» Fri Dec 09, 2011 4:22 pm
- Lockpicking. It only gets theoretically useful for expert locks, but considering even expert ones are possible at a low skill level and the game gives you tons of picks, especially if you explore bandit hideouts a lot, you don't ever need to take a perk from this tree.
- Destruction near-death perks, Deep Freeze, Intense Flames, and Disintegrate. All three are special effects which activate when you hit an enemy with an elemental attack at low health. Problem is, you're not going to need extra power to your attack when they're already about to die. A functional equivalent to this would have been FO3's bloody mess perk, which greatly increased the chance you had of gibbing enemies. However, that was fairly useful because it also offered a 5% damage increase in all situations. Not just low health.
- Bone-Breaker under the one-handed tree. In the right circumstances, being able to ignore up to 75% armor rating is absolutely amazing. However, maces are slow by nature (I swear they have the lowest DPS aside from maybe daggers) and really need to have a lot of charged attacks to work well. Maybe they're just stamina heavy? I don't know. In addition, that perk doesn't really help when the enemy you're fighting doesn't wear armor. I.E. is a dragon. (Unless, again, I'm mistaken and non-human enemies do take factors such as natural armor into account)
- Mage Armor. Not because it's a bad idea, but it's nature is as such that it's too restrictive to be useful. The most powerful defense buff spell I've found so far, ironflesh, gives me +80 to armor rating. If I wasn't wearing any armor, this would be doubled to 160. Now, consider that this is on a level 35 character with a 71 Alteration skill, and a baseline defense of about 360 due to the heavy armor he is wearing. Now, consider another character, a level 15 monk, who wears only heavy armor on his hands and feet, granting him a defense score of around 80 by default. Combine that with his standard oakflesh spell and he's already got about 140-150 armor rating, with a trivial reduction in movement speed and at a way lower level. If they had made it so that it offered diminishing returns dependent on the weight each armor piece you were wearing (gauntlets and boots don't cause as much reduction in effectiveness as body armor), then I would take this in a heartbeat.
+ Fists of Steel might be questionably useful to players who focus on using weapons in melee combat, but if you combine that with enchantments and a khajit, you can get unarmed melee attacks which hit hard. Combine that with hilariously brutal kill animations (though there's only two and they don't have cinematic angles) and the fact that the attack gets more powerful as you level up your heavy armor skill, and you can easily create powerful and versatile unarmed fighters. Even then, it's helpful if you get disarmed by a bash or shout and just need to beat that stupid draugr to death quickly.
+ Dual casting does increase the spell cost ridiculously for most magic schools. If you're not a pure mage, I'd never suggest taking this perk. However, it's key if you use destruction spells, as the Impact perk is amazing, allowing for your spells to counter physical combatants worthily.