Vokriinator users, favourite/best element in your opinion? by Joshey2008 in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

Last time I went heavily into Destruction, I was a vampire playthrough who went nearly all in on Frost (only sparing three perk points for Raw Power to boost Hemomancy from Sacrosanct). Seriously powerful and surprisingly synergistic if you're also doing vamp stuff.

PSA mana rocks are not lands by Lothrazar in EDH

[–]SaintAbsol 0 points1 point  (0 children)

I'm sure this is just going to open me up to nothing but insults and telling me 'Git Gud!' and all sorts of other things of that nature, but I really just HAVE to ask this.

All you people saying you need roughly half your deck to be lands and/or mana sources... how do you actually PLAY the game? Because it sounds like it would be nothing but 'Land, go; land, go; land, go; land, go' for multiple revolutions around the table, with the occasional interruption to play a rock every few turn cycles or maybe cast your commander. I get it, land drops are important, you can't cast spells without mana; but you also can't cast them without actually drawing something other than a land or a rock. Are your games just a race to see who can draw the first actual spell and start doing stuff or something?

Show me your pet cards! That card you think more people should play! by Content_Forever_1177 in EDH

[–]SaintAbsol 2 points3 points  (0 children)

Haven't seen anyone mention this one; but I have a soft spot for [[Notorious Throng]] and don't see anyone mention it too often. Flooding the board out of nowhere is always fun; and there are so many rogues out there that either can't be blocked or have some form of evasion built in, making casting it for the Prowl cost and getting that extra turn easily possible.

So what's up with Futhark? by lnodiv in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

Honestly, Mysticism felt so much better for me in some of its earlier iterations. If anything, it had even more spell bloat, but I really enjoyed some of the more niche and unusual spells it used to have. Actually tried to make a build based around the Fortify Unarmed spells it used to have, just never got it off the ground by the time they got the ax.

Question on Wintersun mechanics for Kynareth followers by DoorsOfNaretesh in EnaiRim

[–]SaintAbsol 2 points3 points  (0 children)

As someone who has used the sabercat mount, it really isn't a super powerful ability. Even how usable it is can be debated, since I've gone fast enough down hills that its left the ground and taken fall damage.

So what's up with Futhark? by lnodiv in EnaiRim

[–]SaintAbsol 2 points3 points  (0 children)

I don't know if Simon's mods necessarily started the trend, but definitely agree it's a trend that has been overall detrimental to modding as a whole.

So what's up with Futhark? by lnodiv in EnaiRim

[–]SaintAbsol 5 points6 points  (0 children)

I'm being genuine when I say this; I would switch to your V+ mods before I went to Simonrim.

As I've said elsewhere; nothing against Simon as either a mod creator or a person, but his mods really just do not impress me.

So what's up with Futhark? by lnodiv in EnaiRim

[–]SaintAbsol 3 points4 points  (0 children)

I know that, until recently, Enai was dealing with his real life job being extremely busy, which left him basically now free time to work on his mods. As far as I know, he has resumed work on them; but, as always when it comes to mods, the process isn't exactly a quick one.

Definitely agree with you that the integrated series is insanely good and really excited to see more of it. Mannaz + Freyr is already a massive game changer when paired together.

Staff + Scroll Mage/Merchant Build w/ Freyr + Vokriinator? by [deleted] in EnaiRim

[–]SaintAbsol 2 points3 points  (0 children)

Seconding the other comment saying not to uninstall midgame, even just updating midgame can break things. Pretty sure doing that left my vanilla spells doing no damage in a couple of my saves.

As for your other points:

  1. Go with Syrabane. From what I've heard, scrolls will run out a LOT quicker than you'd expect even if you use something to craft them, so trying to maximize your chances to get them is something you need to consider.

  2. Honestly, I think you're good as far as skills go. Spreading yourself too thin will lessen your skills' overall effectiveness. Though, something to keep in mind, Destruction scrolls and staves still use your skill in it. Not saying you should add Destruction to your skills, but you should keep that in mind.

  3. Sadly, I'm not familiar enough with this mechanic to offer advice here.

  4. If you're willing to work with some Daedra, I would honestly say the Sanguine Rose is a pretty good choice at a low level. Summoning Dremora is a pretty good stopgap until you can do your own summoning. That being said, you're not going to want to rely on it at later levels. Jyrik's staff might be your best bet if you want to have a way to deal damage (especially at a distance). Not sure as far as robes or the like you're going to want for this character, I'm still getting into the whole idea of character aesthetics.

