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Alteration + melee hybrid—how do you keep Ebonyflesh up without breaking immersion?

WhiterunModder

New Member
I'm on my third playthrough doing a heavy armor warrior with Alteration as a secondary, and I keep running into the same problem: casting Ebonyflesh before every fight feels clunky, and letting it drop mid-combat is a death sentence on Legendary. I know there's probably a perk setup that makes this flow better, but I'm not sure if I'm just bad at planning it or if the skill tree actually has something I'm missing. Are there perks that extend duration or reduce casting cost enough to make it feel like part of the rotation instead of a pre-buff chore? Or am I overthinking this and should just accept the buff-before-combat thing?
 
You're not overthinking it, but you might be approaching it wrong. Ebonyflesh doesn't really work as a mid-combat buff on Legendary - you're right that it feels clunky. The perks don't fix that problem because there's no duration extension perk in Alteration, and even with cost reduction you're still casting it before fights.

The actual solution is to stop relying on Ebonyflesh as your main defense and use it as a situational tool instead. Get the perk that lets you cast spells while wearing heavy armor without penalty (Mage Armor in the Alteration tree), then stack Stoneflesh or Ironflesh instead - those stack with your actual armor rating and feel way more natural in a warrior build. Cast it once at the start of a dungeon, forget about it. If you're fighting something nasty, reapply between encounters.

If you really want Ebonyflesh specifically, honestly just accept the pre-buff thing. It's what the spell is designed for. But imo a warrior-mage hybrid plays better when you lean into the armor spells that scale with your armor rating rather than trying to make a pure damage reduction spell work in real combat. Ebonyflesh is better suited to pure mages who don't wear armor anyway.
 
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