Tamriel Foundry

A Long Guide to Nightblade PVE Healing: The MadGod

Announcement: If you like this build feel free to check out my newest one, Full Blown Aids, the pvp warden tank (click if interested)! Updated for Updated for Summerset Patch. Updated content has *.

What's New:

Completely redid the guide to be more concise (yet still has plenty of description as before).

2 different ways to heal.

New armor sets. 

If you have already read the guide and just want to see the new stuff Hold CTRL+F key and search *

Purpose:

To share an effective build that works in end game content. To share strategies and safeguards against downfalls of being a nightblade healer. To break traditional roles and create a build that is not only has effective group utility, but outshines (in all possible ways) that of the Templar healer.

Introduction:

After getting into the 300-350 champ point range I realized that Templar healing had become something of a bore to me. In order to enjoy myself as a Templar healer I was forced to a: run vet trials or things like vet Dragonstar Arena, or b: join a group of newbs and power heal them through a dungeon. Thus I decided to create a BloodMage healer (as they’re often called).

Now, keep in mind, I would not create this as a first character, and maybe not even a second. You need to have plenty of experience healing and at least a little experience DPSing to properly execute this build. Further, I recommend going in with 75 Champ points into Blessed at the start of creating this build so that you can go into Normal dungeons as a healer role and not totally screw your team. The quicker you can get into Normal dungeons and begin working on rotation, the easier it will be later on in Vet dungeons.

Strengths:

1) Best part, of course, being able to DPS and heal at the same time! If you have ever read another bloodmage build before you know that this is what we go crazy about! There is an argument that you should just let the DPS do their jobs and heal them through whatever shit they get themselves into. While I do agree that a healer should…umm heal…the primary goal is to kill shit and move onto the next thing! The faster things drop, the less healing you have to do. My counterargument is: if you can DPS without sacrificing heals then you are doing a better job than other healers. I have had plenty of people start a dungeon with me on the first groups of adds and ask if the dungeon is set to vet. Shit drops that fast!

2)Nightblades give stronger HOT heals and buffs than Templars.

3) Single player content is not nearly as boring.

4)You can normally que as both DPS and Healer. Just switch out your resto staff for destro staff, switch a few skills, and BAM! You are now a DPS.

5) It is less boring than Templar healing because when everyone is at 100% health you can still do things other than Radiant Oppression or spamming Shards.

Weaknesses:

1) No spammable burst heal (ie: Breath Of Life). While I do agree that this kind of sucks, it is not the end of the world. I hardly ever even use BOL anymore on my Templar anyway unless the content is really intense. *However, Healthy Offering is now a smart heal and kinda acts the way BoL does.

2)No class skills to get rid of Negative Effects (ie: DOTs, poison, disease, fire, resistance drops, etc.). This is something that you really have to power heal through, but I will provide possible fixes for this later.

So, let’s get into the build.

Race: I run a Breton, but High Elf or Argonian could be good second choices.

*Why?Breton passives are everything about resource manipulation. High Elves are close behind but the last passive gives bonuses to elemental damage which doesn't apply to NBs unless they are dps. Argonians get a healing bonus, but since NB healers DPS and heal I feel like this passive is only half as effective as it could be.

Drink: I'm using Witchmother's Potent Brew (Increase Max Health, Max Mag, and Mag Recov) because I have no issues with sustain. Orzorga's Red Frothgar (Increase Max Health and Mag Recovery) is still a really good backup.

Potion: Crafted Magicka recovery (I also go with spell damage and spell crit just in case there is downtime on my Sap Essence) (Important that they are crafted potions because the generic ones have about half the uptime)

*Build 1: DPS healing (my preference) Personally, I believe that the whole reason of running a NB healer is to be able to DPS and heal at the same time. If you wanna heal without your DPS skills you may as well just run a Templar. That said, I will still be providing a “healing only” build as build number 2. Build 1 requires a better balance of Spell Damage, Spell Crit, Max Mag and Mag recov than build 2.

Bar 1 Destro Staff: 

I have chosen a fire staff because it increases single target damage, specifically for Funnel Health. Shock staff will increase your AOE damage, essentially for your Sap Essence and Refreshing Path. * It is also good to run lightning staff if you don't have IA to help apply Minor Maim to enemies.

