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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

PvP Healer Build HERE


Objective

[Last Updated March, 18th, 2017, for Update 13 Homestead]

Healing is still my favorite role in ESO and in large part because you don’t just ONLY heal. You do damage, execute the boss and defend your allies.  It’s active fun and truthfully, it enables so much more than other healer roles in MMOs.  Why?  Well, we as Templars can give back resources both Stamina and Magicka on demand AND have easy to access power spikes from passives and skills.  Even after the Line of Sight and target nerfs to Breath of Life, it still remains the most potent heal in game.

Healer Build Video Homestead

LET ME GIVE YOU MY TOP FIVE TIPS TO HEALING IN ESO

5. Pre-Fight Buffs – If you want to get a good leg up on the fight about to unfold, make sure you have a solid plan to buff your allies beforehand.  Meaning, get Heals over Time (HoTs) rolling via Rapid Regeneration, lay down your Extended Ritual for 25% more healing, fire up Proxy Det for massive AoE burst and hit Combat Pray right as your allies go into the fray.  Getting a good start, will help with a good finish.  Practice your pre-fight buff rotation.

4.  Position – Remember you’re the healer, AKA the Co-Captain of the defense.  Make sure you tell other players where to stand and why prior to fights.  Why?  Well when they stand in red and die, they will blame you anyways.  It’s my job to know the fights, tell people about it and what to avoid.  Less healing I’m doing, more damage I do, faster the fight goes.

3.  Communication – It’s perfectly okay to say “Jimmy, please don’t stand in red by that Gargoyle.”  EVERYONE has and will step in red or do something be accident, it just happens.  Most of the times, people just don’t know the mechanics of the fights and how to avoid damage.  You the healer need to tell them.  Also, if someone is taking an excessive amount of damage, find out why.  “John, you’re taking a lot of damage have you ate your food, repaired your gear, etc?”  I’d rather have an offended John than constantly wipe in the dungeon over and over because he’s dead.

2. Damage – This is ESO, NOT another MMO; healers do damage.  Your goal as a healer is to enact a PREVENTATIVE play style.  What does this mean?  It means your job is more than to heal damage, but it’s to prevent damage from even happening.  This means dealing damage to kill mobs before they can hurt your allies, to use crowd control to stop enemies in their tracks, and to make sure your allies are as strong as possible so they can destroy anything in their path.

1. STOP OVER HEALING – STOP IT, if everyone is at 100% health, stop casting Breath of Life.  I’m okay with reapplying your buffs a little early, but there’s no need to constantly heal when everyone is alive and well, do damage instead.  YOU CANNOT HEAL A MOB TO DEATH, though I’ve seen a great many healers try.  Constantly question the situation, “Can I do damage right now instead of healing?”  If the answer is yes, do damage.  An example of this is let’s say my party is taking damage and 3 of us are at around 70% health. If my HoTs are up, Ritual is down, I don’t heal.  I use my next second to throw a Spear, recast Purifying Light or something offensive.  If their heal continues to drop, then I heal.  Why is this important?  Most builds have some type of healing already built into them so you don’t need to constantly top them off, HoTs will do that.  Burst heal with BoL when someone drops drastically then find out why.  If you make this one change, you’ll be the best healer in your group.

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, have a chance to proc even more damage from a passive, give us passive gains for slotting, but it also heals us as well so we can take the pressure off tanks or other DPS in group, by going toe to toe with mobs.
  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. 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.
    1. Radiant Aura (AoE Debuff | morph of Restoring Aura) – Changed in Homestead to be one of the strongest abilities in the game, Radiant Aura now applies Minor Magickasteal to all targets in a ~20m radius.  This means every 1 second (as long as people are doing damage) you’ll gain 400 Magicka.  Extremely helpful for you and your group to sustain infinitely.  This isn’t 100% mandatory in groups that are heavy on Stamina builds.
  4. Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – The best heal in ESO, exclusive to the Templar class.  This skill receives all the hate and love, and constantly is under scrutiny and balance questioning.  Regardless, this skill allows us to instantly heal allies from 1% to 100% with the proper setup.  Used primarily as a long ranged burst heal, this isn’t meant to be spammed unless you know insane damage is going to be barraging your allies.
  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.

