For sure! In vanilla I basically used Restoration for heals. That was it. Even the anti-undead stuff was kinda meh (I was a destruction wizard at the time - fireball ftw). I had soooo much fun with False Light and Wild Healing (so when the baddies get 'healed', it actually hurts them). Worked great with my spell blade. I didn't play it long enough to get master spells, but I can only imagine what Grand Healing would do, when mixed with False Light ... Muahahaha!
Wild Healing is actually quite OP with Ocato's Recital and False Light. There is a perk in Ordinator that allows you to temporarily increase your max health if you use healing in full health. This means that if you set up Wild Healing with Ocato, then when your enemy spots you, you either get a health fortification or nuke a random enemy. Because damage done by False Light is technically not an attack, no enemies have resistance against healing. This makes targeted healing work as ridiculously powerful destruction spell, once you level up your restoration. And because restoration mages are very tanky as well, you essentially become an immortal "destruction" mage who casts spells that can't be resisted. It is so OP that it gets boring really quickly.
Yeah, I tried a similar build with a one-handed cleric type. Healing yourself / entire party while hurting everything around you is an OP system. Not to mention what happens when you combine that with "Grand Healing". I wonder what kind of mods you'd have to add to make it difficult enough to be challenging... More baddies perhaps? Wild healing only hits one guy at a time, with enough arrows flying at your face, that might do it... What do you think?
This is the major reason why I cannot justify playing with ordinator and apocalypse, it makes the game fun for 10 levels, and right after you can literally become a walking death machine.
When it comes to Healing Blossom it's easier to think of it as Druid's Life Bloom from WoW. I personally find it pretty amazing spell for when you're playing a Druid playthrough with some kind of follower framework that allows you to designate a "tank", throw that on them at the start of a fight and usually while pretty early in the game I'm able to get my resto up high enough that i can spam Grand Healing while using Equilibrium and not ever have mana issues it can be a great to help top off the tank (or yourself) quite easily, and if I'm trying to actually be more practical I've found that in most situations I can just throw my Blossom onto the tank and use heal other while keeping Healing Blossom in my off hand and unless I'm fighting something i shouldn't be at that level, things tend to go fine
Natures Balance also works on followers which is neat. Support them by taking on the damage they take in battle and cast heals on yourself. Slightly more interesting than just casting a heal spell on them. Also you could use Equilibrium to get your health down to almost dead and cast it on a high level in sneak. A few interesting possibilities for a masochist character.😅
Infinite light combined with false light would be great for the battle of whiterun (if you sided with the imperials). Especially if combined with things that keep your magicka regenerating.
Oooooh, that's a nice one. Definitely for defensive positions where they come to you, and your allies can keep the brunt of the firepower off of your face. Nice :)
12:08 didn't Illusion have a bunch of ways to manipulate enemy health percentages? Maybe there's synergy there. Drop em down a bit with illusions, do damage the mundane way for a bit, then finish them off with Slay Living or Welling Blood.
Ohhhh, that's a great idea. You'll have to be quick too, because those "temporary damage" spells only last a few seconds. I hadn't considered mixing illusion with restoration before. Sounds like fun :)
This is a sick mod, in vanilla I always played as an imperial and imperials get a boost to restoration so I always played like a fighter cleric (in non D&D terms basically a healer who fights melee style) but as I needs ranged attacks and a better way to attack enemies I had to always spec into destruction, now I don't have to! Thanks for the full showcase its sometimes difficult to find something this in-depth. Also does apocalypse remove the vanilla spells and replace them or add the new spells alongside the vanilla?
