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Warlocksg

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  • Last Update: July 4, 2022
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Warlocksg

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  • Username Warlocksg
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  • Which Elder Scrolls Games Have You Played? Oblivion, Skyrim
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  • June 27, 2017 2:27 AM EDT
    in the topic Creation Club Groups? in the forum Elder Scrolls
    A small suggestion from my end.I understand that there was a time where mods, outside of usage by PC users of skyrim, was not made availalbe to the peeps using consoles. That is now changed, with PS and xbox having access to the mods.That said, i think it's time for the modders conclave to start establishing known working "Presets" of mods. By this, i mean a known working collection of mods for various catergories / playstyles.For example, a member of the vault or even the general public may want to play a build found on the vault.Or they might want to go for something moregeneral (ie: Want to play a battlemage, but not one of the builds found on the vault). To help enable and enhance this, the tamriel vault's modders conclave can propose a known working group of mods that help bring this experience to fruition.It can be something as a general set up of "core" mods needed to achieve the battlemage playstyle and then a few other optional mods to help provide more options to the style of play. I realize that this is very much in line with the efforts of the community, such as S.T.E.P, but the intent here is not to replicate efforts.Instead, the intention here is to complement S.T.E.P, similar to what the Sands of Time (SOT) team aims to achieve with their mods and suggested addons.Instead of creating new mods, we can provide recommendations on which of the exsisting mods work well with S.T.E.P set ups or even start one from scratch as a viable alternative to S.T.E.P Let me know what you guys think ok? Thanks. Best Regards, Warlocksg
  • April 21, 2017 3:12 AM EDT
    in the topic Best Mod Combinatin? in the forum Elder Scrolls
    Just to pitch in, there are some mods which demands absolute necessity.They change much game mechanics and ensure skyrim remains alive and interesting. For a rough collection and start guide in this area, i suggest you google "Sands of Time" Skyrim.There is a good number of gameplay and difficulty mods.Beautification mods, there are hundreds of them. Pick and choose wisely though, your machines needs enough VRAM to handle em textures. A solid place to start is with S.T.E.P skyrim (Seriously, google it. It's a damm useful place to start), which offers a balance between beauty and function. You're welcome :)    
  • April 19, 2017 5:13 AM EDT
    in the topic Your favorite magic system? in the forum General Gaming
    Zonnonn said: I've heard great things about the magic in Dragons Dogma, and as magic is always the thing I look for most in RPGs I really want to play it. But out of the games I've played, I'm actually going to say the Witcher 3. Magic is just a one skill in the r+epetoire of Geralt, but I think the beauty is in it's simplicity. All bases are covered with the small selection you have, and each one is versatile enough to be used in a variety of situations while not feeling forced - in fact, it's completely viable to never touch spells in a whole playthrough. The thing about that sort of system is that it's presented in a "variation" format as opposed to an upgrade format. Basically, the system that's utilized in the witcher 3 game force an "either/or" scenario where you need to make a selection for the kind of specialization for your build. As mentioned rightly, it's pro's include it's simplicity in design and management, but it lacks variety or multiplicity of the same spell, as it befits a spellsword class like a witcher. You'd probably expect variety and multiplicity around a class like a soreceror or mage (ie: Triss or Yennifer)For example, you cannot have 2 types of the same flame spell or 2 type of the same run laid on ground (ie: Either spread fire damage over time or deal burst damage)Skyrim's magic system on the other hand allows for the configuration of multiple loadouts.So, in the same spell based scenario for a spellsword, represnting the school of the wolf,  you can have a specialized build that uses damage over time, in addition to bust damage from spells and sword (ie: Ignite + Firebolt /Ice Spike/Lightning Bolt + Any Destruction Rune spell + Regular and/or power attacks) Or to reperesnt the school of the gryphon, which is more sign intensive (in witcher terminology), you can simulate the use of a variety of different spells, before switching to sword.(Ie: Flames/Frostbite/Sparks + Fireball / Ice Storm / Lightning Bolt --upgrade to-->Incinerate/Icy Spear/ Lightning) With enchants, it's possible to replicate the rune system for enhancing weapons & armors.Mods help increase the type of enchants available (ie: World's dawn, Summermyst)With mods, it's even possible to replicate the dodge, block/parry combat mechanics of the witcher combat systemOverall, it's very much possible to replicate and even improve the witcher combat/magic/loot system in skyrim.However, it's strength it's it's weakness in this case... too many options but contrained by build and hotkeys i suppose.
  • April 13, 2017 6:16 AM EDT
    in the topic Your favorite magic system? in the forum General Gaming
    It depends though. I've always been a fan of the whole "combining magical elements" approach and synergy systems.Case in point was the system from dragon age & dragon age 2, where some spells synergizes with various other party members skill sets. I've tried to re-create that in skyrim with limited success.... but it is possible.As what dragonborn said, environtmental factors can be taken into account, with mods that enable environtmental factors affected by spells. That said, animations are another gripe. Both in dragon's dogma and in dragon age, the animations used for casting spells & with staves are just awesome! Which bethesda could've managed to do better and though there are mods that achieve this to a certain extent, it's not the same stylish execution...
  • September 14, 2015 10:37 AM EDT
    in the topic What Turns You Off From Playing ESO? in the forum Elder Scrolls
    Hmm... Question is should I? I've just recently returned to wow for warlords of draenor and the upcoming legion expansions The thing about mmo's for me is only for pvp. If the story is good and non linear with lots of interlinking small quest chains then that content might suffice. The thing that turns me off is the wonky targeting and pvp system during beta. Granted I can finally play a battlemage in an mmo, the mouse target and key system doesn't really quite cut it for me. As a long time wow and early mmo player, I've taken to alt tabbing and key bind macroing. It's probably also the reason why I don't pvp much on guild wars 2 as well... Same system
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  • Last post by SpookyBorn2021 February 1, 2015
    10,012 views
    13 replies

    A Work on combat magic

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  • A Tale Of Two Wars - A Battlemage’s Story

    Posted April 13, 2017

    Chapter 1 - Journey   "Our origins a confusion.... Our history marked by betrayal.... Our emotions of hatred and seething rage borne by our forefathers and elders.... I shall avenge the wrong that was done to us a Sancre Tor. Both Man and Mer will tremble at my name as I exact my Vengeance!!"...

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