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The Mage Trees - Ordinator
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Also this mod allows for a very fun necromancer build. Going straight up the center for bone lord. Collecting body parts and reanimating skeletons at bone altars. Or playing a machinist who uses smithing as his weapon. Crafting dwarven auto turrets to deal damage. Hats off to the creator of this mod. Absolutely brilliant
If you have not tried this I highly recommend playing a super old nord wizard and specializing in alteration. Specifically up through vancian magic. Feels very cool to be able to just cast spells freely because your a master wizard. But than having to rest because your old lol
This mod is, by far, the best one I've ever downloaded. Not only does it make a monk class workable better than Way of the Monk ever did, it does so without leveling problems. It makes the in-game lore of specialists, like elemental mages, make more sense. Whether you play normal or are a console cheat player like myself, you think very carefully about wanting a certain perk. He's even made the console help prompt easy to identify reworked perks you want to remove. I wouldn't know how to code for that shit, so high praises for that.
This mod works retroactively for existing characters with only very few glitches. You'll occasionally encounter among hostile NPCs a stiff, stripped-down, headless enemy on a retroactive character, but if you play a new character after installing the mod that doesn't appear to crop up. While I do miss the unbreakable lockpicking perk, I'll gladly eat that loss if it meant putting it back messes with the current layout.
So far, I'm still experimenting with various characters, but I love the Rat King perk and the line of perks for making skeletal warriors and mages. Also, rendering an animal companion and a few other things means that Rangers seems more ranger-like. While I'm not a fan of the Avatar, Last Airbender type attack waves of the unarmed line of perks, I'll again put up with that, because unarmed really is unarmed, and not a weapon that can be taken from you in the Cidhna Mines quest line.
I can't vote for this on Nexus Mods, but I give this my strongest endorsement of any mod I've played with.
What is it with all the absurd magic overhaul mods? Cant we just have a logical overhaul that focuses on what should have been in the game? Better meaningful staffs, teleportation, useful teleknisis? Also, make it so that not every character can become mages. Make them rare. And make it so that it takes a lot of time to finish off spells, so that magic doesnt become so OP. Also, pirates can use magic on ships and raid stuff? Why isnt that something? There are so much u gotta think about when it comes to magic . And a meaningful and balanced magic system should happen ASAP, at least in the next TES.
Having only a max of 100 spell uses can get annoying if u don't visit home a lot or if you go on a really long quest playthrough, which will mean that I will have to go home or to an inn during a quest which I believe ruins immersion... Unless if I bring staffs or weapons I am royally screwed if I run out of magic uses mid-battle. Other than that I really have enjoyed uses the mod for all other playthroughs
Restoration becomes an extremely offensive school with this mod. Not only do you have many more buffs, dual casting any healing spells now hits enemies as well. Plus the perk tree also gives you some new damage spells. This tree has made difficult gameplay so much easier
I don't get the enchanting perk that let's you crush a gem.
I did it on a ring that normally gives me 32% magika regeneration and after crushing the gem it did the same thing. Does a ring not count as armor?
Vancian is an interesting perk, but it seems risky, if you use charged spells that don't have over time effects and it sounds like it is a perk that you don't want if you're a werewolf, becouse they don't receive any buffs after sleep.
Wow this is so cool. This is what magic was supposed to be like in TES5. Instead, we got an almost hilariously under-powered and boring system of magic that has effectively made vanilla pure mage builds useless in combat. Destruction magic isn't even a viable option past mid-game.
I still have a question. Besides perks like "Increase effectiveness of X magic by Y amount under Z conditions.", is there still no way to increase the effectiveness of spells? In the base game all spells had unchanging effectiveness unless a potion was used. This resulted in whole schools of magic (like illusion) becoming 100% completely useless after a certain point because enemies were simply too high level, and the set damage of destruction spells made them pointless in anything above adept difficulty since their damage was so abysmally low with no real way to improve it. Does this mod make effectiveness scale with skill level or do these problems still exist?
I downloaded this recently, can someone explain why the spells you start off with (flames, sparks and healing) a Mana cost off 1000+? Am I missing something here? I cant even use magic early game because of it.
The mage skills in ordinator seem very overwhelming to me, though I can tell that that any character that isn't a fully role played warrior almost needs alteration and restoration to be viable with this mod
Since it doesn't tell you this, I should inform you that it doesn't work without the dlc dragonborn. In fact, there are an absolute shit ton of mods that don't work without dlc and don't inform you of that.
Hey guys, I am about to create a Dunmer Elemental mage character, but I can't decide whether to specialise in Fire or Shock. Which one do you guys recommend? Also I am using Ordinator and a 50% more perks mod.
unknown entity As Requiem overhauls perk trees, I severely doubt it.
But you could always double check the mod page just to be safe. Enai is really good about clearly listing what mods are compatible/incompatible with his mods.
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