Conner Deppe And why not sell 499 and have only 1? It also saves time it takes you to lockpick something. Perk is not bad imo but what's bad is that you need to get other perks before it and by unlocking unbreakable those perks are useless. Why would you want to make expert locks easier if your lockpick can't break anyway.
if they made spell cost reduction multiplicative rather than additive then this wouldn't be a problem, having 4 items with 25% magicka cost would only halve the cost rather than take it to 0
it would get to about ~32% with 4 x 25% reduction, personally I don't understand why the didn't cap it like they did with resistance, have equipment caped at 75% cost reduction and if you have the novice to master perks you could then reduce it even further down to 12,5% of the original cost.
Yeah when I want to challenge myself I limit myself to no more than 2 of the same enchantment on my equipment. I would say 3 items but with alchemy you can still get 34% cost reduction on one item.
Centrist dude? *has 400 magicka with expert destruction perk and this 50% spell reduction with 4 enchantments *casts ebonyflesh and incinerate once *out of magicka IT IS NECESSARY
"Whats is with that demonic red glow coming from the shadows over there?" "Eh, it happens sometimes cadet, best not to question it, pretend you see nothing, lest you find a problem you aren't up to fixing...."
Themiddlechild89 Wards already completly block dragon attacks. You just have to time it so that it hits your shield just as the ward is casted and you'll barely use any mana.
Obviously this is just my opinion, but I actually love the Quick Hands perk. It gives me the ability to pick things during the day in the middle of the city without being interrupted and fined. I maxed out all the stealth things possible but I would still be stopped quite frequently during the day on my thieving escapades.
Just wait till a second or two until no one is looking? Possibly get better at sneaking? Or if all else fails, wait till dark? If you can't manage any of those, you probably shouldn't be a burglar!
During a day in crowded places all you can get is 15 coins and maybe a necklace. And on high levels I don't even take all ebony weapons as not only I have to carry all this crap but also waste half an hour selling this junk and punch-reloading the merchants cause they only have enough gold for 1 item at a time (reaching Speech 100 to give them all +1000 gold is tedious). And considering I already have 500k in my house chest, I get no wish to hunt for poor citizen's trash. And if you feel a need to break into houses during day time... well, that completely destroys the feeling of reality. Who would do that? And why? I don't mind if you like it, I just don't see any application for this perk since all you need is be careful and wait 2 seconds till guards turn away.
Don’t hate on the comment. The perk is really good for breaking into buildings without getting caught for lockpicking, they’ll ignore you entering the building.
@@catsareyes6446 Or be real and not lockpick the 1% time when guards are looking. For that you get 1 free perk point. And if you get to lvl 100 and get all the perks you wanted then you can spend the next on such trash. Because basically this perk allows you to pick doors without even turning your head. That's ultra-laziness. All to get 1 more amethyst and 40 gold from the house. It's useless on all levels.
I disagree with Master Illusionist. Entering a dungeon, the first, most effective thing to do is cast a Mayhem before entering combat. The absurd range of the spell pretty much ensures that half the dungeon kills itself before you even have to draw a weapon. It may not be good for experience grinding but it sure as fuck is one of the quickest and most effective sweeping methods on legendary
@@aulerius1922 no i mean pick who to cast illusion one, who will get a suprise daemondra lord up their rear I even cast heal on the fucker that keep chopping his own man head off Sneak mage is fucking fun
@@MyH3ntaiGirl I usually cast it on the boss and see whether he is stronger than his followers. It could just be considered a "mutiny". I do have a problem however if he does indeed survive.
@@deadaccount3342 I guess you legendary alteration over and over with telekinesis as with either enchanting or secret of arcana (because continual spells keep after 30 seconds) grab then teleport to other side of map till 100 legendary repeat
It takes time. Are you sure you want to spend 2 hours spamming a skill just to get something silly like full lockpicking tree? Or full armor, when you already reached the cap. It's boring. And cheating to get infinite perks destroys the point of the game in general.
@wilson Percival higgsbury That's exactly what I meant and it destroys the game. Why bother? Just use a cheat-code, it's also in the game. It's laughable when you select your limit like that. Cheat codes are illegal cause they are called cheat codes, even though it's a console inside the game, but getting unlimited perk points for clicking your mouse a few times is not because it's part of the game, even though it was obviously not meant to be done and you wouldn't watch a movie where main character does that? The result is the same: you get something you're not supposed to get and you give nothing in exchange. If you understand what makes any game a game, you should know that it's conflict, artificial limits that don't change freely, a challenge. So basically, yes, imagine a movie where a guy has a god-mode. Hobbits, you don't need to go anywhere, I can teleport this ring right into the volcano. 15 seconds LotR. Harry, you can live your peaceful life, Dumbledore uses a magic spell to eliminate Voldemort for good. Enjoy your life of being famous for getting a scar. Star Wars, Obi Wan ignores Anakin, becomes the master, kills Palpatine instantly, the universe is free. And it's all within their power, all inside the film. No conflict, no road to success. Fun, isn't it?
@@RedGallardo may destroy the game and be boring to you, but others might love being OP and going around one shotting everything , personally love one punching people with my fists
Josh Hearn That's why you tell your followers to wait when you want to be stealthy and scout ahead. But I agree it's so annoying how they step in EVERY trap in the way and alert everything in a mile radius. Them taking damage is something I don't care about since all traps besides swinging axes are weak.
I have to disagree with you on the last perk. You don't necessarily need to be playing a thief/sneak character to utilize that last perk. It should come in handy if you just wanna steal something and your sneak skill isn't high enough to do it unnoticed.
Fun fact that many people don't know about: If you have the heavy armor perk that increases your unarmed damage based, using a ward will count towards the armor bonus damage.
General K1MB0 when I first started playing I was somehow constantly running out so I leveled it up and next thing I knew I had a thousand lockpicks and wasted perks. rip those perk points
WHY no keymaster? That is the most useless because it does nothing WHAT-SO-EVER because it requires lv 60 AND at least one light fingers to get so every key would be the 90% cap by that point.
Since percent chance to pickpocket is a combination of item weight and value and keys are worth nothing and weigh nothing, shouldn't the chance always be 90%(unless you are wearing one or more fortify pickpocket enchants which actually LOWER your chance to pickpocket)? You get them nine times out of ten. Always quicksave first and in the one in ten event you fail, just reload the quick save.
All critical damages are useless? Paralysis on a backswing is useful. You can backswing then move forward to your target for 25% chance for paralysis for about 2 seconds then they take more time to get up after the paralysis is done. You can do a lot damage in those amount is seconds while your target is invulnerable.
@@catsareyes6446 Critical hits are indeed useless as long as you do smithing. Critical damage doesn't scale with almost anything. You'll have a 10 damage increased with 900 damage per hit.
I have to say, the most under appreciated of all the trees is block, even though it is my favourite tree because armed with a shield the block tree can make you immune to all melee damage and bow attacks, the slow time when a power attack hits you is my favourite because you can go around the back of them, crouch and stealth up with the highest level sneak skill and backstab them immediately afterwards before the slow time effect ends, beautiful
@@thomasjenkins7506 Not completely true. You don't have to worry about missing, and you can kind of cast around corners since it's area of effect. However, yeah, it doesn't work on everything, which can actually make it hurt you in the end.
Critical charge with one handed is just awesome! You can run while sneaking... ~You became a machine killing everything in your front, because you know... 30x damage... like every 0.30 sec...
The best perks are all perks from Smithing, Enchantment, and Alchemy trees. Mastering all of these 3 trees allow you turn a simple fork to become 100 times deadlier than a Daedric Greatsword. These 3 perk trees are all you need to beat the game. You should invest on all other perks just to support these 3 perk trees.
Kiley Faun. A Mage is powerful and cheap to build in the beginning (below Level 20). However once you pass Level 40, being a Mage is a joke. Unless you install some mods to add more powerful spells, it is better to switch to a fighter or an archer. Raising Smithing and Enchantment skills takes a lot of money. You might want to invest in Alchemy skill first to make money. Buy a farm house (from Hearthfire DLC) early and start planting rare ingredients to make potions to sell. The higher your Alchemy skill, the more expensive your potions will be. You still need to travel a lot early to collect the ingredient seeds to start planting though. On the way, start investing in Enchantment skills, it will give a huge boost of sinergy to the money earned from Alchemy. You'll make tons of gold. Spend it to raise Smithing skill.
