Tamriel Foundry

Synergizer - Sorcerer Healer (Wolf Hunter)

Synergizer (Pug Proof)

Tried of dugeons ending in failure? Well this build will have veterans asking you if this normal while being in a Veteran Dungeon and Pugs praising you as the goddess descended. This Build is made after over 3000 hours of pure healing as a sorcerer. An adaptive build optimized for "random" four man dungeons and pick up groups.

 

Advantages

  • Aftereffect of restoring 4%to 20% of max, stamina, health and magic per synergy used to allies
  • 2 ult to allies per synergy usage (if they have corresponding champion passive)
  • Better Resource Management compare to other healing classes
  • 15 Bar slots instead of 10, as such more buffs then any other class
  • Better usage of Element Blockade compared to other classes
  • 15k - 18k shield for allies via bone shield proc
  • Major vitality (30% more healing received) for 6 secs
  • Increased for damage output for allies over 51% percent
  • Very High uptime for concussion along with off balance
  • Better uptime for off balance and concussion.
  • Increased sustain via arcane well
  • Most reliable Heal in the Game *
  • 10% magicka regain to allies
  • 3% spell critical to allies
  • Minor Breech via posions
  • Crushing and Weakening Monsters

 

Disadvantages

  • Limited 12 person damage mitigation
  • Most reach undaunted rank 6 to provide resources for allies
  • Two keys needed for bar swapping between three bars
  • Need to keep pet alive and set it to defend in situations

Change Log

 

Spoiler:

4/ 5/2017 - Published build

5/15/2017 - Added Leveling Build

6/1 - 3/2017 - Updated Build for Morrowind

8/27/2017- Updated Short Version of Build

9/4- 9/11/2017- Updated for Horns of Reach

* General Information explanations updated

* Added poison into build

*Updated Food choice

* Champion Point explanations and allocations updated

* Update and clarified text for gears, skills, and more

* Updated Gear section

*Updated Swappable Skills

* Updated Staff Traits and Enchants

* 2/27/ - 3/5/18  - Updated for Dragon Bones

Divided Builds into two (Pug Proof (Random Dungeons), and Dark Priestess (End Game))

*Updated Advantages and Disadvantages of Build

*Updated text for Race,

* Includes mentions of secondary effects

* Update text for Mundus, 

* Added Creative Commons

*Updated text for Amour and Attributes

*Updated Potions &  Poisons

*Updated Credits & Disclaimer 

* Removed stats and updated food information

*Added Note with Build Planner for future developments

Cleaned and update text for champion points

Updated information, and fix some grammar errors for gear sets

Updated Skills & added swappable skills

3/6/2018 Build Retired

 

Image result for eso bosmer icon

 

 

RaceBosmer

Spoiler:

This race is prefect for hybrid healers. For it has the ability to support allies with stamina support skills and magicka support skills. In addition, with sorc class skill "dark exchange" it allows a smooth interchange between stamina and magicka. Along with this there is useful support for the healer themselves which is resistances to disease and poison damage. This it the better choice compared to say 1k more healing.

 

Mundus: Ritual

Spoiler:

On point, after testing sorcerer class doesn't need apprentice or atronach as other four classes because of it's passives, but it's greatest weakness of lack of innate access to direct healing passives and heals over time make the ritual best choice. The ritual will increase skills use as blood atlas (minor life steal) and healing orbs. Thus making ritual a wise choice.

 

Food : Blue (Health+Magikca)

Spoiler:

After Morrowind their was sustain issues, but during horns of reach we discovered better ways to sustain even with blue food (max health + max Magicka) using posions or an infused staff. Also, domihaus also for a disregard for tri-food. The final result is 36k Magicka, and 18k+ health with pet, while also having 1.8k magicka regain.

 

Potions: Spell Power Essence, Essence of Immovability, Essence of Invisibility 

Spoiler:

Moon sugar is best... but have drinking so many potions... the more tradition flavors seems appropriate here.  First Essence of spell power for the appropriate level. I will provide magicka, spell critical (higher heals % damage), and spell damage which effects things such as healing springs, mutagen, and orbs. Next is Essence of Immovability which isn't a common potion you hear healers care, but there's a good reasons you should use it. First it will provide a chance to rez allies in chaotic situations where boss (vCOS), mobs, or even environment (tempest) will be against you. It's also good to use when off tanking in fang lair or dragon star arena (final boss), A slight benefit to use on stone atronach in vAA so you won't get knocked back. While not as amazing as the other two. Would like to mention essence of invisibility. Doesn't work in newest dungeons, but will help by pass by unnecessary and dangerous mobs while doing speed runs. 

 

Poisons: Sorcery Draining Poison IX, Breaching Poison IX, Fracturing Poison IX, Drain Health IX

Spoiler:

Now that's it's become common practice for tanks to use crushing and weakening glyphs, it has lead to more options ... even beyond simple enchants. First we have 2 poisons set to forgo potential weakness the class make face. We have breaching poison to add a bit more to dps for a moment and potential defile bosses such final boss in direfrost (who heals itself). We have a matching fracturing poison to do the same when with more stamina dps. Both of these complement a tank using crushing.  Now assuming those are unnecessary, there a few more options. I have one sustain poison that helps with magicka and stamina while doing some damage, while other is another from of breaching poison, but with sustain addition.  These have proven to make battles more comfortable. Now lastly is what I call tastiest poison that buffs yourself with %5 more spell damage (stronger heals), gives slight about of magicka back (better endurance), and applies minor breech. This is useful in end game fights ... especially with magicka dps. 