Ultimate:Soul Harvest (Morph of Death Stroke), Soul Siphon (Morph of Soul Shred), or Aggressive War Horn (Morph of War Horn)

Soul Harvest (Preference for dungeons) is there because it gives back Ult hella fast, it can nearly be spammed, it increases your DPS on target (which in turn increases your heals on your allies), and because with the Hemorrhage passive every time you crit you give your team Minor Savagery!

Soul Siphon is an amazing burst heal as it gives everyone who is hit gains Major Vitality. Can really be a life saver.

Aggressive Warhorn is a secondary option and possibly a more popular one. It is pretty clear why you would have it especially in trials. * I prefer this on my Resto bar.

1) Sap Essence (Morph of Drain Power)

I use this on adds to just help take them down quickly. This is essentially a burst heal but it is only super effective when there are 3 or more enemies. I do hit this once and a while against single target enemies to give me Major Sorcery as well.

2) Refreshing Path (Morph of Path of Darkness)

Keep this up at all times and try to cast it right where your allies *tank is standing! Not only does this give some pretty awesome heals, but it also gives you Major Expedition, Major Resolve, and Major Ward with the Shadow Barrier Passive. As much as people move around I prefer to just throw this under tank and boss. I very seldom stand on my own path.

3) Flex Spot, I use either: Efficient Purge (Morph of Purge), or Energy Orb (Preference)(Morph of Necrotic Orb)

Energy Orbs: These heal whoever they pass which is nice, but more importantly, when an ally activates the synergy it burst heals them and gives them back either magicka or stamina based on their total resource. Ungodly important now that all skills are way more expensive!

Efficient Purge: Super important to have when you need it! Do some PVP and unlock this ASAP! This is the only skill nightblades can use to take away negative effects! I only put this on my bar if I am going up against a dot heavy boss or dungeon. A must have for both White Gold Tower and Imperial City Prison! This skill is fucking costly so do not waste it!

4) Funnel Health (Morph of Strife)

This is your main spammable ability. The higher you hit with this ability the more health you and your allies get back! This puts a HOT that ticks every 2 secs for 10 secs on only one person at a time, but you can increase that time by spamming it over and over. Normally my funnel health hits for at least 9K with 32% of that going toward heals, so my HOTs tick for about 3.2K every 2 secs!

I finally got this to hit up to 18K with all my buffs down and debuffs on the boss! HOTs tick for 6K :D

5) Flex: Inner Light (Morph of Mages Light) or Elemental Blockade (With Shock Staff and not using IA), or Elemental Drain

Inner Light: Everyone knows why we keep this skill. Increased Crit % and more magicka. Very important.

Elemental Blockade: If you don't have IA you can use this skill to help proc Minor Vulnerability to all enemies and helps with Off-Balance uptime. More on this in the section labeled Gear.

Elemental Drain: Applies Major Breach and gives Minor Magicka Steal to the enemy. Very helpful, though if you are running with a templar I suggest asking the Templar to run Radiant Aura so you don't have to worry about this.

Bar 2: Resto Staff

(With this build your DW is going to hit harder than your resto staff so clearly your Funnel Health and Sap Essence are going to be stronger on your DW.)

UltimateEither *Veil of Blades or Aggressive War Horn (Preference)(Morph of War Horn)

*Veil of Blades is an insanely useful skill even though it is costly. Essentially it does the same things as the Templar ulti Solar Disturbance but grants every ally Major Protection instead of granting enemies Major Maim, reduces enemies movement speeds by 70%, and (even better) the synergy heals allies. This is to group and execute adds efficiently.

Aggressive War Horn: Same reasons as before.

1) Healthy Offering: This is the newest skill to be added to our repertoire and we should welcome it with open arms. Basically, this skill puts a significant HoT on you or an ally at the expense of your own health. My HO gives a total 16K HoT over 8 seconds, ticking every second and costs 6K worth of my health in DOT form. It is important for us to choose this morph because it gives us Minor Mending which is a huge help and something we did not have access to before Clockwork City (The other morph simply lessens the health cost to us) and even better in *Summerset because it is now a smart heal so no more aiming.

