A Templar Healer build focussed on end game trial content. Perfectly viable for 4-man content (vDLC, vDSA), advised is to switch out some support for some damage skills.
I will post several suggestions on notable skills and gear to use and whatnot; do keep in mind that a healer build is never the same, identical loadout. A healer should always take note of what kind of support the party needs and adjust to it accordingly.
The Templar is an amazing class to heal with, if you are new to healing in general I would recommend to pick up this class for the rather forgiving learning curve. The class has several skills and passives that supplements the performance of you and the group.
The distinction between an average and a good healer is that the latter keeps the party alive whilst offering increased sustain to his comrades, debuffing the enemies, buffing his allies and apply some damage of his own (4 man content). This role requires situational awareness, tabs on positioning and incoming damage come to mind.
A Templar healer is a must have in a trial group, they match just about with any healer build but they synergise best with a fellow Templar or the exotic Warden healer.
TABLE OF CONTENTS
III. PERSONAL BUFFS
IV. MUNDUS STONE
VII. NOTABLE FLEX SKILLS
VIII. CHAMPION POINTS
Argonian, Breton or Altmer; all bring solid advantages to a healer in ESO.
In my opinion an Argonian is best as a pure healer in PvE group content, Breton as a PvP healer and the Altmer as a healer with dps served on the side (vDSA, vDLC dungeons).
The ‘Resourceful’ has been changed for Argonian, however I could not find an updated spreasheet as of yet. Resource return is now scaling on max level and has been slightly buffed as such.
I have healed with all three of these races and I like the Argonian most.
Argonians were solid pre-Morrowind, with the recent adjustments they prosper even more. The hit to raw healing power and sustain is definitely noticable. The racial bonusses work really well to soften this decrease; max magicka, max health to counteract a type of food I love to use, healing done, healing recieved and the recovered resources by ‘Resourceful’ simply is the most effective sustain racial perk you can have as a healer (adding ~205 magicka, stamina and health regen as a flat amount). Our lizard tail is a nice roleplay bonus and disregards the need for a broom to clean our Templar house.
Due to our 9% max health passive we can fully dedicate to our magicka attribute, resulting in a bigger pool and stronger heals.
III. PERSONAL BUFFS
For personal buff food/drink I prefer the Witchmother’s Potent Brew, this drink will buff the three stats we need the most (Health, Magicka and Magicka regen). Affect by the provisioning drink perk.
For personal potion chugging I prefer the Spell Power potions. Upon activation it restores a good amount of magicka, increases magicka regeneration and increases your spell damage and spell critical. With relevant alchemy perks this can have a 100% uptime. Due to our Argonian passive it has the added benefit of an additional tri-stat restore effect.
Another personal buff I make use of is being a vampire. Being a vampire nets you an increased 10% magicka and stamina recovery and a noticeable damage reduction when your health drops below 50% (up to 33%). However, your health will recover 75% more slowly and you will take 25% more damage from fire based attacks. This is a minor price to pay for the pro’s it will bring.
IV. MUNDUS STONE
I prefer to use the Thief, increasing the critical rating. The Thief is such a strong boon for a healer at this moment because of the CP adjustments. Blessed has its cap reduced by a whopping 40%, from 25% to 15% increased healing, whereas Elfborn has been unchanged. Another notable mundus is the Atronach for additional magicka regen which may be more handy if you are new to healing and tend to run out faster of magicka (overusage of certain skills, positioning of team).
Depending on the group and content you will have several gear options to choose from as a Templar Healer. Most notable sets are Spell Power Cure, Mending, Sanctuary, Worm’s Raiment. A healer can opt for 2 full set pieces whilst foregoing a monster set. Monster sets for healers are as of now quite lackluster; this is why I opt for 2 full sets with a master restoration staff. It is also an option to use 2 staves of a 5piece set, and wear a 1p monster set for the 1p bonus. This is a good option if you are not able to obtain a Master staff.
I run Divines trait on the small pieces, Infused on the big. Magicka enchant on small and Tri-stat on the big pieces. The Tri-Stat compensates HP-wise for the usage of Witchmothers Potent Brew, still adds some magicka and some extra stamina useful for some situations where you require regular blocking or break-free.