[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. Blazing Spear (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – Another truly powerful skill unique to the Templar, that makes them highly coveted.  This skill is SO efficient, it does so many amazing things at once.  On cast it is thrown out to your designated area, and immediately deals initial damage.  After landing it will plant a synergy in the ground that allies may hit to gain 25% of the Max Stamina, and some Stamina back over 10s.  Furthermore, it leaves an area effect that pulses for Magic damage over 8 seconds, which can proc passives.  It also gives us passive stats for slotting!  Make sure to use these for damage,  and as resource management for your tanks or Stamina DPS.
  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 Major 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 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.  Mutagen is rather weak unless you’re in trials as another healer, as each morph stacks.
  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.
  5. Energy Orbs (AoE DoT + Buff | morph of Necrotic Orbs) – Hands down the strongest source of Magicka management in the game, with so much added bonus paired with it.  This skill is tossed out and begins traveling in a straight line and heals all allies  in its wake.  Allies may also synergize it to have it explode for insane healing to anyone in the 8m radius.  On top of that, all nearby allies will receive a buff that gives a steady flow of Magicka over time that scales based on the amount of allies hit.  Make sure everyone stacks close to these while they go out, and mash that synergy; infinite Magicka for everyone!  This skill actually out performs Healing Springs in terms of healing potential.
    1. FLEX Repentance (AoE Heal + Resource Management + Self Buff | morph of Restoring Aura) – If you’re in a Stamina heavy group you won’t need to run Orbs to keep your allies up with resources, and you’ll be able to slot Repentance to cast on corpses.  Anytime there are 3 or more bodies on the ground, cast this ability.  Make sure you’re close to your allies when you do, because the range is based off YOUR position.  This will act as a free heal AND a burst of stamina, making it extremely potent in dungeons where there is plenty of cannon fodder to boost up your group’s stamina and health.

[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) – Hands down the strongest source of Magicka management in the game, with so much added bonus paired with it.  This skill is tossed out and begins traveling in a straight line and heals all allies  in its wake.  Allies may also synergize it to have it explode for insane healing to anyone in the 8m radius..  On top of that, all nearby allies will receive a buff that gives a steady flow of Magicka over time that scales based on the amount of allies hit.  Make sure everyone stacks close to these while they go out, and mash that synergy; infinite Magicka for everyone!  This skill actually out performs Healing Springs in terms of healing potential.  You’ll actually be healing more with this skill than with Healing Springs.
  2. Radiant Aura (AoE Debuff | morph of Restoring Aura) – Changed in Homestead to be one of the strongest abilities in the game, Radiant Aura now applies Minor Magickasteal to all targets in a ~20m radius.  This means every 1 second (as long as people are doing damage) you’ll gain 400 Magicka.  Extremely helpful for you and your group to sustain infinitely.  This isn’t 100% mandatory in groups that are heavy on Stamina builds.
    1. Repentance (AoE Heal + Resource Management + Self Buff | morph of Restoring Aura) – If the other healer in the group is running Aura, then there’s no need to run it as well.  Take Repentance to help Stamina management for tanks and people to block heavy mechanics on trash.
  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 Major 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.
  4. Channeled Focus (Self Buff | morph of Rune Focus) – A source of Major Resistance buffs, decreasing incoming damage by 8%, as well as giving us a massive flux of Magicka while standing in it.  The duration states 15 seconds, but it also lasts 8 seconds after leaving it, meaning if you leave right as it fades you’ll still retain the 8 seconds, allowing you to get a maximum of 23s per cast.  This really helps resource strain out and lowering damage.  Keep in mind that you have 8 seconds of breathing room to re-enter the rune if you have to leave for a bit.
  5. 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.

[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. Blazing Spear (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – Another truly powerful skill unique to the Templar, that makes them highly coveted.  This skill is SO efficient, it does so many amazing things at once.  On cast it is thrown out to your designated area, and immediately stuns all mobs inside of it and deals initial damage.  After landing it will plant a synergy in the ground that allies may hit to gain 25% of the Max Stamina, and some Stamina back over 10s.  Furthermore, it leaves an area effect that pulses for Magic damage over 6 seconds, which can proc passives.  It also gives us passive stats for slotting!  Make sure to use these for damage, CC, and as resource management for your tanks or Stamina DPS.
  2. Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – The best heal in ESO, exclusive to the Templar class.  This skill receives all the hate and love, and constantly is under scrutiny and balance questioning.  Regardless, this skill allows us to instantly heal allies from 1% to 100% with the proper setup.  Used primarily as a long ranged burst heal, this isn’t meant to be spammed unless you know insane damage is going to be barraging your allies.  This is the real reason Templars are considered the only true healers, as Breath can out heal the most gruesome of mechanics.
  3. Healing Springs (AoE HoT | morph of Grand Healing) – Often hated for all the wrong reasons, Healing Springs worth only really comes to value and justification in trials.  Capped at 6 targets, the idea is to have to healers each with this ability to hit all 12 players.  Healing Springs works as a short timed Heal over Time, meaning you cast it once and it will grant a HoT to allies for 3 seconds, healing once every second.  However, it can also be spam casted, allowing it to stack up to 3 times (1 cast per second, 3s duration, 3 total stacks achievable).  This helps keep the entire group up through group wide damage mechanics such as ground AoEs and whatnot.  Springs helps Magicka Management by refunding a large portion of it’s cost when hitting players.  If one healer has this morph, take Illustrious, they stack!
  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.
  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.  It’ll also give us permanent 10% Spell Critical while on this bar.  We slot this on our healing bar to gain the most potency out of our healing, as 7% Max Magicka and 2% Regeneration goes a long way in end game sustained fights.

