Elder Scrolls V : Skyrim Club
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**•Battlemage Build Tips!**

#Combat:
•Use a one-handed weapon (Sword/Axe/Mace) and a DEFENSIVE spell in the other for mid-range combat. (Use frost against warriors & shock/lightning against mages.) This is because the weapon deals enough "offensive" damage, while the "defensive" spell weakens enemies, giving te time to attack. When the enemy is affected da the spell te just cast, run up and smash them up with your weapon. When you're out of stamina, just switch back to your magic. Repeat this until your foe is defeated. If te do have plenty of stamina, just do a power attack if they're too close and then use a spell while they're stunned.

#Health, Stamina, & Mana:
•If te want to heal yourself, equip a healing spell in one hand and use it to restore your health & stamina as well as increasing mana regen If te have the correct perks (respite & recovery in the Restoration tree.) For this build, te need plenty of health, mana & stamina to be an effective Battlemage. Try to spread all of these evenly throughout your levelling up process. (Unless te either want to use magic o melee più than the other. Then te can put più points into Health/Stamina o Magicka than the other.)

#Aid In Combat:
•If te want extra help in combat, te can either summon an Atronach (Flame/Frost/Storm) o a Daedra Lord to distract & help deal damage to your foes while te take them out with your mace, sword o axe. If te have the master spell (Summon *Atronach* Thrall,) te can have a permanent companion to aid te in further combat.
##TAKE NOTE## If your Thrall dies, te must cast the spell again to re-summon it.

#Protection, Enchantment & Smithing buffs:
(You MUST get the perks listed for these skills before doing the following:)
*Conjuration-
•Mystic Binding
•Dual Cast

*Destruction
•Augmented Frost/Shock/Flame
•Dual Cast
•Impact

*Restoration
•Respite
•Regeneration
•Recovery
•Avoid Death

*One-handed-
• Armsman 5/5
•Fighting Stance
•Hack 'n' Slash (Axe) Bladesman (Sword) o Bone-Breaker (Mace)
•Savage Strike
•Critical Charge
•Paralyzing Strike
#NOTE# te can also get "Heavy Armor" perks if te want. If te can't get all of these perks, it does not matter, they're only guide-lines.



Mandatory Perks:
*Enchanting-
•Enchanter 5/5
•Corpus Enchanter
•Extra Effect

*Smithing-
•All "Heavy Armor" perks (right side of tree)
•Arcane Enchanter

*Alchemy-
•Alchemist 5/5
•Physician
•Benefactor

For protection, it is highly recommended to wear "Heavy Armor" in this build as it provides much better protection than "Light Armor." Magic is as equally effective with heavy armor than it is with light. It does NOT matter which armor type te choose as long as te have powerful enchantments on them such as: Fortify Magicka, Fortify Magicka Regen, Fortify Heavy/Light Armor o Fortify *whatever spell.* For the best possible protection & magic fortification is to get high Smithing & Enchanting. te can always use Alchemy if te want to, but Smithing & Enchanting are the most important to make this build effective. te MUST get the perk (EXTRA EFFECT!) te can place TWO of the same o different enchantment on ONE ITEM! If it's weapons, armor o jewellery it doesn't matter!

With the smithing perks, te should go up the "Heavy Armor Tree" as te can craft & improve all heavy armor types such as: Dwarven, Ebony, Daedric o Dragon Plate Armor. For further weapon/armor improvement, te can enchant rings, gauntlets & necklaces with "Fortify Smithing." te can also create a potion of "Fortify Smithing" along with the enchantment for insane improvements!

Now for enchanting your now improved, smithed gear.
te must gather at least 4 filled "Grand Soul Gems." Get a ring, necklace, casco & a main heavy armor piece of your choice. After you've gathered all of equipment & supplies, make a "Fortify Enchanting" potion. Drink it and
start enchanting your gear with one o two fortifications of whatever school/s of magic te want to use the most. (E.g: If te mostly want to use Destruction magic, enchant your armor, helmet, collana & ring with "Fortify Destruction" and with the perk "Extra Effect," te can add another, preferably, "magic-related" boost o defence such as "Fortify Magicka" o "Resist Magicka.")

The ending result should be those items Come d’incanto with: "Fortify *whatever school/s of magic te choose* & Fortify Magicka" for example. te can make different pieces of armor for different schools of magic te want to use. o te could even enchant the same equipment with *Fortify a different magic type* so te can cast two magicks with 0% mana cost! If te do use più of a variety of magic, but te like, say, Destruction the best, te could always do the "Fortify Magicka" enchantment to add a magicka boost to all of your "Destruction Equipment" making every other magic cost a lot less mana. However, your "main, chosen school/s" will be the only school/s with 0% mana cost while others will still cost some. This is why te should get the "Atronach Stone." It gives te 50+ points into your already now-large mana pool giving your other spells an even LOWER cost!

te can now enjoy being a powerful tank that sprays his foes with flames, shock o frost until they're weakened and then bashes the last breaths out of their burnt, Frozen o shocked bodies!

Here is a link to Part 3 of my guide: "Classic Warrior"

link

This articolo was written by:
~*•Žÿłįçę•*~
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