I run three Magicka Cost Reductions glyphs on the jewelry. They can double the Magicka Regen glyphs in their efficiency, as long as you are casting spells all the while. If you find yourself not casting a spell every 2 seconds, opt for Magicka Regen.
Spell Power Cure
Spell Power Cure is the set you will put on and never take out; it offers an incredible damage buff up to 6 group members. Triggers on overhealing, more healing ticks when players are at full health means a higher uptime. Aim for an uptime of 80% or higher.
Farmed in the DLC dungeon White Gold Tower.
Mending is a set that will debuff all the enemies by lowering their damage output; increasing the survivability of your group by a noticable amount. Some bosses have such an high weapon damage stat that this set will not make a difference, or use attacks that does not scale with their stats (for example: vMOL Rakkhat). The debuff has a 10 meter radius, which is something you should account for in your positioning.
Farmed in Aetherian Archives.
Sanctuary is a set that will increase all the healing recieved for your entire group by a whopping 12%. This is immense, considering you are not only buffing your own heals but rather the entirety of heals for your group. This set compensates for the big healing output reduction in Morrowind (Blessed CP, Major Mending removal) rejuvenating group members just as much rapidly as before and allowing the healers to spend more time providing sustain/buffs/debuffs. The buff has a 10 meter radius, which is something you should account for in your positioning.
Farmed in Banished Cells I & II.
Worm’s Raiment is a set that will reduce the cost of all magicka spells cast by 4% for your entire group. Despite a 20% nerf to Worm’s group buff it still is a good set to wear, progressively increasing its value the more Magicka members your party has. However there is an increase in stamina DD in the current meta, further reducing the group utility of this set. Typical Magicka DPS setups in general maintain a rotation where they (nearly) self sustain by including a heavy attack in their rotation, available synergies top them up just fine. Spam builds not incorporating a heavy attack in their rotation may have to drop a heavy attack every ~40 seconds or use a synergy more often because of this. In other words, check the group composition and gauge what they need. Worm’s is definitely not a mandatory equip for every group and argueably is a lot less effective than in the Homestead patch.
Farmed in Vaults of Madness.
In a trials a efficient setup for both healers might be SPC+Mending-SPC+Worms /SPC+Mending-SPC+Sanctuary /SPC+Worms-SPC+Sanctuary.
I prefer to run a Master Restoration staff on my frontbar, allowing for strong heals due to Restoration staff passives as well as utilising the skill tree. The Master Restoration staff grants stamina restore when using springs, helpful for the group in situations where mechanics require you to block or dodge regularly (and one of the few tools to restore stamina to tanks that are holding down block). I switch out traits depending on the group; Precise for raw power healing, Decisive for comfortable content allowing to pump out more ultimate, Defending if you are lower CP to compensate for the max stat loss/loss in defensive CP’s. The remaining traits have no significant value over these according to my own testing.
The enchantment does not get stripped if you use a poison with this, so I can highly recommend this. I prefer to run a Magicka Drain poison, giving you a strong source of extra magicka recovery. Other relevant poisons: Minor Breach, Minor Fracture.
I prefer to run a crafted destruction lightning staff infused with the spell damage glyph. Out of my testing this allows for the most efficient way to gain extra spell damage to make your heals stronger. It outperforms an infused Master Lightning (in terms of average spell damage) with an uptime of 20% on the enchant. You will likely see an uptime of 60% to 75% depending on your weaves. An alternative would be infused crusher (or weakening) to support the group, however in general this would lead to overpenetration because DPS roles tend to spec some points into Penetration CP for reliable deeps.
Another option is to run a charged lightning staff with a shock enchant. This is recommendable for solo/4man/group content where you need a higher uptime on MV/OB. In a well balanced trial group, it is not necessary. On a sidenote, a charged staff without the Shock enchant is far from efficient on applying MV and thus OB.
This is a generic loadout I typically run for most content. However I do switch out skills a lot depending on content, who my co-healer is, et cetera. Get all passives associated with the skill trees.
Frontbar: Restoration Staff
Breath of Life
Useful burst heal that can crit for immense amounts. The first healing affect needs to be directed at the target, the second effect can trigger on the next lowest health party member in a 28m radius. It is costly, inefficient in terms of group healing/utily but serves as a potent emergency heal.
