Today we are talking to Dan Taylor, a professional level designer who has in the past worked for Eidos, Square Enix, Ubisoft, Rockstar (among others) on games such as Medal of Honor Heroes 2, Hitman: Sniper, or Shadow of the Tomb Raider. Dan - who started out as a modder for Morrowind, Skyrim, and Fallout New Vegas - has close to two decades of experience in the video game industry under his belt and his talk on Ten Principles for Good Level Design at the Game Developer's Conference 2013 is cu.
In the world of Skyrim, the most common class is the warrior. Everywhere you turn, you'll see warriors or hybrids of the warrior class.It's easy to play a warrior in Skyrim but less easy to do it well, partially because of the huge number of choices you have to make along the way.
Different play styles and preferences make for great variety in the way a warrior can be played. The amount of choice is one of the advantages of this game, but it also adds a level of challenge as well.You can make any type of warrior just by selecting different gear, skills or attributes. In this article, I will explain the best warrior races and builds for both a pure warrior and some hybrid classes. I'll also discuss gear options and some battle strategies. In Skyrim, there are many races and every race can be a warrior type character. However, some races make better warriors than others. Here are some of the best races oriented to the task:.
Imperials: They get a +10 in Restoration Magic and +5 in Blocking, Heavy Armor, Destruction Magic and One-Handed. This race makes good Paladins thanks to the advantage in Restoration magic. They can also be great centurions, spellswords, and battle mages. Nords: Nords get +10 in Two-Handed and +5 in Smithing, One-Handed, Light Armor, Blocking, and Speech. They are the perfect Two-Handed barbarian class with a good combination in Heavy Armor, but they can be also good One-Handed warriors due to their advantage in One Handed, Blocking and Light Armor. The boost in Smithing speeds up and improves the crafting of weapons and armor.
Orcs: They get +10 in Heavy Armor and +5 in Blocking, Enchanting, One-Handed, Smithing, and Two-Handed. The great Orc beasts are your best option for a berserk class. Go for a full tank with shield and weapon or a two handed warrior in heavy armor. Either way, Orc warriors can be unstoppable.
Redguards: They get +10 in One-Handed and +5 in Alteration, Archery, Blocking, Destruction, and Smithing. A Redguard can make a good weapon master, jack of all trades, battle mage, or foot soldier. Breton: Bretons get +10 in Conjuration and +5 in Alteration, Restoration, Illusion, Alchemy, and Speech.
This is a weird class for a warrior since most of their skills are more traditionally geared toward mages or rogues. This magic and cunning can make a Breton the perfect hybrid warrior. They can also be powerful battle mages or spellswords. This common class of warrior has many advantages.
It's easy to play but hard to master. They are usually seen with a shield and a sword, axe, or mace, often supplementing the weapons with a type of magic like Restoration or Conjuration Magic for extra support and endurance in the difficult battles. You can combine your One-Handed skills with either Heavy Armor or Light Armor.1. Heavy Armor type: In this kind of build you will be able to endure a lot of punishment. This is called a 'tank' class; you will charge toward battle taking damage but suffering little from it thanks to your shield. You will have a great Health pool and a great Stamina Pool. Offense: One-Handed for damage, Smithing for enhancing your weapons and armor, Conjuration Magic for extra damage support.
Defense: Level up Block and Heavy Armor for your main defense. Restoration Magic for health. Leveling: You will need to level up Health and Stamina 50/50.2. Light Armor type: This build requires a little more experience and skill. You will not have the defense of the heavy armor, so you will need to rely on agility and mobility in battle to avoid damage and power attacks. Your shield is a great advantage in battle, as is your ability to be better at sneaking. Offense: One-Handed for damage, Smithing for enhancing your weapons and armor, Conjuration Magic for extra damage support.
Defense: Level up Block and Light Armor for your main defense, with Sneak for maneuvering on the battlefield. Restoration Magic can also improve health and defense. Leveling: You need to level up Health and Stamina 60/40, but if you think that your skill in battle is not good enough then level up in a 70/30 ratio. This kind of build is a full barbarian type. They have a big advantage in battle because of heavy damage blows and power attacks. These warriors tend to use Heavy Armor because they lack the blocking ability of a shield, but they are not defenseless.They can still block some attacks, but this is rare in battle.
