» Thu Jun 14, 2012 6:07 pm
Sorry not every DLC or add-on is custom-tailored to your playstyle?
No seriously though, playing a pure mage you must realize that spellcasting is a rare art and that few practice it. Even fewer master it.
Without being associated with the College many would-be mages (not including the PC) fail to learn anything other than a basic heal or flames spell.
In keeping with lore it's only common sense that the Dawnguard are "melee based" as you put it. After all, both the imperial army and the stormcloaks, as well as ANY organization that isn't the Mages' College is "melee based" seeing as how only those who dedicate their lives to the study of magic (aside from the PC) are able to use it proficiently. In fact the only magic-friendly faction I know of is the Thalmor who train warriors proficient in both blade and magic.
I just had a conversation about this with my brother the other day., actually. I brought up the point "Why aren't there mages in the Imperial or Stormcloak armies? That would be really useful!" and what we came up with is in order for a mage to be on the battlefield s/he would have to be proficient with many different schools of magic (with no armor to protect themselves alteration is a MUST and if they're not going to be swinging around swords, maces, or axes, then they need to be slinging some pretty potent destruction magic or else conjuring something badass to fight for them...and restoration might be nice too) or else s/he would be more of a liability than an asset. Classically in TES games the only "Battlemages" are reserved by the various Colleges.
...In other words...what do you want from the add-on?
There honestly isn't much to give besides tossing you a few new spells and that seems to me like it would only cause pure mages further disappointment and be counted as not a "real" addition.
A new mage faction? You already have one. The College. Its the formally recognized mage faction though so perhaps you could get a clandestine mage faction like a necromancer's guild or something...which actually works very well with this DLC considering vampires are technically undead...but adding THREE new factions in a single add-on is a lot to ask. Maybe there will be some necromages working in conjunction with the vampire lords. Maybe they're secretly plotting to take control over the vampires. We'll see.
You seem to be frustrated that those without now have something to look forward to (Vampires didn't have a faction to call their own. Now they do, and there just happens to be a faction which opposes them. After all, conflict is what makes story-telling interesting), or maybe I'm just trolling. You mad?
End notes: Honestly I don't see what new stuff you can add to playing a pure mage aside from adding some new spells, but like I said before just making a few new spells seems like it would be under-appreciated.