ESO Templar Healer

Welcome to the ESO Templar Healer build called The Battery, a healer build for The Elder Scrolls Online using the Templar class.

Table of Contents


Objective

[Updated for Clockwork City by Gilliamtherogue]

This build will be aimed at helping players ease into a Healer role with the Templar class, discussing beginner and advanced tactics to meld you into a commodity that every player wants.  Good healers are rare to come by, due to misconceptions of what the role is really about and the importance they bring to high performance play.  Expect a lot of insight on how to become the life bringer and enabler that can make or break a group from completing the hardest content in the game.  Keep in mind that this is not a leveling guide, we’ll only be focused on the level 50, or “end game” perspective.  If you’re looking for a template of Templar leveling, take a peek at this link!

Should You Play this Build?

+ The Templar’s kit feels like it was made to heal, some of the best support in the game

+ Enables the group in more ways than one; healing, resource management, and group enabling via buffs/debuffs

+ High floor (easy to play) with plenty of room to reach an even higher ceiling (good mastery)

– Has seen some major group utility nerfs since Morrowind (still arguably the best healers for PvE though!)

Skills

(Dungeon Healing)

 

Destruction Staff (Lightning) – Offensive bar

  1.  Puncturing Sweeps (AoE Channeled Damage + Heal | morph of Puncturing Strikes) – The offensive centerpiece of Templars, for very good reasons.  Remember that the focus of a good healer is to participate in damage, and this is the main way we do so.  Not only does it do great damage in AoE or single target, but it also heals us and grants us passive bonuses from our skill line that grant us bonus damage AND healing when critically striking.
  2. Blockade of Elements (AoE DoT | morph of Wall of Elements) – Another amazing offensive ability that scales multiplicatively based on how many mobs are sitting inside of it.  Place this every 8 seconds to really help melt through dungeons.  This will also set enemies who are concussed, Off-Balance.  This is INSANE for enabling group DPS. Pair it with a Maelstrom staff too for some extra damage.
  3.  Elemental Drain (Debuff | morph of Weakness to Elements) – A wonderful skill that applies Major Breach to a target for ~25 seconds, at no cost!  It also applies Minor Magickasteal to them, making it when any time you or an ally damages the target, they gain 300 Magicka (up to once per second).  This helps the group’s damage and sustain tremendously, making it vital to run.  It can be placed on an infinite amount of targets, from a range, for free.  It also can be preemptively applied without aggroing enemies.
    1. Purifying Light (Single Target Direct Damage | HoT | morph of Backlash) – A very unique skill that operates similarly to a DoT, but isn’t one.  It can be placed on an infinite amount of targets and begins recording how much damage that mob takes while this is on them.  After 6 seconds it explodes based on how much damage they took while it was active, and then also places a pool of light that heals allies when standing in it.  The main reason we slot this is for our Dawn’s Wrath passives for more ultimate.
  4. Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – The best heal in ESO, exclusive to the Templar class.  It operates as a 2 part heal; built of a massive burst heal to the lowest health target in a 180 degree cone in front of us, and a secondary heal to any target within 28 meters (360 degrees around us) for half the value of the original.  This skill costs a disgusting amount of Magicka, so do NOT spam cast this more than a few times in a row.  Only use this during dire moments when you know allies will be taking large hits, or as a back up emergency heal.
  5. Inner Light (Self Buff | morph of Mage Light) – A passive slot that gives us a massive boost to Max Magicka, some Magicka Regeneration, and a way to empower skills.  We slot this on our offensive bar because the goal is to be on this bar ~60% of the time in combat.  Your active stats are what your heals are based off, so if you toss around Heals on your back bar and swap to this bar that has more Magicka, your heals will grow in power.  It also gives us some extra DPS capability.  It’ll also give us permanent 10% Spell Critical while on this bar.
    1. Harness Magicka (Shield | morph of Annulment) – A great self preservation tool that grants us a massive shield when casted, for 6 seconds.  If the shield takes Magic, Flame, Ice, or Lightning damage it will restore Magicka back to you for each hit.  This means you can use it to sustain AND shrug off harm when used properly, making it wonderful for the harder encounters in the game.