Definitely level up the Heavy Armor tree as fast as possible without ignoring the Two-Handed tree. Because mobility as a behemoth is your ally, leveling the Heavy Armor tree will help you in reducing your Stamina consumption.
Offense: Smithing upgrades and Two-Handed are your main sources of damage. Defense: Heavy Armor is your main defense. You should also use Restoration Magic for health support in difficult battles and between battles.
Leveling: You should level up Health and Stamina in a 50/50 first. When you reach 200 in your Stamina, then 70/30. A battle mage is a powerful build that in the right hands can destroy everything. This build is a difficult one to master, relying on a magic/combat mix while avoiding all possible damage to the self. When your spells run out of Magicka, then your faithful weapons are ready for battle, unleashing power attacks.Battle mages are known for being masters of both arcane power and physical combat. Personally, I prefer to play One-Handed with a spell in the other hand, preferably Destruction or Conjuration.
Some builds also recommend having a dual-wielded spell at the beginning of combat, but this is up to your play style. Offense: One-Handed and Destruction Magic are your main damage sources. Use Smithing for upgrades in weapons, and always try to have the best one-handed weapon available.
Defense: Use Heavy Armor as protection, Restoration Magic for support, and Enchanting for extra boosts to your armor and weapon. Leveling: This build requires a leveling up in Health/Stamina/Magicka in a ratio of 30/30/40.
When you reach 200 points in Magicka then swap the balance to 40/40/20 or 50/30/20. A great build for a Holy Knight of Justice, this type is a defensive tank that also deals a surprising amount of damage. There are four different builds in the paladin type: 1: Dual Wield, 2: Shield Wall/Centurian, 3: Two-Handed, and 4: One-Handed/Spell.1. Dual Wield: This build allows you to deal lots of damage over time, but, without defense, you take heavy damage from enemies. Dual-wielding magic gives great support to your weaponry and makes for a fun playing style. Remember to keep upgrading so you have the best gear, weapons, and enchantments. This build combined with high skill in Heavy Armor and expert mobility can create chaos on the battlefield. Download game car simulator indonesia.
Offense: Use Destruction Magic with a focus on dual-wield spells, with One-Handed as a backup. Smithing and Enchanting should also be leveled up for extra damage, protection and Health/Stamina saving. Defense: Heavy Armor is your main defense, with Restoration Magic to protect you and keep up your health. Leveling: Points in Health/Stamina/Magicka should be leveled up at 50/30/202.
Shield Wall/Centurian: This build is mainly focused on defense, leaving the damage at a minimum. Leveling up Block and Heavy Armor will allow you to block unlimited damage. It's an easy, fun way to play, though it can take some time to do serious damage in battle.
Consider it a slow but strong option. Offense: One-Handed with shield.
Keep upgrading your weapon, since this is your main source of damage. Use Smithing and Enchanting to boost your weapons and armor. Philadelphia experiment movie download. Defense: Level up Block and Heavy Armor, and feel free to do some Restoration Magic for backup. Leveling: Your points in Health/Stamina/Magicka should be leveled up at 50/30/20.
Two-Handed: A pure paladin in strong blows and power attacks. This build sacrifices some defense in exchange for extra damage.
Because your weapon is two-handed, it takes longer to switch between weapons and spells, which can make the battle a little tedious because of the time wasted. That's why this build relies more on causing damage than defense, though it still uses Restoration Magic for support.
Offense: Use Destruction Magic supplemented by Two-Handed weaponry. Don't forget to use Smithing and Enchanting on your weapons and armor!. Defense: Heavy Armor will help your defense, but don't spend too many points on it. Use Restoration Magic to keep up your health. Leveling: Your points in Health/Stamina/Magicka should be leveled up at 50/30/20.4. One-Handed/Spell: In this build you rely on a weapon/spell combination.
Normally you swap between Restoration and Destruction Magic while dealing damage with your enchanted weapon. This is a fun play style but difficult to master. It's similar to the battle mage, but a little more complicated due to the required knowledge of Smithing, Enchanting, spells and weapons. Offense: Level up your One-Handed and fight with a weapon in one hand and a spell in the other. Destruction and Conjuration Magic are your friends, as are Smithing and Enchanting. Make sure to have the best weapons and armor possible!.
