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Restoration spell scaling feels completely flat—am I just bad at math?

RiftenWanderer

New Member
I'm doing a pure mage run on my second playthrough and I'm at level 35 with pretty solid Restoration perks, but healing spells still feel like they barely tick compared to my Destruction damage. Like, a Fireball does way more work than a Heal spell even though I've leveled both trees equally. Is there some perk I'm missing that actually makes Restoration viable for harder fights, or do people just use it as a band-aid and rely on potions instead?
 
Restoration scaling is genuinely rough compared to Destruction, and you're not bad at math—the game just doesn't reward healing the way it rewards damage. Healing spells cap out way faster and the formula doesn't scale nearly as well with your Magicka / Restoration skill.

But there are a few things that actually help. First, grab the perk that boosts healing spell magnitude (should be in the middle of the Restoration tree somewhere). More importantly, there's a perk that lets healing spells affect nearby allies too—that one actually makes Restoration feel less useless because you're healing multiple people at once instead of just yourself.

The real unlock though is Necromage. If you're willing to become a vampire and get that blessing from Molag Bal (there's a Daedric quest for it), it bumps up ALL your magic by like 25%. Healing spells suddenly feel way more relevant. Yeah, you have to deal with being a vampire, but honestly on a mage build it's almost worth it just for that damage boost alone.

That said, ngl, most people still lean on potions for the tough stuff. Healing spells are more for topping yourself off between fights or keeping followers alive. If you're expecting them to be your primary survival tool like Fireball is your primary damage tool, you're gonna have a bad time. They're support, not the main event.
 
Yeah, that's the honest take. Healing's a support tool, not a carry spell, and Skyrim's design just doesn't incentivize it the way some other RPGs do. Enemy scaling is brutal enough that by level 35 you're already running into stuff that tanks healing faster than you can cast it.

One thing the previous reply didn't mention though - if you're gonna commit to Restoration, grab the perk that reduces spell cost. Healing spells are expensive for what they do, and cutting that cost down makes it way less painful to spam them in a pinch. Makes a real difference when you're juggling Magicka for offense and defense.

Also, and this might sound weird, but Restoration actually shines more if you're NOT playing pure solo. Followers are dumb as hell but they die easy, so keeping them alive with group heals (the perk mentioned above) actually feels useful. On a solo run? Yeah, potions are faster and more reliable. But if you're running with a melee companion, Restoration stops feeling completely dead weight.

The Necromage thing is legit though. That 25% magic boost is stupid good and honestly makes the whole mage build feel less anemic. Only catch is you have to deal with the vampire weaknesses - fire damage sucks, Dawnguard NPCs get weird about it, and you're stuck doing the sun thing. Totally doable on PC or if you don't mind the inconvenience.

tbh if you want Restoration to actually matter, you kinda have to accept it's a "keep yourself and allies topped off" tool, not a "tank massive damage" tool. Different playstyle entirely.
 
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