Jake, From State Farm Jul 7, 2014 @ 6:37pm
Why does my mage suck?
(playing on Master) Every fight, I shoot something down to ~75% and run out of mana. Then watch my atronach chip it down REALLY slowly, and watch my mana regen REALLY slowly. Fights are taking 4 times longer at least in comparison to a melee character.

I'm prioritizing talent points and gear that add mana, reduce mana costs, and boost elemental damage. Just so my character is capable of SOMETHING. Also in doing so, I'm a squishy little puss.

Before you tell me I should turn down the difficulty, I won't, because for every game I play, I play it on the hardest difficulty setting. For this game I'm ok with ignoring Legendary because its a newer setting added in a late patch. Also because I feel it didn't really get any thought, just tweaking a couple numbers with no regard to what specific effects it will make in the balance of the game.

My guess is that this is just more of Bethesda's ineptness in making mechanically sound games that aren't jenky and broken as ♥♥♥♥. Or maybe I'm doing something wrong, so why does my mage suck?

My spec.
http://steamcommunity.com/sharedfiles/filedetails/?id=282814635
Last edited by Jake, From State Farm; Jul 7, 2014 @ 6:40pm
Showing 1-9 of 9 comments
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Bullets Jul 7, 2014 @ 6:50pm 
Be a destruction mage, but get your enchanting to 100 asap then enchant 4 pieces of gear head, body, ring, and one other (I forget which one) to destruction costs 25% less...take those 4 equip them and you have 4*25 =100 so you basically use zero mana. If you don't get what I'm sayin check youtube
jp_insomniac Jul 7, 2014 @ 6:50pm 
You do understand that it's very possible to legitimately have unlimited mana from having 25% reduce cost enchants x4 and casting unlimited channeling of any spell you want.

Obviously that means you'd have to invest the time to gather the needed resources and train the skills needed to do so (enchanting and smithing are priorities, with alchemy being up there as well due to the fact that you can boost your enchants quite a lot with the use of potions.)

Skyrimnut Jul 7, 2014 @ 7:05pm 
From what I see, you're a mage playing on Master who hasn't put a single perk into alteration. I get some people like playing as a glass cannon, I acknowledge their existance and watch them die while my mage is not sucking at level 14. For any class, I do the following, primary offense, primary defense, then secondary offense, secondary defense, then minor skills.

Primary offense - Destruction, my favorite magic school
Primary defense - wards don't do squat against meleee which will kill you really fast early on on master, perk alteration ASAP.
Secondary offense - either conjuration or illusion, bound weapons are a GODSEND early levels on Master. Hello Daedric weapons at level 14, level 1 if you've saved some coin. Yes please!
Secondary defense - now use restoration, wards are epic against dragons and magical enemies.
minor skills - enchanting, alchemy, whatever you want, lock picking, speech, it doesn't matter. I've rolled pure mages with only the 4 skills above, no enchanting or only enough to make gloves and boots. Usually I scrap the pure mage if I'm not crafting and slap on gauntlets, a helm, and boots, cause they come pre-enchanted and I'm usually too lazy to grind enchanting.

I tend to play a more defense oriented mage, so I pick the Atronach stone (right out of Helgen) and then add the Lord stone once I get the Aetherial crown (if you have Dawnguard installed), and as a high elf, you'll get a comfy 200 points of mana. The regen penalty is offset by clothes. Many times, when playing an altmer, I will invest no other points into mana, focusing instead on health. The Atronach effects summons slightly, however, you can use this to a delicious advantage to quickly regain mana by having the spell fail. Once your health is high enough that you can take a hit, then put into mana or stamina. I usually do stamina. There is enough equipment in the game to boost my mana and with spell reduction perks and equipment, you can really reduce costs.

You know to shoot flames and frostbite in quick bursts rather than a steady stream right? I'm sure you do, but it warrants mentioning as it saves me a ton of mana. The damage stacks and you are way more efficient with your mana costs. The problem you may have is that you won't one-shot anything in Master, so if you're expecting this, then you'll be disappointed. If you are ok with a long, IMO, fun duel, then there are ways to do this without killing your mana. What spells are you using?

Jake, From State Farm Jul 7, 2014 @ 7:43pm 
Thanks for the responses, I guess I forgot that enchanting is a thing...

Also I've been using the adept spells, ice on melee people, electric on magicka users. Dual casts I do pretty randomly, I don't really know when to use them. My main reason to use dual casts is to stagger because of that perk, and just to burst damage.
nephilimnexus Jul 7, 2014 @ 7:54pm 
Enhanting can also be used to increase your damage output as well, especially the combo enchantments. Once you get dual-enchanting (at max level) and Azura's Star (don't even consdier leveling enchanting without it) you can deck your toon out in: Helmet, Body, Leggings, Boots, Gloves, Necklace and a Ring. That's seven items that can all hold two enchantments each.

So let's say you've learned the regular robe enchantment of "increase destruction and mana regeneration" and another enchantment that's just "increase destruction even more." A master enchanter can put both of those on the same item. Mind, not every item can hold both of them, but pretty much everything except boots and pants can hold some kind of mage buffing enchantment. For those I'd suggest buffs to movement speed, just so that you can dodge incoming spells easier, or magic resitance if dodging is not your strong point.
Last edited by nephilimnexus; Jul 7, 2014 @ 7:55pm
♀ 50 Shades Of Doge ♀ Jul 8, 2014 @ 1:28am 
It's no secret that magic gets slightly underpowered late game, with magic users dishing out extreme damage and melee enemies soaking up metric ♥♥♥♥♥ons of damage, even on normal it can be difficult late game

Originally posted by Skyrimnut:
From what I see, you're a mage playing on Master who hasn't put a single perk into alteration. I get some people like playing as a glass cannon, I acknowledge their existance and watch them die while my mage is not sucking at level 14. For any class, I do the following, primary offense, primary defense, then secondary offense, secondary defense, then minor skills.

