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Докладване на проблем с превода
I find wards useful.
sigh..
Also I don't play as a mage.
http://youtu.be/NCHq0m67lq8
Generally, I prefer the bow and try to kill my enemies long before they ever know I'm there.
Secondly, when it comes to combat, my priority is to kill my enemies, not protect myself from damage or run away or anything else. End the threat and end it quickly.
Lastly, and possibly the most important reason is that I've never seen it do any good for the many, many fallen mages that dared oppose me...lol
Yes I agree, but on master or leg difficulty, things work a bit differently. You have to think about defense in a new way.
I wasn't a big fan of playing this game on kb&m, since I always felt like I was fumbling around with the keys (even w/controller this is true). Also, a controller is much more laid back, and works well for doing longer sessions.
Most of the time, it just isn't worth the effort to do much more than kill your enemy.
Edit: and deap into nthe endgame, you can use enchanments to negate all elemental damage to the point where a dragon is blasting you with fire, and your healthbar won't show because the health loss is so insignificant.
DPS rulz. Tieing up one hand on defense, lowers DPS. Kill faster for the win.
100% Spell Absorption (SA) means never needing any Magic Resistance (MR), Wards, or Spellbreaker.
All non-physical damage, other than drowning, is considered magical, so individual elements can be ignored; therefore, rely on SA &/or MR. There are some other exceptions, but nothing helps vs. them; meanwhile Disease Resist can bypass the 85% MR cap with a 100% amulet, but 100% SA achieves the same goal anyway.
Wards and Spellbreaker are perfect tools, at times. A great example is a character that wants to maintain partial Spell Absorption for Conjuration, but also wants to temporarily boost SA to 100%.
SA covers all directions, Wards and Spellbreaker only one direction. So they are not as useful as SA vs. multiple damage sources.
If using SA, Wards, &/or Spellbreaker, get the perk that recharges magicka pools to offsets cost:
Ward Absorb -- Wards recharge your magicka when hit with spells.
Sounds like something work a 2nd/31st look