Nope :) Apocalypse creates new spells and loads them into the inventories of most vendors. That's how most spell mods work, in order to avoid conflicts. If you try a mod like Odin or Mysticism, however, those do actually change the vanilla spells so you will want to make sure none of your other mods touch those files before using them. Enjoy!
it might be helpful for the future but using tim instead of tgm might be better for showing restoration spells. you get all the damage without all the dying. (needed it when a lvl 30 dragon was in the way of my lvl 6 mage) its only downside if i remember correctly is that you cant get decapitated or you continue without a head. (dragon kill moves are fine though)
@@Sethiroth_Gaming it leaves you at one hp so enemies will keep rolling for killmoves (which is why people favor tgm) the way you reload in these videos it shouldn't be too inconvenient for you if you become headless. thanks again for the useful info
@@ramon5998 I just used "tim" for the first time while putting together Friday's video (I found an expansion mod for Apocalypse). It was SO helpful to be able to realistically loose health and magicka in combat, without worrying about that pesky loading screen kicking in every time I died. Thankfully, I managed to avoid decapitation (this time), but there's always the next video :)
Those spells are from Triumvirate :) They are from the same author as Apocalypse! I'm going to start breaking down those spells next week. Hang in there, they are just around the corner!
Hmmm... That doesn't seem like a issue that's come up before on reddit / nexus for that particular mod. First, can you try a new game with only your alternate start / apocalypse running? See if you get the same behavior when it's impossible for apocalypse to be conflicting with your other mods.
Necroplauge has a trick to it. You cast it on a corpse, so it's exuded an aura that hurts non-mechanical units. THEN you raise it and sick it on your happless victims :)
I love how the Restoration school went from somewhat boring to extremely useful with Apocalypse and Ordinator.
For sure! In vanilla I basically used Restoration for heals. That was it. Even the anti-undead stuff was kinda meh (I was a destruction wizard at the time - fireball ftw). I had soooo much fun with False Light and Wild Healing (so when the baddies get 'healed', it actually hurts them). Worked great with my spell blade. I didn't play it long enough to get master spells, but I can only imagine what Grand Healing would do, when mixed with False Light ... Muahahaha!
Wild Healing is actually quite OP with Ocato's Recital and False Light. There is a perk in Ordinator that allows you to temporarily increase your max health if you use healing in full health. This means that if you set up Wild Healing with Ocato, then when your enemy spots you, you either get a health fortification or nuke a random enemy. Because damage done by False Light is technically not an attack, no enemies have resistance against healing. This makes targeted healing work as ridiculously powerful destruction spell, once you level up your restoration. And because restoration mages are very tanky as well, you essentially become an immortal "destruction" mage who casts spells that can't be resisted. It is so OP that it gets boring really quickly.
Yeah, I tried a similar build with a one-handed cleric type. Healing yourself / entire party while hurting everything around you is an OP system. Not to mention what happens when you combine that with "Grand Healing". I wonder what kind of mods you'd have to add to make it difficult enough to be challenging... More baddies perhaps? Wild healing only hits one guy at a time, with enough arrows flying at your face, that might do it... What do you think?
This is the major reason why I cannot justify playing with ordinator and apocalypse, it makes the game fun for 10 levels, and right after you can literally become a walking death machine.
You can use mystic wind to regenerate magicka in combat. At low level you often run a way while your magicka go back up. This helps
Oooooh, I can't believe I didn't think of that! I always just combine it with Longstride for virtually endless travel speed. Thanks :)
Jesus 51 minutes of showcase and logic, restoration school became something totally different. I love it.
Thanks :) This was a fun video to put together!
When it comes to Healing Blossom it's easier to think of it as Druid's Life Bloom from WoW. I personally find it pretty amazing spell for when you're playing a Druid playthrough with some kind of follower framework that allows you to designate a "tank", throw that on them at the start of a fight and usually while pretty early in the game I'm able to get my resto up high enough that i can spam Grand Healing while using Equilibrium and not ever have mana issues it can be a great to help top off the tank (or yourself) quite easily, and if I'm trying to actually be more practical I've found that in most situations I can just throw my Blossom onto the tank and use heal other while keeping Healing Blossom in my off hand and unless I'm fighting something i shouldn't be at that level, things tend to go fine
Natures Balance also works on followers which is neat. Support them by taking on the damage they take in battle and cast heals on yourself.
Slightly more interesting than just casting a heal spell on them.
Also you could use Equilibrium to get your health down to almost dead and cast it on a high level in sneak. A few interesting possibilities for a masochist character.😅
Those are great ideas for a "pacifist' type of playthrough. Risking your own life to support your allies, in the literal sense, lol.
Infinite light combined with false light would be great for the battle of whiterun (if you sided with the imperials). Especially if combined with things that keep your magicka regenerating.