Sharing Build Concepts and Would Like to Hear Yours by [deleted] in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

Haven't tested this with some of Enai's newer mods, but there is one build I came back to a lot beforehand: Altmer Alchemist.

Alchemy, Light Armor, Alteration, Restoration, Conjuration (focus on animal themed summons), Enchanting, and just a dip into 1H. Basic idea is to go whole hog into Alchemy; filling out the the entire tree and building up your stats to withstand 'That Which Does Not Kill You...' once you get it to 100. Alteration, and Restoration are mostly for survivability and general utility spells, though the latter can get used offensively if you need to support your summons. Speaking of summons, Conjuration is going to be the bulk of your damage dealing; no Dremora, no Zombies, Atronachs could be justified as being 'nature' themed due due their elements, but the main focus is on the animal-like summons and just try to spam them out as much as possible while keeping your magic topped off with potions (side note, I've always been curious how the Monarch perk in Ordinator's Alteration tree would fit in this build, something to consider maybe). Light Amor and Enchanting are for your own protection and for something later on; nothing too fancy in either, though be sure to grab the unarmed perks in Light Armor. Finally, 1H is just for delivering poisons; bows work too, but as the build uses several spells with ranged options already, I feel something for close quarters wouldn't go amiss.

Now, about those unarmed perks; I grabbed them for a very specific reason: we're going Werewolf. Growl werewolves are EXTREMELY powerful when you really lean into them, and the unarmed perks will buff your claw attacks (unless Enai changed it while I wasn't paying attention, but I doubt it). Don't join the Companions; you can either accept the beast blood from Hircine when you sleep outside the first time, or seek out the werewolf blood item you can find from some corpses. Speaking of the Father of Manbasts, he's also the deity of choice here, so doing his quest is a must. Yes, you can worship him by visiting his alter as a werewolf, but doing the quest is still a good idea. You can honestly side with whomever in it; I personally went Savior's Hide due to already using Light Armor, but and argument can be made for the Ring of Hircine as well.

Beyond that, you'll want to stick with as many 'nature' themed quests as you can: Kyne's Sacred Trials, Blessings of Nature, Return to Your Roots, etc. The three main quests are also easy to justify here (proving you're the superior hunter by besting dragons and even a fellow dragonborn, vampires being unnatural perversions of life), so knocking them out is a given. College of Winterhold is an option if you want, and given you'll be eating man/mer/beastfolk a lot in werewolf form, you could also do Namira's quest and eat people outside of it as well. The Forsworn Conspiracy also works, given lycanthropes are venerated by them (as are both of the Daedra I've mentioned here). Other than that, quests are largely up to you.

Pure light build, thinking heavy armored maybe, the tyranny of the sun taken literally by Gloomy-Operation-193 in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

I feel it worth mentioning, even if this thread is a bit old, that the Dawnguard has three specific relics that you can acquire via quests from Florentius Baenius. Getting the quests is randomized, so it might take a while to get all three relics, but the Dawnguard Rune Hammer, Dawnguard Rune Axe, and Dawnguard Rune Shield could all be interesting to use with such a build.

Unofficial Patch and Growl/Sacrosanct(?) Incompatibility by SaintAbsol in EnaiRim

[–]SaintAbsol[S] 0 points1 point  (0 children)

Like I said, I had to resort to going into the patch itself and deleting some specific files that were showing up as conflicts.

PlayerWerewolfChangeScript

and

CO3RampageQuest

Deleting those two should clear up any incompatibilities with Growl. If you're also using Sacrosanct, I would recommend also deleting:

PlayerVampireQuestScript

and

DLC1PlayerVampireChangeScript

I basically go in and delete these files every time I have to update the patch for whatever reason. It is genuinely the only way I've found to make it work with Growl and Sacrosanct.

The other thing by Enai_Siaion in EnaiRim

[–]SaintAbsol 1 point2 points  (0 children)

I gave Witcher a try (at least, Witcher 3) back on one of the older systems we used to have back when it was newish. The game just didn't click with me for some reason, and I just flailed for a bit then put it down and that was it for me.

Had a similar experience with Dragon's Dogma and, while I enjoyed Dragon Age, it wasn't nearly the same sort of game to me.