I like the Dark Elves tbh, their power is a decent low-level fire cloak and their lore is probably the most interesting. Just a bit ugly is all. Argonian base skills are fucking useless and Redguards are also pretty good. Wood elves have got that resistance to disease and poison and the discount animal allegiance shout.
Honestly I can think of atleast 15 perks worse than ward absorb, wards are useful for mage characters bc they just negate enemy mages completely and getting some of the magika back while using a ward is super nice bc magika doesnt regen while using a continuous spell, honestly it makes wards very good
I take Wax key primarily because of the Thieves' Guild's odd jobs, because I've had the game send me to the same house multiple times for one of the radiant quests to restore the guild. Having Wax Key to skip the lockpicking step is actually quite nice in that situation. Plus, if you're halfway intelligent and willing to set up for it in the future, you can Wax Key jails repeatedly and drop the copy in the cell. There's also a couple of jailbreaks where having Wax Key makes the escape easier, since there are sometimes multiple doors to pick your way through that use the jail key... and uh, you still only get one lockpick. It's really only good pre-mastery, I admit, but it has its uses. Quick Hands also has a pretty simple use for even mastered stealth. I've had followers and... as stupid as it is... Shadowmere put a bounty on my head because they detected me picking a lock. I picked a lock near a bandit and he detected me by some weird fluke, and THAT got me a bounty. The bounties may not be much but they do get to be a pain at times. Otherwise I do agree with the video. It's just those two perks, while understandably not very good, could easily have ended up being replaced by other perks in other trees with much less use.
Yeah sucks that followers don't count towards that but pets and animal companions do. It's typically why I only ever carry staves to summon atronachs/daedra. Easier to set up a distract point when avoiding enemies too, since there's such a long range for staves instead of the conjuration spells themselves.
For first 50 levels you need to level lockpicking and it isnt difficult, and then you can go legendary. So why ever waste a perk point? It is silly especially early-mid game
Ranger. It's still prone to simply stop working, forcing you to respec to reactivate it. Which is annoying if you're using it for faster movement speed while overencumbered.
I use wards very often tho!! You negate all magic when fighting filthy mages and also dragons’ breath, and have it consume all that magicka makes it more fun to use, as you have to time well your ward cast. Of course, with a few perks and enchantments you can reduce that cost by a lot. So I’d say the absorb ward perk is very cool and useful
"If you're not a thief character, what are you doing picking locks anyway?" Oh I don't know, maybe trying to get into the fucking chest so I can get a few extra gold. Seriously, you can be a tank character and pick locks as well, it doesn't instantly make you s Thief character if you know how to pick a lock🙄
Narrator does a terrible job at explaining why the perk is useless. Lockpicking is still useful to any kind of character who has set foot inside a dungeon even once, but those chests and doors are unowned so it doesn't matter if anyone sees you open them. On the other hand, if you're in a town and intend to steal from the container you're unlocking, you'll need to be in undetected status anyway because even though picking the lock goes unnoticed, the theft does not.
Experimenter, in the Alchemy tree. By the time you have a high enough skill level you probably have already figured most of the uses for ingredients out (or gotten frustrated and looked them up.) Instead, it should A) Black out any combos that don't work (like it would if you'd actually tried the combinations), B) Highlight potions that you can make with an ingredient you have selected, and C) maybe give each ingredient a fifth use that you can only access if you have the perk.
Regarding Wax Key: if keys counted against you carry weight, then yes, this would be bad. But keys weigh nothing; there's almost no need to look at what keys are in your inventory. Pick a lock once, open it for life: I can work with that, especially on City Influence quests for the Thieves' Guild.
Wax key has some not so obvious stuff. It gives you a master key of an entire area, so if you have a bunch of locks in front of you and pick the novice one you can enter all the master areas from the get go with no effort. Some quests are entirely cheesed this way because a single weak door and you have full access of the dungeon. As well as if you plan on breaking and entering a lot then just holding onto the key means you could have the entire city at your disposal. You can also pre-emptively leave keys in jail. they don't clean them enough. But, uh, get a keyring mod...
I still use the sprinting power attacks because they’re great for catching a runner and staggering him, stopping him in his tracks so you can finish him off. The damage isn’t the main draw there, so I couldn’t care less.
Call to Arms isn't a slight buff. It jumps allies skills to 100 with potions and vampire/necromage. It also stacks with the other buff spells. Buffing imperials/stormcloaks with it prior to an assault let's them claim/defend without your intervention. Agent of Subterfuge is great for an illusionist too. It's long duration makes it ideal for using before combat, not during which makes the 3 second casting time and risk of buffing enemies irrelevant.
Man, I would love a part 2. You guys are great, and I take a lot of your advice for these games under consideration when I play. This is definitely the best Elder Scrolls and Fallout channel on UA-cam. I think I found you through Camel, too.
Master Illusion spells are pretty good. Casting invisibility, sneaking into the middle of a bandit camp (or other area containing numerous enemies), casting mayhem and then casting invisibility again to re-stealth as you watch the fireworks is an effective way of clearing an area at high levels. With the relevant perks, master illusion spells will affect level 50 enemies which is about as high as most enemy types get. They're certainly more useful than master spells of other schools.
Yet another video talking about Illusion where the UA-camr doesn't really understand Illusion in depth. Whilst I would agree that the Master Illusion Perk isn't necessary, I would disagree over the reasons why: the player should have substantial spell cost reduction gear. Without such gear, the player would need a pool of 310 magicka to cast Harmony (the highest cost Master Spell) *with* the Master Illusion Perk, at skill level 100. Master spells do not become entirely useless at high level: Harmony will still Pacify most common enemies and you might get a handy warning pop up on screen saying "Dragon Priest to high to be effected" (or words to that effect). Try this: cast and hold Harmony (any Illusionist worth their salt will have Kindred Spirit, Hypnotic Gaze and Fear by then), then Fast Travel to the Lord Stone, the spell fires the instant you spawn. Get the Stone Blessing and Fast Travel away. Now try the same thing without using a Master Illusion spell and get back to me. If you're going to use the argument that Master Spells stop working because of a level cap, then you might as well say that about Dual Cast Pacify, Rout and Frenzy, because those too will become ineffective at high level. I know because I've played for the Dawnguard with a 70th level character, so trust me when I say that most of the Vampires I encountered were levelled to my level and were immune to dual cast Pacify/Rout, with all perks, with Necromage Perk and backed up with a Potion of Fortify Illusion 100%. There's a very simple solution to the Illusion Spell level cap problem: stop levelling up! I started a new Illusionist Assassin character, Legendary Difficulty from the start, I cashed in my 8 Enchanting perks (after making my own dual enchanted equipment) by making the skill legendary at level 40 and haven't taken a level up since: my enemies will be scaled to level 40. I'm expecting a different Dawnguard experience this time round.
I completly agree that it makes much more sense to stop leveling up when you are using a magic based character. I remember it was the most OP thing when I had mastered half of my spell schools and didn't have to level anymore, because I could just cast harmony (which put me out of combat), wait a few seconds to regen my mana, and then pick off the enemies 1v1 using the knockback effect of dual casting destruction.
Regeneration is an awesome perk, but for people trying to level up Restoration, I don't recommend you get it. It helps heal you, but if you are trying to level up Restoration you are trying to hurt yourself and then heal. Regeneration doesn't count towards leveling restoration, so if you want restoration levels wait before getting it. I hope that helped/made sense.
I guess, but I don't usually like killing the priest in that quest because that specific character worships the divines. If you want to level up, though, I guess regeneration and the ring both obstruct that.
"Lockpicking character should also be stealthy". Every character lockpick, mostly when they loot the bandit places or ruins. Pickpocket should be stealthy. Lockpicking =/= Thief.