Defense: You don't have a shield, so Heavy Armor and Restoration Magic will be your main points of defense. Leveling: Level up Health/Stamina/Magicka at 30/30/40 and when the Magicka reaches 200 points then swap to 50/30/20. This build is focused on full damage with no defense. This type of build usually includes Light Armor for mobility and for a boost in Sneak, but I have seen some builds with Heavy Armor. I prefer Light Armor for the lore.In Skyrim, berserkers traditionally fought almost bare-handed, and it's extra fun to fight in such a traditional style.
This build consists of dual-wielding one-handed weapons, wearing armor, and moving around the battlefield delivering mortal blows. Corel draw x8 serial number list pdf. Offense: One-Handed is your main source of damage.
You'll have a one-handed weapon in each hand, so level up those skills and get ready to do double damage. Defense: Use Sneak in combination with Light Armor or protection and mobility.
You can also level up Restoration for emergencies. Level up Smithing and Enchanting to keep your armor and weapons top-notch. Leveling: For this build balance you must level up Health/Stamina in a ratio of 60/40.
As a warrior, you can have any companion at your side. There are many companions in Skyrim, but I will list the ones I consider most suitable for a warrior. Lydia.
The first one to fight with you in your journey, she is especially valuable in the first mission. She can specialize in Two-Handed weapons for extra damage or in Shield and One-Handed for tanking. Erik. You must fulfill a quest in Rorikstead before being able to fight alongside him. He's specialized in Two-Handed weapons, which is perfect for damage over time. Aela.
You can find her in Whiterun with the Companions. She's a warrior with great archery skills, perfect for ranged support. Cicero. The funniest companion, Cicero is famous because he's silent and deadly.
Specialized in Sneak, he can deliver mortal strikes against your foes in battle. SPOILER: he's available in a series of quests in the Dark Brotherhood. You must let him live if you want him as a companion. Barbas. The dog follower. Find him outside of Falkreath, where you will begin a quest for a Daedra Lord.
If you don't finish the quest given by the Daedra, then you can keep Barbas as an invincible dog. Marcurio. The famous and intelligent AI wizard of the game, this companion can be found inside the Bee and Bard in Riften.
He's perfect for magical support, and he has the highest AI in the game, saving you some weird and awkward moments. J'zargo. A powerful Khajiit with an amazing dual casting in Destruction Magic, J'zargo is also able to wear Heavy Armor, making him a powerful battle mage.
Mjoll the Lioness. A real barbarian and immune to death, she is a perfect companion for any warrior. Beside her, you can destroy any enemy no matter how powerful, strong or big.
Mjoll is the best companion in my opinion, closely followed by Marcurio and J'zargo. I play a warrior typed character. Though Two-Handed delivers the most damage, I still prefer One-handed/Shield. I get maxed out on One-Handed and Heavy Armor for protection, but not so much on Block (Only up to Elemental Protection), added with Resist Magic on ring, necklace and shield, as well as elemental resistance on shield and boots, and you're good to go against powerful dragons on Master Difficulty. Orc race isn't a really crucial factor to me because we're Dragonborn, we can always use Shouts to our advantage, such as using Slow Time (3 words) to insanely slow down time by 90%, allowing the Dragonborn to deal alot of damage over short time. I like to play like the berserk, picking up redguard, leveling up alchemy and smith as fast as I can so lI can craft good gear for me. I prefer light armor, and leveling for me is 30/70 for health and stamina.
This makes it look like a thief or assassin build, but the fact is I have lots of potions to spam, lots of carry weight to carry them around, and my armor is way past the armor cap, like 800+ on light armor. I can soak up a damage too while only spamming power attacks on two swords. Also getting a sneak to 100 and having shadow warrior makes it easy to just pick apart my opponents one by one.
Going to sneak, vanishing for a second, doing a silent roll behind and enemy and slicing a throat. Very hard to do, but ver y satisfying when you kill 30 30 bandits in a close combat without practically taking dmg at all because of some strong health regen potions and enchantments. Great write up!