A low cost AoE Heal over Time. It stacks with itself, so it can be spammed. Due to the nature of the cost regain this is a really cheap way to convert your magicka into heal for the group. It has a target cap of 6. Illustrious healing is also a very potent morph, however the sheer effectiveness of springs makes it a more unique addition to our healing arsenal. Restores an amount of stamina on the first heal tick when utilising a Master Restoration staff.
A potent, cone burst heal that buffs a maximum of 6 party members in one cast. Try to maintain a healthy 80%-90% uptime on these buffs, try to estimate when you really need to panick heal with BOL or springs or rather just can solve it with a Combat prayer burstcast. 100% uptime buffs are nice to see on a combat analysis, but the reality is that if you are overcasting Combat Prayer you or your group is gonna suffer for it in different ways.
Hands down the strongest (potential) healing spell in the game. It heals a target twice a second, has a cap of 6 and can be synergised for a 7K heal and 4k max resource stam or mag restore. Great healing, great way to maintain a high SPC uptime and offers great sustain to the group. The synergy can be a bit tricky to catch, I however do not experience a lot of issue with this (I noticed that pressing the synergy key before the screen notification actually shows up helps a lot).
Can be replaced by shards for a more reliable synergy in certain conditions. Combined with the Undaunted passive it restores an additional 4% of the three resources on synergy activation.
Applies minor lifesteal instantly for 20 seconds, giving a reliable heal every second for most of our party members. A very cheap, potent way of healing. The minor lifesteal heal can crit and procs SPC (ticks are between 1K-1.5K).
Barrier can be used as a panick button ultimate, but basically you never should. It only affects 6 targets maximum and the shield is easily mitigated in trials. Basically slot this for the passive 10% magicka regeneration boost from the support passive. If you have not PVP’ed that much, Meteor from the Mages Guild skill line is a notable placeholder providing 2% max magicka and 2% max magicka regeneration. Radial sweep can also be slotted (Aedric spear) instead for 10% increased critical damage and 15% extra block mitigation if you do not run shards.
Some trial situations might require some hardcore damage mitigation depending on group survivability or group dps- this is where Nova is the ultimate damage mitigation king.
Backbar: Destruction Staff
A zero magicka cost skill to cast that buffs and debuffs in one button. Applies major breach and minor magickasteal. Essential to have 100% uptime on this. It does not aggro adds, inflict debuff on all trash that is not being taunted by the tank before the fight starts.
This light shines brighter than the dawn! It is a cheap DOT and HOT. We use this for the ultimate generation and the minor sorcery buff to the group. The extra damage and decent AoE HoT is a bonus.
An AoE skill that triggers concussed targets to go off balance. This will majorly increase the dps of your group if specced right. It also is a skill that reliable procs minor magicka steal for our own self sustain. Try to maintain a 100% uptime on this.
The inner circle of our Templar house. A very cheap skill that gives us 26 seconds of major ward/resolve and 480 magicka regen to boot. Boosts own survivability and sustain, also gives minor mending if you are not using ritual.
The outer circle of our Templar house. It is essentialy a 12 meter radius heal over time for 24 seconds. It cleanses yourself of up to 5 debuffs on cast, it provides a cleanse synergy to the group which also heals. It helps with SPC uptime and provides minor mending if you are not using Channeled Focus. Inflicts a 30% snare on enemies in the ritual and combined with the Undaunted passive it restores an additional 4% of the three resources on synergy activation..
Ultimate: War Horn
Very effective ultimate that supports the group. A 30 second max resource (hp, mag, stam) buff of 10% and Major Force for 9.5 seconds. As a group, try to maintain a 100% uptime. If specced correctly, ultigen tanks and decisive staff wearing healing can pop War Horns on cooldown- allowing a much higher uptime on Major Force.
VII. NOTABLE FLEX SKILLS
As said before, I switch skills depending on content. I do not have a designated flex skill because it depends on several factors. I take out Purifying light if I feel the group cannot properly utilise the extra dps by a warhorn off cooldown. I take out Elemental drain if the other healer wants to run it. Etc.
- Puncturing Sweeps
AoE DoT and selfheal, for offdps
- Spear Shards
One morph offers a strong DoT, the other a better group synergy which is easy to target and pick up
- Radiant Oppression
Execution skills, offdps
- Restoring Aura
One morph inflicts a AoE minor magickasteal, the other a free heal to party and self stamina restore on a corpse. Passively gives 10% extra resource regeneration. Not a fan of the first, Elemental drain is practically always superior.