Are you sure about that? I've seen this said often but have never seen it for myself. I'm on the latest unofficial patch and my custom enchanted items that fortify destruction seem to work as expected. Can spam master destruction spells with zero magicka cost. Can use weapons with destruction enchantments that cost zero to its charge. Same with any other fortify effect for any school of magic. Have fortify at 100 and that particular school will cost nothing. This behavior has never changed for me since using the patches. This is all on a relatively new replay, so changes from the patches should be active.
everyone hate it when your mana run low in the middle of fight, also for some sneaky ones 10 MP for invisible, worth it?, of course you can do it with protector circle + alteration atronach perk or even atronach stone but still only 80% trigger if you have both, so 20% chance that you get nothing my lovely combowombo is: throw voice > invisible > fire storm > blizzard (tested and trigger with atronach => it can recover your MP as well ) > fire storm so, if you want to do that combo you must have a damn full destruction gear
I second this. I have the patch, and I can enchant 4 items to reduce cast cost to zero. Even better, with Twin Souls, you can reduce to TWO schools to zero cost, which makes investment in mana or mana regen, at least at high levels, pointless. At low levels, if you are a character who uses a combination of magic and sneak, or magic and combat, should you run out of mana, you can just use stealth or regular attacks.
Quick hands isn't too bad for my build. I'm a mage but got infected by a vampire. To feed I break into specifically nazeems house and feed from him as my petty revenge for him saying I don't get to the cloud district often. Quick hands therefore helps in that aspect as I don't have to focus on stealth to do it
What, no mention of bullseye? The number of times that perk has screwed up a headshot for me on my archer character is enough to turn me off it completely.
Bartosz N Not when it takes effect AFTER you fire your arrow, making your target flop down on the ground and you miss your shot by a mile. If it would just freeze them in place, I'd be ok with it, but the majority of the time.... Just ugh.
I hate it. instead of deliver a killing shot, the target takes no damage and fall on ground which took it out of your sight (if you are sniping from lower ground).
Wards are among the most OP spells if you lower their manacost to 0, hell they can even block Dragonbreaths on Legendary which would otherwise oneshot you, they can block shouts too. And also about the Perk, i am not quite sure about this since i did never test it out, but the breath attack of the dragons seem to be based on a kind of magicka system as oposed to the system the player uses. I came to that conclusion because you can stop any dragon from using his breath if you attack him with the master destructionspell that shoots the storm beam, so that could be a useful situation being able to use wards against dragons without draining your mana at all. But again, i never tested that so it could be false
"Wards are the most OP spells if you use the most OP trick in the game." Enchanting utterly destroys game balance in Skyrim. It's almost not worth evaluating anythings use once you are a master enchanter, since it's just so damn good that there's nothing to stand in your way, and very few quest rewards can top what you can make from hunting a single mammoth (or bandit, if'n you're feeling evil).
Spellbreaker blocks like 50 damage before breaking and staggering you, using that against a legendary dragon on legendary difficulty who does hundreds of damage per second will most certainly kill you (If you play a squishy mage that is). Most spells arent even that good even when you have 0 mana cost, you can keep staggering maybe up to 3 or 4 enemies at the same time with destruction but still one single arrow is going to kill you as a glass cannon mage on legendary, i even had that happen with full heavy armor as a mage. The true most OP trick is still the enchantment Alchemy loop and then forging a Hammer with 800 damage + an enchantment that does even more damage on average. You can block dragon breaths all you want, but you will never be able to onehit the most powerful enemy on the highest difficulty with it. Dealing 2-3k in a single strike is well in the range of possibility using such a weapon + a boost 2handed potion/orc racial. But the point is, if the dragon breaths realy use magicka to cast like my observation indicates, you dont need to lower the manacost to 0 to use them indefenitly.
iNuminex It actually blocks all the damage of the breath, look it up its much better than waiting to get enchanting to 100 and enchanting gear just to sometimes block magic
The advantage of the sprinting attacks is less the extra damage and more battlefield mobility. If you have to chase down enemies, close the distance between archers/mages, or if you need stunlock an enemy before they draw their weapon, then the sprinting power attack kicks ass. I never used it until I made an RP build and I've been getting it ever since because of the convenience of being able to power attack while moving VERY quickly.
Wards are useful. They block shouts and dragon breath attacks. Especially useful when you are fighting Revered and Legendary dragons; their breath attacks hurt. Also, some drougr use shouts, so wards block that. Not disputing the uselessness of Ward Absorb, though; I never noticed it helping me at all, so I was wondering about that.
I think the worst perk is snakeblood cause you rarely get poisoned few enemy's poison you and it so rare and the majority of skyrim players I know are vampires or werewolf and most poisons even at level 1 I did not see any effect with my character
Play legendary, or master, go Blackreach Falmer will feed you poison all day long 😂😂😂 be sure to buy a 100% cure poison amulet on Radiant Raiment, . . .
Your logic for the final perk sort of fails. You don't need to be stealthy to be a thief. Perhaps you are a warrior, who wants to supplement some income by stealing? You aren't stealthy so you use that perk to help make up for it? Maybe you prefer to sneak into people's homes during the day when they are gone (thus removing the need for stealth). It's probably not the best perk, but I can see some uses for it.
you guys should do more oblivion videos. I think it would be awesome to see oblivion builds on this channel because a lot of people still play it and the skills you choose to use carry more weight in oblivion so your builds are more helpful for that game
I actually find Wards very useful against dragons, it's one of my main tools for dragon fighting. At least until my character gets to the point at which he can effortlessly deal with them, that is.
To me critical is good for two handed because it gives you a chance to swing and attack before your enemy can attack allowing you to essentially hit and run like if you are surrounded by a wall of enemies and you need to break free in a sense. Wax key also feels somewhat useful because like you said earlier it can be used to enter shops if you are doing multiple quests and they require you to go to the same shop, house, etc instead of having to wait or waste like 40 lock picks because the game can get very buggy with lock picks (I had instances where the game would change the correct lock direction where it originally was more to the right but now it’s suddenly more to the left)
I legit don't see why not take the critical charging attacks if you ARE mainly using one handed or 2 handed melee. even if you argue the scaled damage being low. even if you call it a waste of stamina. your wrong. in many cases, what perk are you going to replace it with that is going to help you more? if you are doing most of your combat melee, that added versitility and extra damage on harder difficulties are imperative to those builds. instead this list should be occupied by perks that will only carry you so far such as speech craft and stealth. if you are going to be so role specific with perk selection (such as you did with stealth perks and a thief build) you should also be recommending not using stealth perks at all sense any good assassin in these games know how to stay hidden just long enough without any perks at all... rather maybe one or two perks to alteration and a critical strike perk with a bow is a prime example to debate your theory. great video albeit. keep it up!
Actually, you can level up only stealth (to 100) get the dark brotherhood gloves and one low lv dagger and beat the game on legendary, so stealth dont "only carry you so far". But in general i agree with you
1) The perk isn't bad, skyrim magic system isn't bad. Spells are just poorly designed in the game. sadly. 2) I'm pretty sure you don't get a fine if you open a door with the key. Maybe I'm wrong. Main problem here being that most interesting locks in the game are actually quest locked so you can't pickpocket them until you get the key anyway. 3) You don't like ward therefore the perk is bad? The perk is insanely good actually, it's the kind of perks that have just the right effect. When you use wards you are being hit by magic and want to survive for a sustained amount of time. This perks helps you do that. You don't judge a perk by how good the mechanic they are used for is. You judge a perk by what they add to the one using the mechanic anyway. 4) So it's a really good perk. it's just that enchanting and smithing are broken. 5) Well the lack of things to lockpick in plain sight made this perk bad. Like if you could actually activate mechanisms or things like that it would be really good. But the only time when you want to lockpick are when you want to be stealthy, or when you are deactivating a trap which isn't illegal. If there was actual usable mechanism in the game that would allow you to exploit this effect that would be good. But yeah currently it really sucks. The main problem being that lockpicking is poorly designed making all lockpicking perks useless. Lockpick could actually be easily fixed. Higher health, less lockpicks, trapped chests that activates a trap when you fail your lockpicks, trapped door that does the same in town and alert the guards (alarm system), and no pause during lockpick so that you have to be quick or you risk to alert the guards (should be the case for pickpocket too honestly, and pretty sure the % based mechanism with a cap at 90% is also a really bad idea for this kind of mechanics...).
Laezar late as hell but, if you’re not enchanting yourself cost reduction equipment wards drain too much magicka to even offset the ward absorb. Wards magicka cost was just poorly designed
Illusion is quite good if you cast call to arms before you are getting in to a fight to buff your companion / summons. You can use harmony at the start of a cave / camp to pacify every enemy in that camp / cave to walk in to it without getting attacked, the same could be said for mayhem so everyone will attack each other and for hysteria so that you have some easy picks.