- Important information:

1. This skill can kill you so do NOT use it unless you have full health. Use this skill carefully. It is important to keep up Minor Mending as much as possible but is definitely not worth dying over.

2. Because this skill uses health it can be awesome if you have little mag because you can always use this skill. However, because of the relatively high health cost, I prefer to cast Combat Prayer directly after this to bring myself back up to full health and apply Minor Berserk to the group. This is why I choose to keep this on my Resto Bar. If you use this on your Destro Bar then be sure to cast a healing skill directly after.

4. I personally find it pointless to keep this HoT on more than one person at a time. We have so many HoTs running that this one just kinda seems like an extra blanket for one person. Cutting yourself for 6K health 3 times in a row is just a really bad idea.

2) Combat Prayer (Morph of Blessing of Protection)

Not only does this burst heal (Not a strong burst heal so don’t rely on it) but it also gives Minor Berserk, Minor Resolve, and Minor Ward! The Berserk is especially important for you because it is going to cause your Funnel Health to hit harder, *but also affects your team's dps to get the killing done faster.

3) Mutagen (Morph of Regeneration)

I have tried both morphs of this on this build, and for the Templar healer I like Rapid Regeneration more, but as a Nightblade it is just nice to have a failsafe. Mutagen is the perfect skill because it is a HOT on top of your Funnel Health HOT and if someone runs low on health the mutagen helps them out. This also removes a negative affect without the need for Purge so I find this one to be the best.

4) Ward Ally or Healing Ward(Morph of Steadfast Ward)

I use this in DOT heavy fights mostly and this shield can normally protect an ally enough till their HOTS bring them up to full health. This is especially helpful is fights where you are really spread out. This skill costs a lot so kinda try not to rely on it. This is like your BoL. Also, until just recently I was using Ward Ally instead of Healing Ward for the extra shield for myself just in case, but I am now confident in myself to stay out of harmful situations so I have switched to Healing Ward. The morph you choose doesn't have that much impact and is basically just personal preference.

5) Flex: Healing Springs (Morph of Grand Healing), Mend Spirit (Morph of Mend Wounds) or Siphon Spirit (Morph of Force Siphon)

Healing Springs: Of course you have to have this skill as a healer, it is super important, and it stacks! On the NB healer I hardly ever throw down HS though because of all the HOTs that I have running, but if things get stressful have everyone stack up, pop 3 of these underneath everyone, and you will find a happy place.

*Mend Spirit: Replaces LAs and HAs with heals, all around just a nice way add more HoTs to our repertoire. 

*Siphon Spirit: I know I’ll get shit for even mentioning it but fuck it, this skill is useful as hell in dungeons (only) for the NB Healer (only). I hardly ever use HS when I have it equipped so why not use this? It gives health and mag back to allies when they attack the enemy. It has a cast time but as long as your hots are up it is negligible. One thing that plenty of people overlook is that this skill used to have a limit of 1 enemy at a time, but not anymore. The skill is significantly better than it was a few patches ago and really doesn’t hurt to use.

Rotation:

Pop Mutagen, * Healthy Offering, and Combat Prayer before every fight. Run in and hit at least one enemy with Sap Essence to give yourself Major Sorcery. If there are easy adds I just keep spamming Sap Essence until they are all dead because no one is going down as long as you do that. Throw Refreshing Path underneath your tank. If there is one tough add or a boss be sure to cast all debuff skills on it, keep up your buffs and HOTs and start spamming Funnel Health. Pop your Ultimates whenever you get them (and you will have them a lot because you are a Nightblade).

Resto staff heavy attacks are very important to help keep your Magicka up. Pick your timing carefully and be sure to pop potions to give you more mag back and extra ulti.

Mundus:

I run the thief since I switched some gear around, so my advice to this: If you have 60% crit or higher go with the Shadow, otherwise hit up the Thief. Never get higher than 70%. (If you don't know why then look up Crit % Diminishing Returns. I'm not about to go into a big explanation about it).