[Ultimate] Solar Prison (AoE DoT + Debuff | morph of Nova) – An extremely powerful ultimate to the Templar, that calls down a fragment of the sun at your designated area.  Enemies standing inside of it will take constant Magic damage and be afflicted with Major Maim, reducing their damage done by 30%.  Just remember that the enemy must be standing inside of Nova to have their damage reduced.  On top of this, it will give allies a prompt to synergize a special ability that is one of the strongest synergies in game.  Unique to this morph, Gravity Crush is truly terrifying in a DPS’s hands.  When synergized by a DPS (especially Magicka Builds) this will do INSANE damage up front, and stun any CC succeptable mobs inside for 5 seconds.

 

Restoration Staff – Source of Buffs and Heals over Time

  1. Luminous Shards (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – Another truly powerful skill unique to the Templar, that makes them highly coveted.  Upon cast it will launch a spear at your designated area, dealing direct damage and damage over time to any enemies within the radius for 8 seconds.  It also grants a Synergy to allies that may be activated to restore 3960 Magicka or Stamina (whatever is highest, similar to the Necrotic Orb skill), and half of whatever resource it did not restore.  This is vital for helping your allies stay in the fight and keep up the momentum, so always try and place this near your melee DPS and the tank so they can activate it when they need, while also doing great damage to enemies!
  2.  Ritual of Retribution (AoE HoT + Buff | morph of Cleansing Ritual) – A massive area of effect that you place on the ground and activates a lot of powerful gameplay elements.  It provides us with a passive that unlocks Minor Mending,  heals all allies inside of it every 2 seconds, and prompts allies for a synergy that allows them to purify off ALL negative effects and healing themselves.  It also instantly removes 2 negative effects from you upon activation.  Make sure to keep this down at all times.  This ALSO does a lot of free AoE damage every 2 seconds to enemies inside.
  3. Rapid Regeneration (Multi Target HoT | morph of Regeneration) – A relatively simple Restoration Staff skill that places a long winded HoT on up to 2 allies per cast, but has no target limit if you spam cast it.  Cast this before each pull to ensure your allies will receive steady heals so you can keep up the offensive.  We take the Rapid morph for more heal ticks, and faster ones.  Make sure you cast this twice every time in dungeons, so all 4 group members receive the heal buff!
  4. Combat Prayer (Multi Target Heal + Buff | morph of Blessing of Protection) – An extremely basic but potent skill that heals and buffs up to 6 allies in a line in front of you.  The heal is quite powerful, roughly half of a Breath of Life in terms of raw healing.  On top of a decent heal, it provides any allies hit with Minor Ward, Resolve, and Berserk.  This offers 2% flat damage mitigation, and 8% increased damage output.  Make sure to cast this every 8 seconds when you’re grouped with non-Nightblade players.
  5. Channeled Focus (Self Buff | morph of Rune Focus) – Granting us Major Ward and Resolve (8% damage mitigation) for 23 seconds, this skill helps load off a lot of damage.  The big reason we use this skill though is because it restores 120 Magicka every .5 seconds, translating to 480 effective Magicka Recovery (Regen is in 2 second intervals, so 120 x 4).  This means you’ll have a hard time running out of Magicka with it up AND be harder to kill.

[Ultimate] Aggressive Horn (Group Buff | morph of War Horn) – Arguably the strongest ultimate in the game, this thing enables so much damage it’s absolutely mind boggling.  Increasing all party members’ stats nearby by 10% (Health, Magicka, AND Stamina) for 30 seconds, and granting everyone 15% more Critical Hit Damage/Modifier for 9.5s at rank IV, this is easy to fail to see the importance.  The main power of Aggressive Horn is the 15% CHD modifier, as it applies to any damage done or healing done, taking the character’s current CHD modifier and adding 15%, offering insane amounts of damage or healing done on crits.  The best groups in the world are able to keep up Major Force (the 15% CHD part) upwards of 60% in 5 minute + fights.  Strive to communicate and keep this up to help melt through content.

