health absorb - if dual wielding that +100 health every dual strike, easily offsetting any health loss. Since you only need 1 stamina to power attack, the offhand weapon can be enchanted with a damage bonus. Even though my character has like 30 one-handed skill, and no one handed perks I hacked through the entire whiterun guard and it's citizens without breaking a sweat to test out the theory ;p

In fact, if you take an elemental damage bonus that you have an elemental specialisation in, the same old bug kicks in, so that the absorption is boosted by the same amount (ie. if you have +50% shock from destruction, and add +20 health absorb, you actually get a +30 health absorb enchantment.) With a little experimenting i got the health absorption while buffed to 80 (160 dual strike)

Edit: I wonder if the alteration DoT-effect applies...

Excellent. :) So even without potions, at 60 Destruction you could get limitless +30 absorbs on both weapons, buffable to 80? That's not overpowering damage, but enough to keep things "fun" without getting killed too easily. Or at all. Thanks for testing out the hypothesis :)
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Madeleine Rose Walsh
 
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Post » Thu Jun 07, 2012 12:04 am

is there any way i could se this build of yours? :biggrin:
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Victoria Vasileva
 
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Post » Wed Jun 06, 2012 11:28 pm

Very well-made post I like this alot!But actually you can craft staves in the game without a mod.Also doing this would fit right into excplaining how your artificer with no martial training can sport daedric armor and weapons with almost no smithing skill....

http://skyrimguild.com/crafting-with-the-atronach-forge-in-skyrim/

Also this piques my interest in that I used to look at a broom in my house thinking "wth is the point of that?" Then you notice spoons, embalming tools, etc.Perhaps investigaing if there's possible uses of those items could prove a sufficient challenge for your artificer?
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Anna Krzyzanowska
 
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Post » Wed Jun 06, 2012 9:24 pm

I was hoping someone here could help me.

I'd like a pair of Elven boots that allow me to carry 4000 pounds of extra gear.

I was hoping someone here would walk me through, step by step, how to make a pair of boots that do this, being very clear such that your grandmother could read, understand and execute the instructions even if she didn't know the lingo commonly used on these boards.

I'd sincerely appreciate it if someone would lay out a step-by-step example for those of us that don't quite have as much knowledge as some of the authors that have tried to explain how to create this enchanting loop. A sort of "enchanting for dummies."

Thanks to anyone who might offer a bit of help.
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LuBiE LoU
 
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Post » Thu Jun 07, 2012 9:09 am

I was hoping someone here could help me.

I'd like a pair of Elven boots that allow me to carry 4000 pounds of extra gear.

I was hoping someone here would walk me through, step by step, how to make a pair of boots that do this, being very clear such that your grandmother could read, understand and execute the instructions even if she didn't know the lingo commonly used on these boards.

I'd sincerely appreciate it if someone would lay out a step-by-step example for those of us that don't quite have as much knowledge as some of the authors that have tried to explain how to create this enchanting loop. A sort of "enchanting for dummies."

Thanks to anyone who might offer a bit of help.


Sure thing!



Before we begin!
While you will be making potions and enchanted items, you don't have to be a very good alchemist or enchanter to do this. The better you are the less repetitions to get to the desired potency.



You will need
x 1 Piece of enchanted clothing that has Fortify Alchemy on it.
x (Lots) Alchemy reagents that can be used to make Fortify Restoration potions
x 2 Alchemy reagents that can be used to make Fortify Enchanting potions
x 1 pair of boots to enchant
x 1 Filled Soul Gem (Grand ideally)
+ Knowledge of the Fortify Carry Weight enchantment


Phase 1 - Getting high on alchemy
Put on your Fortify Alchemy equipment and go step up to the alchemy lab and make yourself a Fortify restoration potion, to do this mix together any 2 of the following:
  • Abecean Longfin
  • Cyrodilic Spadetail
  • Salt
  • Small antlers
  • Small pearls
Leave the alchemy lab and quaff down your potion. Take off your Fortify Alchemy equipment and put it back on again - you'll find the fortify restoration potion has boosted the strength of your alchemy enchantment.

Step back up to the alchemy lab, and make another of those restoration potions and repeat this process. Each time you drink, remove, re-equip and craft a new potion, the potion becomes stronger and stronger every time and in turn so does your fortify alchemy enchantment.

Repeat until you think it's strong enough then move to phase 2. Be careful! - make it too strong and the game will crash xD (Too strong = greater than 16 million)


Phase 2 - Getting higher still
Go back to the alchemy lab, wearing your super-charged alchemy gear. Now, craft a Fortify Enchanting potion by mixing any two of the following:
  • Blue butterfly wing
  • Hagraven Claw
  • Snowberry
  • Spriggan Sap
This'll create a Fortify Enchanting potion of immense magnitude - take this potion over to the arcane enchanter; don't drink it til you get there :wink:


Phase 3 - Tripping enchantments
Finally, quaff your enchanting potion and use the Arcane Enchanter. Put your boots into the item slot, the soul gem into the soul gem slot, and choose the fortify carry weight enchantment from the enchantment list. You need to be fairly swift about this as you only have 30 seconds before the potion runs out.

If all is well, your should have an arbitrarily insane fortify carry weight bonus on your new pair of fluffy pink slippers
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Peetay
 
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Post » Thu Jun 07, 2012 2:50 am

I heart you.
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Samantha Wood
 
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Post » Wed Jun 06, 2012 10:02 pm

Step back up to the alchemy lab, and make another of those restoration potions and repeat this process. Each time you drink, remove, re-equip and craft a new potion, the potion becomes stronger and stronger every time and in turn so does your fortify alchemy enchantment.

Repeat until you think it's strong enough then move to phase 2. Be careful! - make it too strong and the game will crash xD (Too strong = greater than 16 million)



16 million. ....16.... million....