The thief is outrageously important and it pisses me off to know end that this got nerfed so hard in Horns of the Reach. Many people have asked me why use the thief still and asked me to revamp for another mundus. For me, this is impossible.

Reasoning: Funnel Health puts a HoT on our friends based on 32% of our damage done to enemy. This skill is the single most important part of our repertoire. A 6K HoT is huge and outrageously helpful! Now, my normal attacks only hit for about 7K which only gives a 2.5K HoT. When I crit I hit for 18K which gives a 6K HoT. This is why it is outrageously important to crit as much as possible. Lastly, both attacks and heals crit, so we benefit from crit (arguably) more than any other class/role.

Gear

I will list a few different gear setups just for diversity. The most important thing is that you have 5 piece Spell Power Cure. 

Monster Sets: I know that monster sets are not popular on healers but as of One Tamriel we have some choices. The sad thing is most people cannot see the potential of Monster sets for healers because they always think of them for Templars, but they never seem to try them on Nightblades. I have tried quite a few and I have found 3 that work well for me.

1: The Troll King: This set seems ridiculous. Health recovery increase to ally if your heal does not put them over 60%. That really just sounds ridiculous on a Templar healer because of the amazing burst heals. But, because of all the HOTs I drop as a nightblade healer everyone’s health recovery pretty much stays at a constant ungodly rate! I may have 3 HOTs tick at the same time, but the set procs based on each individual heal. And the best part, there is absolutely no cooldown (as of yet)!

2: Sentinel of Rhugamz: This set is helpful to the Nightblade healer because it gives back stamina to the people that stand around the dwarven spider. As nightblades can’t give back stamina this is a fix (but not necessarily a solution). The main downside to this is that you don’t know where it is going to drop and you can’t always stand near the tank waiting for your monster set to proc. I would only really use this in trials where you are in the middle of everyone pretty much all the time.

3: Iceheart: I especially like this set for the spell critical on the first piece. If you are with a group that you are pretty sure aren’t going to have a problem this is a fun set to run. Damage the enemy, get a shield, damage more enemies. Couldn’t be more simple.

*Why not Earthgore? It gives an insane heal for 6 seconds and then doesn’t do shit for almost 30 more seconds! I would be totally for this set if the cooldown was less, but an outrageous overheal and then nothing for 30 seconds is just diminishing returns to me. 

Starting Out

Law Of Julianos and Mother’s Sorrow.

Then Julianos and Spell Power Cure

Explanation: Just make sure you have 5 SPC at all times and 5 Julianos on the DW bar. I also understand getting SPC isn't super easy and because of this I highly advise Mother's Sorrow as a temporary option. This set can be found in the overworld in Deshaan. Be aware that this set can be annoying to farm and can sell for a shit ton of money! Whatever you do, make sure you shop around for it, don't get ripped off.

*Shit healing sets for this build my opinion:

Combat Physician: The least shitty set in this shitty sets area of the guide. Yes, you give an ally a damage shield, but it isn't that strong and you can't give it to anyone else for 6 seconds. You are better off with another set.

Prayer: This one gives a damage shield as well with no cooldown, but the shield is so week what's the point. It looks good on paper, but after testing I can tell you it's worthless.

Lich: Amazing for templar healers, shit for NB healers. It is amazing for recovery, shit for DPS. If you were gonna just be a full time healer you may as well be a Templar. Don't waste your time farming this set.

*Vestment of Olorime: This gives the exact same buff as SPC. SPC works on all heals which is why it is better for this build than Olorime. Olorime on works on one ground heal every 10 seconds, but the buff lasts 30 as opposed to the 6 seconds of SPC. However, SPC has no downtime. As long as your HoTs are going you will never have to worry about the buff downtime and will never have to worry whether someone is stepping in your circle or not. This set is good for other classes and for trials, but it is significantly obsolete on the NB Healer.

