ESO Templar PvP Healer

Welcome to our Elder Scrolls Online Templar PvP Healer now called the Guardian.  The idea of this build is simple, keep people alive and be hard as hell to kill.  Ideally you’d play this in a four to eight man group in Cyrodiil or Battlegrounds. If you’re looking for a place to start PvPing in the Elder Scrolls Online as a healer, the Guardian is for you.

“Guardian: a defender, protector, or keeper.”

Overview

[Updated for ESO Patch Clockwork City]

This build centers incredibly tough to kill mentality.  “You can’t heal when you’re dead,” and you don’t want to find out the hard way.  You sacrifice solo and 1v1 damage for all out tankiness and group healing.  If you like playing the super hard to kill healer, this is for you.  Here’s my quick list of strengths and weaknesses here are some you should look at before playing the Warden:

+ Powerful healing group

+ Group utility

+Good resource sustained

– Lacks damage

– Not effective solo


Should You Play This Build?

Only play this if you DON’T have a problem with getting focused by the opposing team.  As a Templar PvP healer, you have to embrace people trying to kill you, stun you and constantly being in the sights of the opposition.  If you can accept this and enjoy it, you’re damage dealers will absolutely mow everything down while you survive.  Ideally, I would play this build with other people regardless of their experience level.  Solo play, this is not ideal as you have very little damaging abilities and rely on others to kill people (Omega/Bee Mode for solo play).  But if you have a well coordinated group with high damage, you’ll keep them alive so they can do their job.  If you want to be the absolutely annoying healer that will not die, play this build.


How to Level

The simplests way to level is honestly, play as a damage dealer.  Your first three skill lines provide you with great utility and you can use the initial skills the entire game.  Remember to throw one skill from each class skill line (Aedric Spear, Dawn’s Wrath and Restoring Light) along with one Restoration Staff ability and Sword Shield or Destruction Staff.  The reason for doing is so when you hit max level, each skill line will have leveled equally.  You can even put something in  your ultimate slot for quicker leveling (Restoring Light most likely). When I leveled, my bar looked like this

  1. Puncturing Sweeps (literally can use this for main attack the entire game).
  2. Reflective Light (ranged damage over time, also used forever).
  3. Breath of Life (burst heal for you and group).
  4. Puncture (I have a Destruction Staff equipped so this slot would literally be useless other than the fact merely slotting it levels our skill line).
  5. Healing Springs (Restoration Staff skill and I would swap them out and level each one just so that each can be morphed when end game has been reached).
  • [Ultimate] Remembrance (Restoring Light ultimate to quickly level that to 50 for valuable passives).

No matter if you have zero Champion Points or 1,000 like, Reflective Light, Sweeps and Breath will get you through the majority of any content without needed to bar swap. Seriously.


Priority Skills

The main goal is to reach level 50 in Restoration Staff skill line for the ultimate.  Most of the skills you will unlock later in the game but focus on Resto staff, especially if you can get a training weapon or buy one from a vendor.  Once I got the hang of my build, I would make my back bar skills that I needed to level and morph.  When I would turn a quest in or get a flood of experience points, I’d swap to that bar prior and boom, you’ll have skills that can be morphed and ready for use instead of having to earn experience past level 50.


Priority Passives

Remember this if you don’t learn anything else, passives make you powerful.  You can only have so many skills on your bar while passives you continually add (up to a point).

  1. Class skill lines (take them all even if you don’t think you’ll use them)
  2. Armor skill lines, Heavy first then Light
  3. Weapons – Restoration then Sword and Shield at end game
  4. Race
  5. Vampire
  6. Undaunted, Fighters Guild then Mages Guild
  7. Alliance War Support then Assault
  8. Crafting Alchemy (hit level 50 specifically for Medical Use)

Yeah, that’s a lot of skill points.  Even after you hit level 50, you’ll be starved of skill points.  I have a separate guild on it, but public dungeon bosses, group dungeons and skyshard hunting to optimize your character will be needed.


Skills

Bar One – Sword and Shield – Used for blocking while taking damage and your burst heal/mobility bar.