Oooooh, that's a nice one. Definitely for defensive positions where they come to you, and your allies can keep the brunt of the firepower off of your face. Nice :)
😅 That battle was torture as an Assassin build.
12:08 didn't Illusion have a bunch of ways to manipulate enemy health percentages? Maybe there's synergy there. Drop em down a bit with illusions, do damage the mundane way for a bit, then finish them off with Slay Living or Welling Blood.
Ohhhh, that's a great idea. You'll have to be quick too, because those "temporary damage" spells only last a few seconds. I hadn't considered mixing illusion with restoration before. Sounds like fun :)
@@Sethiroth_Gaming Welling blood and dual casted illusory flames and I killed a dragon very quickly. Not bad for apprentice level spells.
Btw necroplague + any raise zombie spell is so fun and op
I'll add that to the list, thanks!
I am your 100th subscriber! Keep up the good work 🤗
Thank you so much Noxc Rush! I can't believe I just broke 100 subscribers. Yipeee :)
@@Sethiroth_Gaming congrats!! 🎊
46:08 that kill cam was vanilla fire storm spell's kill cam
My mistake. Beautiful animation though :)
@@Sethiroth_Gaming yeah it was badass
This is a sick mod, in vanilla I always played as an imperial and imperials get a boost to restoration so I always played like a fighter cleric (in non D&D terms basically a healer who fights melee style) but as I needs ranged attacks and a better way to attack enemies I had to always spec into destruction, now I don't have to! Thanks for the full showcase its sometimes difficult to find something this in-depth.
Also does apocalypse remove the vanilla spells and replace them or add the new spells alongside the vanilla?
Nope :) Apocalypse creates new spells and loads them into the inventories of most vendors. That's how most spell mods work, in order to avoid conflicts. If you try a mod like Odin or Mysticism, however, those do actually change the vanilla spells so you will want to make sure none of your other mods touch those files before using them. Enjoy!
Circle of Death ALSO applies to the player.
Finally someone di this stuff
it might be helpful for the future but using tim instead of tgm might be better for showing restoration spells. you get all the damage without all the dying. (needed it when a lvl 30 dragon was in the way of my lvl 6 mage)
its only downside if i remember correctly is that you cant get decapitated or you continue without a head. (dragon kill moves are fine though)
Oh, this is the first time I've heard of "tim", but if it works the way you say, that would be perfect for future demonstrations. Thank you so much!
@@Sethiroth_Gaming it leaves you at one hp so enemies will keep rolling for killmoves (which is why people favor tgm) the way you reload in these videos it shouldn't be too inconvenient for you if you become headless. thanks again for the useful info
@@ramon5998 I just used "tim" for the first time while putting together Friday's video (I found an expansion mod for Apocalypse). It was SO helpful to be able to realistically loose health and magicka in combat, without worrying about that pesky loading screen kicking in every time I died. Thankfully, I managed to avoid decapitation (this time), but there's always the next video :)
@@Sethiroth_Gaming with the mod VioLens you can disable killmoves for enemies. Idk if it is available for consoles.
@@michaelschmid8160 Cool, thanks!
What mod is the eldritch blast and cloud kill from (I believe the second one was called cloud kill at least)
Those spells are from Triumvirate :) They are from the same author as Apocalypse! I'm going to start breaking down those spells next week. Hang in there, they are just around the corner!
@@Sethiroth_Gaming ty, spent all morning trying to find the mod.
Does anyone know how to fix this problem the spell Channel energies keeps on saying it resist the target, even on followers it says it resist it
Hmmm... That doesn't seem like a issue that's come up before on reddit / nexus for that particular mod. First, can you try a new game with only your alternate start / apocalypse running? See if you get the same behavior when it's impossible for apocalypse to be conflicting with your other mods.
Are you using Spell Perk and Item Distributor? That will give NPCs spells from other mods.
Oh, it's on my list. Sounds amazing! So much more immersive!
Does necroplague work with as n undead ?
Necroplauge has a trick to it. You cast it on a corpse, so it's exuded an aura that hurts non-mechanical units. THEN you raise it and sick it on your happless victims :)
Does it work on Ps4?
no
First lol
🤯