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But not regenerating HP is sunlight is a major disadvantage.
@OP
If you’re up for using mods there’s plenty out there that can make being a vampire mage fun. Check out the spell packs called Bloodmoon and Flames of Coldharbour, or the vampire overhauls like Better Vampires and Scion.
vampire lord lets you walk on water and traverse the outdoors rapidly, better than a horse and you can throw enemy up in the air to kill them quickly or get them out of your way and ignore them after a toss. Its powerful, but more utility than anything else. You gain bonuses out the wazoo for necromage perk, and that is the biggest positive of all of them.
if you go vampire, you probably want:
- gear to reduce casting cost to 0 for magic, so regen does not matter. I use destruction and conjuration mostly, but have a number of sets for different schools, all cloth so no real weight. Ideally, late midgame, you can get 33% per and have 2 reductions per item, so that is 2 schools at 100% reduction and 66% more off either 1 more school or 33 off 2 more schools, and that is plenty as restoration is cheap to heal you if you need it in the sun, it doesn't have to be 100% off
- gear to regen health, magic, and resist fire (to at least zero out the penalty). This can simply be potions or standing stone.
- to finish enough of the dawnguard to get anything you need from them (best xbow, mostly) before doing it
**without necromage, vampire is more trouble than its worth. The lord form is awkward in dungeons, and the penalties, while easy to overcome later in the game, are harsh if you do it early. If you go too early you just die to fire dragons and magic or run out of health etc. The standing stone to regen is another good choice esp if you have the 2 standing stone hat.
Instead of people posting information based upon misunderstandings of the reason for the fixes included in the patch, they should first check the reason behind those fixes - and a good place to start is this PINNED TOPIC:
https://steamcommunity.com/sharedfiles/filedetails/?id=2909719179
...restoration of life magic...
...life magic.
We are lucky restoration magic still heals the PC at all in vampire form...without the necromage nerf...it was a crutch...training wheels...floaties...
Dawnguard added the Necromantic Healing spell...if it also added corresponding self healing spell/s...the game mechanics would have been consistent...and in turn...balanced.
Patches don't add content in order to facilitate a fix however...so the perk had to be fixed the way it was fixed.
In all seriousness...how 'min-max' / 'i got mine' slimeball does one have to be so that when they first read what the necromage perk does and not think it is broken as is?
"A game is not just a vehicle for fun, but an exercise in self-determination and confidence." - Sid Meier