Swords in Skyrim are actually really bad compared to maces. Maces ignore armor while swords just have a small chance to do a minimal amount of extra damage. Axes are slightly stronger than swords, but the bleed damage they deal is almost as negligible.
At least the bleeding damage stacks and it's not by chance. It can also help a bit when you shield bash a lot. But hey, I'm a two-handed guy...ignoring most of the armor.
its a very nice perk to have when fighting the Orc Chieftans or in a bar fight though I would beat the chieftan anyway fighting him was taking forever, exchanging punches then avoiding him while healing and recharging stamina. after buying the perk I beat him without running out of stamina with about a dozen punches
my running power attack on Krosis must have done some good as two more swings and he was finished the only thing that makes it useless is if you miss the target, most enemies will die in one hit with a daedric hammer
I don't think wards are "useless" they're not great but against dragon breath they're really good, and I mostly use them when a Draugr is gonna do a shout on me, or against powerful attacks then run forward to close the distance.
The critical charge perk is not exactly about damage but the mobility, especially if you're using two handed which are so slow that you can't hit any mage with it
I love being a stealth archer or a mage because I can kill things very fast without being attacked Also I never look in the key section because I ALWAYS have hundreds of keys on me
quick fingers are useful for breaking in houses/buildings that are heavily guarded/have many detectors. even if you're detected, guards won't come to you to warn you about "crimes you have committed"
The main reason I hate wax key is because it prevents you from gaining XP. If you pick a door in a building and then run across another door that uses the same key, you'll instantly open it instead of picking it. It's a perk that makes levelling take longer, clogs your inventory with keys, and is never really useful because you'll pretty much always have lockpicks anyway (unless you're using mods that make lockpicks rarer)
One way you COULD, theoretically, use Ward Absorb, is around magic rune traps. If you have Quiet Casting, you can throw a Ward up, and use the Rune trap as a quick Magicka Boost. With the right Restoration "half-price" perks, and ESPECIALLY if you're also wearing high-level Restoration robes, you could turn Rune traps to your advantage: in a way, feeding off the enemy, as Sun Tzu would have it.
The lockpicking perks other then wax key are valid for your character because when you are going through caves, mines, camps, etc there are chests in them and since you have to lockpick them to get the stuff they are useful
Unbreakable, by the time you hit 100 lockpicking you have like 500 lock picks
or maybe the skeleton key if you dont return it
If you don't return the skeleton key you are a bad person
Austriaball what if you return the skeleton key and then use a cheat to get it back?
Doomsdaywillcome No, the Skeleton Key belongs to Nocturnal
Conner Deppe And why not sell 499 and have only 1? It also saves time it takes you to lockpick something. Perk is not bad imo but what's bad is that you need to get other perks before it and by unlocking unbreakable those perks are useless. Why would you want to make expert locks easier if your lockpick can't break anyway.
J'zargo is master of all perks.
J'zargo Your scrolls almost killed me!
Fucking furry
J'zargo Khajit will follow
M'aiq knows some and tells some.
J'zargo's scrolls got my follower to turn on me
The best swordsman in all Morrowind is at your service... for the right price.
Teldryn Sero Ok...
Teldryn Sero You are my favourite follower
I bet you're one of those nords with animal skins and war paint in windhelm aren't you?
Christopher Carney Add a couple of hairs to a Nord, then you've got a bear.
Teldryn Sero I'll have you know my men in Windhelm would crush you like Skeevers on that island of yours.
'wards are op if you have high enough enchanting'
no shit, everything related to high-level enchanting is op
if they made spell cost reduction multiplicative rather than additive then this wouldn't be a problem, having 4 items with 25% magicka cost would only halve the cost rather than take it to 0
it would get to about ~32% with 4 x 25% reduction, personally I don't understand why the didn't cap it like they did with resistance, have equipment caped at 75% cost reduction and if you have the novice to
master perks you could then reduce it even further down to 12,5% of the original cost.
Yeah when I want to challenge myself I limit myself to no more than 2 of the same enchantment on my equipment. I would say 3 items but with alchemy you can still get 34% cost reduction on one item.
@@AncientHydraGaming Unless you use the Resto-loop, in which case, go waaaaaay overboard.
Centrist dude?
*has 400 magicka with expert destruction perk and this 50% spell reduction with 4 enchantments
*casts ebonyflesh and incinerate once
*out of magicka
IT IS NECESSARY
#1 Every single lockpicking perk.
You beat me to it
Skeleton Key ftw
George Zhang I always wondered, who'd pick those...
Unbreakable is good
I hate going through picking shit perks to get to a good one.
3:20 gotta be sneaky in my heavy ass spiky armor that is craftet of the hearts of demons
"Whats is with that demonic red glow coming from the shadows over there?" "Eh, it happens sometimes cadet, best not to question it, pretend you see nothing, lest you find a problem you aren't up to fixing...."
That Sodding Gamer Just your imagination dude or the wind.
@@ThatSoddingGamer proceeds to ignore the clanks of a person moving around in 100+ lbs of armor
@@ThatSoddingGamer you made my day sir.
@Jason - Pleased to be of service my good man.
Simply enchant armour to lower restoration cost and use wards. It feels so good to block the entirety of a dragon's breath.
Themiddlechild89 Wards already completly block dragon attacks. You just have to time it so that it hits your shield just as the ward is casted and you'll barely use any mana.
Yes but it still drains a lot of mana, especially if you're playing a warrior/mage hybrid
If spells hit the ward just as you cast it the ward breaks and you get staggered.
Which is why lowering the magic cost works well since you can just keep it up.
yes
After years of playing, I just now realized that traps could be lockpicked.
I noticed it with a bridge trap, but I just took the trap to the face because it was a master lock.
you can also fire an arrow at it to set it off from a distance.
@@ArtistryofDebauchery thx man, now i can stop baiting my follower
@@zulfikaralfarisi2609 hold up u use follower? That smart and fucked up
I just ignore the trap cuz i want to train heavy armor
Not gonna lie same xD
Obviously this is just my opinion, but I actually love the Quick Hands perk. It gives me the ability to pick things during the day in the middle of the city without being interrupted and fined. I maxed out all the stealth things possible but I would still be stopped quite frequently during the day on my thieving escapades.
Just wait till a second or two until no one is looking? Possibly get better at sneaking? Or if all else fails, wait till dark? If you can't manage any of those, you probably shouldn't be a burglar!
@@cally77777 or you know let someone do wtf they want with the game perk points are endless in this game anyway
During a day in crowded places all you can get is 15 coins and maybe a necklace. And on high levels I don't even take all ebony weapons as not only I have to carry all this crap but also waste half an hour selling this junk and punch-reloading the merchants cause they only have enough gold for 1 item at a time (reaching Speech 100 to give them all +1000 gold is tedious). And considering I already have 500k in my house chest, I get no wish to hunt for poor citizen's trash. And if you feel a need to break into houses during day time... well, that completely destroys the feeling of reality. Who would do that? And why? I don't mind if you like it, I just don't see any application for this perk since all you need is be careful and wait 2 seconds till guards turn away.
Don’t hate on the comment. The perk is really good for breaking into buildings without getting caught for lockpicking, they’ll ignore you entering the building.
@@catsareyes6446 Or be real and not lockpick the 1% time when guards are looking. For that you get 1 free perk point. And if you get to lvl 100 and get all the perks you wanted then you can spend the next on such trash. Because basically this perk allows you to pick doors without even turning your head. That's ultra-laziness. All to get 1 more amethyst and 40 gold from the house. It's useless on all levels.
I disagree with Master Illusionist. Entering a dungeon, the first, most effective thing to do is cast a Mayhem before entering combat. The absurd range of the spell pretty much ensures that half the dungeon kills itself before you even have to draw a weapon. It may not be good for experience grinding but it sure as fuck is one of the quickest and most effective sweeping methods on legendary
Dank Potatoes i would prefer to pick target
because i wanted to join the fun as well
My Hentai Girl sounds generic and boring
@@aulerius1922 no i mean pick who to cast illusion one, who will get a suprise daemondra lord up their rear
I even cast heal on the fucker that keep chopping his own man head off
Sneak mage is fucking fun
I perfectly agree with you here
@@MyH3ntaiGirl I usually cast it on the boss and see whether he is stronger than his followers. It could just be considered a "mutiny". I do have a problem however if he does indeed survive.
