Best magic schools to fight vampires with?

Post » Sat Oct 29, 2016 3:01 pm

So I am mapping out the enchantments I intend to use. In short, what are some ideal anti-vampire magic schools to fortify skills in and in the process, reduce cost? I have restoration for one, just need another thinking between alteration or destruction. Alteration would definitely help with the likes of dragonskin I know this much. But on the other hand, destruction has fire and vampires don't like fire very often.

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stevie trent
 
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Post » Sat Oct 29, 2016 8:28 pm

If you join Dawnguard, there is a restoration spell Vampire's Bane. It does 40 damage AoE only for undead. It's amazing for safely melting away vampires while not damaging any friendlies. So restoration is good. Alteration is great for magic resistance and magic absorption in addition to paralysis. Paralysis is great against vampires and deathlords.

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!beef
 
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Post » Sat Oct 29, 2016 1:50 pm

Ok, I would always everyone recommend conjuration.



For the vampire-hunter: The fire-atronach buns them. As a distance-warrior, she provokes the vampires to wast their magic for ice-bolts.


The Demora-Lord has his fire-enchanted sword, and the storm-atronach burns their magica away.


Vampires will resurrect anything available. So, it is practical to do so before them. :)



Then, the already mentioned restoration, since the vampires and death-hounds are undead and therefore good victims for the turn-unded spells.


Not to forget the ward-spells to block the vampire-drain-spell.



How exactly do you plan to hunt vampires? Like a vigilant, in the one hand a weapon, and the other free to cast spells? Or more dawnguard-style, in armor with a (cross-)bow in both hands? For that I now have the vision of an additionally flame-clock and fire-atronach...

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Sakura Haruno
 
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Post » Sat Oct 29, 2016 3:06 pm


I plan to use the enhanced dwarven crossbow with the explosive dwarven bolts of fire for ranged, restoration for healing and reinforcing my range DPS even further with vampires bane. I also have a greatsword planned out as well for melee. On the opposite end, I've been contemplating a layout for vampires. Vampire armor with ring of the erudite, the gauldur amulet and maybe one of those unique circlets. Is vampire armor capable of being viable in end game for survival?

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Tammie Flint
 
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Post » Sun Oct 30, 2016 12:45 am

I just finished a vampire hunter playthrough. My main offensive weapons were a good, fire damage enchanted bow, one-handed sword or axe, and fireball destruction. Defense was mostly just tactics, but also basic conjuration and restoration stuff, nothing special or gimmicky as it wasn't needed. I also found out that vampires freakin' hate every flavor of those Flame Cloaked Spiders that you can pick up on Solstheim, especially the jumping and exploding kind. Vampires can't seem to hit them at distance, and by the time they can get their drain spell going the spider's already on them. The fact that I'm grinning while typing that should be an indication of how much fun that is. The Aetherial Shield or Spellbreaker may be insanely useful if you intend on getting in close. My shout of choice against vampires was always, always Ice Form. Nothing else shuts them off like a light switch and keeps them there for that amount of time except paralyze, but Ice Form can't be resisted by tough vampires like paralyze can.

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:)Colleenn
 
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Post » Sat Oct 29, 2016 9:50 pm

That's always depends on difficult and play-style. ;)



The Royal-Vampire-Armor gives 125% magica regeneration. Since I'm using in the end Dremora-Lords as tanks, that the important number for me, not the armor-rate.



The dawnguard-quest-line always starts with you giving a crossbow, letting you find a lot of mage-robes, worn by vigilants, and ends with your shooting at Lord Harkon with Auriels Bow.


One of the first things to learn as a member of Harkon's court is: That raises the chance of being attacked by a vampire!


That means, most advises and strategies for a vampire-hunter are also good for the hunting vampire. :)


Like the spiders mentioned by Bonedog1!



With a health-skill of 40, you can get the perk for restoring stamina with health-spells. With a one-handed weapon and a nearly infinitive amount of stamina thanks to spells in the left hand, the armor-rating becomes secondary again... ... like with the power-shot-perk in archery.



I did not yet use the death-hounds as pets on PC. On the PS3, they did resurrect themselves, except when Serana did use her necromancy-spell on them. So, they where perfect tanks for archers, until Serana let them turn to dust. :(

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Jason Wolf
 
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Post » Sat Oct 29, 2016 1:47 pm

So whats your thougyhts on the necromancer's amulet? Worth using?

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Rhi Edwards
 
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Post » Sat Oct 29, 2016 1:45 pm

If going toe-to-toe, you might preffer the Disease immunity Amulet.



It does protect against becoming a vampire.

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Petr Jordy Zugar
 
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Post » Sat Oct 29, 2016 9:37 pm

At this point, let′s not forget that you can mark nearly everything as favorite. So, you are free to put the Necromancers Amulet on, cast your spells, and change then to another amulet, in the same time as mages switches between spells.



If some char do wear the Necromancers Amulet permanent, I would say it is for roleplaying-reasons. Also, since it reduces the health-regeneration, it helps leveling restoration. :)



Don`t know how you feel, but I must like the char that I′m playing. And for that, he (she) must have an own personality. In this personality will be the answers of the question if she would wear the Necromancers Amulet or not.

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Robyn Howlett
 
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