The Elder Scrolls IV: Oblivion Hints

Tips for Dealing with Self-Healers

  • 1 of 19: The best way to keep necromancers, conjurers, etc. from constantly healing themselves is to keep them busy with a summoned creature.
  • 2 of 19: If you've gotten your Conjuration skill up to 100 like I advised, you'll be able to cast spells for summoning various powerful undead and Daedric creatures.
  • 3 of 19: When a magic-user is concentrating on fighting your summoned creature, he may not heal himself enough to keep you from killing him with sneak attacks.
  • 4 of 19: Also, your summoned creatures aren't subject to the damage adjustments imposed on you by the difficulty setting, so they can injure enemies a lot faster than you ever could. (Especially if you summon a good, fast creature like a clannfear, which is my personal favorite.)
  • 5 of 19: Another good way to keep enemies from casting spells is to constantly Silence them.
  • 6 of 19: You can use Silence poisons or spells, but it's best to enchant a one-handed weapon of your favorite type with a 2-second Silence spell. Check the Spell Finding list to see where you can buy a Silence spell and how high your Illusion skill has to be to use it.
  • 7 of 19: With your Chameleon Clothing on and while in Sneak mode, keep hitting the self-healers with your silencing weapon until they die. Unless they run away (which is rare when you're totally invisible), they won't have time to heal themselves during your barrage of silencing blows.
  • 8 of 19: Note that you may have to follow them along as they're knocked back by your blows, even if they're not fleeing.
  • 9 of 19: It's best to make your silencing weapon be one that does a lot of damage, like a Daedric sword or dagger.
  • 10 of 19: I recommend making two or three permanent bound daggers (see the Spellmaking Tips) and using grand souls to enchant each of them with a 2-second Silence spell. Those daggers will have lots of uses, will do a fair amount of damage, will weigh nothing, and will swing fast enough even in Sneak mode to keep your target silenced as he steadily loses health. (It can also help to coat your silencing daggers occasionally with good health-damaging poisons.)
  • 11 of 19: The reason I recommend making more than one such dagger is so you can quickly switch to another when the one you're using runs out of charge. This could happen in a large necromancer-infested dungeon, even if you're careful to keep your magic weapons recharged regularly.
  • 12 of 19: Summoned creatures and silencing daggers are the two best methods for dealing with self-healers in my experience. Below are a few other ideas that might help occasionally.
  • 13 of 19: A dagger with a good Damage Magicka effect on it could be used to quickly deplete an enemy's magic points, though note that they will regenerate rather rapidly. Still, repeated strikes could keep them from casting spells while your summoned creature attacks them.
  • 14 of 19: In an area with two or more magic-users, use a Frenzy spell to make them fight among themselves and hopefully kill each other off. You can sneak in a few blows while they're doing it, too. (If they're too high-level for even the best Frenzy spell to work on them, get the Ruin's Edge bow from the Shivering Isles expansion and use it instead.)
  • 15 of 19: Paralyzing them can also work, but it's kind of hard to pull off. The best way is to have a good 8-second paralyzing staff from the Mages Guild quest where you get a customized staff made. Use it on a magic-user, then quickly switch to a hard-hitting weapon and attack. You may have to switch back and forth between the paralyzing staff and the attack weapon several times.
  • 16 of 19: As an alternative to the staff, you could make a bunch of paralyzing poisons once your Alchemy skill is high enough to do so, then keep applying them to your best weapon between hits.
  • 17 of 19: Other poisons, such as Damage Health and Fire/Frost/Shock Damage, can also be useful, since their effects aren't modified by the difficulty setting's damage multipliers.
  • 18 of 19: The razor weapon from the "Mehrunes' Razor" DLC module is also good to use, especially in conjunction with the paralyzing poisons, since it has an instant-kill effect on it. That effect is random and unreliable, so you'd always want to quicksave before trying it. (And cast a strong Fortify Luck spell to help with the randomness.)
  • 19 of 19: If you're in a dungeon that has traps in it, you can use them against self-healers. I particularly like the dart-spitting traps in Ayleid ruins, since they can be triggered any number of times instead of just once. Also, you can try drowning self-healers if there's a large pool or underwater tunnel nearby (see the Fin Gleam info).