*mouth hanging open*
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Elena Alina
 
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Post » Thu Jun 07, 2012 10:56 am

16 million. ....16.... million.... *mouth hanging open*

Yeahhhh, those weapons I showed in the examples that do like 180 damage a hit... that's the tame stuff. if I really tried I could come up with enchantments that'd not only one-shot a dragon, but also kill all of their relatives - including retroactively erasing their ancestors from the timeline dwemer style.

Fortunately for tamriel, I like to keep things sporting xD
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Talitha Kukk
 
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Post » Thu Jun 07, 2012 12:02 am

Here's a question.

I just did my restoration loop. I got some insanely high potions as predicted. I then drank one of the restoration potions. I then made a potion of enhanced enchanting.

The enhanced enchanting potion came out to be like 12% enhanced enchanting though, which isn't very much.

Later, with my restoration all jacked up but with no enhancements to enchanting I went to the alter, and went to look at the boots I wanted to make with the Fortify Carry Weight enchantment on it.

If I had made the boots, they'd have allowed me to carry an extra 10,000 pounds.

But this is the key - I had not consumed any enhanced enchanting potions at all. That number was based solely off the increase to my restoration skill provided by the Enhanced Restoration potions.

Why is this happening? Why do I even need an Enhanced Enchantment potion?
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Chris Duncan
 
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Post » Thu Jun 07, 2012 2:13 am

Occam's razor ....

I know that's a common knowledge sort of thing , but that's an awful lot of coincidence.I playing wow with a ryuujin.That wouldn't actually be you would it?
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Zosia Cetnar
 
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Post » Thu Jun 07, 2012 6:44 am

Why is this happening? Why do I even need an Enhanced Enchantment potion?

The restoration potion buffs all fortify effects you have equipped as they are classed as restoration school spell effects. A strange bug means that the restoration value at the time you *equip* an item sticks until the item is unequipped again, which is why you must un-equip and re-equip during the loop. When you took your boots and looked at them, the bonus was being buffed by your restoration potion, but this is not a permanent effect.

By using the cycle to create an insanely powerful Enchantment potion, you can in turn create an insanely powerful enchantment, and that enchantment will remain powerful forever.





Occam's razor ....

I know that's a common knowledge sort of thing , but that's an awful lot of coincidence.I playing wow with a ryuujin.That wouldn't actually be you would it?

Nah, never played WoW. Allods Online is the only proper MMO I've played for any length* - I call my main weapon Occam's Razor because a battle with a dragon is a verbal debate techncially in the dragon tongue; but applying Occam's razor is a good way to cut the subject down to size - Failling that, I solve my problems using subtlety and persuasion xD (pairred weapons)

*
Spoiler
Mindhack, Nezeb server if anyone cares ;p
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Trevor Bostwick
 
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Post » Thu Jun 07, 2012 9:17 am

The restoration potion buffs all fortify effects you have equipped as they are classed as restoration school spell effects. A strange bug means that the restoration value at the time you *equip* an item sticks until the item is unequipped again, which is why you must un-equip and re-equip during the loop. When you took your boots and looked at them, the bonus was being buffed by your restoration potion, but this is not a permanent effect.

By using the cycle to create an insanely powerful Enchantment potion, you can in turn create an insanely powerful enchantment, and that enchantment will remain powerful forever.

Ooo... Good to know. Alright, excellent answer. Thank you.
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OnlyDumazzapplyhere
 
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Post » Thu Jun 07, 2012 12:00 pm

Yeahhhh, those weapons I showed in the examples that do like 180 damage a hit... that's the tame stuff. if I really tried I could come up with enchantments that'd not only one-shot a dragon, but also kill all of their relatives - including retroactively erasing their ancestors from the timeline dwemer style.

Fortunately for tamriel, I like to keep things sporting xD
Bringing alchemy back to Morrowind levels :)
Remember I made and drunk an levitation potion after getting high on fortify intelligence potions in Morrowind. Bad mistake, I was so fast you had to get high up to even control your character, tap W and you flew forward 100 meter, had to sleep for days for the effect to time out.
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Sarah Bishop
 
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Post » Thu Jun 07, 2012 12:33 pm

Lots of good reference material on this thread. We don't want to see it get lost now, do we.
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Jesus Duran
 
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Post » Thu Jun 07, 2012 8:28 am

I really like the idea of this character,

but one question I have is how can you play the character in the early levels as to develop your enchantments you also have to develop your magic school skills such as destruction (to lower the cost of staves etc) but to level these schools you then have to use them.

So is that not like playing the game as a Destruction Mage but every now and then use a stave?

I so hope I have missed something in this build that means I dont have to play as a typical mage just to level the schools so they can be used later in the use of staves.
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CYCO JO-NATE
 
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Post » Thu Jun 07, 2012 1:26 pm


but one question I have is how can you play the character in the early levels ....

I have tried a few experimental characters to try to figure out the optimum way to do this. My most successful was indeed a pure mage for the first 10 levels but I'm not so sure that's a terrible thing; it only took about 8 hours or so. Once you get to 60 Destruction for the augment perks, you can stop using magic if you want. Also, if you want to go staff only you don't need to get much past 60 enchant either. That will get you up to 80% reduction which is plenty. For weapons though, 100 enchant is a must for dual enchanting.

An interesting side effect of this character is that staves do not increase any skills so if you limit destruction and enchanting to 60 each and don't use any other magic or weapons, you have a character that will top out at level 15 or so if you want. This keeps the bandit bloat down while still leaving a challenge with dragon priests and such.
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Harry Leon
 
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Post » Thu Jun 07, 2012 6:16 am

Replying to this topic so I don't lose it again. I think my next character will be an artificer/merchant.
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Maya Maya
 
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