Considering that you can always legendary a skill to level more, you don't really need to be too picky-choosy with your perks.
Eh, early on you should but I agree later on you can really have just every skill XD
@@deadaccount3342 I guess you legendary alteration over and over with telekinesis as with either enchanting or secret of arcana (because continual spells keep after 30 seconds) grab then teleport to other side of map till 100 legendary repeat
It takes time. Are you sure you want to spend 2 hours spamming a skill just to get something silly like full lockpicking tree? Or full armor, when you already reached the cap. It's boring. And cheating to get infinite perks destroys the point of the game in general.
@wilson Percival higgsbury That's exactly what I meant and it destroys the game. Why bother? Just use a cheat-code, it's also in the game. It's laughable when you select your limit like that. Cheat codes are illegal cause they are called cheat codes, even though it's a console inside the game, but getting unlimited perk points for clicking your mouse a few times is not because it's part of the game, even though it was obviously not meant to be done and you wouldn't watch a movie where main character does that? The result is the same: you get something you're not supposed to get and you give nothing in exchange. If you understand what makes any game a game, you should know that it's conflict, artificial limits that don't change freely, a challenge. So basically, yes, imagine a movie where a guy has a god-mode. Hobbits, you don't need to go anywhere, I can teleport this ring right into the volcano. 15 seconds LotR. Harry, you can live your peaceful life, Dumbledore uses a magic spell to eliminate Voldemort for good. Enjoy your life of being famous for getting a scar. Star Wars, Obi Wan ignores Anakin, becomes the master, kills Palpatine instantly, the universe is free. And it's all within their power, all inside the film. No conflict, no road to success. Fun, isn't it?
@@RedGallardo may destroy the game and be boring to you, but others might love being OP and going around one shotting everything , personally love one punching people with my fists
IDK, I love to collect keys in Skyrim, even if I already have one copy of the key, I grab them all.
Kraase The Sergal furry lmao
YEESSS!
I do the same because they weigh nothing and don’t get in the way.
Cats Are YES hello thier. Nice to see another person commenting on a 3 year old comment.
@@catsareyes6446 yeah they even have their own section
i hate light feet since serena just steps on then lol
YES THAT IS SO TRUE
There are mods for that, which I would consider essential to avoid rage-quitting..
True. I don't usually do mods, but that would probably be worth it.
Josh Hearn That's why you tell your followers to wait when you want to be stealthy and scout ahead. But I agree it's so annoying how they step in EVERY trap in the way and alert everything in a mile radius.
Them taking damage is something I don't care about since all traps besides swinging axes are weak.
You sure you're not thinking of Lydia?
I have to disagree with you on the last perk. You don't necessarily need to be playing a thief/sneak character to utilize that last perk. It should come in handy if you just wanna steal something and your sneak skill isn't high enough to do it unnoticed.
*Gets Greater Ward spell tome*
*Casts Greater Ward against enemy mage*
*Enemy's lightning spell instantly shatters my ward AND staggers me*
*Back to stealth archery I go*
It also doesn't hurt you tho. But I'm finding Atronach+Atronach to be a much better way of beating magic users
@@surr3ald3sign I understand how they work, I'm saying they're too shitty to bother with.
Alteration tree, magic resistance perks are OP against mages and dragons
Fun fact that many people don't know about: If you have the heavy armor perk that increases your unarmed damage based, using a ward will count towards the armor bonus damage.
Mage armor mage beats you harder with his fists than a heavily armored daedric mail warrior, lol
who upgrades lockpicking? just buy 50 lockpicks
General K1MB0 when I first started playing I was somehow constantly running out so I leveled it up and next thing I knew I had a thousand lockpicks and wasted perks. rip those perk points
Elliot Costello yeah. Noob would đo it (No offense)
The only instance it's useful I know of is if you play with the requiem overhaul...so yeah
well if you want the maximum amount of perks than everything needs to reach 100 at least once
General K1MB0 Why buy lockpicks? Just steal and collect those. And if you always run out of lockpicks you're doing it wrong.
Fun fact: not a single perk in this list was from the alteration tree
Alteration bros unite!
WHY no keymaster? That is the most useless because it does nothing WHAT-SO-EVER because it requires lv 60 AND at least one light fingers to get so every key would be the 90% cap by that point.
Every perk in the lock picking tree is shit. no worries.
General K1MB0 That's not in the lockpicking tree.
ooops, it's in the pickpocket tree lol. my bad
Since percent chance to pickpocket is a combination of item weight and value and keys are worth nothing and weigh nothing, shouldn't the chance always be 90%(unless you are wearing one or more fortify pickpocket enchants which actually LOWER your chance to pickpocket)? You get them nine times out of ten. Always quicksave first and in the one in ten event you fail, just reload the quick save.
Sunny Bridges not true. Pretty sure there are some perks that increase the amount of loot you get.
Damn i am early. Dibella would be ashamed
Killua Zoldyck ah, but Sanguine would be laughing his ass off
epicjn Yeah he probably would be lol. I wouldnt even be mad cause I love Sanguine
Killua Zoldyck you could say, it would be a *night to remember*
epicjn Now thats a Camelworks level pun
Killua Zoldyck why thank you lol but i wouldn't say I'm that good xD
thank fuck, i sit here bored as shit but then i see a fudgemuppet notification and it legit saves me.
The Only Crozzie ditto
Saves you for 7 mins - length of the video. What about afterwards... hmm?
baaLsecundus it gives you inspiration to go play Skyrim (not that you need it)
baaLsecundus #inspiredtowatchmorefudgemuppet
7:23 minutes to get the bore off your day... huh neat
Save you time:
Max Illusions
Wax Keys
Ward Absorb
All Critical Damage
Quick hands
Thanks
Edward Velez Thank you!
All critical damages are useless? Paralysis on a backswing is useful. You can backswing then move forward to your target for 25% chance for paralysis for about 2 seconds then they take more time to get up after the paralysis is done. You can do a lot damage in those amount is seconds while your target is invulnerable.
@@catsareyes6446 Don't shoot the msg'er. Just telling you what they said
@@catsareyes6446 Critical hits are indeed useless as long as you do smithing. Critical damage doesn't scale with almost anything. You'll have a 10 damage increased with 900 damage per hit.
I'd love both of those videos you mentioned in the beginning!
I have to say, the most under appreciated of all the trees is block, even though it is my favourite tree because armed with a shield the block tree can make you immune to all melee damage and bow attacks, the slow time when a power attack hits you is my favourite because you can go around the back of them, crouch and stealth up with the highest level sneak skill and backstab them immediately afterwards before the slow time effect ends, beautiful
Top 5 standing stones
5: Atronach Stone
4: Atronach Stone
3: Atronach Stone
2: Atronach Stone
1: Atronach Stone
Honorable mention to The Atronach Stone
Icingdeath The cat Top 5 dumbest comment
Steed Stone FTW.
Rowan Mayer top 10 top 10s
The Lord Stone >>>
I'd take another worst perks
I'll have to disagree about ward absorb. In my restoration focused characters, I've found it quite useful.
You're not supposed to cast the Master Illuison spells in battle, if you are then you're doing it wrong.
even then, dual casting makes them pointless.
Thomas Jenkins if you press both buttons master spells get dual cast as well
wilson Percival higgsbury cast it when you get into a dungeon and like 75% of the dungeon is dead
@souvik ghorai he said in battle, not enemies as in you cast before a fight ever happens in the first place.
@@thomasjenkins7506 Not completely true. You don't have to worry about missing, and you can kind of cast around corners since it's area of effect. However, yeah, it doesn't work on everything, which can actually make it hurt you in the end.
Critical charge with one handed is just awesome! You can run while sneaking...
~You became a machine killing everything in your front, because you know... 30x damage... like every 0.30 sec...
Sprinting power attack with daggers and elemental fury makes you move incredibly quick actually and it's spammable past your stamina bar
Logan M and if you can keep your aim in the target you can keep spamming running attacks forever, even without stamina
Make a video on the best perks in Skyrim!