- Force Shock
One morph does more damage, the other brings utility. I prefer to use the utility variant (Crushing Shock) in some dungeon or specific trial content (vHRC, Yokeda Kai) because it can be a nifty ranged interrupt that also sets the targets offbalance.
- Steadfast Ward
One morph gives a small heal on cast and after the shield expires, the other shields the caster aswell. I opt for the latter, Ward Ally, because in some content I can replace harness magicka with it and provide more group survivability this way.
- Inner Light
Mages guild, boosts max magicka by 7%, magicka regen by 2% and gives Major Prophecy.
- Harness Magicka
A strong shield utilised to protect you from harm. Gives back magicka when hit with spells, almost negating its cost. Essential in some harder content.
An AoE cleanse for the party with a cap of 6. One morph heals targets when cleansed and the other reduces the cost. The healing is pretty weak so whereas the cost reduction is pretty significant so I opt for Efficient Purge. Needs to be equipped in vMOL(twins, trash)/vHOF
VIII. CHAMPION POINTS
For pure heals
Shadow Ward 6
Spell Erosion 1
Staff Expert 9
Elemental Defender 43
Thick Skinned 51
Spell Shield 22
For off dps (can significantly increase your dps output at a marginal cost of reduced healing)
Shadow Ward 6
Spell Erosion 4
Elemental Expert 37
Master at Arms 18
Elemental Defender 43
Thick Skinned 51
Spell Shield 22
Should be around 17K buffed only with food and gear enchants
Should be around 35K buffed only with food and gear enchants
Should be be around 11K buffed only with gear enchants
Thank you for reading. Special thanks to @SamwiseGanja420 (made sure I got as addicted to raiding as he is), @Mrclyde (for late night roleplay and theorycraft conversations) and @mAxYz (for using his house as a testing grounds from time to time, which he may or may not have realised because he is too busy trying for #1 vDSA).
Also published a Warden healer build which synergises well with this one >> PvE Warden Healer Mender!
If you have any questions or remarks, comment down below. I don’t bite, those pesky Khajiits do though!
- This topic was modified 3 days, 7 hours ago by Nick5262.
- Puncturing Sweeps
Total Posts: 1002
The layout and organisation are very good. Just a few things at first glance.
On race, the potion effect of Resourceful (Argonian) had been changed for 3.0.
Blessed has its cap reduced by a whopping 10%, from 25% to 15% increased healing, whereas Elfborn has been unchanged.
Shouldn’t this be a 40% reduction?
I switch out traits depending on the group; Precise for raw power healing,
As opposed to Powered?
Thanks Latin, has been adjusted.
Regarding Precise vs Powered, due to the adjustments it is actually on par in terms of average HPS. I prefer Precise over Powered because it does empowers multi tick heals like Energy Orbs more in the end. Even more so, a semi coordinated raid group will have an uptime of 33% at least on Major Force (further strengthening the critical healing by ~25%).
- This reply was modified 4 days, 22 hours ago by Nick5262.
Total Posts: 2
Great build guide! Very thorough.. rockin’ healer!
Total Posts: 2
Well decorated post,easy understandable build,top
Now added an extra option for CP setup
Total Posts: 1
I noticed you didn’t mention the gossamer set at all. Don’t you think it is a viable option in some kind of contents like vMoL Hard Mode, where the dodge chance (of the little orbs coming from the middle platform for example) could possibly outperform some other sets such as the worms or the mending (in that particular situation)?
Gossamer has great potential, but in general it is counterproductive to the magnificent Spell Power Cure set (which is the uncontested best support set for the group). Gossamer procs on actual healing instead of overheals. In addition to that Gossamer scales better with fast hitting attacks, instead of the harder (and slower) hitting ones we generally see in hard end game content.
A very good combination to help your group survive is Mending + Sanctuary, but seeing Mending is kind of redundant in vMOL HM, I’d rather go for Worm’s (either people play it safe, shield up a lot in their rotation or go for more burst damage with spammables which are more reliant on Worm’s this patch compared to the previous).
You are not currently logged in. You must log in before replying to this topic.