Re: Elder Scrolls SKYRIM
Most shouts aren't that useful really compared to what you already have. These are the best ones:
1) Unrelenting Force. You get this during the story very early on and it's awesome. When maxed out you can punt entire groups off cliffs.
2) Lv3 Throw Voice. Great for when you need to do any sort of sneaking or when you want everyone grouped together. You want Lv3 because of the low cooldown
3) Lv3 Slow Time - Lv1 is useless really. Lv2 is okay, Lv3 pretty much means you run at normal speed when time is slowed. At high levels you can usually snipe a dragon to death before it lands with this.
4) Dragonbane - It only comes at Lv3 and you get 2/3rds of the way into the main story. What is does is stops dragons from taking off while it's active. It will NOT force a dragon to land no matter what the game says though.
5) Lv 1 Fire Breath - Helps out during some boss fights as it does inflict the burning status on stuff it hits. Remember that it fires in a cone. The cooldown in Lv2-3 sucks so don't bother.
6) Clear Skies - Learned during the main quest. Highly underrated, basically it changes all weather conditions in your cell to clear. While it sounds useless this also means that you can cancel out poison gas from traps as well as fog and weather effects that mess with your vision like rain, snow and fog. One VERY useful effect is that it cancels the AoE DoT cloud that the Blizzard spell produces.
7) Whirlwind Sprint - You can use this to fling yourself very, very far. It's very useful for escaping and breaking the line of sight of ranged attackers like archers and mages.
These shouts are useful but generally only have a niche use:
1) Marked for Death - It's basically a Ranged Armour Debuff. Problem is is that enemies don't use crafted or upgraded armour and you don't often fight people wearing enough Heavy Armour to justify it's use over one of the above shouts. Considering that magic, poisons, enchantments and the Axe bleed perk all ignore armour and that there are mace perks you can get that let you ignore it, it's just not worth it.
2) Ice Breath - Does nice damage but the snare effect isn't very useful due to how close you need to be to proc it. Regular ice spells do do less damage but have far more range, plus they inflict the snare effect anyway.
3) Aura Whisper - Detect life is nice and all but you can get scrolls, enchantments and the Dawnbreaker that all do the exact same thing.
4) Become Ethereal - Only really useful if you have the 100 Sneak perk so you can escape from battles. Problem is is that Slow Time is far more useful for escaping.
5) Disarm - It doesn't work on high level enemies and the weapon does not travel far.
6) Ice Form - Great for crowd control but it really depends on your build. Basically the only time you will engage a group of enemies is when you're certain you will win and you won't need it anyway.
Originally posted by Mezlo
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1) Unrelenting Force. You get this during the story very early on and it's awesome. When maxed out you can punt entire groups off cliffs.
2) Lv3 Throw Voice. Great for when you need to do any sort of sneaking or when you want everyone grouped together. You want Lv3 because of the low cooldown
3) Lv3 Slow Time - Lv1 is useless really. Lv2 is okay, Lv3 pretty much means you run at normal speed when time is slowed. At high levels you can usually snipe a dragon to death before it lands with this.
4) Dragonbane - It only comes at Lv3 and you get 2/3rds of the way into the main story. What is does is stops dragons from taking off while it's active. It will NOT force a dragon to land no matter what the game says though.
5) Lv 1 Fire Breath - Helps out during some boss fights as it does inflict the burning status on stuff it hits. Remember that it fires in a cone. The cooldown in Lv2-3 sucks so don't bother.
6) Clear Skies - Learned during the main quest. Highly underrated, basically it changes all weather conditions in your cell to clear. While it sounds useless this also means that you can cancel out poison gas from traps as well as fog and weather effects that mess with your vision like rain, snow and fog. One VERY useful effect is that it cancels the AoE DoT cloud that the Blizzard spell produces.
7) Whirlwind Sprint - You can use this to fling yourself very, very far. It's very useful for escaping and breaking the line of sight of ranged attackers like archers and mages.
These shouts are useful but generally only have a niche use:
1) Marked for Death - It's basically a Ranged Armour Debuff. Problem is is that enemies don't use crafted or upgraded armour and you don't often fight people wearing enough Heavy Armour to justify it's use over one of the above shouts. Considering that magic, poisons, enchantments and the Axe bleed perk all ignore armour and that there are mace perks you can get that let you ignore it, it's just not worth it.
2) Ice Breath - Does nice damage but the snare effect isn't very useful due to how close you need to be to proc it. Regular ice spells do do less damage but have far more range, plus they inflict the snare effect anyway.
3) Aura Whisper - Detect life is nice and all but you can get scrolls, enchantments and the Dawnbreaker that all do the exact same thing.
4) Become Ethereal - Only really useful if you have the 100 Sneak perk so you can escape from battles. Problem is is that Slow Time is far more useful for escaping.
5) Disarm - It doesn't work on high level enemies and the weapon does not travel far.
6) Ice Form - Great for crowd control but it really depends on your build. Basically the only time you will engage a group of enemies is when you're certain you will win and you won't need it anyway.
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