Севомир Зеніт yes
The best perks are all perks from Smithing, Enchantment, and Alchemy trees. Mastering all of these 3 trees allow you turn a simple fork to become 100 times deadlier than a Daedric Greatsword. These 3 perk trees are all you need to beat the game. You should invest on all other perks just to support these 3 perk trees.
Yeah sounds fun
GradCLVZ if I'm a mage do i need smithing early on?
Kiley Faun. A Mage is powerful and cheap to build in the beginning (below Level 20). However once you pass Level 40, being a Mage is a joke. Unless you install some mods to add more powerful spells, it is better to switch to a fighter or an archer.
Raising Smithing and Enchantment skills takes a lot of money. You might want to invest in Alchemy skill first to make money. Buy a farm house (from Hearthfire DLC) early and start planting rare ingredients to make potions to sell. The higher your Alchemy skill, the more expensive your potions will be. You still need to travel a lot early to collect the ingredient seeds to start planting though.
On the way, start investing in Enchantment skills, it will give a huge boost of sinergy to the money earned from Alchemy. You'll make tons of gold. Spend it to raise Smithing skill.
Do the races ranked from best to worst
Archie Maddox-Hinton Yes ^^^
Archie Maddox-Hinton Breton orc altmer everything else sucks shit
I like the Dark Elves tbh, their power is a decent low-level fire cloak and their lore is probably the most interesting. Just a bit ugly is all. Argonian base skills are fucking useless and Redguards are also pretty good. Wood elves have got that resistance to disease and poison and the discount animal allegiance shout.
Qwerds Argonians are kings
Argonians suck ass people just think they look cool
ward absorb is decent enough. not the best but i wouldnt say its among the worst perks
William Havelock I would
I figure if you are using lots of wards anyways, might as well grab it.
The best part about it is that it works alongside Spellbreaker
Honestly I can think of atleast 15 perks worse than ward absorb, wards are useful for mage characters bc they just negate enemy mages completely and getting some of the magika back while using a ward is super nice bc magika doesnt regen while using a continuous spell, honestly it makes wards very good
I take Wax key primarily because of the Thieves' Guild's odd jobs, because I've had the game send me to the same house multiple times for one of the radiant quests to restore the guild. Having Wax Key to skip the lockpicking step is actually quite nice in that situation. Plus, if you're halfway intelligent and willing to set up for it in the future, you can Wax Key jails repeatedly and drop the copy in the cell. There's also a couple of jailbreaks where having Wax Key makes the escape easier, since there are sometimes multiple doors to pick your way through that use the jail key... and uh, you still only get one lockpick. It's really only good pre-mastery, I admit, but it has its uses.
Quick Hands also has a pretty simple use for even mastered stealth. I've had followers and... as stupid as it is... Shadowmere put a bounty on my head because they detected me picking a lock. I picked a lock near a bandit and he detected me by some weird fluke, and THAT got me a bounty. The bounties may not be much but they do get to be a pain at times.
Otherwise I do agree with the video. It's just those two perks, while understandably not very good, could easily have ended up being replaced by other perks in other trees with much less use.
Yeah sucks that followers don't count towards that but pets and animal companions do. It's typically why I only ever carry staves to summon atronachs/daedra. Easier to set up a distract point when avoiding enemies too, since there's such a long range for staves instead of the conjuration spells themselves.
Why would you jailbreak in the first place?
@@kenaylebarbare883 For the sake of roleplay, or simply fun factor. And also because mods, sometimes.
For first 50 levels you need to level lockpicking and it isnt difficult, and then you can go legendary. So why ever waste a perk point? It is silly especially early-mid game
Ranger. It's still prone to simply stop working, forcing you to respec to reactivate it. Which is annoying if you're using it for faster movement speed while overencumbered.
I use wards very often tho!! You negate all magic when fighting filthy mages and also dragons’ breath, and have it consume all that magicka makes it more fun to use, as you have to time well your ward cast. Of course, with a few perks and enchantments you can reduce that cost by a lot. So I’d say the absorb ward perk is very cool and useful
*Laughs in Spellbreaker*
"If you're not a thief character, what are you doing picking locks anyway?" Oh I don't know, maybe trying to get into the fucking chest so I can get a few extra gold. Seriously, you can be a tank character and pick locks as well, it doesn't instantly make you s Thief character if you know how to pick a lock🙄
If you're using lock-picking for purposes other than theft, you also don't need a perk to pick locks unnoticed.
Narrator does a terrible job at explaining why the perk is useless. Lockpicking is still useful to any kind of character who has set foot inside a dungeon even once, but those chests and doors are unowned so it doesn't matter if anyone sees you open them. On the other hand, if you're in a town and intend to steal from the container you're unlocking, you'll need to be in undetected status anyway because even though picking the lock goes unnoticed, the theft does not.
you don't use quick hands to loot chests in public, you use it to break into buildings in plain sight without being penalized.
horcruxkiller i
Anwen Reed
1) Context.
2) Context.
3) Read points 1 and 2.
Experimenter, in the Alchemy tree. By the time you have a high enough skill level you probably have already figured most of the uses for ingredients out (or gotten frustrated and looked them up.)
Instead, it should A) Black out any combos that don't work (like it would if you'd actually tried the combinations), B) Highlight potions that you can make with an ingredient you have selected, and C) maybe give each ingredient a fifth use that you can only access if you have the perk.
I really enjoy the shots in your videos, and how you care about actually roleplaying. Subscribed.
Regarding Wax Key: if keys counted against you carry weight, then yes, this would be bad. But keys weigh nothing; there's almost no need to look at what keys are in your inventory. Pick a lock once, open it for life: I can work with that, especially on City Influence quests for the Thieves' Guild.
Wards are actually pretty good for getting passed some traps like the horizontal fire traps, though you really only need the Steadfast Ward at most
I've said this before; I'll say it again:
"Ah, the joys of a modded play-through"
Yes we want part 2 or best perk
Or both
Wax key has some not so obvious stuff. It gives you a master key of an entire area, so if you have a bunch of locks in front of you and pick the novice one you can enter all the master areas from the get go with no effort. Some quests are entirely cheesed this way because a single weak door and you have full access of the dungeon. As well as if you plan on breaking and entering a lot then just holding onto the key means you could have the entire city at your disposal. You can also pre-emptively leave keys in jail. they don't clean them enough. But, uh, get a keyring mod...
I still use the sprinting power attacks because they’re great for catching a runner and staggering him, stopping him in his tracks so you can finish him off. The damage isn’t the main draw there, so I couldn’t care less.
gosh dang it this music makes me REALLY want to play oblivion!
Wait, you're telling me that you can actually lock pick trap devices?
After years of playing skyrim I never knew that was possible...
Call to Arms isn't a slight buff. It jumps allies skills to 100 with potions and vampire/necromage. It also stacks with the other buff spells. Buffing imperials/stormcloaks with it prior to an assault let's them claim/defend without your intervention. Agent of Subterfuge is great for an illusionist too.
It's long duration makes it ideal for using before combat, not during which makes the 3 second casting time and risk of buffing enemies irrelevant.
Man, I would love a part 2. You guys are great, and I take a lot of your advice for these games under consideration when I play. This is definitely the best Elder Scrolls and Fallout channel on UA-cam. I think I found you through Camel, too.
Master Illusion spells are pretty good. Casting invisibility, sneaking into the middle of a bandit camp (or other area containing numerous enemies), casting mayhem and then casting invisibility again to re-stealth as you watch the fireworks is an effective way of clearing an area at high levels. With the relevant perks, master illusion spells will affect level 50 enemies which is about as high as most enemy types get. They're certainly more useful than master spells of other schools.
Yet another video talking about Illusion where the UA-camr doesn't really understand Illusion in depth. Whilst I would agree that the Master Illusion Perk isn't necessary, I would disagree over the reasons why: the player should have substantial spell cost reduction gear. Without such gear, the player would need a pool of 310 magicka to cast Harmony (the highest cost Master Spell) *with* the Master Illusion Perk, at skill level 100.
Master spells do not become entirely useless at high level: Harmony will still Pacify most common enemies and you might get a handy warning pop up on screen saying "Dragon Priest to high to be effected" (or words to that effect). Try this: cast and hold Harmony (any Illusionist worth their salt will have Kindred Spirit, Hypnotic Gaze and Fear by then), then Fast Travel to the Lord Stone, the spell fires the instant you spawn. Get the Stone Blessing and Fast Travel away. Now try the same thing without using a Master Illusion spell and get back to me.