Skyrim Melee Staff Mods
But missed the stats on High Elf. I'm a High Elf Battle Mage with an enchanted sword in the right hand and either conjuration, destruction (fire), or restoration magic in the other. Became Archmage but my ebony armor is just as good as the AM outfit because I have my smithing and enchanting so high. I'm running without blocking and have only a critical few one handed skills developed. I've been using battle strategy instead of mundane or magical shields. I make the most of my shout collection to improve the whole strategy.
I'm using magic in the 500s and health and stamina in the 250s. I always keep the potion for extra stamina and a spare ring that boosts stamina on hand for when I have more loot than can normally carry. If I run over before a dungeon finishes I stash the loot in a box and go back for it when it finishes. Sell the low stuff and keep the good to improve it, and keep all the specials for displays in the houses. I just recently got dual enchanting.totally cool feature to put two spells on one item.
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I'd like to say that first off. I originally posted a short short version of this idea in a reddit post on skyrim, where someone complained about how staffs in the game were. And I agreed. I hate the staffs in this game, and as someone who likes playing mage characters, I find this to be absolutely bland and boring as it currently is. So I put some thought and ideas into how to improve them and someone liked the idea. So I expanded on it and now I have this.-.THE REASON.I think the biggest issue with staffs in Skyrim, is they are used as a replacement for spells. Any chump in the world can find a staff in a chest, and suddenly shoot a fireball the side of a.VW beetle.
What other wordly magic's allow random chumps to magically cast high level spells, but a mage studying hard in magic, can't do proper lengthy fights because he is out of mana so fast. This mod idea is here to change this! This aims to help bring back staff enchanting, bring in multiple types of staffs, and bring a whole new way to play and enjoy the mage class.-.THE IDEA.My idea for the mod is to implement three types of staffs. The three types are:1. OffensiveThe idea is to try and keep the staffs the same now, giving the option to shoot firey death at people as someone who can't even cast flames, but give more viable options to people who actually want that.mage experience., giving more depth and power to mages. I will discuss each of the types of staffs, what the general purpose of them is, and an example of how they would be used.-.AMPLIFICATION.This is almost the core experience of the idea in my personal opinion.
The entire idea essentially grew from this one.HOW IT WORKS.Essentially, this staff type would amplify the current power of a mages spells. It would be a staff that is equipped to a hand. At the same time, a spell could be equipped to the same hand, allowing the spell being cast, to be channelled through, and amplified to gain additional affects, damage, and other bonuses. This could help eliminate the ever so common pure mage.dual-cast to explode stuff.ADDITIONAL NOTES.This sort of staff would be able to carry multiple effects. Ranging from increasing//decreasing mana cost, to increasing//decreasing damage, to causing spells to be bigger, to causing spells to last longer.
I will give an example below of how it might work:.Staff of examplism!.1. Destruction Spells Cost 15% more to cast2. Destruction Spells do 25% more damage3.
Defensive Spells Last 50% Longer4. Offensive Spells have a 20% chance to drain 25% of an enemies health5.
Illusion Spells can work on enemies 2 levels higher than normalThis is an OP staff. But only for the reason of explanation! Hence the name.
Anyways, this would be a staff that one holds in his hand, and applies one of his spells to. Now, any spell that goes through this staff, will gain the benefits it gives. However, an alteration spell will.ONLY. gain the third ability, while destruction spells will gain the first, second, and fourth abilities.Some of these staffs could, obviously, be placed throughout the world.
At the same time, creating them via enchanting would be the other option. I will cover this at the end of the post.This is the basic idea for Amplification Staffs.
I could always put more detail into it, if anyone was planning to undertake the project. For now it is just an outter-shell of a mod idea.-.MELEE.This staff would be for more melee//casters and monks. Essentially, the staff has the option of casting the spell you have equipped to the hand, or attacking with it.
Spells cast with the melee staff would cast faster, but also do less damage. The thought behind this, is you could hopefully make a melee caster, who has the ability to combo his attacks together, through a combination of staff strikes and quick-draw magic spells.