Trial Healing Skills

 

Destruction Staff – Buffs and Debuffs

  1. Energy Orbs (AoE DoT + Buff | morph of Necrotic Orbs) – An essential tool for any healer, granting allies the synergy to restore 3960 Magicka or Stamina (whichever their highest maximum is) back when hit.  As the Templar we have Luminous Shards for that, but Energy Orbs does even more.  Any ally in the path of the Orb is healed every second, making it wonderful to line a few up and pair with Healing Springs.  Keep in mind this is a slow moving projectile, so you’ll have to aim it and think ahead.
  2. Elemental Drain (Debuff | morph of Weakness to Elements) – A wonderful skill that applies Major Breach to a target for ~25 seconds, at no cost!  It also applies Minor Magickasteal to them, making it when any time you or an ally damages the target, they gain 300 Magicka (up to once per second).  This helps the group’s damage and sustain tremendously, making it vital to run.  It can be placed on an infinite amount of targets, from a range, for free.  It also can be preemptively applied without aggroing enemies.
    1. If another player is running this skill, treat this as a Flex spot, and use whatever skill you need.  Efficient Purge (Purify | morph of Purge) is a great tool that is vital in many fights in the game, instantly removing negative effects from 6 allied targets.
  3. Extended Ritual (AoE HoT + Buff | morph of Cleansing Ritual) – A massive area of effect that you place on the ground and activates a lot of powerful gameplay elements.  It provides us with a passive that unlocks Minor Mending, it heals all allies inside of it every 2 seconds, and it prompts allies for a synergy that allows them to purify off ALL negative effects and healing themselves.  It also instantly removes 5 negative effects from you upon activation.  Make sure to keep this down at all times.
    1. In fights where more intense purges are needed, run the Efficient Purge skill mentioned earlier.
  4. Harness Magicka (Shield | morph of Annulment) – A great self preservation tool that grants us a massive shield when casted, for 6 seconds.  If the shield takes Magic, Flame, Ice, or Lightning damage it will restore Magicka back to you for each hit.  This means you can use it to sustain AND shrug off harm when used properly, making it perfect for a trial environment.
  5. Blockade of Elements (AoE DoT | morph of Wall of Elements) – Used primarily in trials as a debuff tool when paired with a Lightning staff, this will apply Off Balance to targets that are already inflicted with Concussed.  Even if Off Balance is being applied, having additional Wall of Elements running will ensure the uptime is higher when there are players consuming it with Heavy Attacks or Power Lash.

[Ultimate] Solar Prison (AoE DoT + Debuff | morph of Nova) – An extremely powerful ultimate to the Templar, that calls down a fragment of the sun at your designated area.  Enemies standing inside of it will take constant Magic damage and be afflicted with Major Maim, reducing their damage done by 30%.  Just remember that the enemy must be standing inside of Nova to have their damage reduced.  On top of this, it will give allies a prompt to synergize a special ability that is one of the strongest synergies in game.  Unique to this morph, Gravity Crush is truly terrifying in a DPS’s hands.  When synergized by a DPS (especially Magicka Builds) this will do INSANE damage up front, and stun any CC succeptable mobs inside for 5 seconds.

 