Advanced:

SPC and Infallible Aether

Weapon 1: Destro Staff (Nirnhoned fire or charged lightning), Damage enchant

Weapon 2: Resto Staff (Powered), Magicka enchant

Head: Monster Set, Infused, Max Health

Chest: Infused, Max Mag (Max Health only if less than 18k)

Shoulders: Monster Set, Divines, Max Mag

Waist: Divines, Max Mag

Hands: Divines, Max Mag

Legs: Infused, Max Mag

Feet: Divines, Max Mag

Neck: Arcane, Spell Damage

Ring 1: Arcane, Spell Damage

Ring 2: Arcane, Spell Damage (Mag Recov if you have sustain issues)

With the addition of Minor Vulnerability to Concussed enemies IA has somewhat become less helpful, though it does still have his place especially in trials. Most of the high end trial teams only have about 60% uptime MV so IA does help with that, giving them potentially 100%. Also, bosses that cannot be concussed, such as the storm atro in AA, cannot be given MV using shock attacks, therefore IA is desired a lot more. This set, in my opinion, is still our BiS because of the great crit percentages it gives, the minor slayer, and MV heavy attacks.

The Master Resto Staff is the one that you get from completing Vet DSA (and is a fucking bitch to get I might add!) and this staff is desired by all healers. This is the best way for NBs to give stamina back to their teammates because every time you pop healing springs the first tick gives back stam. If you don’t have this staff don’t feel bad. Just tell your group to get better self-sustain.

Infallible Aether jewelry can drop in gold so it feels pretty good being able to literally gold everything out. So far this setup gives me exactly what I need. I hit hard and heal harder. Sucks to not have the stam regen buff, but most of my groups have pretty great sustain, so not a huge deal. Throwing in a heavy attack now and again swift so the IA debuff applies pretty regularly. All in all this is my favorite setup I have ran so far.

*Build 2: Healing Only

Bar 1: Resto Staff

Ultimate: Either Soul Siphon (Morph of Soul Shred) or Aggressive War Horn (Preference)(Morph of War Horn)

Soul Siphon is an amazing burst heal as it gives everyone who is hit gains Major Vitality. Can really be a life saver.

Aggressive War Horn is a secondary option and possibly a more popular one. It is pretty clear why you would have it especially in trials. 

1) Healthy Offering: This is the newest skill to be added to our repertoire and we should welcome it with open arms. Basically, this skill puts a significant HoT on you or an ally at the expense of your own health. My HO gives a total 16K HoT over 8 seconds, ticking every second and costs 6K worth of my health in DOT form. It is important for us to choose this morph because it gives us Minor Mending which is a huge help and something we did not have access to before Clockwork City (The other morph simply lessens the health cost to us) and even better in *Summerset because it is now a smart heal so no more aiming.

- Important information:

1. This skill can kill you so do NOT use it unless you have full health. Use this skill carefully. It is important to keep up Minor Mending as much as possible but is definitely not worth dying over.

2. Because this skill uses health it can be awesome if you have little mag because you can always use this skill. However, because of the relatively high health cost, I prefer to cast Combat Prayer directly after this to bring myself back up to full health and apply Minor Berserk to the group. This is why I choose to keep this on my Resto Bar. If you use this on your Destro Bar then be sure to cast a healing skill directly after.

4. I personally find it pointless to keep this HoT on more than one person at a time. We have so many HoTs running that this one just kinda seems like an extra blanket for one person. Cutting yourself for 6K health 3 times in a row is just a really bad idea.

2) Combat Prayer(Morph of Blessing of Protection)

Not only does this burst heal (Not a strong burst heal so don’t rely on it) but it also gives Minor Berserk, Minor Resolve, and Minor Ward! The Berserk is especially important for you because it is going to cause your Funnel Health to hit harder, *but also affects your team's dps to get the killing done faster.

3) Mutagen (Morph of Regeneration)

I have tried both morphs of this on this build, and for the Templar healer I like Rapid Regeneration more, but as a Nightblade it is just nice to have a failsafe. Mutagen is the perfect skill because it is a HOT on top of your Funnel Health HOT and if someone runs low on health the mutagen helps them out. This also removes a negative affect without the need for Purge so I find this one to be the best.