This sort of thing comes in really hand when fighting mages as well.ADDITIONAL NOTES.The melee staff would be 2-handed for balancing reasons. It would do a fair bit of damage somewhere between two-handed warhammers and one-handed maces, and you would have the option to have a single spell equipped.The staff would not give the option to block if you have a spell equipped.
This is essentially due to the weapon being:1. Having a spell to castIf no spell is equipped, the button which would use the spell, would instead be used to block. This allows people to vary their builds or block if in situations where magicka is short or mages are using wards.This is almost an addition to the idea. I wanted three types of staffs, and I figured melee would be a good idea, especially if it could be implemented properly.-.OFFENSIVE.Offensive staffs are essentially what is currently in the game now.
Staffs that have capabilities to be used by the average chump. However, I do propose a slight change in the way this is done. This is more or less done in the form of a skill-tree fix.Essentially, I feel that each of the Novice, Apprentice, Expert, Master ranks of each of the spell types, should affect the intensity of the spells themselves.
This gives people with no magic power, a slightly weaker but still usable staff which can be used in specific situations, instead of just '.LOL I MAKE STUFF ASPLODES!.' , and will reward higher level mages for using these staffs.The offensive staffs could be held in reserve, where they have their own mana reserves built in thus the charges, which allows for a mage who has become low on magicka, to still deal damage with the staffs if he needs to use them. These staffs could also be enchanted to have bonus effects, like larger area damage, etc.ADDITIONAL NOTES.For the perk changes, I feel the following changes would help:1.
Each staff is labelled as novice, apprentice, expert and master, depending on the tier of spell attached to the staff.2. When a mage has a specific perk in correlation to the staff as in, a mage with apprentice under destruction and a staff with firebolt, it gives a damage boost or greater usable amount of charges to the mage.3. Each of the novice, apprentice, expert and master perks will over-all increase all staff damage by 3%, for a total of 12% more damage for master level mages when using offensive staffs.Again, these are just loose outlines for the idea. More detail and such can be added. But I feel this would help ease people into the idea of using staffs, over just dual wielding all the time. It also adds opportunity for manoless mages, who use staffs for their main source of magic damage, instead of just building magicka or magicka regain gear to stack on their character.-.SKILL TREES.I am unsure as to how to go about this to be honest.
I will put 100% thought and effort into this if someone takes up the project. But I expect no one will. I feel the way I outlined the staffs to work with the different trees, would sort of make this tree a bit unnecessary and force people into building to heavily into just a couple trees to get any real benefits.
But if a tree were to be done:. Three separate branches, for each of the three staff types. First perk would be 5 ranks - each rank giving 5% better enchantments on staffs.
Amplification Staffs: All spells are 3% stronger. 9% at max rank 3 ranks. Melee Staffs: Spells cast 10% faster.
30% at max rank 3 ranks. Offensive Staffs: Staffs have 15% more charges.
25% at max rank 3 ranksThese are just a couple examples of what the skill tree could offer. Specific ones would be for higher level staff users, etc. The main reason I am iffy about adding a skill tree, is it could make this easily much to over-powered for mages who spec entirely into a very specific build that makes them massive damage casting machines, where they have no weakness due to the way offensive spells would work.-.ENCHANTING.This is the part that will deal with making // enchanting staffs.Firstly, these staffs would be findable throughout the world, just as regular staffs are. This, however. Lets you create them to your liking.The idea behind making the staffs, I feel, should not be easy.
They should be expensive. And they should reflect your mages ability, not your mages ability to powerlevel one skill.
That being said, I will go into detail on how I think each one could//should be done:.AMPLIFICATION//OFFENSIVE.I feel this should be the most expensive. Because THIS is what could make a really good pure mage, an absolute powerhouse at high levels.The staff should be assembled from three parts.1.Base.: This would be made via smithing. However, no perks in smithing are required.Essentially, every staff could have the base made by anyone.
