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Not using crafting also just makes the game more monotonous. Let alone mage and mage-hybrid builds really need the decrease cast cost enchantments to be viable, with how mana expensive higher tier spells are.
Not to mention being stuck with RNG for high tier armors sucks.
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Plus if you play survival crafting gives the game a more natural feel where you adventure then use the things you found on your adventure back at town to make money.
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Now not doing the exploit loop itself I agree with.
Armor:
Full Daedric (heavy armor dragon priest masks work as well)
lvl 100 heavy armor
5 perks for +100% armor
25% boost for full heavy armor
25% boost for matching set
10% boost from Black Book: Sallow Regents
Lord Stone +50 armor
25 invisible armor for each piece of armor (shield can be applied as well = +100
Total of above 667 armor
Magic defense:
-Breton 25%
-Lord Stone 25%
-Mara 15%
-Alteration 2/3 perk points for 20%
-Total of 85%
Damage:
-Become a vampire, take necromage as one of the first perks.
-Daedric Gauntlets of Peerless Wielding for +40% 1 handed.
-Dual wield perks, 1,35 atk speed x 1,25 from necromage = 1,69
-Charged dual attacks speed based on offhand
-off hand dagger, 1,4 x 1,69 = 2,36,
-1 handed lvl 100
-5 perks for +100% damage
-dual attack charge attacks deal 50% extra damage for total of 100%
-Standing still charge attacks deal 25% extra damage
-1 charge attack = about 200 base at that point
-charge attacks x double damage = 400
-+25% about 500
-2 dual wield charge attacks per second = about 1000 dps, can still use a potion for +50% and other pieces of gear with +40% 1 handed damage
-Vegetable Soup for unlimited charge attacks.
Once you have the numbers, crafting almost seems meaningless, just to make the game even easier than it is. It can be useful for certain builds, destruction magic without 100% reduction is useless, sword & shield without smithing is garbage, that kinda stuff. That's why i always give myself restriction cause i always try to become as powerful as possible. This way however i at least do that within the possibilities of those restrictions.
If I want I switch to dagger it do's 174 Forged damage, use a fortify 1 handed, an i do over 200 dam, with 1 dagger, I am so stealthy, when indoors, i can activate a finisher from the front.
Some times i want to keep my distance, so i equip my gloves, to improve Archery, neck a fortify archery, add toxin's/poisons, and conjure Bound Bow, not much stands up to me.
But I've never overused it, or used the alchemy-enchantment loop (mainly because the potion usually wore off before I did the enchantments (dual enchants doubles the time to set it up).....
But for health/magicka potions, and cure potions and a few others, it's useful.....
but the only skill I max out is smithing.
It takes quite a while to improve Alchamy, some potions improve it quicker then others, but you still gotta either A.Buy the ingredients or B. Spend hours and hours gathering.
Which is why the CC mod Goldenhills is such a must, it enables you to grow ingredients in situ, and by waiting 3 in game days, they reflower, so thays 1 way to cut down the grinding.
I can only do smithing if a warrior.
I can only do enchanting if a mage.
I can only do alchemy if a thief.
Leveling up more than one of those will just about end the game.
At most i use the following set up:
Alchemy (fortify enchant) => enchant 1 necklace with fortify alchemy/smithing and then craft/temper my gear.
For enchanting my limitations are that I can't double on enchants. So if i equip a set, I can only have 1 bonus to fortify onehanded for example. Combined with Summermyst, it forces me to pick enchants i wouldn't normally pick.
Body Alchemy 101.
Enchanting on the other hand....did that the most as one can create MUCH stronger armor and weapons that ANY quest in the game can provide...