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Conjuration scaling vs. summoning duration—when do thralls stop being useful?

DragonbornVet

New Member
Playing my first pure conjurer on Solitude difficulty and I'm level 22. I've got the perks that extend summon duration and boost Atronach damage, but honestly my Dremora Lord feels like it's there just to distract enemies while I cast again. Does conjuration ever feel like a real damage source or am I just supposed to use it as crowd control? Also wondering if the perks that boost reanimated corpse health are worth grabbing or if I should just focus on keeping things summoned longer. Trying to avoid the whole "summon two Dremora and trivialize everything" cheese but I'm not sure where the actual build ceiling is.
 
Conjuration doesn't really scale like Destruction does, tbh. Your Dremora Lord is doing okay damage but you're right that it feels more like a distraction tool, especially on higher difficulties. The thing is, summons cap out pretty hard because their damage is based on your conjuration skill at the moment you cast, not dynamically - so there's no "scaling" the way you'd get with a destruction mage leveling up Fireball.

That said, the perks that extend duration are definitely worth it over the corpse health ones. Keeping stuff summoned longer means you're casting less often, which frees you up to cast actual damage spells or use a weapon. The reanimation health perks feel like a trap - your corpses die anyway, so why invest in keeping a corpse alive longer when you could just summon a fresh one?

The real damage ceiling for conjuration is just accepting it's a support school. Dual Dremora Lords trivializes stuff yeah, but even one well-placed summon + you casting Mayhem or a solid destruction spell = way more effective than just watching your summon solo a room. On Solitude difficulty at level 22 that's probably the sweet spot you want - summon something tanky, then nuke from range while it holds aggro.

If you're on PC and want conjuration to actually feel like a real damage source, there are overhaul mods that rebalance how summon scaling works, but vanilla Skyrim just doesn't give conjuration the tools to be a primary damage dealer. It's designed as a utility/control school.
 
Yeah that's all solid advice. I'd just add - don't sleep on the perks that boost your summon's damage output directly. There's one that increases Atronach damage specifically, and another that boosts all conjured creature damage. They're not flashy but they actually do move the needle on how fast your Dremora Lord burns things down, especially paired with duration extensions.

The other thing I'd mention: reanimation gets way more interesting once you start fighting mages and have actual corpses with spell perks to work with. A reanimated Dremora or Atronach corpse is legitimately different from a summoned one because it keeps whatever magic resistance or spells it had. Still not worth the health perks though - you're right, corpses are disposable.

Also on Solitude difficulty at 22, you might just be hitting the wall where your conjuration skill hasn't caught up yet. Once you're in the 50-70 range the summons feel noticeably beefier. The damage scaling is real, it's just slow and tied directly to your skill level rather than your gear or perks, which is why it feels flat compared to destruction where a good spell scales with both.
 
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