silvernirvash Posted June 9, 2014 Posted June 9, 2014 Ok so i decided to finally start a new character and this time i'm playing a mage strictly speaking. Focused on all of the mage perk trees through SkyRe. I have the following mods set up already Apocalypse - magic of skyrim Enchanting awakened FC Resurrect Forgotten Magic Redone Magic Runes HD T3nd0s The Staff Machine Open & Lock spells Thunderchild epic shouts and immersion Wrath of Nature (both the original + the sequel) Alchemist compendium (for when i need to refer for potion making) and GELO of course for those armors i want added to the level list. Along with those magic related mods i also have the necessities for immersion frostfall skyre RND ELFX wet & cold+ Holidays radiant and unique potions, poisons HD Unique unique's, ETC however obviously that isn't ENOUGH now i have a merge patch made to combine all of the armors and clothes i would like to use during my playthrough but very very few weapons and that's what i'm looking for. Weaopns that would be themed for mages besides the obvious like Staves. I want this as lore friendly as possible. I don't want wands so that mods out. I have 4 weapon mods installed that i think are good for a mage though i might remove one of them since it's not exclusively made for mages i have Accolade - Templar Sword (Templars = warriors with magical abilities) Insanity's Umbra sword (i have a custom follower by halo called Umbra and figured that would be a good little thing to have for fun lol) Witchers Silver Sword (thought it sounded appropriate considering the theme) and finally Elemental Arrows. (this is the one i thought about removing since it's not EXCLUSIVE for mages since obviously a hunter or ranger would be best using these to add damage and variety to their ammo...probably will remove it anyway) But other than those 4 i have NO other weapon mods installed other than unique uniques but obviously that's just to make them feel unique and doesn't do anything specific for my character beyond immersion. can anyone suggest any weapon mods good for a mage? I'm sure this has been asked before still i figured it'd get a fresh perspective and an update to the list of mods good for a mage to have.
Shadowhawk827 Posted June 9, 2014 Posted June 9, 2014 Seems like you have a pretty good set up already planned out. Only other mod I might suggest is 'The Last Altar' which lets you make your own spells like the earlier Elder Scrolls games. Not sure you're allowed to start the quest for it till after you become the Archmage at the college though. Alduin's Claw is a great looking dagger for a mage also. A bit OP for a starting character, but not a godmode weapon by any means. More than mods, I think you just need to consider flexibility at starting levels. Your classic AD&D mage wearing only a robe is a neat concept and all, but at level 1 you'll last about as long as a level 1 AD&D mage with no fighter between him and the baddies. I can vouch for this personally as I tried a mage & used Live Another Life to begin at the mage's college. Went straight to Sarthal and died every fight after running out of mana mid battle. Consider light armor and a bow as a backup to your spellcasting. Get your mana up, improve alteration so you get the benefits of the mage armor perk on it's tree,,, Speaking of improving Alteration... Try Griptzion's Teleport Menu spell on the nexus for travelling. Absolute best teleportation spell mod in the game in my opinion, and very configurable. But yeah, to get back on topic, just be flexible starting out. Battle Mages walk around in full plate after all. Oh and as much as I love the mage armor spells (ie Oakflesh or IronFlesh), don't bother with wards till you get higher level, they suck down your mana like a vacuum cleaner.
Guest emilio Posted June 9, 2014 Posted June 9, 2014 heavy spellbooks use spellbook as weapon, has mace stats
silvernirvash Posted June 9, 2014 Author Posted June 9, 2014 Seems like you have a pretty good set up already planned out. Only other mod I might suggest is 'The Last Altar' which lets you make your own spells like the earlier Elder Scrolls games. Not sure you're allowed to start the quest for it till after you become the Archmage at the college though. Alduin's Claw is a great looking dagger for a mage also. A bit OP for a starting character, but not a godmode weapon by any means. More than mods, I think you just need to consider flexibility at starting levels. Your classic AD&D mage wearing only a robe is a neat concept and all, but at level 1 you'll last about as long as a level 1 AD&D mage with no fighter between him and the baddies. I can vouch for this personally as I tried a mage & used Live Another Life to begin at the mage's college. Went straight to Sarthal and died every fight after running out of mana mid battle. Consider light armor and a bow as a backup to your spellcasting. Get your mana up, improve alteration so you get the benefits of the mage armor perk on it's tree,,, Speaking of improving Alteration... Try Griptzion's Teleport Menu spell on the nexus for travelling. Absolute best teleportation spell mod in the game in my opinion, and very configurable. But yeah, to get back on topic, just be flexible starting out. Battle Mages walk around in full plate after all. Oh and as much as I love the mage armor spells (ie Oakflesh or IronFlesh), don't bother with wards till you get higher level, they suck down your mana like a vacuum cleaner. in terms of armor i actually have a few pieces of armor from different outfits on the nexus and here that i put together i found to be a decent set up nothing too OP but definitely nothing amazingly epic for a new character around about total of like 65 armor rating when combined which is pretty damn low when playing with SkyRE seeing as the most basic armor you'd find like light leather armor the body piece itself has 65 armor rating alone before bracers and boots and helm inclusion. So yeah i have a pretty decent idea of what armor to wear early game if i can gather the materials fast enough before freezing to death lol....as for weapons i'll take a look at the dagger you mentioned. as for the wards and oakflesh and ironflesh yeah i know they're pretty worthless early game. I ironically was able to get through sarthal alive by saving often between fights and being extremely careful lmao....but only just barely. Like i used Tolfdir as a shield of sorts towards the end where the larger hordes of drauger were hahah....and having a mod like Dynamic Things installed helps with that since i was using mostly lightning and fire spells sooooo.....-burns corridor down- MWAHAAHAHA lol
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