Please note that new user registrations disabled at this time.

So how to make this mage to work?

This forum is to be used for all discussions pertaining to The Elder Scrolls IV: Oblivion, its Knights of the Nine and Shivering Isles expansions, and any user-created or premium modules.
Post Reply
User avatar
Nyypsy
Posts: 1
Joined: Sat Dec 01, 2007 6:15 pm
Contact:

So how to make this mage to work?

Post by Nyypsy »

I was wondering how to make this pure caster work in Oblivion, only casting spells and using massive speed and agility to keep away from danger, "major" skills: Destruction, Alteration, Restoration, Light Armor, Atletics, Acrobatics, Block

I wanted to "powerplay" my char to reach high enough damage and stats to be effective killer, but I'm not sure what stats should I aim for, Willpower and Speed should ideally be maxed to have max regen and speed, but how much str, endurance and Int is needed to cast max rank spells and stay alive for few stray hits?

What race and major skills should I go for? I was thinking about "The Steed" birthsign for the major speed bonus, or should I go for Lady or Mage?

I'm also wondering at what point should I stop forceleveling my char and start playing the quests, I'm realy that kind of person that I need to know that I have the "best" possible char that I'm trying to make, or close enough, but I realy still like to play my build as pure caster speedfreak rp char too :)
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

One thing you will want, if you want to powerplay a mage--and are on a PC--is to get the Mighty Magic mod. Traditionally, pure mages simply don't cut it in the ES universe, and you're better off developing a mix of skills from different professions. But MM increases the power of attacks to do some serious damage. Of course, this also applies to enemy magic users, as well. :D Still, I would suggest it.

Also, try to create a series of spells for each magicka school that use 1 mana, and practice casting them, over and over. Best way to raise your levels in these skills.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
Loki[D.d.G]
Posts: 2515
Joined: Sun Jun 24, 2007 8:50 pm
Location: The initial frontier
Contact:

Post by Loki[D.d.G] »

Have you considered the Atronach birthsign? I know you can't regenerate magicka, but you do get a 50% magic immunity. Perfect for a powergamer. ;)
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
User avatar
galraen
Posts: 3727
Joined: Sat Nov 25, 2006 3:03 am
Location: Kernow (Cornwall), UK
Contact:

Post by galraen »

I have to disagree with Fable about mages not cutting it in Oblivion, he's dead right about the previous TES games, but not Oblivion. I've run a mage through the game, it's a little tougher in parts, and calls for more tactical thinking, but doable.

However, because of the bad way the game is set up, putting schools of magic in your majors is a mistake. I know it's illogical but you should avoid putting skills you use a lot in the major category. If you do you'll level up too fast and the insane leveling system will make life hell. Not only that but you'll make raising Willpower and Speed harder. Put the skills related to attributes you want to raise in the Minor category, that way you can control your progress.


I'd suggest putting Hand-to -hand, Illusion, Alteration, Comjuration, Speechcraft, Blade/Blunt and Security as your majors.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
User avatar
Loki[D.d.G]
Posts: 2515
Joined: Sun Jun 24, 2007 8:50 pm
Location: The initial frontier
Contact:

Post by Loki[D.d.G] »

galraen wrote:However, because of the bad way the game is set up, putting schools of magic in your majors is a mistake. I know it's illogical but you should avoid putting skills you use a lot in the major category. If you do you'll level up too fast and the insane leveling system will make life hell. Not only that but you'll make raising Willpower and Speed harder. Put the skills related to attributes you want to raise in the Minor category, that way you can control your progress.
I agree with that. The mage I played as had all non-magic related skills as his majors. I think I went for blade, armorer, uhh. Can't remember the rest. :p

But he was a real good jack of all trades.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
User avatar
Red_X
Posts: 71
Joined: Mon May 23, 2005 9:52 am
Location: Midger
Contact:

Post by Red_X »

galraen wrote:I have to disagree with Fable about mages not cutting it in Oblivion, he's dead right about the previous TES games, but not Oblivion. I've run a mage through the game, it's a little tougher in parts, and calls for more tactical thinking, but doable.

