That any Master spell will be only as good as the accompanying Skill tree perks that you choose with those spells. I find that that Master Illusion spells are very powerful indeed. I do believe it seems that most of the folks complaining about the Master Spells are the Destruction spells not being "win buttons". Michael Korkia Posts: 3498 Joined: Mon 7:58 pm I just don't think they included enough in the game at the various levels. But I also like the idea of more spells or spells that are more situational. I'm not saying that it needs to be changed, I just find it odd. Just dual cast away and rain destruction down on your enemies. It just seems odd that you can be a Master of destruction but have to rely on the things listed to get your spell off, but being an Expert of destruction pretty much requires none of this. ![]() You could just spam it all the time with no care in the world, god power. *Sigh* Use your imagination! Master spells are ment to be powerful and slow, that won't change because it is good now, very powerful feeling to casting them, if they made them less of an issue for you to cast, then they wouldn't have this cool effect anymore. Run away from them, cast some frost on the floor - go pass it, start casting and be ready when they get to you.Use a different shout that slow time down.Use the first Shout you learn in the game to throw them away from you before you cast it.Sneak in and get the Silent Perk and cast the spell.Cast Invisibility on yourself with spell or drink a potion.Fear your enemies before you use the spell.I think Bethesda want you to deal with master spells as they have great power and with great power comes consequences and you have to deal with it, these are ment to feel great and powerful. ![]() I'm lazy though, and haven't gotten around to it.Master spells work perfectly fine, maybe you need to use something that doesn't challenge you this much because you say it's near impossible for you to deal with this. For example, having multiple runes at a time, additional summons, turn undead that affects higher level draugr, command illusion spell, etc. Basically take the expert level spells and scale them up, but keeping them balanced. But I have been thinking of making a mod that has new master level spells that are intended for use in combat, tactical situations, etc. I don't like many magic mods, because to my mind most of them are cheats in some way or another. You don't even need invisibility, just a good tank follower.Īn alternative is to use a mod to fix the master spells. Dragonhide sucks, mostly due to its pathetic duration, but Mass Paralysis is great. On the other hand, combined with Invisibility they are awesome! Sneak into the middle of a roomful of bandits and fire away! With Mayhem you can clear an entire bandit hold without ever once seeing a live bandit. I find the destruction master spells particularly useless other than the sh*ts and giggles they cause. They are not meant to be cast in the middle of the fray, and are a completely different kind of spell than all the others. The "problem" with the master spells is that they are five second long rituals. I'd do it myself, but I thought I'd see if anyone's already done it first and save the effort. Secondly, a mod that means you can't be interrupted while charging a spell by getting hit by something. Firstly, a mod that means you can move while holding a charged master spell. ![]() Originally posted by Raitoningu:So after trying to play a convincing mage character, I noticed that the master spells are impossible to use effectively, so I'm looking for two things.
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