4) Ward Ally or Healing Ward(Morph of Steadfast Ward)

I use this in DOT heavy fights mostly and this shield can normally protect an ally enough till their HOTS bring them up to full health. This is especially helpful is fights where you are really spread out. This skill costs a lot so kinda try not to rely on it. This is like your BoL. Also, until just recently I was using Ward Ally instead of Healing Ward for the extra shield for myself just in case, but I am now confident in myself to stay out of harmful situations so I have switched to Healing Ward. The morph you choose doesn't have that much impact and is basically just personal preference.

5) Healing Springs (Morph of Grand Healing)

Of course you have to have this skill as a healer, it is super important, and it stacks! On the NB healer I hardly ever throw down HS though because of all the HOTs that I have running, but if things get stressful have everyone stack up, pop 3 of these underneath everyone, and you will find a happy place.

Bar 2: Lightning Destro Staff

Ulti: Veil of Blades is an insanely useful skill even though it is costly. Essentially it does the same things as the Templar ulti Solar Disturbance but grants every ally Major Protection instead of granting enemies Major Maim, reduces enemies movement speeds by 70%, and (even better) the synergy heals allies. This is to group and execute adds efficiently.

1) Refreshing Path(Morph of Path of Darkness)

Keep this up at all times and try to cast it right where your allies *tank is standing! Not only does this give some pretty awesome heals, but it also gives you Major Expedition, Major Resolve, and Major Ward with the Shadow Barrier Passive. As much as people move around I prefer to just throw this under tank and boss. I very seldom stand on my own path.

2) Flex: Mend Spirit (Morph of Mend Wounds) or Effiecient Purge (Morph of Purge) 

Mend Spirit replaces LAs and HAs with heals, all around just a nice way add more HoTs to our repertoire. 

Efficient Purge: Super important to have when you need it! Do some PVP and unlock this ASAP! This is the only skill nightblades can use to take away negative effects! I only put this on my bar if I am going up against a dot heavy boss or dungeon. A must have for both White Gold Tower and Imperial City Prison! This skill is fucking costly so do not waste it!

3) Energy Orbs: These heal whoever they pass which is nice, but more importantly, when an ally activates the synergy it burst heals them and gives them back either magicka or stamina based on their total resource. Ungodly important now that all skills are way more expensive!

4) Elemental Blockade procs Minor Vulnerability to all enemies and helps with Off-Balance uptime.

5) Elemental Drain: Applies Major Breach and gives Minor Magicka Steal to the enemy. Very helpful.

Rotation:

Far less complicated. Start on resto bar and apply Healthy Offering, Combar Prayer, and Mutagen. Cast your Refreshing Path under tank once he has boss positioned and then apply 3 HS wherever your allies are mostly. Throw out orbs often and apply additional HoTs regularly if possible. Keep up Blockade and Drain 100% to give dps umm more dps…Keep up Healthy Offering for Minor Mending as long as it doesn’t kill you and use your Ward as a safety net.

Mundus: The Ritual for extra healing or Atronach if you have sustain issues.

Gear

Monster Sets (only if not running Master Resto and/or Maelstrom Shock Staff):

Troll King: Same reasons as in the other section.

Chokethorn: I seriously wouldn’t use this set unless you just have nothing else. Gives a hot to an ally but you can’t control who.

Beginner Gear:

Kagrenack’s: Crafted set that gives bonuses to Mag and Spell Damage, plus reduces the cost of resurrecting allies.

Seducers: Crafted set. Purely for sustain.

The Worm: A BiS set for healers and super easy to farm from Vaults of Madness.

Spell Power Cure: The most important healing set rivaled only by Vestment of Orolime. Adds Major Courage to group to increase their Spell/Weapon Damage. 

Kags/Seducers with 3 Worm jewelry and 2 other Worm pieces.

After you get 5 SPC immediately equip it with Worm.

Endgame Gear:

5 Spell Power Cure or Vestment of Orolime (Choose the one you like the most, though VoO probably has better uptime with this build).

Add 5 of any of the following sets: Worm, Mending, Twilight Remedy (best used with SPC because of the double stack of minor Aegis with VoO).

Master Resto Staff: Gives back stam to allies when you use Healing Springs.

Maelstrom Shock Staff: Increases your LAs and HAs against enemies in your Wall of Elements. 