But by having skill points into the type of staff base you want glass, orcish, elven, daedric, dragon bone, etc you can upgrade the base and it will automatically gain a special bonus unsure as what to do for this just yet.At the same time, so those people don't get shafted by not going with smithing, you can pay master-level blacksmiths to make and upgrade them for you. For a very, VERY high cost around 15,000 septims. If you want to know why it is expensive - it's to allow those who WANT to play a specific role and mages don't smith, sorry, still get the same bang out of their staffs as someone who breaks immersion to be super-powerful.What the staff is made of, is yet to do anything specific for the weapon, except what it looks like. I haven't thought of what each thing could 'add' to a staff, and it doesn't make sense to otherwise give random magic powers to random metals.2.Crown.: This would be the top of the staff. This is where the magic will, eventually, come out of.I do not have a set number of things to use this for.
With how many items are in the game, there are possibly hundreds of usable things.Things I have in mind are:. Soul Gems. Daedra Hearts.
Specific Plants. Skulls human, troll, etc. Dragon Bone. Metal Ornament. Dragon Claws Gold, Ivory, Sapphire, etc most likely not due to quest items.
Miniature Statues. GemsThese would each come with their own unique properties when the staff gets enchanted. Examles being:. Skull staffs may give conjuration bonuses. Daedra hearts may give you the ability to steal health.
Soul Gems amplify destruction damage or give soul-trap to any spell cast through the staff. Gems make certain elements stronger. Miniature statues give bonuses based on what statue is talos, mara, etc. Dragon Bone gives 5% increase to any stats on the staff.Generally, the list could become massive. Huge, and way beyond my scope of knowledge of items in the game. I would, again, be willing to go into much more depth if someone took this on.3.Bind.: This would be used to enchant and create the staff itself. This would be what seals the powers into the staff.The bind would essentially be the final ingredient.
It's the ingredient that will give the staff it's power. It will determine how strong the enchantments will be, as well as the charges.The bind would be created from 1-3 items. Each item further increases an aspect of the enchantments.1.First part. would be a soul stone. This determines the charges on a staff. Using Azura's Star will.COSUME THE SOUL GEM.
For anyone willing to sacrifice such a previous item - It will give 300% more charges for offensive Staffs and +30% to all stats on an Amplification Staff. Depending on the strength of gem used, depends on charges or total increase of all stats, depending on the staff you're making.2.Second Part.
This would be a random ingredient. Until I get a list of stuff that would be logical to use for items, I can't really do anything for this. I assume some sort of alchemical ingredient.
This will determine how many different effects could be on an Amplification staff, or how many 'bonus effects' could be on an Offensive Staff. Bonus effects for Offensive staffs could range from increases damage radius, to higher damage to having soul trap on the spell.3.Third Part. A Flawless gem. Depending on the types of abilities on the staff, you will be required to have different gems. This may require you to have 4-5 different flawless gems, making the total item count go up to 6-7.
However, for each gem you don't have for a corresponding skill type example Ruby for fire damage increase, sapphire for frost damage, amythest for destruction, diamond for alternate and illusion, you will not get that enchantment on the staff.Again. I want this to be an expensive procedure. I don't feel being able to make a super powerful staff that, you'll likely keep forever, should be something easy to make and throw away on a whim. So if you've picked all your enchantments, and then you have 25% more fire damage on your amp staff, but no ruby, then when you create the staff, the additional 25% fire damage WILL NOT be on the staff.MELEE.I am unsure as if melee staffs should be under smithing or enchanting, as they don't fit either very well. Melee staffs can only have reduced casting speed enchantments on them and they all have them, however the power of them can vary depending on how they are made.If anyone has an idea for this, let me know. For now, I am sticking with they are made simply through smithing because it is a melee style with heavy and light versions of the staff.
As you can imagine, heavy does more damage and moves slower, and light does less damage but is faster.-This is my mod idea in a nutshell. It is not, by any means, close to being 'finished' or even really touched on. This is just a broad, albeit, lengthy post about what I think could really change how mages are played. Staffs are so underused, and even more so, useless in almost all cases. So I thought this could work. If anyone is interested in this sort of project, let me know. The best help I can offer on it, is trying to help create skill-trees, more depth into crafting, etc, and helping decide what would balance and make things more lore friendly with the Skyrim world.
If you read this, kudos on you and thanks. Feedback is always welcome.TL;DR. This seriously can't be summed up. Sorry lazy readers lolPosts: 3293 Joined: Sun Aug 05, 2007 5:36 pm.