Restoration Staff – Main bar, healing

  1. Luminous Shards (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – Primarily used as a superior resource management tool for your allies, as opposed to Energy Orbs.  Energy Orbs only restores 3960 of your allies’ maximum resource, while Luminous grants that AND an additional 1980 of whatever resource it didn’t return.  This skill is also MUCH easier to aim than Orbs, making it a prime candidate to give allies when they need resources.  It also grants us 10% Critical Hit Damage, which applies to our healing too!
  2. Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – Our primary means of saving allies who get too low Health.  Keep in mind that the larger burst heal must be aimed in a 180 degree cone of the target, while the 2ndary weaker heal will hit anyone within 28 meters of you, ignoring directions.  We won’t be using this as our primary heal, so you can also opt to place this on your Destruction staff bar if you’re more comfortable with having a back up heal while on that bar.  Just swap it with Extended Ritual or Harness Magicka!
  3. Healing Springs (AoE HoT | morph of Grand Healing) – The main heal of any healer in a group larger than 6 players, as well as any non-Templar class.  This skill places a Heal over Time AoE on the ground where we target for 3 seconds, and heals up to 6 allies in the area every second.  You may stack this in the same area to get multiple heal ticks per second as well, which is essential to out heal many execute phases in boss fights.  This morph grants a Magicka refund when hitting allies, and now stacks with similar morphs by other healers, so you don’t need to worry about taking the other morph.
  4. Combat Prayer (Multi Target Heal + Buff | morph of Blessing of Protection) – An extremely basic but potent skill that heals and buffs up to 6 targets in a line in front of you.  The heal is quite powerful, roughly half of a Breath of Life in terms of raw healing.  On top of a decent heal, it provides any allies hit with Minor Ward, Resolve, and Berserk.  This offers 2% flat damage mitigation, and 8% increased damage output.  Make sure to cast this every 8 seconds when you’re grouped with non-Nightblade players.  Keep in mind when you’re in a trial you’ll need to cast this at least twice to hit all 8 of your damage dealers.
  5. Channeled Focus (Self Buff | morph of Rune Focus) – Granting us Major Ward and Resolve (8% damage mitigation) for 23 seconds, this skill helps load off a lot of damage.  The big reason we use this skill though is because it restores 120 Magicka every .5 seconds, translating to 480 effective Magicka Recovery (Regen is in 2 second intervals, so 120 x 4).  This means you’ll have a hard time running out of Magicka with it up AND be harder to kill.

[Ultimate] Aggressive Horn (Group Buff | morph of War Horn) – Arguably the strongest ultimate in the game, this thing enables so much damage it’s absolutely mind boggling.  Increasing all party members’ stats nearby by 10% (Health, Magicka, AND Stamina) for 30 seconds, and granting everyone 30% more Critical Hit Damage/Modifier for 9.5s at rank IV, this is easy to fail to see the importance.  The main power of Aggressive Horn is the 30% CHD modifier, as it applies to any damage done or healing done, taking the character’s current CHD modifier and MULTIPLYING (not adding!) it by 30%, offering insane amounts of damage or healing done on crits.  The best groups in the world are able to keep up Major Force (the 30% CHD part) upwards of 60% in 5 minute + fights.  Strive to communicate and keep this up to help melt through content.

Gear

(please refer to the Consumables/Misc section for more accurate traits, enchants, etc)

Option 1; Magicka Heavy Groups

  • Worm’s Raiment Set (Obtainable from Vaults of Madness)-  This set offers up to 12 group mates a whopping 4% Cost Reduction to all Magicka abilities.  While this doesn’t sound like much, it means a lot to a player who is using abilities every one second, usually translating to ~175 Magicka Recovery.  It also helps both healers AND tanks, meaning you’re getting a ton of efficiency from it!
  • Spell Power Cure – (Obtainable from White Gold Tower)-  Undeniably the best healing set in the game for healers who wish to empower their allies.  Any time you heal an ally already at full Health (which happens A LOT) you’ll have a chance to grant them some Weapon and Spell damage with a cap of 6 players at once.  This means in a trial, both healers should run this set so all 12 players can get it!
  • Maelstrom Destruction Staff (Obtainable from Veteran Maelstrom Arena) – An optional staff that merely adds some extra damage to our Light and Heavy attacks.  Since we have the free slot you can easily use this here.  If you don’t have access to it, don’t worry this is purely a min/max option and doesn’t impact your healing potential.  Merely use any c160 gold staff in its place, as long as it’s a Lightning staff!
  • Master Restoration Staff (Obtainable from Veteran Dragonstar Arena) – Ideal if your group has at least 2 Stamina DPS, but it helps even if you have none.  Every time you cast Healing Springs you’ll grant 6 allies some Stamina back so they can deal more DPS or be more defensive with blocking and dodging!
    • Asylum Restoration Staff (Obtainable from Asylum Sanctorum) – A super helpful staff that reduces the cost of Healing Spells by 27%  (30% if Perfected Staff) after using Combat Prayer.  This is ideal if you find yourself struggling with sustain.