Weapon 1: Master Resto Staff (Or item set if no Master staff) (Powered), Magicka Enchant

Weapon 2: MA Shock Staff (Or item set if no MA staff) (Charged), Crusher Enchant

Head: Set Piece (Monster Set only if no Special Staves), Infused, Max Health

Chest: Infused, Max Mag (Max Health only if less than 18k)

Shoulders: Set Piece (Monster Set only if no Special Staves), Divines, Max Mag

Waist: Divines, Max Mag

Hands: Divines, Max Mag

Legs: Infused, Max Mag

Feet: Divines, Max Mag

Neck: Arcane, Mag Recov

Ring 1: Arcane, Mag Recov

Ring 2: Arcane, Spell Damage (Mag Recov if you have sustain issues)

Champion Points:

How This Works: I'll give the max percentages of the ones I find most important, but once those percentages are hit I'll leave it up to you to place them where you see fit. Note, for those that are lower CP I advise putting at least 2 into every one mentioned in each category so that you can get at least a little benefit from each.

Blue: Blessed: 14%, Elfborn: 24%, Split the rest between Elemental Expert, Spell Erosion, Staff Expert and Master-at-Arms as you like.

Why? Blessed is a given but only maxes out at 15%, but the jump from 14% to 15% is 25 CP, thus I find it pointless to invest all of that CP for one extra percentage. Elfborn is second in importance because it causes your crit strikes and crit heals to be stronger, it maxes out at 25% so we get a little more bang for our buck with this one, and really it benefits NB healers more than any others because the harder our crit damage hits for the harder our heals will hit for too. Elemental Expert increases magic damage which helps but doesn't need to be overhauled. Spell Erosion can help hit enemies harder but I wouldn't necessarily go over 1000 on that one. Master-at-Arms increases your direct damage attacks, which all of our attacks are DD so that one helps out a little too.

Red: Quick Recovery: 10, Bastion: 20 (For passives in case you need to res someone), Light Armor Focus: 22, Split the rest between Hardy and Elemental Defender as you like up to a maximum of 65. Split the rest as you wish.

Why? Quick Recovery gives you more heals which is helpful and Bastion improves your damage shields which helps your team when you cast Ward Ally, but together putting at least 30 points into The Lord tree gives you passives that help with resurrecting allies. Light Armor Focus improves Physical Resistance when wearing at least 5 pieces of light armor (which you always should be), and Spell Shield increases Spell Resistance. Hardy and Elemental Defender have always been the favorites of the Red trees so these got super nerfed by only maxing at 15%. Putting points into Light Armor Focus and Spell Shield will help reduce this nerf.

Green:Arcanist: 14%, Tenacity: 14%, Split the rest between Warlord, Tumbling, and Shadow Ward as you like.

Why? They took away the Magician allotment which has truly been the worst thing about this patch. This means keeping up your resources is harder than ever. Arcanist increases your Magicka Recovery so is most important. Just as important is Tenacity which gives you more magicka and stamina back with your heavy attachs, so now it is more important that ever to find some time to heavy attack with your resto staff. Warlord, Tumbling, and Shadow Ward have no incredibly useful places in this build but do help a bit when it comes to CC breaking, avoiding AOE, and blocking, and putting points into those will keep you from wasting CP.

*Passives Needed:

Assassination:Executioner, Pressure Points, Hemorrage

Shadow: Refreshing Shadows, Shadow Barrier, Dark Vigor, Dark Veil

Siphoning:Catalyst, Magicka Flood, Soul Siphoner, Transfer

Restoration Staff:Essence Drain, Restoration Expert, Cycle of Life, Absorb, Restoration Master

Destruction Staff: Tri Focus, Penetrating Magic, Elemental Force, Ancient Knowledge, Destruction Expert

Light Armor:Evocation, Recovery, Spell Warding, Prodigy, Concentration

Medium Armor:Wind Walker

Heavy Armor:Resolve, Constitution, Juggernaut

Undaunted: Undaunted Command, Undaunted Mettle

Mages Guild:Magicka Controller (seems like a lot for a little, but this passive goes a long way on your front bar!)

