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I would recomend caring more about restoration, as to feel truly powerful, it becomes one of the most important schools of magic. The reason why, is a good place to explain the art of magicka buffing.
The thing about oblivion, is that spells you use on self are stackable, as long as they are named different. So you can make multiple fortify magicka by 100 spells, and then stack them all to give your self a fairly unlimited magicka pool to unleash spells costing in excess of 1000 magicka cost. One time I went up to around 2400 magicka, just to unlease a 2200 cost spell I made (It was a little too destructive. Made whole imperial city mad at me).
Its also helpful to fortify willpower while your at it even if the willpower buff is only a few seconds (if massive) as willpower determines how fast your magicka bar recharges. As such while I buff magicka, I will throw in a few hundred willpower as well, just to recharge magicka faster as I buff.
Of course once you buff your total magicka, then comes the trick of filling it, but that is the easy part. Pop a welkyld stone refilling your magicka, and then unleash your most devastating creation.
Other uses for restoration (*besides obvious healing) include compensating physical stats to mimic warriors or help against certain enemies (for example, buffing agility helps prevent knock down, such as one experiences on later archers), profiting off mercantile buffing, increasing luck for gambling at arena (to give your chosen fighter more hp), increasing sneak in combination with chameleon spells, and so on.
My last mage playthru, I did a fully balance magic build up. Everything to journeyman before letting any one get to expert, every thing expert before I let any one get to master.
Destruction is 100? Sweet. You'll have no problem casting any Destruction spells then, and that's probably where I'd start experimenting! If you happen to mix different schools together in the same Custom spell [e.g. Fire Damage + Paralysis], it'll use the highest cost effect to determine which 'school' to choose casting the spell from. Make your combo Destruction spells primarily Destruction based and you should be fine!
Illusion is the crowd control school essentially, and 50 Illusion is required for all the base- level Illusion spells. Invisibility can be used to run past a legion guarding an Oblivion gate, Paralysis & Calm can be used to pacify opponents, and Frenzy can be used to make Human opponents [but not monsters] attack each other. A very fun school all round particularly for a High Level mage, and mixing in 1 second Paralysis with offensive spells is fun for chaining. Chameleon at a low percentage adds to Sneak value, and if you have a very high Magicka pool, 100% Chameleon is basically God Mode.
Conjuration is most useful early on, but it can be useful later on for summoning something to take the heat off you for a while (particularly when combined with Invisibility). At 50 you can use a Headless Zombie which hits pretty hard, but the fun arguably starts at 75 when you can get a Clannfear. Clannfears are neat little attack dogs.
Mysticism is a funny school in that it's useful at lowish levels and highish levels, but not much in between. At low level you have Soul Trap, Detect LIfe and Telekinesis, and then at very high level/magicka then Reflect and Spell Absorption can be cast at high enough levels to make them useful [though I still wouldnt bother too much with them]. I'd probably leave this skill until last to practice.
Restoration is terrific, and I highly recommend giving it practice, because you can use it to buff yourself at high levels amongst other things [Darth had a good list]. Any attribute and skill can be buffed, which for mages includes Speed/Athletics for crazy running speed, and Intelligence/Magicka/Willpower for extra Magicka. Also it helps to have a decent Healing spell that you can cast in case you get into trouble.
If you have Restoration 100 and take it to its extreme, you can basically do this:
http://steamcommunity.com/sharedfiles/filedetails/?id=888102371
Don't forget Alteration either! Alteration spells are basically magical substitutes for other abilities. E.g. Feather for strength, Water Walking and Breathing, Open Lock for Security, Shield spells for armour, etc.
And yeah I did my homework for that guide. The best way to learn something is to teach it, so by virtue of attempting to teach it I did my homework and learn a lot. :)