 

Option 2; Starter Set

  • Engine Guardian (Obtainable from Veteran Darkshade Caverns II) – A decent set that has a chance to restore Magicka, Stamina, or Health back to you whenever you activate an ability.  If you don’t have access to Undaunted sets yet, use any 2 piece bonus that grants Health or Magicka.  You’re also free to use other Undaunted sets like Earthgore or even combinations of 1 piece bonuses.
  • Kagrenac’s Hope – (8 trait crafted set) – A solid 5 piece bonus that offers us resource management, increase resurrection speeds, and some flat Spell Damage to help healing potential.
  • Willpower Set – (Obtainable from Imperial City vaults and LFG dailies) – A solid 3 piece set that offers a 50% bonus efficiency to each set piece.  This means you’ll be getting a ton of Magicka and Spell Damage, helping your healing and damage alike!

 

Option 3; God Mode Healing

  • Spell Power Cure – (Obtainable from White Gold Tower)-  Undeniably the best healing set in the game for healers who wish to empower their allies.  Any time you heal an ally already at full Health (which happens A LOT) you’ll have a chance to grant them some Weapon and Spell damage with a cap of 6 players at once.  This means in a trial, both healers should run this set so all 12 players can get it!
  • Sanctuary – (Obtainable from Banished Cells I&II) – A powerful group utility set that makes up to 12 allies get 12% bonus Healing Received, meaning all heals (even their own, or other party members’) will be amplified on yourself and your group.  This is used for situations where extreme raw healing is needed!
  • Maelstrom Destruction Staff (Obtainable from Veteran Maelstrom Arena) – An optional staff that merely adds some extra damage to our Light and Heavy attacks.  Since we have the free slot you can easily use this here.  If you don’t have access to it, don’t worry this is purely a min/max option and doesn’t impact your healing potential.  Merely use any c160 gold staff in its place, as long as it’s a Lightning staff!
  • Master Restoration Staff (Obtainable from Veteran Dragonstar Arena) – Ideal if your group has at least 2 Stamina DPS, but it helps even if you have none.  Every time you cast Healing Springs you’ll grant 6 allies some Stamina back so they can deal more DPS or be more defensive with blocking and dodging!
    • Asylum Restoration Staff (Obtainable from Asylum Sanctorum) – A super helpful staff that reduces the cost of Healing Spells by 27%  (30% if Perfected Staff) after using Combat Prayer.  This is ideal if you find yourself struggling with sustain.

 

Advanced Template

The goal of this setup is to allow the healer to get slightly more efficiency out of their stats, but at the cost of increased difficulty in managing Spell Power Cure uptime.  This is a very hard to master setup, and is not meant to be used in all applications.

  • Spell Power Cure – (Obtainable from White Gold Tower)-  Since this is only active on our Destruction Staff bar, we’ll want to make sure we go back to throw Orbs or let our heal over times such as Extended Ritual/Healing Springs to proc this on our allies every 10 seconds or so, which is normal since we want to keep up Wall of Elements every 8 seconds.
  • Preferred – Refers to a plethora of sets.  Below is a list of solid sets that I suggest to pair with Spell Power Cure
    • Sanctuary (Banished Cells I&II)
    • Worm Cult (Vaults of Madness)
    • Alteration Mastery (Cropsford merchant)
    • Infallible Aether (Craglorn trials)
  • Monster Set (Undaunted Chests or Dungeons) – We’ll only be using a 1 piece bonus, although if you want to give up the Master’s/Asylum Staff you can run your preferred 5 piece active only on your Restoration staff in exchange for a 2 piece monster set.  I suggest Domihaus so you can get 1 Heavy armor to help survivability, and the insane stat efficiency that Domi gives.
  • Master Restoration Staff (Obtainable from Veteran Dragonstar Arena) – Ideal if your group has at least 2 Stamina DPS, but it helps even if you have none.  Every time you cast Healing Springs you’ll grant 6 allies some Stamina back so they can deal more DPS or be more defensive with blocking and dodging!
    • Asylum Restoration Staff (Obtainable from Asylum Sanctorum) – A super helpful staff that reduces the cost of Healing Spells by 27%  (30% if Perfected Staff) after using Combat Prayer.  This is ideal if you find yourself struggling with sustain.

