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First and foremest, I would like to say that Nehrim is a great game and surely the greatest MOD ever, with that in mind the following is just a minor nuisance/rant (mostly rudimentaries of the Oblivion Engine).

I can't train my destruction at trainers any further, it's already at 90, so what to do what all the skillpoints I get? I thought, maybe I should try to become a tankier mage, I do good damage with my spells but I need to kite (run around) like an idiot to avoid all the melee attacks. 1 charged attack by i.e. a Spider or an insignificant Crab takes away 40% of my healtbar... And I am lvl 20 with like 160hp.
When fighting ghouls and zombified Michael Johnsons, it becomes a nightmare, each encounter with these, I need to run back while throwing spells at them, it is not uncommon to run out of the dungeon itself to kill them outside (more space for kiting)!

So I am starting to believe that becoming a tankmage is the way to go, how else am I suppose to deal with all these monsters? Exploiting their AI seems like a cheat to me and it is not fun while doing it (especially when fighting the beforementioned ghouls and zombies).


So it boils down to the following questions:

1. Is it wise and viable to convert my destruction mage into a tank mage?
- if yes, then should I be able to take the damage output of most mobs? Or do I still need to run around.
- how should I distribute my attributepoints? Currently I have around 50 strenght, agi, speed and endurance, and about 60 int and 75 willpower.
2. Apart from the slightly higher armor and bonus enchantments to "tanking", what are the other benefits of having heavy armour? I am still deciding whether to raise heavy or light armour. I am all for being able to take damage while casting spells, so I wouldnt mind having armour with no enhancements to support my mageskills.
3. Does Enflame and Curse of Suffering stack?
4. What are the best spells to deal damage? I only use enflame, curse of suffering, some ranged ice spell that does damage with a chance to stun and sometimes lifedrain (at earlier levels I used touch damage spells, mana costeffective, but that is not needed anymore).

Thank you in advance,


Sjonnie
Hi.

Just a thought.
If you enjoy playing a mage, then destruction is not the only course.
You could always use your skill points in other areas of magic.
Get spells which buff your character. Get spells which disable your opponents.
Playing a full blown mage is a lot harder than a swing and bash type, but is damn enjoable when you get it right. First knowing when to buff youself up, then be prepared to disable (paralyze or silence) before taking your opponent down.
TheHawk wrote:
Get spells which disable your opponents.
Not always a good idea - some monsters in the Southrealm reflect.

Mage + light armor is quite a common combination. With light armor on 100 you won't be that weak anymore... And there is good light armor that helps you with magick as well.
I'm not sure how you play, but fireball is my spell of choice for most battles. I also use lightning bolt, though Nehrim names it something else. I play a sneak archer/mage. I fire one poisoned arrow and then finish off the foes with spells. It's really up to you how to play. I wear whatever armor boosts destruction or sneak, depending on my mood. If I sneak, enemies don't find me even if I blast away with spells. To avoid this, I always sneak attack once and then leave sneak and finish the fight. A master alchemist will win all battles through poisoning and buffs. It would be feasible to train alchemy to 100 fast and you really wonldn't need any other skills to be very high. Of course, you're forced into collecting all the reagents everywhere, and not everyone likes it.
Hi.
Should have answered your questions earlier, but system went down.
1. Is it wise and viable to convert my destruction mage into a tank mage?
- if yes, then should I be able to take the damage output of most mobs? Or do I still need to run around.
- how should I distribute my attributepoints? Currently I have around 50 strenght, agi, speed and endurance, and about 60 int and 75 willpower.
Thats one of the great things I found with Nehrim, it's not wise or unwise. Just doable, as long as its not left too late in game. You appear to have spread your attributes a little evenly. One attribute I always put before anything else is Endurance. Mage needs it to give him enough life to take a few knocks. Choose which way you want to play. Without Endurance and sticking to one armour, you will run around, unless high alchemy skills.
Battle mage/Tank go for Endurace/Strength/Agility. Mage Endurance/intelligence/willpower.
I'm level 23 at moment (this time round pure mage) speed/agi/strength 40 End/Int/Will 80+.
2. Apart from the slightly higher armor and bonus enchantments to "tanking", what are the other benefits of having heavy armour? I am still deciding whether to raise heavy or light armour. I am all for being able to take damage while casting spells, so I wouldnt mind having armour with no enhancements to support my mageskills.
If Battle Mage go Heavy armour. It will help boost endurance for one. Some good light armour about from end of Chapter 2 beginning of chapter 3. Have some "Death" armour and Vestment of Mana, excellent for a bit of destruction.
Just in case you have not noticed, but Light Armour is the only skill which will boost speed attribute. But as you can tell, does not bother me that much.
3. Does Enflame and Curse of Suffering stack?


Not sure. Good question.
4. What are the best spells to deal damage? I only use enflame, curse of suffering, some ranged ice spell that does damage with a chance to stun and sometimes lifedrain (at earlier levels I used touch damage spells, mana costeffective, but that is not needed anymore).
I stick to fireballs and frostballs. But allways have a couple of touch spells that do large area damage. Great for crowd control. After throwing a couple of long range at a mob, just let them crowd you and damage/ kill the lot in a few seconds.
If go mage knock up alchemy quick. Potions are a Mages lifeblood.

Well just my opinion. Have fun.
Thanks for all the responses so far.
TheHawk wrote:
I stick to fireballs and frostballs. But allways have a couple of touch spells that do large area damage. Great for crowd control. After throwing a couple of long range at a mob, just let them crowd you and damage/ kill the lot in a few seconds.
If go mage knock up alchemy quick. Potions are a Mages lifeblood.

Well just my opinion. Have fun.

Why do you guys use fireballs? As far as I know the damage per mana is very bad, also most fights are vs 1 or 2 monsters. Icebolts are much better right? High damage, low manacost, has a chance to stun for 5s at my level (better than knockback/thrust). I also use DoTs, even more mana efficient and does a lot of damage. Against many monsters, I use lifedrain on all of them and take out my shield to block (I am a tankmage right now, the playstyle is surprisingly fun and refreshing).

About Alchemy, I don't like to use consumables in Oblivion, I already use all my hotkeys for spells, and the hotkey mod recommended for Nehrim doesn't work for me.


I think I am okay now, it is still easier to deal with most monsters by kiting them, but that always "takes" me out of the game, loss of immersion. In short, Tankmages are viable to me and it's a great deal of fun. :) Thanks again.
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6 posts • Page 1 of 1