However, because of the bad way the game is set up, putting schools of magic in your majors is a mistake. I know it's illogical but you should avoid putting skills you use a lot in the major category. If you do you'll level up too fast and the insane leveling system will make life hell. Not only that but you'll make raising Willpower and Speed harder. Put the skills related to attributes you want to raise in the Minor category, that way you can control your progress.


I'd suggest putting Hand-to -hand, Illusion, Alteration, Comjuration, Speechcraft, Blade/Blunt and Security as your majors.
Thats a good idea, I hate the fact that my Imperial thief is getting so powerful yet I cant walk outside cities for the fear of getting stomped by the newly leveled up monsters. thanks for the tip
Whoever said nothing is impossible never tried slamming a revolving door :mad:
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Red_X wrote:Thats a good idea, I hate the fact that my Imperial thief is getting so powerful yet I cant walk outside cities for the fear of getting stomped by the newly leveled up monsters. thanks for the tip
It is actually easier to beat Oblivion as a rank newbie in the game, rather than at level 25: sad, but true. Which is why there are literally more than a dozen mods out there (with 6 within 2 weeks of initial release!) from players to fix the leveling system.

Still think the MM mod is the way to go, though, if you're a mage; I'll just have to disagree on this one with Galraen, whose help is frequently invaluable here in the forums. :) Still, the nice thing about mods of that sort is that you can try them, then remove them if you don't like the results, since they don't affect any textures. Worth thinking about.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
galraen
Posts: 3727
Joined: Sat Nov 25, 2006 3:03 am
Location: Kernow (Cornwall), UK
Contact:

Post by galraen »

If you're playing on a PC, I would recommend this mod Quest Award Leveling - Planet Elder Scrolls, I wouldn't contemplate playing the game without it. If nothing else it makes the Staff and Mage's Fury spell well worth having at any level.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
User avatar
UncleScratchy
Posts: 869
Joined: Thu Jan 31, 2002 11:28 am
Location: Location: PA
Contact:

Post by UncleScratchy »

Power Playing a Mage (Spoilers)
Nyypsy wrote:I was wondering how to make this pure caster work in Oblivion, only casting spells and using massive speed and agility to keep away from danger, "major" skills: Destruction, Alteration, Restoration, Light Armor, Atletics, Acrobatics, Block
I would change the mix as you have all three skills that relate to Speed as major skills and none that go with Intelligence, Strength or Agility. I favor putting at least one skill for each attribute into my majors, usually one I'd rather buy training instead of practicing a lot (Athletics, Merchantile, etc.)

I always start my games as a mage (enchanted clothing never needs repairing and its extremely light - a good thing for a weakling mage) and I key on getting my Intelligence, Willpower and Personality maxed out first. Yes I said Personality as the three most powerfull mage spells in your book will be Chameleon, Paralyze and Invisibility. These spells are in the Illusion school which is governed by Personality. With these spells at high levels you are just about invincible as a mage and once you have them you can kill most anything with your fists if you like, almost never take damage and do even the hardest quests with ease.
I wanted to "powerplay" my char to reach high enough damage and stats to be effective killer, but I'm not sure what stats should I aim for, Willpower and Speed should ideally be maxed to have max regen and speed, but how much str, endurance and Int is needed to cast max rank spells and stay alive for few stray hits?
Lots of Intelligence is going to be needed - about 400 should do you nicely. Enchant your armor/clothing with Fortify Magicka (the Guilded Giraffe will sell you an enchanted elven cuirass with plus 5 to agility and plus 50 magicka once you reach about level 15-18. Also some of the Sigil stones from Oblivion Gates have plus 50 magicka powers.
What race and major skills should I go for? I was thinking about "The Steed" birthsign for the major speed bonus, or should I go for Lady or Mage?
Definitely not these birthsigns. To power play a mage you will need all the magicka reserves you can get and the ability to regenerate magicka quickly. That leaves the Apprentice birthsign coupled with a Breton character. Don't worry about the lack of magic resistance, its not going to be any real problem. Atronach gives you more magicka but the inability to regenerate it will be a real burden for a long time. Sure you can make potions to regenerate magicka or use the crystals from the Ayleid ruins but I find being able to regenerate is better. Willpower controls how fast you regenerate magicka plus gives you protection from hostile magic spells, so maxing this trait is imperitive.
I'm also wondering at what point should I stop forceleveling my char and start playing the quests, I'm realy that kind of person that I need to know that I have the "best" possible char that I'm trying to make, or close enough, but I realy still like to play my build as pure caster speedfreak rp char too :)
I would do the Mage Guild quests as soon as you can so you have access to the Arcane University, their ingredient gardens, trainers, etc. Next I would do the Assassin quests for their special clothing, and some nice bonus items. Thief and Fighters guild give you very little in the way of goodies and aren't needed so you can save them for later. If you have the add on pack I would definitely do the Pirates Cove plug-in very early on. Its an easy quest as a low level mage with any kind of ranged fire spell (flare will do). Its a free place to sleep, sell stolen items, get some very nice enchanted armor and lots of trainers.