[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

Option 1; Magicka Heavy Groups

  • Worm’s Raiment Set (AKA Worm Cult)- We can now obtain VR16 version of this set in Vaults of Madness.  This is the uber set for group utility, 5% reduced magicka for everyone (including you).  If you were lucky enough to find some gold pieces when it was from Maw of Lorkhaj then awesome, otherwise it drops in purple from Veteran.  This set really helps out sustain management and has some nice bonuses to help us heal more.
  • Spell Power Cure – Obtained from White Gold Tower, this is the epitome of healer sets- every healer should run this set.  The idea of this set is to keep everyone topped off at 100% with your HoTs so that it can continuously proc and give up to 6 allied targets a massive boost to Spell and Weapon Damage.  DPS will love you with this set, and it’ll help your heals and damage as well!
  • Maelstrom Inferno – Obtainable from Veteran Maelstrom Arena, Not 100% required, but the extra spell damage and weave damage to targets in our Wall of Elements gives us some free damage and healing capability.  If you don’t have one you can use anything you’d like here.
  • Maelstrom Restoration- Obtainable from Veteran Maelstrom Arena, Again not totally needed, but it’ll help us sustain our Magicka a bit when we have Rapid Regeneration running.  The trait isn’t super important, but Infused or Precise is usually the go to.

Option 2; Starter Set

  • Engine Guardian – Sustain and stamina matter greatly in the meta and I highly recommend considering Engine Guardian.  Not only does it flood you with resources, but you can use the corpses as a free Repentance heal. Obtained by completing Darkshade Cavern Veteran mode final boss, and Shoulders through Undaunted pledges.
  • Kagrenac’s Hope – 8 trait craftable set found in Fighter’s Guild Earth Forge (after completing story).  This is soooo helpful I cannot begin to tell you the power that in IC, you get spell power for the five piece.  I even use this as a DPS set and enjoy it’s benefits.
  • Willpower Set – Monster magicka and spell damage comes from this set though it can be hard to find.  Obtained through Veteran Dungeons and Treasure Vaults.

Option 3; God Mode Healing

  • Spell Power Cure – Obtained from White Gold Tower, this is the epitome of healer sets- every healer should run this set.  The idea of this set is to keep everyone topped off at 100% with your HoTs so that it can continuously proc and give up to 6 allied targets a massive boost to Spell and Weapon Damage.  DPS will love you with this set, and it’ll help your heals and damage as well!
  • Sanctuary – Obtained from Banished Cells I & II, this offers the entire group an earth shattering 12% increased healing received.  This means both healers and anyone doing any healing will benefit from this, allowing for insane healing numbers to be achieved.  Most content won’t require this, but there are a few instances where you just need as much healing as possible, so find out where you need it most!
  • Maelstrom Inferno – Obtainable from Veteran Maelstrom Arena, Not 100% required, but the extra spell damage helps our heals be a bit stronger.
  • Master Resto – Obtainable from Veteran Dragonstar Arena, this really helps our Healing Springs be even more powerful.  On the first tick of each Healing Springs, anyone healed will be gifted a small boost of Stamina, helping out Stam DPS, tanks, and anyone trying to block or dodge roll mechanics.  The extra Magicka also helps our heals be even stronger.  Infused increases the stamina gifted and Max Magicka, but Precise and Powered are also great traits.  Defending may be a wise choice for the really brutal Hardmode mechanics as well!

Champion Points

(Dungeons)

Blue

  • Spell Erosion – 15
  • Elfborn – 28
  • Elemental Expert – 100
  • Thaumaturge – 57

Green

  • Magician – 100
  • Arcanist – 100

Red

  • Elemental Defender – 89
  • Hardy – 89
  • Thick Skinned – 5
  • Quick Recovery – 17

(Trials)

Blue   

  • Elfborn – 98 (Don’t do more than this, as it has no gain due to rounding errors)
  • Elemental Expert – 2
  • Blessed – 100

Green

  • Magician – 100
  • Arcanist – 100

Red

  • Elemental Defender – 89
  • Hardy – 89
  • Thick Skinned – 5
  • Quick Recovery – 17

Misc

  • Race Choice – 1) Breton for reduced cost and max Magicka 2) High Elf for max Magicka and recovery 3) Dunmer for max Magicka and flexibility if you wanted to play something else.
  • Werewolf or Vampire – I don’t see a point for either with this build, could you? Sure, but I don’t mess with it now.
  • Attributes – Since our gear doesn’t have any added health, I put 10 points into health and the rest magicka with magicka glyphs.  I like around 18k health or 20k but remember, more health you have, the less damage and healing you’ll do.  There’s no point in a 40k health healer.
  • Mundus Stone – I prefer the Thief for extra criticals.  This works well if I switch to DPS as well.  For pure healing potential, the Ritual is a great choice as well so we can keep pumping out healing.
  • Food and Drink – Go bi-stat to get the most Magicka as possible.
  • Potions – Make sure to use Spell Power potions as we don’t have Sorcery on our kit.  You don’t need it to heal basic fights, but you’ll need ’em for Veteran Hardmodes and Trials.

This has been The Battery – ESO Templar Healer Build


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