ok so im still running an unoptomized sampire because im still learning (ive learned a lot but im no connor) and thus haven't decided the direction i'd like to go. i'm sitting here taking a critical look at healing. i know we love our bandies. and if we have anatomy gosh darn it sure makes sense to have healing too! but potion use takes no skill points whatsoever and can be boosted more effective by use of enhance potion. you will take some (~20) dmg from garlic in the greater heal but overall you should be healed more than you lose, especially if you have EP. yet if i dropped healing i could add something else like resist which would prevent damage to begin with. or i could add spirit speak for stronger leeches. again mitigating the need for healing to begin with. healing is reactive, resist and SS would be proactively preventing damage. if you aren't using the healing skill, it's sitting there unused. whereas resist is at all time protecting you and SS is there as a backup heal, providing you access to necro spells and actively being helpful. and you still have close wounds and confidence available also. healing is CONVENIENT, but does a sampire NEED healing with all the options we have at our disposal? could anyone provide the #s on how much is healed with 100 anat/healing vs. greater heal pot with ep, adjusted for the garlic dmg? I envision a VERY flexible sampire template to the following: 120 weap 100 tac 120 bush 99 necro 100 spirit 100 resist 61 chivalry is 61 chiv enough? if not i can swap on midnight bracers, raise tac and chiv by 10 each. just lose those imbuable slots.. You can swap spirit or resist out for anat at any time to increase damage. According to the weap calc, anat will add 6-7 DPS to the weapons I wish to use. I wonder if that’s even necessary! It can be played as a Sampire, or a “Whammy” - i noticed how several of you prefer to play as whammy now. Spirit speak adds the option of mana-less heals from corpses as well as access to all sorts of necro spells like Evil Omen, which would be great to cast before any uber damaging move, sicking Revenants on stealthers, strangle, poison spike finishers for PVP... Resist protects you from spawn casters, PVP, and in Doom or deceit. And it doesn’t use a bunch of +skill crap on the jewels, allowing you to put the yummy good stuff like 5 SSI, ep, HCI, DCI, etc on them… I see so few downsides to this template which doesn’t use healing… I give up 4 second bandages, but potions are insta, and I still can have close wounds I won’t be able to res with bandages, I suppose I could quickly swap on +Chiv rings and use that paladin res.. Never needed cure anyway because sampire auto cures, or you can leech through poison damage. Pots are more expensive than bandies but not by much. Might still be able to use different levels of pots at the same time (untested) Thoughts?