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The Mage Trees - Ordinator
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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.
This is a vanilla perk and not changed. Expanding it would require modifying atronach spells and causing a conflict with other mods that modify those spells. Also the other guy's suggestion is not possible.
please show the 'revamped' enchanting perk tree, it's like he forgot to enhance it. the ritual enchanter and freezing time perks are goofy and there is now no mention of fire, freeze or shock damage enhancing. it makes this would be awesome awesome mod just useless for the things players need like strong elemental resistance gear and alchemy making jewelry.
Enchaning and Alchemy are kind of pointless now, you can find potions, armor and weapons with better stats then you can make yourself now. Other then that the mod is very fun and makes you able to play the game in new ways.
dasoe55 I think it's better with Ordinator, because in vanilla it's kinda op and broken. Plus Ordinator provides the possibility to improve scrolls and staves and in vanilla there are really no ways to improve them
Enchanting actually lets me make even more OP items than Vanilla did, same with Alchemy
the main point though is that it takes planning and proper execution, you have to use every perk to its fullest (like table upgrades, Gem Dust, etc.)
with Enchanting I made a suit of armor that gave me +50 HP, HP Regen AND 25% Restoration Cost reduction
Enunciate holy shit you are so hard to understand. It doesnt kill you to talk a little bit slower and actually pronounce the words than for your audience hear " It also lkhaskfhaugwsfksabfkasygf perks"
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