  1. Restoring Focus (morph of Rune Focus | Restoring Light skill line) – While Channeled Focus (the other morph) gives us great magicka return, this provides us with minor vitality and protection.  Considering that the Templar no longer has Major mending (only minor) the extra defensive buffs make it a must have.  Furthermore, battlegrounds are no longer zero Champion Points thus resource sustain is up across the board.  Keep this down, it’s incredible.
  2. Extended Ritual (morph of Cleansing Ritual | Restoring Light skill line) – This skill provides minor mending, a heal over time, a snare and a synergy the removes negative effects (if activated).  I often use this more than Breath of Life (BoL) for survival which I will show in the video.  In the days of ESO posions, removing harmful effects is almost more important than outright healing and this is a much have.
  3. Elusive Mist (morph of Mist Form | Vampire skill line) – Our mobility survival tool that gives us time to think.  The benefits are removal of snares/immobilizes and speed, the downsides are the lack of casting while in Mist Form.  This skill takes a long time to perfect but once you learn how to Mist and Line of Sight (LoS) you’ll be very hard to kill.
  4. Luminous Shard (morph of Spear Shards | Aedric Spear skill line) – This ability has seen some changes and no longer stuns but provides a synergy that if activated, gives back either magicka or stamina (depending on which is lowest).  We can no longer depend on this as a stun merely a support and resource tool for other players.  Keep in mind, that only one person can activate each synergy for the resource benefits.  Thus some situations call for multiple spears to be thrown.
  5. Breath of Life (morph of Rushed Ceremony | Restoring Light skill line) – The best burst heal in the game.  Not only that, but it doesn’t need to be aimed or pointed, simply press it and Breath will heal the lowest target and one other.  The trick to Templar healing is not only spam this as it has a hefty magicka cost but use it for “oh crap” situations.
  • Spell Wall (morph of Shield Wall | One-Handed and Shield skill line) –  While this isn’t so much a group utility tool, it is one that saves my life repeatedly.  Out of stamina, cast.  Getting focused at range, cast.  Remember that if you die, your team will so staying alive yourself outweighs keep up other people.  While we want to use the Restoration Staff ultimate primarily, this is a go to for escaping or charging in.
    • [Ultimate] Remembrance (morph of Rite of Passage | Restoring Light skill line) -This skill too has seen some changes in that it now provides major protection where as previously it didn’t.  Thus making it a secondary choice in ultimates for the current patch as it’s limited mobility and major protection can be obtained many other ways.

Bar Two – Restoration Staff – This bar is meant for area healing, pre-fight buffing and stunning opponents.

  1. Rapid Regeneration (morph of Regeneration | Restoration Staff skill line) – This skill provides a powerful and semi long lasting heal over time.  It’s critical to our build because our monster helms rely on being heal to proc (activate) the set bonus.  Additionally, good healers rely on their healing over time (HoT) to fill up friendly not high magicka cost abilities like breath of life.  The idea is to cast this two to three times during movement phase to maintain a strong HoT for your group.  I prefer this morph over mutagen since it happens more frequently thus procing our monster helm more often as well.  Once applied, if Retreating Maneuver is cast, you will not exit the immunity.  Heals on the go is very important in this patch and a must have in my opinion.
  2. Efficient Purge (morph of Cleanse | Alliance War Support skill line) – An area (AoE) cleanse meaning removing negative effects from you and other party members (DoTs, flame damage, healing debuffs, etc).  Having it on the bar also gives us 10% more magicka recovery due to Alliance War Support Passive Magicka Aid.  Is it useful to cast this frequently?  Yes, but don’t be the mindless spam this ability as you’ll blow through your magic pretty quickly.  The idea on when to use this over Extended Ritual is for instance if your groups is “Talons” in place by a Dragonknight.  Some might be able to activate the Ritual synergy, while others might not due to its cool down.  If you need to get everyone up and on the move, cast Purge and don’t rely on the synergy activation.
  3. Repentance (morph of Restoring Aura | Restoring Light skill line) – Another skill that has seen a massive nerf (probably for the best).  This skill no only gives you back stamina though still healing allies with corpses.  I consider this a flex spot now since Spear can give stamina or magicka back.  It’s still useful for a zero magicka heal, especially if your group is killing players.
  4. Aurora Javelin (morph of Piercing Javelin | Aedric Spear skill line) – This is a decent ranged stun that can be used to show friendly players who I want them to attack.  The knockback is nice as well to kick people off high points and get a numerical advantage.  Use this in a defensive manner.
  5. Healing Spring (morph of Grand Healing | Restoration Staff skill line) – The power behind this skill is the way you place it and stack up the effective.  Springs HoT can stack so if you front load springs where the fight is likely to take place, your party lives.  Additionally it can be very cheap area heal if you have a lot of party members.
    • Flex Combat Pray (morph of Blessing of Protection | Restoration Staff skill line) – For groups of four, I like this ability.  However, if I’m playing with Nightblades, Wardens or someone using Slimcraw monster helm, this because less impactful as they are already receiving the buff.
  • [Ultimate] Life’s Champion (morph of Panacea | Restoration Staff skill line) – A highly mobile and effective low cost ultimate for small group play as the buffs provide go to whoever is getting healed at the time.
    • FLEX – Solar Prison (morph of Nova |Dawn’s Wrath skill line) – Depending on group dynamics, Nova can come in very handy as it provides damage, damage reduction and a AoE synergy that hits like a truck. Problem with it, it’s a ground based ability that can be negated so it isn’t 100% reliable like other abilities.