If you're going to use the argument that Master Spells stop working because of a level cap, then you might as well say that about Dual Cast Pacify, Rout and Frenzy, because those too will become ineffective at high level.
I know because I've played for the Dawnguard with a 70th level character, so trust me when I say that most of the Vampires I encountered were levelled to my level and were immune to dual cast Pacify/Rout, with all perks, with Necromage Perk and backed up with a Potion of Fortify Illusion 100%.
There's a very simple solution to the Illusion Spell level cap problem: stop levelling up! I started a new Illusionist Assassin character, Legendary Difficulty from the start, I cashed in my 8 Enchanting perks (after making my own dual enchanted equipment) by making the skill legendary at level 40 and haven't taken a level up since: my enemies will be scaled to level 40. I'm expecting a different Dawnguard experience this time round.
I completly agree that it makes much more sense to stop leveling up when you are using a magic based character. I remember it was the most OP thing when I had mastered half of my spell schools and didn't have to level anymore, because I could just cast harmony (which put me out of combat), wait a few seconds to regen my mana, and then pick off the enemies 1v1 using the knockback effect of dual casting destruction.
Harmony + the Impact Perk: that's an interesting idea, I hadn't thought of that combination.
buxycat alright mate you disagree no need to write a novel
Ward absorb is only really useful in my opinion if you are using Spellbreaker
Regeneration is an awesome perk, but for people trying to level up Restoration, I don't recommend you get it. It helps heal you, but if you are trying to level up Restoration you are trying to hurt yourself and then heal. Regeneration doesn't count towards leveling restoration, so if you want restoration levels wait before getting it.
I hope that helped/made sense.
Cookies R us you don't need the regeneration perk
As soon as you have the ring of namira you won't need it
I guess, but I don't usually like killing the priest in that quest because that specific character worships the divines. If you want to level up, though, I guess regeneration and the ring both obstruct that.
2 handed great critical charge is awesome. It lets you power attack while sprinting and is much faster than the usual forward power attack launch.
Found you guys last month and LOVING the vids. The Fact vids, the History vids; awesome!
Keep up the amazing stuff guys, you've got my likes
"Lockpicking character should also be stealthy". Every character lockpick, mostly when they loot the bandit places or ruins. Pickpocket should be stealthy. Lockpicking =/= Thief.
Ok, but you don't have to worry about being hidden in those examples you gave
Last time i was this early "something funny and relatable here"
worst perk : many, if you have maxed enchantment, you don't need any damn perk to reduce mana cost in a school
unless you have unofficial patch, which fixes that
Are you sure about that? I've seen this said often but have never seen it for myself. I'm on the latest unofficial patch and my custom enchanted items that fortify destruction seem to work as expected. Can spam master destruction spells with zero magicka cost. Can use weapons with destruction enchantments that cost zero to its charge. Same with any other fortify effect for any school of magic. Have fortify at 100 and that particular school will cost nothing. This behavior has never changed for me since using the patches. This is all on a relatively new replay, so changes from the patches should be active.
VlaunBurtlecraft My USLEEP caps at 90%-tho.
everyone hate it when your mana run low in the middle of fight, also for some sneaky ones 10 MP for invisible, worth it?, of course you can do it with protector circle + alteration atronach perk or even atronach stone but still only 80% trigger if you have both, so 20% chance that you get nothing
my lovely combowombo is: throw voice > invisible > fire storm > blizzard (tested and trigger with atronach => it can recover your MP as well ) > fire storm
so, if you want to do that combo you must have a damn full destruction gear
I second this. I have the patch, and I can enchant 4 items to reduce cast cost to zero. Even better, with Twin Souls, you can reduce to TWO schools to zero cost, which makes investment in mana or mana regen, at least at high levels, pointless. At low levels, if you are a character who uses a combination of magic and sneak, or magic and combat, should you run out of mana, you can just use stealth or regular attacks.
Quick hands isn't too bad for my build. I'm a mage but got infected by a vampire. To feed I break into specifically nazeems house and feed from him as my petty revenge for him saying I don't get to the cloud district often. Quick hands therefore helps in that aspect as I don't have to focus on stealth to do it
What, no mention of bullseye? The number of times that perk has screwed up a headshot for me on my archer character is enough to turn me off it completely.
ShadeoftheRaven bullseye is damn good though
Bartosz N Not when it takes effect AFTER you fire your arrow, making your target flop down on the ground and you miss your shot by a mile. If it would just freeze them in place, I'd be ok with it, but the majority of the time.... Just ugh.
I hate it. instead of deliver a killing shot, the target takes no damage and fall on ground which took it out of your sight (if you are sniping from lower ground).
Ikr, hope they fixed it already
That perk is Bullseye.
Where was the build yesterday?
Wards are among the most OP spells if you lower their manacost to 0, hell they can even block Dragonbreaths on Legendary which would otherwise oneshot you, they can block shouts too. And also about the Perk, i am not quite sure about this since i did never test it out, but the breath attack of the dragons seem to be based on a kind of magicka system as oposed to the system the player uses. I came to that conclusion because you can stop any dragon from using his breath if you attack him with the master destructionspell that shoots the storm beam, so that could be a useful situation being able to use wards against dragons without draining your mana at all. But again, i never tested that so it could be false
you can simply use the spellbreaker...you can absorb magica whit it if you get the perk in the restoration three...at 0 costa and whit more defense
"Wards are the most OP spells if you use the most OP trick in the game."
Enchanting utterly destroys game balance in Skyrim. It's almost not worth evaluating anythings use once you are a master enchanter, since it's just so damn good that there's nothing to stand in your way, and very few quest rewards can top what you can make from hunting a single mammoth (or bandit, if'n you're feeling evil).
Spellbreaker blocks like 50 damage before breaking and staggering you, using that against a legendary dragon on legendary difficulty who does hundreds of damage per second will most certainly kill you (If you play a squishy mage that is). Most spells arent even that good even when you have 0 mana cost, you can keep staggering maybe up to 3 or 4 enemies at the same time with destruction but still one single arrow is going to kill you as a glass cannon mage on legendary, i even had that happen with full heavy armor as a mage. The true most OP trick is still the enchantment Alchemy loop and then forging a Hammer with 800 damage + an enchantment that does even more damage on average. You can block dragon breaths all you want, but you will never be able to onehit the most powerful enemy on the highest difficulty with it. Dealing 2-3k in a single strike is well in the range of possibility using such a weapon + a boost 2handed potion/orc racial. But the point is, if the dragon breaths realy use magicka to cast like my observation indicates, you dont need to lower the manacost to 0 to use them indefenitly.
iNuminex It actually blocks all the damage of the breath, look it up its much better than waiting to get enchanting to 100 and enchanting gear just to sometimes block magic
Well, i used spellbreaker against Dragons multiple times, it does break easily and then staggers me
The advantage of the sprinting attacks is less the extra damage and more battlefield mobility. If you have to chase down enemies, close the distance between archers/mages, or if you need stunlock an enemy before they draw their weapon, then the sprinting power attack kicks ass. I never used it until I made an RP build and I've been getting it ever since because of the convenience of being able to power attack while moving VERY quickly.
Wards are useful. They block shouts and dragon breath attacks. Especially useful when you are fighting Revered and Legendary dragons; their breath attacks hurt. Also, some drougr use shouts, so wards block that. Not disputing the uselessness of Ward Absorb, though; I never noticed it helping me at all, so I was wondering about that.
I think the worst perk is snakeblood cause you rarely get poisoned few enemy's poison you and it so rare and the majority of skyrim players I know are vampires or werewolf and most poisons even at level 1 I did not see any effect with my character
Play legendary, or master, go Blackreach Falmer will feed you poison all day long 😂😂😂 be sure to buy a 100% cure poison amulet on Radiant Raiment, . . .
"Your lockpicks never break."
I'm begging you please build a remastered Glass warrior
Quick Hands is great: completed the full Thieve’s Guild quest line, all while wearing Legendary steel plate.
1:20 The only '5 second cast' spell that's any good is Mass Paralyse WHEN INVISIBLE. Even then it's usually overkill.