Fighter's Guild:Banish The Wicked

All Psijic Order Passives (only if using Mend Spirit)

All Racial Passives

Alchemy: Medicinal Use

Provisioning: Connoisseur

Group Communication:

When going into an easy dungeon I may not say anything to my teammates, but when getting into more difficult content I always tell my teammates that I am a Nightblade Healer. I tell them how I heal and for them just to watch for problematic situations. The closer the group stays together the more likely we are to survive (In most situations). Communicate. For example: tell them to stack up on boss for heals and blast your healing springs. When facing Molag Kena I ask my team to say the word ‘hit’ when they get a DOT on them that way I know when to use Efficient Purge.

Trials Healing:

Healing trials on an NB is going to be quite a bit different to dungeon healing. The reason for this is numbers (clearly). You are going to end up being on your Resto Staff bar more often than DW (which sucks, but is important) because of the need to overcast Healing Springs and Combat Prayer (These skills are a must for trials!)

Your Mutagen only hits 2 people at a time (sometimes just 1 other person) and your Funnel Health ALWAYS only goes toward 1 other person at random! In a dungeon this is fine because you only have 3 other people, but in a trial you have 11 other people to put HOTs on, which means you will have to cast this skill 3x more than you do in dungeons! So, not only do you have to worry about keeping Healing Springs and Combat Prayer up 100% of the time, but you also have to cast Funnel Health 3x more often (Holy Fuck)!

How To Take Some Pressure Off:

This is the only situation in which I would advise putting Funnel Health on your Resto Staff bar. Yes, you are going to lose damage output and your Funnel Health heals won't be as strong, but that is better than being ungodly overwhelmed having to switch bars every 5 seconds (literally). 

No matter what you decide to do with your back bar you need to have Energy Orb (Undaunted Skill, morph of Necrotic Orb) on it and you need to shoot out like 3 orbs whenever you get a chance to switch bars. It helps a lot that people can just heal themselves when needed, and the benefits of activating that synergy are just incredible *especially if your teammates are wearing Moondancer!

Elemental Drain now gives Minor Magicka Steal to enemies and enemies can only have this debuff once at a time. Templars can now give this to all enemies in a 10 meter radius using Radiant Aura, so if there is a Templar healer in your group (or even just a magplar dps) they should be applying this. In fact, I don't really see much of a reason to use Ele Drain now that this is an option.

Ultimates:

Put Aggressive Warhorn on your Resto Staff Bar.

Put Veil of Blades on your back bar Destro Staff.

When to use ultimates: If Aggressive War Horn is already up (because a lot of people will be running it in a trial group) pop your Veil of Blades as soon as possible, then save your ultimate. Communicate with your group and if no one has a War Horn then it is your turn to use it. Keep popping Veil of Blades as much as you can. Use good judgement and DO NOT stack multiple War Horns! You need to Pop 

Closing:

This build is super fun to play and after getting into it Templar healing becomes somewhat boring. There are plenty of situations in which I would still run a Templar healer (Vet DSA, Trials Leader Boards, etc.), but for all other content I love playing my Nightblade! The ability to DPS and heal at the same time just adds a level of excitement to the game that I have yet to experience on any of my other characters, and this one has easily become my main.

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122 Replies
  1. fetchernwah

    Member7 Posts

    Hey Blood,

    RIP this build, eh?  Murkmire has really killed the magblade healer subclass.

    Any thoughts on how to still play it, even with the funnel health and refreshing path nerfs?

    Maybe I'm just overreacting to almost dying against a hoarvar in Malabal Tor, lol.

  2. Grimmers

    Member1 Posts

    Yeah seems we're quite a bit weaker DPS's now, but we did get a big healing buff. Healthy Offering seems like the most amazing thing ever now, best burst heal in the game with no magicka cost. I'm almost considering dropping ward and a few other things since it's so effective.

    But yeah for damage bar I  just dropped Refreshing Path entirely, without the damage it's pretty much just a dedicated tank heal now, which I'd rather just heal with our other stuff and free up the slot. The Funnel Health nerf hurts a lot, but it's still too essential to give up. It's just more a heal now than a big damager.

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