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Enchanting Awakened Poll: Aether vs. Chaos vs. Corpus (50 comments)

  1. DOVAHKI1N
    DOVAHKI1N
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    I went for Corpus. (Carry Weight) If at one point two Specialisations become available, I will combine it with Aether ^^
  2. sl4wt3r
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    I chose corpus since I like to travel alone when I can and I like to carry a lot of loot since I have a mod that makes septims much more scarce. I need me my Fortify Carry Weight. Close second is Aether. When enemies really start to annoy me, there's no more satisfaction than knowing that their souls are fueling my rampages against their kind (I'm looking at you Briarhearts). That being said, I miss being a late-game universalist.
  3. Rusey
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    I went with aether simply because I'm testing it on an illusionist type. I'd have probably gone with corpus for my normal archetypes.
  4. Meandmine
    Meandmine
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    I have to say, I haven't taken any of the trees because I can't choose between Aether or Chaos for my pure mage character. Aether is better in general for mages, but it doesn't have Fortify Destruction, which is practically required. Chaos has the 3 enchants perk, which would be great with Destruction/Alteration/Conjuration, but Alteration and Conjuration are from different schools as well, which means they'll be severely depowered, losing 20% and then 30% of their power (I'm not certain on the mod mechanics, but I'm assuming it's multiplicative and not additive). So it's a choice between Chaos only being 20% depowered and 2 full enchants, or Conjuration/Illusion/Alteration/Restoration being severely depowered, plus crappy exclusives (I'm a mage, I don't need to move fast or need stamina for anything).
     
    Writing this I realised I'm going Aether   
  5. Lotus97
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    Personally, I think it would be kind of annoying be constantly changing your clothes every time you wanted to do alchemy, smithing, or enchanting so I don't do that myself.
  6. kuromahou
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    Frankly all 3 are great, I am tempted on my Volkihar vampire by all 3: aether would give me best magicka/regen boosts, chaos has fire resist and all the skill fortifications I use, and corpus is frost based and my vamp has the frost boosts from destruction.
     
    My char: one handed, destruction (frost spec only, master), light armor, ENCHANTING, restoration (necromage, master) w/atronach stone.
     
    I <3 nemesis btw!!!
  7. Tykiii
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    SkyRe did this to eliminate the loop as well, and kept the enchantment on Muiri's Ring as it is a unique item and the enchantment can't be strengthened, so it is also a flat boost. However, SkyRe also sought to eliminate Fortify Enchanting and Fortify Smithing, as for one they aren't that grand, and an easier way to deal with the problem is simply to balance armor/weapons/combat better so that one side is so blazingly overpowered compared to the other in the situation of Player vs. Environment. However, this mod is simply addressing enchanting and related things, so dabbling some modifications completely in to combat would drastically change what the mod is really aimed at altering. Plus, the Fortify Alchemy/Enchanting/Smithing effects are pretty dull. You only use them when you're crafting, and to have to craft items/potions so that you can craft more items that let you craft more items just seems silly to me, but that's my perspective. Some people like infinite loops.


     
    I am not using SkyRe. It is an great mod but I am not a fan of total overhauls. Yup... elliminating fortify enchanting effect would also be nice. However fortify enchanting effect exist only on potions thus lays outside of the field of interest of EA. I don't mind fortify smithing ... like... yeah it is a kinda boring enchantment but it doesn't create crafting circles. Thus yeah...  I am not saying that EA should try to ingerate in potions effects or armor values... just that it could elliminate one of the Skyrim balance problems... aka scrap fortify alchemy enchantment only.
     
    I am sure some people like to create god like characters... but yeah... well the easiest way to do so is to use the console or lower the difficulty level... no need to use an bugged mechanic... cos yeah... I consider crafting circles to be a bug.
     
     


     
    That's actually a pretty good idea, boosting certain effects like the duration of the flame effects that fire spells leave, and all that. I'm not that well-versed in the creation kit though, so I am unaware of whether or not that would be very complex or not.


     
    Thx. Yeah... it sounds nice. :3
    Not sure how difficult would it be to implement it... like is it possible to do so without ingerating in the spells themselves... Such ingeration could possibly be a cause of many compatybility conflicts soo yeah. I am not a modder so thought I could just threw the idea here.
     
    One more suggestion... maybe adding some new soul trapping spells would be a nice idea. For example an soul trap with the area of effect? Or a spell that consumes a soul gem and restores the caster magica?
  8. SethAshcroft
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    Hmmm... after thinking about it... I have two suggestions... not about Corpus but in general.
     
    1. Eliminating the Fortify Alchemy enchantment would eliminate the crafting circles. People wouldn't longer be able to use the use enchanting to strengthen alchemy  to strengthen enchanting. etc.
     
    Actually making the fortify alchemy enchantment into an unique one... like only existent on certain undisechantable unique items (Mueri ring for example) would be an better option.
     
    2. You could throw in some special enchantments for mages. It is actually strange that enchanting benefits warriors mostly.... I mean... it is a mage skill after all. For example: 
    - Enchantment that extends time the target of  fire spells stays on fire.
    - Enchantment that allows you to absorb a percent of the magica damaged by the shock spells


     
    SkyRe did this to eliminate the loop as well, and kept the enchantment on Muiri's Ring as it is a unique item and the enchantment can't be strengthened, so it is also a flat boost. However, SkyRe also sought to eliminate Fortify Enchanting and Fortify Smithing, as for one they aren't that grand, and an easier way to deal with the problem is simply to balance armor/weapons/combat better so that one side is so blazingly overpowered compared to the other in the situation of Player vs. Environment. However, this mod is simply addressing enchanting and related things, so dabbling some modifications completely in to combat would drastically change what the mod is really aimed at altering. Plus, the Fortify Alchemy/Enchanting/Smithing effects are pretty dull. You only use them when you're crafting, and to have to craft items/potions so that you can craft more items that let you craft more items just seems silly to me, but that's my perspective. Some people like infinite loops.
     
    That's actually a pretty good idea, boosting certain effects like the duration of the flame effects that fire spells leave, and all that. I'm not that well-versed in the creation kit though, so I am unaware of whether or not that would be very complex or not.
  9. Lotus97
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    My first character is a necromancer assassin so Aether seems like the best fit. The paralyze enchantment is nice though too, but one can always use paralyzing poisons. I'm sort of having a hard time reading through all the different perks for each path. It makes my head spin when I try to analyze the information.
  10. Tykiii
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    Hmmm... after thinking about it... I have two suggestions... not about Corpus but in general.
     
    1. Eliminating the Fortify Alchemy enchantment would eliminate the crafting circles. People wouldn't longer be able to use the use enchanting to strengthen alchemy  to strengthen enchanting. etc.
     
    Actually making the fortify alchemy enchantment into an unique one... like only existent on certain undisechantable unique items (Mueri ring for example) would be an better option.
     
    2. You could throw in some special enchantments for mages. It is actually strange that enchanting benefits warriors mostly.... I mean... it is a mage skill after all. For example: 
    - Enchantment that extends time the target of  fire spells stays on fire.
    - Enchantment that allows you to absorb a percent of the magica damaged by the shock spells