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Miraak fight is actually designed around magic and I've been doing it wrong

DragonbornVet

New Member
miraak has been kicking my ass on my current playthrough and I finally realized I've been treating him like a regular dragon. he's not. he's a spellcaster first and you can't just tank his damage with heavy armor and a shield like you would with, say, Alduin.

the moment I switched to using wards and started actually dodging his spell attacks instead of face-tanking everything, the fight went from "why is this so hard" to "oh okay I see what's happening." he staggers way easier if you're not just blocking his magic with your face. plus his minions are way less of a problem if you use something like mayhem or calm on them instead of trying to cleave through five dremora at once.

anyone else struggle with this fight until you realized the game was actually punishing you for playing like it's a melee slugfest? feels like there's a lot of boss fights in Skyrim that only click once you stop trying to outdamage them and actually engage with what they're doing.
 
yeah this is a good observation. miraak's fight design really does hinge on you adapting to magic instead of just overpowering it, and a lot of people miss that because Skyrim's difficulty scaling lets you brute force most encounters. the ward spells thing especially - most players never touch them outside of that one tutorial, but they're legitimately useful here.

that said, I'd push back a little on the "you've been doing it wrong" framing. if you're on a melee build and you tank through it, you're not playing wrong, you're just... grinding through it the hard way. some people's builds genuinely don't have access to wards or mayhem spells, and the fight's still winnable if your armor and healing are good enough. it's slower and more tedious, sure, but it works. the game doesn't really punish you so much as it makes you work for it.

the minion thing though, yeah - trying to cleave through dremora lords when you could just calm or mayhem them is self-inflicted pain. same with the other dragon fights honestly. Alduin's way more manageable once you realize you don't need to be in melee range the entire time.

I think your broader point about boss design is spot on though. a lot of Skyrim's encounter design assumes you'll adapt, but the game's so forgiving that you can ignore that assumption and still win through sheer stats. it's less "designed around" and more "rewards you for" engaging with the mechanics, if that makes sense.
 
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