Primary offense - Destruction, my favorite magic school
Primary defense - wards don't do squat against meleee which will kill you really fast early on on master, perk alteration ASAP.
Secondary offense - either conjuration or illusion, bound weapons are a GODSEND early levels on Master. Hello Daedric weapons at level 14, level 1 if you've saved some coin. Yes please!
Secondary defense - now use restoration, wards are epic against dragons and magical enemies.
minor skills - enchanting, alchemy, whatever you want, lock picking, speech, it doesn't matter. I've rolled pure mages with only the 4 skills above, no enchanting or only enough to make gloves and boots. Usually I scrap the pure mage if I'm not crafting and slap on gauntlets, a helm, and boots, cause they come pre-enchanted and I'm usually too lazy to grind enchanting.

I tend to play a more defense oriented mage, so I pick the Atronach stone (right out of Helgen) and then add the Lord stone once I get the Aetherial crown (if you have Dawnguard installed), and as a high elf, you'll get a comfy 200 points of mana. The regen penalty is offset by clothes. Many times, when playing an altmer, I will invest no other points into mana, focusing instead on health. The Atronach effects summons slightly, however, you can use this to a delicious advantage to quickly regain mana by having the spell fail. Once your health is high enough that you can take a hit, then put into mana or stamina. I usually do stamina. There is enough equipment in the game to boost my mana and with spell reduction perks and equipment, you can really reduce costs.

You know to shoot flames and frostbite in quick bursts rather than a steady stream right? I'm sure you do, but it warrants mentioning as it saves me a ton of mana. The damage stacks and you are way more efficient with your mana costs. The problem you may have is that you won't one-shot anything in Master, so if you're expecting this, then you'll be disappointed. If you are ok with a long, IMO, fun duel, then there are ways to do this without killing your mana. What spells are you using?
This guy basically has the answer.
ZacAtk Jul 8, 2014 @ 3:48am 
The problem with destruction is that there is very little you can do to increase the damage output, shy of just casting a spell over and over and over. This is in contrast to melee which gets stronger as your skill levels, can be increased with enchantments and potions, and can be stacked even more with smithing (sharpen weapons). With destruction, about the only thing you can do to increase it's damage (shy of modding) is potions, which are limited at best when compared to melee. If you're going to be a mage you really need to diversify your schools of magic or just go for the 100% cost reduction and rely on unlimited casting and stagger.
Last edited by ZacAtk; Jul 8, 2014 @ 3:48am
Skyrimnut Jul 8, 2014 @ 4:06am 
Originally posted by ZacAtk:
The problem with destruction is that there is very little you can do to increase the damage output, shy of just casting a spell over and over and over. This is in contrast to melee which gets stronger as your skill levels, can be increased with enchantments and potions, and can be stacked even more with smithing (sharpen weapons). With destruction, about the only thing you can do to increase it's damage (shy of modding) is potions, which are limited at best when compared to melee. If you're going to be a mage you really need to diversify your schools of magic or just go for the 100% cost reduction and rely on unlimited casting and stagger.

Which surprised me in the OPs game because he/she does have the right perks to stun lock. What they are missing are vital alteration, restoration, and conjuration perks that would help in the early game. I usually ignore destruction after I get impact and then focus more intently on other schools, but I will ALWAYS perk alteration first. Defense makes an excellent offense. They are missing alteration and the right conjuration development for early game. Restoration development is ok, they are close to respite and should try to get that perk as soon as they are able. This is why I mentioned using 4/6 major schools in my response. Those are the major skills, followed by three minor ones.

I also tend to focus on no more than two elements in the early game. If I have perks for ice later, I'll put them in, but usually fire works great on everyone and shock is great for all magical things, especially dragons. Frost is great for melee though, so fire and frost is very viable and ignore shock until later, you can always use the opposite element against a dragon and it'll be effective. I usually stick with apprentice level and sometimes adept spells later in the game. They shoot fast and cost little with the right perks and equipment.

OP, are you training at all? You should ignore training in destruction, conjuration, and alteration, those level up fast on their own. Illusion as well. If you do train, focus it on restoration, which is the slowest school to level up. I'm assuming you're in the college, but other restoration trainers include Danica Pure Spring in Whiterun, and Keeper Carcette in the Hall of the Vigilant.
Law Abiding Engineer Jul 8, 2014 @ 6:52am 
Yeah early on, it can be hard. I have a pure mage doing and I've focused on getting the basic destruction abilities, one slightly advance restore ability, and a few alterations. Like the guy a few posts above here said, be sure to get the Alteration skill up a bit, or have some of the powers. Usually when i go into battle (alone), I always buff up with Oak, stone, or iron (late game) skin which gives a decent armor boost. When you have a partner with you, be sure to give them rally or courage so they have a small boost in health and won't run away.


Anyway, just hang in there. If you have issues with running out of mana fast, and do not have the robes that basically reduce the cost to casts spells, then find a ring or necklace that increases the regen. for mana. Oh, and of course, be careful in who you fight. It is easy to come across enemies that are higher than you early in the game, so just avoid them if possible, and always have a follower who can help maintain the agro from an enemy.
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Date Posted: Jul 7, 2014 @ 6:37pm
Posts: 9