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Destruction spells feel useless by level 20—worth respeccing or just bad scaling?

DragonbornVet

New Member
I'm running a pure mage build on my second playthrough (level 21, Adept difficulty) and my Fireball and Ice Spike are barely tickling anything. Draugr are just walking through my damage like it's nothing, and I'm chugging magicka potions constantly just to stay relevant in combat. I know there's the Augmented Frost/Flames perks, but are those actually enough to make destruction viable into the 40s-50s, or should I pivot to Conjuration or Alteration instead? Playing vanilla SE on PC if that matters.
 
Vanilla destruction scaling is genuinely rough at mid-levels, yeah. You're not crazy. The issue is that enemy HP and resistances scale faster than your spell damage does, especially on Adept. Augmented Frost and Flames help but they're not a silver bullet - you're looking at maybe a 50% boost, which closes the gap but doesn't solve it.

That said, don't respec yet. Two things worth trying first: grab the Impact perk (staggers most enemies, trivializes a lot of mid-game stuff), and if you haven't already, snag some of the elemental damage boosting perks deeper in the tree. The real unlock is getting Dual Casting - casting the same spell in both hands doubles damage and applies the perk effects twice. Dual-cast Fireball with Impact will actually flatten things.

Also, what's your Magicka situation? If you're chugging potions constantly, you might just need more Magicka or better regen gear. Enchanting robes with Magicka Regen and equipping something like the Archmage's Robes (from the College questline) makes a massive difference. The spell damage matters less if you can actually cast more spells.

If you're on PC and want to keep destruction but make it actually fun, Apocalypse adds a ton of viable destruction spells that scale better. Requiem completely overhauls how magic works and makes destruction way more tactical. But vanilla? It's playable if you lean into Impact and Dual Casting. Conjuration and Alteration are safer picks for raw power, but destruction isn't a trap build if you know the tricks.
 
Yeah, that's solid advice. One thing I'd add - don't sleep on the perks that boost specific damage types. Like, there's the frost damage one, the fire damage one, the shock damage one deeper in the tree. They stack with Augmented, so if you're committing to, say, frost as your main damage type, you can actually get a decent multiplier going. Pick one element and lean into it rather than spreading yourself thin across all three.

Also, Dual Casting is honestly the game-changer here. I didn't realize how much it mattered until my second mage run. The perk effect triggering twice (so Impact staggers way more reliably, or whatever your perk is) changes the entire feel. You go from "I'm tickling enemies" to "I'm actually controlling the battlefield." It's not just damage - it's utility.

The other thing nobody mentions: your positioning and spell choice matter way more than they do for melee. You're not wrong that Destruction feels weak if you're standing in the middle of a group trying to burn things down. Kite backwards, use Impact to stagger clustered enemies, grab a summon from Conjuration if things get hairy - destruction works better as part of a toolkit than as your entire offense. That said, if you want pure raw damage with less fiddling, yeah, Conjuration or Alteration are easier carries.

Magicka regen is probably your actual bottleneck though. If you're chugging potions every 30 seconds, no amount of perk optimization helps. Throw some Magicka Regen on your gear and see if that makes it feel less like a chore.
 
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