Elder Scrolls Skyrim Forum Fan Site

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!

Destruction magic is actually broken if you use it like a melee weapon

WhiterunModder

New Member
I've been doing a pure destruction playthrough on my current run and something just clicked. Everyone talks about how destruction falls off late game, but I think the problem is people treat it like a ranged spell slot machine instead of a positioning tool.

The perk that staggers enemies on impact - combined with Impact or whatever the dual-cast perk is called - basically lets you perma-lock anything that isn't a dragon or giant. You're not trying to out-DPS a sword, you're just walking backwards and watching enemies ragdoll into walls. It's actually disgusting once you stop expecting it to work like it does in other games.

On legendary difficulty right now and I'm melting through content harder than my stealth archer ever did. The catch is you need the Atronach stone early and you basically have to commit to it. But if you do, destruction becomes this weird control-focused playstyle that's way more fun than I expected.

Anyone else actually lean into this or am I just late to the party?
 
You're not late to the party, but yeah this is the thing most people miss. The stagger perk absolutely changes the game - it turns destruction from "plink plink plink" into actual crowd control. Dual-casting for the impact effect is huge, and once you've got that working, regular melee damage stops mattering because nothing gets to touch you.

The Atronach stone is kind of the linchpin though. I tried a destruction build without it early on and got shredded by mages - switched to it and suddenly you're actually tanky enough to stand your ground while enemies are stuck in stagger lock. The magic absorption is stupid good for survivability.

One thing I'd add: the perks that boost spell cost reduction are just as important as the damage ones. Augmented Frost/Flames/Shock or whatever you're using, sure, but if you're dual-casting constantly you need that cost management or you'll run dry. And honestly frost is probably the play over fire for this build since the slow effect stacks with the stagger.

Late game dragons are still annoying though ngl, they just tank the stagger and you're back to running circles. But everything else? Yeah, destruction becomes genuinely overpowered once you stop thinking of it as a damage tool and start thinking of it as a lockdown tool.
 
Back
Top