mihsen
New Member
this build is focused around minimizing damage taken and make the werewolf more practical in gameplay
MAX alteration, every perk
restoration, get avoid death and regeneration
get ring of hircine once curse is acquired
agent of mara quest to get +15% magic resistance and sailors repose for +10% healing
(affects avoid death)
khajit’s racial bonus stacks with the werewolf’s claws
strategy:
before any transformation, cast one of the protection spells to add armor, it will carry over to transformations. taking mage armor increases protection spells effectiveness as werewolf wears no armor. taking stability and dual casting increases the time before the protection spell wears off. when at a high enough level, you can cast ebony flesh and dragonhide together, they will stack together and allow you to take a lot more punishment.
since melee combat has its obvious weakness against ranged attacks, some of which are spells which can be very irritating, magic resistance will be very useful.
magic resistance will decrease the effectiveness of all incoming damaging spells thrown at you, while atronach will be canceling a third of all spells coming your way. agent of mara adds to this bonus.
avoid death will save you if your protection spells happen to run out of time, or you are overwhelmed by enemy fire. this is also the only way to heal if you cannot find any “edible” corpuses. regeneration and sailors repose stack and affect the amount of healing avoid death gives.
ring of hircine is a must, acquire it as soon as possible as you will need it if you want to transform without limitations.
any spell or potion that has a lasting effect will still be in effect when transformed, for example fire cloak will stay in effect for the length of its duration.
anything more is optional. (note: dual savagery from the one handed tree also benefits unarmed attacks.)
hope this helps
MAX alteration, every perk
restoration, get avoid death and regeneration
get ring of hircine once curse is acquired
agent of mara quest to get +15% magic resistance and sailors repose for +10% healing
(affects avoid death)
khajit’s racial bonus stacks with the werewolf’s claws
strategy:
before any transformation, cast one of the protection spells to add armor, it will carry over to transformations. taking mage armor increases protection spells effectiveness as werewolf wears no armor. taking stability and dual casting increases the time before the protection spell wears off. when at a high enough level, you can cast ebony flesh and dragonhide together, they will stack together and allow you to take a lot more punishment.
since melee combat has its obvious weakness against ranged attacks, some of which are spells which can be very irritating, magic resistance will be very useful.
magic resistance will decrease the effectiveness of all incoming damaging spells thrown at you, while atronach will be canceling a third of all spells coming your way. agent of mara adds to this bonus.
avoid death will save you if your protection spells happen to run out of time, or you are overwhelmed by enemy fire. this is also the only way to heal if you cannot find any “edible” corpuses. regeneration and sailors repose stack and affect the amount of healing avoid death gives.
ring of hircine is a must, acquire it as soon as possible as you will need it if you want to transform without limitations.
any spell or potion that has a lasting effect will still be in effect when transformed, for example fire cloak will stay in effect for the length of its duration.
anything more is optional. (note: dual savagery from the one handed tree also benefits unarmed attacks.)
hope this helps