Champion Points

(Dungeons)

The Mage (Blue)

  • Elemental Expert – 37
  • Elfborn – 31
  • Spell Erosion – 47 (You can also opt to place some into Blessed if you want stronger healing)
  • Master-at-Arms – 40
  • Thaumaturge – 75

The Thief (Green)

  • Arcanist – 100
    • Drop to 76 if you need more defenses
  • Tenacity – 100
    • Drop to 76 if you need more defenses
  • Free 30 points
    • This becomes 78 if you need more defenses.  Spread between Dodge Roll, Break Free, Block, and Sprinting cost reduction.

The Warrior (Red)

  • Elemental Defender – 49
  • Hardy – 49
  • Iron Clad – 61
  • Thick Skinned – 61
  • Quick Recovery – 7
  • Expert Defender -3

If you’re doing content with more damage over time, take points out of Expert Defender and Bastion and pump up Thick Skinned.  Make sure you put your points into Elemental Defender and Hardy FIRST, committing them before placing any in Ironclad/Thick Skinned (there is currently a bug where if you do not do this, you will get less mitigation than intended).

(Trials)

The Mage (Blue)

  • Blessed – 100
  • Elfborn – 100
  • Free 30 points
    • You’ll be hitting heavy diminishing returns of Blessed and Elborn after ~60 points in each.  As a healer we don’t need to focus on damage, but if you want to be slightly more efficient with values at minor expense of healing, you can lower them and pump up nodes like Elemental Expert and Spell Erosion.

The Thief (Green)

  • Arcanist – 100
    • Drop to 76 if you need more defenses
  • Tenacity – 100
    • Drop to 76 if you need more defenses
  • Free 30 points
    • This becomes 78 if you need more defenses.  Spread between Dodge Roll, Break Free, Block, and Sprinting cost reduction.

The Warrior (Red)

  • Elemental Defender – 49
  • Hardy – 49
  • Iron Clad – 61
  • Thick Skinned – 61
  • Quick Recovery – 7
  • Expert Defender -3

Consumables, Race, Mundus, and Misc

Armor Weights: As a healer we’ll usually be forced into running all 7 Light, which means we’ll have great sustain but incredibly low stats and dangerously low Health.  If you’re running a crafted set I highly suggest 5 Light 2 Heavy or 5/1/1 if you can though, to help alleviate those issues.

Food: Bi Health & Magicka food offers great healing capabilities, as well as helping our Health pool be sturdy enough.  If you prefer more sustain however, try Witchmother’s Brew (a holiday event recipe).  You may need to spend some Attribute points or enchants in Health to make sure you’re healthy enough though!  If you’re rich you can also try the Clockwork Citrus Filet (Clockwork City quest recipe) for a flat upgrade from Witchmother’s Brew across the board.

Potions: You’ll need to use Spell Power potions (Corn Flower + Lady’s Smock + Wormwood) to ensure Sorcery is up indefinitely.  If you aren’t super invested in the content you’re doing, then you can use any potions that return Magicka.

Race:   Argonians boast the best resource management in the game from their potion passive.  They also have 9% Max Health and 3% Max Magicka giving them wonderful stats, and 3% Healing Done AND Received.  These alone make them some of the best healers between raw stats and resource management.  Bretons come in 2nd place for healers, boasting 10% Max Magicka, 3% Cost Reduction (roughly 175 effective Regeneration for healers), and 6% damage reduction from Magic, Fire, Ice, and Lightning damage.  These all come in very handy in a trial environment!  High Elves are also a solid race, coming in extremely close to the Breton, matching the 10% Magicka.  Instead of Cost Reduction they have 9% bonus Magicka Recovery (roughly 160 effective Regeneration for healers), which can beat the Cost Reduction of Breton if you’re stacking a lot of Recovery set bonuses.

Mundus: The Atronach is usually the preferred Mundus for healers, helping our Magicka Recovery stat shoot up to ensure we stay at a safe value in fights to continue healing our allies.  If you have stellar resource management you can also opt to run the Apprentice  or Ritual to boost your healing.  The Apprentice is Spell Damage, so it applies to healing and damage- while the Ritual offers a % amp to healing, allowing it to reach absurd values.

