[QUOTE=I'm my own MILF;3043637]Extra damage, dual-cast and impact are the only ones that's really needed as far as Destruction goes. Cheaper spellcasting can easily be achieved with enchantments and the "special effects" like Disigenerate are not helpful either, save maybe the ice-one that can paralyze enemies. And even if you go "mage", you can still use heavy armor and such, making Mage Armor unnecessary.
The best magic-school perks are in Restoration and Conjuration... plus the "Atronach" in Alteration.
...and while I could see the "50% magic cost" perks being useful for an all-out mage who doesn't use any actual weapons at all and doesn't use lots of enchantments that lowers the casting cost... you actually have to spend a whole 5 skill points to make all the spells in a single school cost 50% less. If a single skillpoint made all the spells in a magic school cost 25% less, then 50% with a second upgrade, it would be worthwhile. But 5 skill points is too much, when you can just use enchantments instead. Well, if you ask me anyway.
As for other skills... if you go heavy/light armour mage - which is more effective than "no armour mage" - then you want to spend some skillpoints in the armour perks. Alchemy is always good for a mage too, since that's the only way to further increase the destruction damage + restore magicka quickly. So that's another non-magic skill you'd want to put skillpoints in.
Actually... "one-handed" and "archery" are also worthwhile to put skill points in for a mage who uses "bound weapons". =O





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