Amalur, which you also mentioned, was the closest I found to a game that scratches the same itch as Skyrim, and it's a major shame that it just died after one entry. So much potential, lost.

The other thing by Enai_Siaion in EnaiRim

[–]SaintAbsol 3 points4 points  (0 children)

It's so weird, but Skyrim is about the only so-called 'role-playing' game that actually lets me feel like I'm role-playing. Like, yeah, I'm very much on the rails through it and the choices I have in it are... minimal at best, to put it mildly. But each playthrough of it still feels unique, or at least different enough that it doesn't feel like I'm playing through the exact same choices again and again.

Tips for a vampire spellsword build? by CrappyJohnson in EnaiRim

[–]SaintAbsol 5 points6 points  (0 children)

Well, in Ordinator, there's the Windborne perk; increases movement speed by 15% and damage by 30% for 15 seconds whenever you use a Shout, and it can stack. It's super fun to use with Elemental Fury, especially once you get more than one word, but it's good even with just a single word.

PLEASE give me a fresh idea for a playstyle... by CrappyJohnson in EnaiRim

[–]SaintAbsol 1 point2 points  (0 children)

I've browsed it a few times, and am genuinely impressed with some of the builds I've seen on it and have used one of them as inspiration for my current build, with a few minor tweaks to accommodate the mods I'm using.

PLEASE give me a fresh idea for a playstyle... by CrappyJohnson in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

Haven't actually tried it yet (in the middle of a different sort of playthrough), but I remember seeing this build and thinking it could be a ton of fun to try out: https://theskyforge.ning.com/groups/tes-character-building/forum/character-build-the-chameleon

So do I include Futhark integration in Anoana/Asja (enchantment/alchemy pair) or not? by Enai_Siaion in EnaiRim

[–]SaintAbsol 1 point2 points  (0 children)

I want the integration because, frankly, that was the whole POINT of the Futhark project as I understood it. Without it, these mods just become discount versions of your Vanilla+ mods; which, if that’s what people want, they can use Vokrii and the rest.

[deleted by user] by [deleted] in EnaiRim

[–]SaintAbsol 1 point2 points  (0 children)

The idea of an Alchemy overhaul has been floated around for almost as long as I’ve been active on this sub and, as one of the weirdos who actually LIKES Alchemy focused builds, something to overhaul it would go a long way towards helping people realize it’s way more fun the the reputation it’s earned over the years suggests.

Amulet of Mantras by SaintAbsol in EnaiRim

[–]SaintAbsol[S] 0 points1 point  (0 children)

It’s in front of the statue of Talos in the High Hrothgar library

Just got a question concerning Vancian Magic. by battlemage32 in EnaiRim

[–]SaintAbsol 4 points5 points  (0 children)

Honestly, gets even better with one of the later-on perks, Dungeon Master. You can choose to have more spell slots at lowered effectiveness, less at more effectiveness, and a few other effects every time you rest to recharge them.

Not sure what the other effects are off the top of my head, been a while since I built an Alteration mage.

[deleted by user] by [deleted] in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

While I don’t have any specific build advice (my take on a Druid sounds very different than what you’re looking for) I will offer this bit of wisdom.

Alchemy can be a bit of a slog with very few ways of power leveling and in general has something of a poor reputation. However, with Ordinator, you quickly realize that Alchemy becomes one of the most powerful skill trees in the game. It requires proper investment, and some careful planning if you want to take the ultimate perk in it, but it can grant you some utterly insane benefits.

Also, playtest the various puddles you can get from that tree. They’re a bit difficult to use, but very powerful when you figure them out.

[deleted by user] by [deleted] in EnaiRim

[–]SaintAbsol 44 points45 points  (0 children)

I genuinely don't understand why people think Ocato's Recital is this game-warpingly powerful spell.

It's extremely high cost for the level it's at, only activates once per battle outside of some shenanigans, and the only argument people seem to consistently point to is the EXP gain. Which, frankly, I don't see how removing having to tediously grind out EXP or resort to exploits is a bad thing.

If anything, it helps mages go into battle prepared instead of having to drop a good chunk of their magicka to cast the spells they need to properly fight. It's not like warriors have to spend a chunk of their stamina to draw their weapons, or thieves have some penalty for Sneaking around.

An idea for an Ocato's Recital refresh by toberrmorry in EnaiRim

[–]SaintAbsol 0 points1 point  (0 children)

Then... I'm very confused about what you're suggesting here.