Even more possible spoilers. Fort Farragut NE of Cheydinhal is an ideal place to train up in destruction and healing. Use your weak flare spell (5 ranged fire damage) to pound the two skeleton warriors from behind the first grate. Then open the grate and lure out the one in the side tunnel - run to the grate control and close it again. Pound him with the flare. Next run down the side tunnel and snipe the skeleton archer with flare spells. Trip the rock cave in to keep him from closing on you. If you want some excitement and all the free arrows (silver or better) just collect them as he shoots at you. Dodge his arrows and heal as necessary while collecting them. Once you finish with him run dow the passage and jump over the hole in the path. You can use the spikes below the hole to hide behind or use the hole itself as a barrier from the last two skeletons. Lure them out and run for the protection of either the hole or the spikes. Flare them to death. Now you can use the spikes to damage yourself and then heal yourself as a training aide. When you've finished you can collect the armor and weapons and loot the last room. Be sure to double back to the start closing all the grates as you found them. In a week everything will regenerate and you can do it all over again. Before long you will be killing with powerful range destruction spells at will. For quick kills enchant a bow or knife with Weakness to Fire. I use a homemade WTF spell at 90 percent weakness for 7 seconds. Keep the knife/bow ready in your hand, hit your target with it and unleash your Firebolts.

Conjuration is a great way to kill enemies while safely hidden. I highly recommend using the Dremora Lord and Clannfears for doing your dirty work while hiding in the shadows or cloaked in invisibility or chameleon. Do the Azura, Nocturnal, Meridia and perhaps the Namira shrine quests as early on as they allow to gain some very handy items. Meridia gives you the Ring of the Khajit with 25 percent constant affect chameleon. Coupled with the 75 percent chameleon spell that lasts 60 seconds you can kill everything from the sneak position for a 3X or 6X damage multiplier. Make yourself a paralyze/soul trap on touch spell for trapping souls - especially nice if you sneak up on them invisible and then hit them with that spell.

Well this is getting long so I'll stop here. Good luck with your mage, I think its the most powerful and most fun character to play. It only gets more powerful as you expand into your combat and thief related skills. Let me know if you want any more training tips. I've played this game to death so its actually pretty boring for me now.
"The Khajiit mind is not engineered for self-reflection. We simply do what we do and let the world be damned." Quote from the Ahziirr Traajijazeri

"Fusozay Var Var"
User avatar
galraen
Posts: 3727
Joined: Sat Nov 25, 2006 3:03 am
Location: Kernow (Cornwall), UK
Contact:

Post by galraen »

I've been running a test over the last few days, to make sure my memory wasn't faulty. It wasn't, the biggest 'problem' with running a pure mage is that it makes the game far too easy. Once you've completed the recommendations, and have access to the spellmaker and enchanter, nothing stands a chance against you. If you make the mistake of having all the magic skills as majors life can be tougher, but still not that challenging. Just make sure you follow Uncle Scratchy's advice about doing the recommendations as quickly as possible, leaving Kvatch until later, nd the game's a doddle.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
Post Reply