Which Mage's Staff Do You Generally Pick?

Post » Sat May 28, 2011 2:31 pm

Paralysis - as said before, in intense fights I generally forget to use it.

I find it's the effect that is least upset by getting the staff at early levels too - whilst your Destruction staff's damage will be pathetic in a few levels, and you'll probably procure a more powerful damaging staff, a small amount of paralysis is always going to be very useful, even if it just grants you a few seconds of mana regeneration and healing time.
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Eire Charlotta
 
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Post » Sun May 29, 2011 12:09 am

I always pick soul trap only because i can sell it for 1200 koins. i never keep any staves i find , then again im never a mage character either.
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JD bernal
 
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Post » Sat May 28, 2011 3:24 pm

Has anyone used a Telekinesis staff as a Magicka reserve for an Atronach? Charge it up when you can and absorb the spell when needed.
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CYCO JO-NATE
 
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Post » Sat May 28, 2011 3:43 pm

Paralysis. This staff becomes essential to me when my mage is just starting out. Not so much at later levels.
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benjamin corsini
 
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Post » Sat May 28, 2011 3:30 pm

My first was shock damage. Now it's either silence or paralyze.
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 10:43 pm

Shock. It's the least resisted of the elemental damages and when you first get the staff it does good damage for your level. I've found the game will hand you a paralysis staff, among others, but the damage on the mage staff is a good deal. I usually get it at lvl 10 and it can be very useful against wisps for a melee guy.

Mara
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Tanya
 
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Post » Sat May 28, 2011 9:07 pm

Paralize, but i play a Spellsword, so only really use it when running away or when theres multi mobs
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Brian LeHury
 
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Post » Sat May 28, 2011 9:33 pm

Sarrah had 35 staffs but her 'Mage's Staff' was paralysis. She would cast two chained weakness spells before firing her staff. Using this technique she could paralyze an opponent for a very long time. Sadly, Sarrah's Mage's Staff was lost in a Daedra tower when she was disarmed during a fight. She hunted for hours after the fight but never found her staff.

That breaks my heart.

I'm not kidding.
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N3T4
 
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Post » Sat May 28, 2011 9:23 pm

I'd have to go with the majority on paralysis

Usually it gets left at home or whatever passes for it with my char

But there are times.....

Going toe to toe with Umbra at max diff I found it was the only way to put the [censored] down
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Brooke Turner
 
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Post » Sat May 28, 2011 10:58 am

i'm often chosin telekinesis how awsome isn't the abillity? And doing it whit a staff :o that's pure awsomeness
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 9:05 am

That breaks my heart.

I'm not kidding.

I appreciate the thought. I play dead-is-dead but it really should be called 'no-reloading-to-fix-a-problem'. Sarrah's lost stall brought the game into a blend with reality in a way that eating and sleeping in the game could never do. Reloading to get her staff back was one of the hardest things I ever had to resist.
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meghan lock
 
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Post » Sat May 28, 2011 4:18 pm

Shock Staff. The walk strait over to the spell makeing alter to whip up a weakness spell that boosts it's damage by 4x. Double casting said spell ramps up the damage by 16x.
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Eilidh Brian
 
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Post » Sat May 28, 2011 6:07 pm

Has anyone used a Telekinesis staff as a Magicka reserve for an Atronach? Charge it up when you can and absorb the spell when needed.

No, but I do use a custom TK spell for that. I'm not sure if the staff would work, since you are not actually casting the spell. I might test it since all my characters use that sign.

I always take the Paralysis staff, and will definitely be doing so on my new Alchemist character who relies on Poisons and Staves for combat (the only magic he directly uses is Weakness to Poison and Soul Trap).

My mage-types don't need the damage staffs, and all my characters run up Speechcraft and Personality so the Charm staff is essentially useless.

The main reason I take the Paralysis staff every time is the ridiculous cost of the effect; I greatly reduced it in my game in order to test a custom spell with it, and even then it was still prohibitively expensive to use on a regular basis despite having a custom refill spell handy. As for custom enchanting with it? Fuggeddaboutit, unless you want a weapon that never has more than about 5 shots, and that only with a Grand Soul powering the enchantment.
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maddison
 
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Post » Sat May 28, 2011 10:16 am

Paralyze
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Enny Labinjo
 
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Post » Sat May 28, 2011 11:04 am

It looks like I'm not alone in picking the staff of paralysis, though unlike some of the respondents here I've used it extensively (to the point where I'm spending an eternity recharging the darned thing, but its worth it in the end). On my current play through though I may just go for something different, perhaps charm or dispel.
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Ian White
 
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Post » Sat May 28, 2011 5:08 pm

Just to be clear, for those playing with no mods:

1. Paralize is not available for you to enchant with at the alter.

2. For those effects that are avail for enchanting onto a weapon, the game caps you to a max power of 85 per charge/strike. If you use a grand soul, that nets a weapon with 19 charges (1600 divided by 85 and rounded). It is not possible to, for example, enchant a weapon where each charge has a power of 320, which would be required to limit a grand soul created weapon to 5 charges. That is, any weapon you enchant with a grand soul will have at least 19 charges. :)

Again, mods can change all of this.
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Hilm Music
 
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Post » Sat May 28, 2011 4:39 pm

Usually paralysis. Either that or silence.
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Josephine Gowing
 
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Post » Sat May 28, 2011 4:56 pm

Zappy Zappy. :shocking:
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Jinx Sykes
 
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Post » Sat May 28, 2011 5:12 pm

Paralyze. Never use it though. Weighs me down and it's rarely useful so I leave it in a drawer in my waterfront shack. I stick with my sword, bow, potions, and the handful of spells I can cast.
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Tha King o Geekz
 
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Post » Sat May 28, 2011 4:15 pm

Soul trap. I really don't know why, but all the other things seems so... Non-usable for me?
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Lizzie
 
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Post » Sat May 28, 2011 7:34 pm

I went for Paralysis.
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Phillip Brunyee
 
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Post » Sat May 28, 2011 7:01 pm

Paralysis every time, far too amusing, and great for when you need to run away from something really nasty
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victoria gillis
 
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Post » Sat May 28, 2011 9:14 am

Paralysis.

ESPECIALLY as a mage type character. Even at higher levels it's still useful to have.
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Irmacuba
 
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Post » Sat May 28, 2011 2:09 pm

I picked Telekinesis too. But only because I was tricked (by the Abomb) into believing something went wrong when I picked something else. Therefore I went through the whole thing three times before giving up. Man, would I wipe the streets with the guy who never bothered fixing that thing :stare: :stare:
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Bad News Rogers
 
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Post » Sat May 28, 2011 9:10 pm

Paralyze is obviously the best. Its so overpowered against anything that doesnt resist it.
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Austin England
 
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