Traits on your Weapons: As a healer we have a bit more flexibility for traits on our bars.  Below will give an idea of what our options look like.

  • Destruction Bar; Charged is always ideal for this, helping increase our chances of applying the Concussed status effect.  This means enemies will take 8% more damage, and our Blockade of Storms will set them Off Balance.  This is vital to ensure group DPS increase, and makes perfect sense as a healer to help do!
  • Restoration BarPowered will help our raw healing potential skyrocket, although it will usually be redundant with the raw amount of healing spells we run.  Due to the prevalence of over healing, I usually suggest Decisive instead.  This trait helps us generate more Ultimate, which means a higher uptime of Nova or Warhorn.  Infused is also acceptable, if we want to improve our enchant’s impact.

Traits on your Armor: As a healer I usually suggest Infused on your big pieces (Chest, Legs, and Helmet) and Divines on your small pieces.  If you find yourself struggling with Stamina sustain though, you can opt to run Sturdy as well, which sounds odd as a healer.

Enchant on your Armor: As a healer I really prefer Prismatic enchants on all of my slots, since we’re usually very fragile in Light armor.  Prismatic enchants offer us more Max Health and Stamina (to block and dodge those scary mechancis) to ensure we can live through extreme damage.  Magicka enchants are also strong, as they improve our healing potency and resource management.

Enchants/Poisons on your Weapons: Enchants as a healer are rather straight forward.

  • Destruction Bar; Shock damage enchants are ideal.  This is usually preferred for applying Concussed and Off Balance when paired with a Blockade of Storms.  Since we’re running Charged, we’ll have an 84% chance to apply Concussed every time we fire this enchant (4 second cooldown).
  • Restoration BarWeakening enchants are preferred, to help lower the damage of enemies we hit them with.  You can also opt to run Absorb Magicka enchants or even Drain Magicka poisons if you’re struggling with Magicka sustian.

Vampire or Werewolf?: Vampire can work as a healer to help increase your Magicka and Stamina recovery by 10%, especially if you’re a Breton with the extra Spell Resistance.  In fights with any Flame damage however, I strongly recommend you reduce yourself to Stage 1 to prevent any extra damage you might take.  Your group relies on you staying alive to keep them alive, and the extra damage taken is too high for how little sustain we may get.

Skills to Learn and Remember

  • Your job #1 as a healer is obviously to keep people alive.  That means MORE than just healing people with spells though.  You can keep allies alive by reducing damage that enemies deal (Debuffs such as Major Maim, Weakening enchants, etc), or helping increase their mitigation or damage with buffs (Spell Power Cure, Sanctuary Set, etc).

 

  • Even though you should focus on healing, don’t heal with just one spell.  The infamous “Breath spammer” is not a title you want to receive.  Heals such as Breath of Life operate as a singular “burst” heal, meaning once it’s off it’s done.  Meanwhile, spells that operate as heals over time, or “HoTs”, continue healing for a duration after their cast.  That means HoTs are extremely good at keeping up allies alive WHILE you do other things.  HoTs can also stack, so you can heal your allies an insane amount of times per second, even out healing big heals like Breath of Life.

 

  • Don’t bother continue to cast Healing spells when your allies are over 70% Health.  If your HoTs are running, those will ensure your allies stay at a safe value.  This means you can focus on buffing your group with things like Combat Prayer, or applying utility skills like Elemental Drain or Luminous Shards.  Try to get a rhythm for each fight so you can apply HoTs, then debuff, then refresh HoTs.

 

  • Heavy Attacks and Potion consumption are your primary means of resource management as a healer.  These should always be done while you have your HoTs running on your allies, so that if they take damage while you’re Heavy Attacking, they’ll get healed passively.

 

  • Communication is vital as a healer.  This is a two way street though, since your allies will often ask for powerful skills like Luminous Shards or Combat Prayer to be given to them.  Do not be afraid to tell your allies to be more mindful of mechanics though!  Just because your job is to keep them alive, doesn’t mean they get free reign to stand in stupid.  Teamwork is vital to success, and your tanks and damage dealers can also help your job by providing their own healing once in a while, or getting pressure off you.

 


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