Gear

IDEAL STATS – 25k health > 30k magic > 15k stamina   (ATTRIBUTES depends on your race, there is no one 13/10/45 perfect scenario.  Hit the numbers that’s what is important)

  • Monster Helm Sets
    • Earthgore – Found in Bloodroot Forge in Craglorn (Horns of Reach DLC).  This set acts as both a monster area heal and removal of ground effects (like a negate).  In it’s current form, it’s too powerful to pass up.
      • Troll King – My secondary option, which can be found in Blessed Crucible dungeon.  This set has no cool down, applies to everyone in your group and health recovery isn’t effected by battle spirit.  In a four player team, typically I like my tank to run this with Echoing Vigor while I run Earthgore for burst healing.
  • Master’s Staff – The stamina return with Springs makes this a must have.  Now, the game has additional options such as Maelstrom and the new Asylum which I have yet to obtain and try out.  If you don’t have any of that, craft a Kagrenac’s Hope so you can get the four piece even when bar swapping.
  • Five Piece Sets
    • Kagrenac’s Hope – My favorite PvP five piece and really powerful on a Templar Healer.  Note that we only get the five piece bonus on Sword and Shield which is fine because that’s where most of the action is anyways.  You can get this crafted in the Fighters Guild final area.  This provides a balance stat line and important resurrection speed which has saved my team countless times.
      • Seducers is also a great option for better resource sustain.
    • Sanctuary – By far, the best group oriented PvP set in the game.   I have no idea why this hasn’t been nerfed nor more people do not use it.  Why is it so OP?  Because the five piece bonus of extra healing isn’t considered a buff (major or minor) thus you can stack major and minor on top of it.  And it effects you and 11 other people.
      • Transmutation – This is a great choice for a five piece set because the game considers almost everything we do a “Heal over Time”  (Rapid Regen, Healing Springs, Extended Ritual, and even Heavy Restoration attacks can proc this).  I still think the overall healing increase of Sanctuary is better this patch, but Trans is a close second.

Consumables, Race and Mundus Stone

Food: Purple tri-stat for (max health stamina and magicka at Champion Point 150).  You need a large pool of all three resources and this is the best way to get it along with Prismatic enchants on our gear.

Potions: Tri-potions that give you back all three resources (health, stamina and magicka).  You can craft these with Bugloss, Columbine and Mountain Flower (and more combinations).  I also carry with me Immovability potions which prevent you from being stunned for 15 seconds.  These are useful when charging into a keep and you must be healing the entire time (Bugloss, Columbine and Wormwood).

Race: Argonian still remains the strongest due to its max stats, potion passive and swimming speed (that’s a joke).  There are many other great options including Dunmer for those who want to do damage as well or I have even run this build with great effect on Imperial.  In the end, skill > race.

Mundus Stone: Atronach which adds magicka recovery is the most useful that I’ve found.

Traits: For the most part, I run all impenetrable on my armor.  My shield I run Sturdy since I’ll be specifically blocking on that bar.  Weapons I find powered useful for burst healing on Sword and Shield while the extra stamina via infused comes in handy on Master’s Restoration Staff (precise also great).

Armor Weight: Heavy armor for PvP is by far the best five piece because of Constitution passive.  This gives us back both magicka and stamina which is needed for blocking, breaking free, etc.  You must have two light via the Sanctuary setup as we want this constantly on (not just on Sword and Shield).

Infection:  I feel Vampire is a must have in today’s game.  The mobility provided by Mist Form is too good to pass up.  The Undead passive remains one of the more “busted” overpowered in the game and we have a self cleanse.  Are there downsides? Sure, Dawnbreakers, siege, etc but the positives outweigh the negatives.

Attributes: All magicka if Argonian.


Champion Points

Blue

  • Elfborn – 81
  • Blessed – 76
  • Elemental Expert – 43
  • Master at Arms – 28
  • Staff Expert – 2

Red

  • Hardy – 43
  • Elemental Defender – 44
  • Thick Skinned – 44
  • Iron Clad – 26
  • Resistant – 27
  • Quick Recovery – 3
  • Expert Defender – 3

Green

  • Siphoner  -43
  • Warlord- 37
  • Sprinter – 6
  • Arcanist – 32
  • Tenacity – 32
  • Shadow – 44
  • Tumbling – 31

How to Heal (Rotation)

Instead of spending an eternity on writing this, I suggest please watch the video.  I will post detailed fight scenarios in here that will show how to dynamic heal. Otherwise it will take me an entire book to share this knowledge with you.  And with that, I thank you for reading my Elder Scrolls Online PvP Templar Healer, the Guardian