Your logic for the final perk sort of fails. You don't need to be stealthy to be a thief. Perhaps you are a warrior, who wants to supplement some income by stealing? You aren't stealthy so you use that perk to help make up for it? Maybe you prefer to sneak into people's homes during the day when they are gone (thus removing the need for stealth). It's probably not the best perk, but I can see some uses for it.
you guys should do more oblivion videos. I think it would be awesome to see oblivion builds on this channel because a lot of people still play it and the skills you choose to use carry more weight in oblivion so your builds are more helpful for that game
Wesley Pipes Also not to mention Oblivion's magic system far out shines Skyrim's.
Is there a mod that fixes critical dmg to not be on bace dmg
I actually find Wards very useful against dragons, it's one of my main tools for dragon fighting. At least until my character gets to the point at which he can effortlessly deal with them, that is.
To me critical is good for two handed because it gives you a chance to swing and attack before your enemy can attack allowing you to essentially hit and run like if you are surrounded by a wall of enemies and you need to break free in a sense.
Wax key also feels somewhat useful because like you said earlier it can be used to enter shops if you are doing multiple quests and they require you to go to the same shop, house, etc instead of having to wait or waste like 40 lock picks because the game can get very buggy with lock picks (I had instances where the game would change the correct lock direction where it originally was more to the right but now it’s suddenly more to the left)
I legit don't see why not take the critical charging attacks if you ARE mainly using one handed or 2 handed melee.
even if you argue the scaled damage being low. even if you call it a waste of stamina. your wrong.
in many cases, what perk are you going to replace it with that is going to help you more? if you are doing most of your combat melee, that added versitility and extra damage on harder difficulties are imperative to those builds.
instead this list should be occupied by perks that will only carry you so far such as speech craft and stealth.
if you are going to be so role specific with perk selection (such as you did with stealth perks and a thief build) you should also be recommending not using stealth perks at all sense any good assassin in these games know how to stay hidden just long enough without any perks at all... rather maybe one or two perks to alteration and a critical strike perk with a bow is a prime example to debate your theory.
great video albeit. keep it up!
truth
Actually, you can level up only stealth (to 100) get the dark brotherhood gloves and one low lv dagger and beat the game on legendary, so stealth dont "only carry you so far". But in general i agree with you
1) The perk isn't bad, skyrim magic system isn't bad. Spells are just poorly designed in the game. sadly.
2) I'm pretty sure you don't get a fine if you open a door with the key. Maybe I'm wrong. Main problem here being that most interesting locks in the game are actually quest locked so you can't pickpocket them until you get the key anyway.
3) You don't like ward therefore the perk is bad? The perk is insanely good actually, it's the kind of perks that have just the right effect. When you use wards you are being hit by magic and want to survive for a sustained amount of time. This perks helps you do that. You don't judge a perk by how good the mechanic they are used for is. You judge a perk by what they add to the one using the mechanic anyway.
4) So it's a really good perk. it's just that enchanting and smithing are broken.
5) Well the lack of things to lockpick in plain sight made this perk bad. Like if you could actually activate mechanisms or things like that it would be really good. But the only time when you want to lockpick are when you want to be stealthy, or when you are deactivating a trap which isn't illegal. If there was actual usable mechanism in the game that would allow you to exploit this effect that would be good. But yeah currently it really sucks. The main problem being that lockpicking is poorly designed making all lockpicking perks useless.
Lockpick could actually be easily fixed. Higher health, less lockpicks, trapped chests that activates a trap when you fail your lockpicks, trapped door that does the same in town and alert the guards (alarm system), and no pause during lockpick so that you have to be quick or you risk to alert the guards (should be the case for pickpocket too honestly, and pretty sure the % based mechanism with a cap at 90% is also a really bad idea for this kind of mechanics...).
Laezar late as hell but, if you’re not enchanting yourself cost reduction equipment wards drain too much magicka to even offset the ward absorb. Wards magicka cost was just poorly designed
I just cut down the mages when they use a ward. The ward may block magic, but they can't stop me from decapitating them.
How appropriate from someone called Doomguy.
Illusion is quite good if you cast call to arms before you are getting in to a fight to buff your companion / summons. You can use harmony at the start of a cave / camp to pacify every enemy in that camp / cave to walk in to it without getting attacked, the same could be said for mayhem so everyone will attack each other and for hysteria so that you have some easy picks.
well this video made my all nighter worth it. Ty fudgemuppet
Swords in Skyrim are actually really bad compared to maces. Maces ignore armor while swords just have a small chance to do a minimal amount of extra damage. Axes are slightly stronger than swords, but the bleed damage they deal is almost as negligible.
At least the bleeding damage stacks and it's not by chance. It can also help a bit when you shield bash a lot.
But hey, I'm a two-handed guy...ignoring most of the armor.
What about the fists of steel perk its pretty much only useful in Punch cat builds or with mods that enhanced unarmed combat.
If you get disarmed or are in a fistfight at a bar all you have is your fists... let's just say it saves time on Legendary
Khajiit claws + Gloves of the Puglist + Fists of Steel = 1 hit K.O.
Fists of Steel only works on Heavy Armour, I thought?
its a very nice perk to have when fighting the Orc Chieftans or in a bar fight
though I would beat the chieftan anyway fighting him was taking forever, exchanging punches then avoiding him while healing and recharging stamina. after buying the perk I beat him without running out of stamina with about a dozen punches
All lockpick perks :(
pppaaaooo13 double gold and chance for better goods is excellent
if you craft and enchant by level 30 you will have more gold than you know what to do with so the extra gold and chance at rare gear is really useless
my running power attack on Krosis must have done some good as two more swings and he was finished
the only thing that makes it useless is if you miss the target, most enemies will die in one hit with a daedric hammer
I thought you said *“Nirning Out”* at the end lol! 😂👌
turtles
Facists
Marlo Gaddi JOHN CENA!!!!!!
Spannish inquation
5,000 Views i relode and now its 5,409
99 likes😧
And now you have 2
I don't think wards are "useless" they're not great but against dragon breath they're really good, and I mostly use them when a Draugr is gonna do a shout on me, or against powerful attacks then run forward to close the distance.
I've been loving critical hits left and right the past 6 years. You took away my happiness.
Thats why NOBODY play with Vanilla Perks. I have not fucking played Vanilla Perks since like 2011...
Andarus alot of people do including me
Then you're missing out, try Ordinator perks
For sure. Thank the gods for the Ordinator Perks/Apocalypse Magic mods.
Unfortunately playing on PS4 means i don't have access to the Ordinator or Apocalypse mods, goddamn Sony's bullshit no external assets policy.
That's why Skyrim is overrated, official version is unplayable. Give credit to modders
The critical charge perk is not exactly about damage but the mobility, especially if you're using two handed which are so slow that you can't hit any mage with it
I love being a stealth archer or a mage because I can kill things very fast without being attacked
Also I never look in the key section because I ALWAYS have hundreds of keys on me
Wards are absolutely amazing against the dragons breath weapons
Waxed key is an amazing perk for rentry into homes that involve quests. It is a huge time saver, especially when the locks are expert or master.
quick fingers are useful for breaking in houses/buildings that are heavily guarded/have many detectors.
even if you're detected, guards won't come to you to warn you about "crimes you have committed"
1:30 That animation is the exact one from Fable II/III for when you hold a long area spell. ;-; Freakin' Skyrim making me want to play Fable!
The main reason I hate wax key is because it prevents you from gaining XP. If you pick a door in a building and then run across another door that uses the same key, you'll instantly open it instead of picking it. It's a perk that makes levelling take longer, clogs your inventory with keys, and is never really useful because you'll pretty much always have lockpicks anyway (unless you're using mods that make lockpicks rarer)
One way you COULD, theoretically, use Ward Absorb, is around magic rune traps. If you have Quiet Casting, you can throw a Ward up, and use the Rune trap as a quick Magicka Boost. With the right Restoration "half-price" perks, and ESPECIALLY if you're also wearing high-level Restoration robes, you could turn Rune traps to your advantage: in a way, feeding off the enemy, as Sun Tzu would have it.
The free power attacks of 0 stamina with the running bug is very useful though even if the damage of them is barely increased by the critical bonus.
The lockpicking perks other then wax key are valid for your character because when you are going through caves, mines, camps, etc there are chests in them and since you have to lockpick them to get the stuff they are useful