 

Amour : 6 Light, 1 Heavy

Spoiler:

All the light amour passives are necessary for their effects of reducing cost,adds spell critical, magicka regain, spell resistances, and spell penetration.  While on the other hand some heavy amour passives are important to obtain. Just 1 piece gives 2% more max health that pushes us over just 18k. Also provides a slight increase of resistances. Lastly this constitution passive from heavy amour will increase sustain by giving stamina and magicka back when hit.  Going well with absorb ,an passive from restro staff line, that restores magicka when you block a spell. 

 

Attributes: 64 Magicka

Spoiler:

All attributes points should be placed in magicka. This important to reach base line max magicka for healers between 30k and 38k max magicka. In general more magicka you have the harder heals will hit. Any health requirements can be made up by undaunted passive and and Sorcerer Expert Summon passive, increases health by 8%. As such even with a different race this is optimal decision for sorcerer  healers

 

 

Key

Yellow Text - This is indicator of thoughts or resolutions on common issues faced.

Orange text - is indicator of buff from class skills.

Lighter champion skill highlight - is indication of  a buff for allies.

Light Purple text- Subsection or variations to the build.

 

Champion Points

 

the_warrior.png

The Warrior

Spoiler:

 

The Lord Champion Points

 

BASTION : 31

Expert Defender: 2

Quick Recovery : 43

 

Back in morrowind patch, blessed champion star decreased and so did damage migration, so in order to account for that along acquiring the necessary champion stars we put a lot more champion points into quick recovery while lessening damage from elemental defender. While less we still put in a decent amount of points into bastion to protect our familiar Twilight and our self. The allocation of points into bastion is important as sorcerer class is one of two classes (other being warden) to have minor intellect buff for allies. One last thing to mention, bastion also needed for sorcerer class damage migration skills including negate (and it's morphs) and barrier (and it's morphs). Lastly Expert Defender is so you don't take arrow to knee.

 

In regards to passives, these were picked to best suit a healer build. While not always, sometimes it helps give you a chance to revive an ally under slight damage reduction this might just allow you to recover while twilight baits or holds arrgo of the boss for a min. Another passive helps recover an ally's Magicka. Lastly in case you do happen to die. There's a passive to protect yourself with large shield (boosted by bastion too) which you can use while you get out of danger and heal yourself.

Important Passives Stars

Field Physician- (Unlocks at The Lord Rank 10) Reduces damage received while resurrecting another player by 15%.

Infusion - (Unlocks at The Lord Rank 30) Increases another player's Magicka Recovery by 619 for 8 seconds after you resurrect them. (influnced by max magicka) 

Revival (Unlocks at The Lord Rank 75) Absorbs 11559 damage for 5 seconds after your are resurrected by another player.

 

The Lady Champion Points

Light Amour focus - 12

Thick Skinned- 33

Elemental Defender- 43

Hardy- 43

 

It's a bit tricky here, but I have confidence that you will avoid most one shots with this set up. Along with calculating minor aegis in the equation then we should have 15% damage reduction across the board while also saving 60 champion points in coverage. So the following champions points for the passives, we have a bit of balance between magicka and stamina sustain, where can recover magicka while on defensive or go on defensive after breaking free of a stun, knockdown, fear, disorient or stagger by using bone surge ( the stamina skill on 2nd bar).

 

Important Passives Stars

Spell Absorption - (Unlocks at The Lady Rank 10) Restores 3465 Magicka when you take Flame, Frost, Shock, Magic, Earth or Oblivion Damage equivalent to 30% of your Max Health. This can only occur once every 10 seconds

Unchained - (Unlocks at The Lady Rank 120) Reduces the Stamina cost of abilities by 80% for 3 seconds after breaking free of a stun, knockdown, fear, disorient or stagger.

THE Steed CHAMPION POINTS

 

Iron Clad- 33

 

As a healer you will be mostly away from direct attacks, but on occasion you will have to get up closer in order to stop damage before it even happens. So while bashing this gives a chance at healing you by having this passive. Also iron clad is finally balanced out to 13% reduction. The other phase is good for while you are avoiding damage (synergizes well with tactician passive)

 

Important Passives

Invigorating bash- (Unlocks at Rank 10 of The Steed) Gives you a 20% chance to restore 846 Health when you Bash an enemy.

Phase= When you use Roll Dodge, your Physical and Spell Resistance is increased by 660 for 3  seconds.

 

 

the_mage.png

The Mage

Spoiler:

The Apprentice Champion Points

 

Blessed: 100

Elfborn: 61

Simply an amazing constellation for healers, as you will want and need all there passives here. Vengeance will syngerize well with passive in another star that restores magicka if you take too big of a hit, though you have to be blocking for this one to work it will give you a critical spell. Which is nice even with only 61 points into elfborn. On point, we have foresight passive to cheapen the cost of our most expensive spells such as purge. Lastly I want to make a special note to arrance well, back a few patches ago it changed so a enemy kill for allies a group was counted as long you do 10% damage in group. So if you use impluse, as adds (does not really work on bosses) at 10% or lower it will proc this passive that doesn't have a cooldown, so allies will likely have no worries about magicka with adds.

 

Important Passives

Vengeance- (Unlocks at The Apprentice Rank 10) Guarantees your next spell will be a critical hit, after you block 3 spells within 10 seconds of each other.

Spell precision- (Unlocks at The Apprentice Rank 30) Increases your Spell Critical rating by 12%.

Foresight- (Unlocks at The Apprentice Rank 75) Reduces the Magicka cost of your next spell by 80% after you drink a potion.

Arance well- (Unlocks at The Apprentice Rank 120) Gives you a 20% chance when you kill an enemy of opening an Arcane Well, which restores 3090 Magicka to you and any allies within 2.5 meters of the enemy. (influenced by max magicka)

 

The Atronach Champion Points

 

Staff Expert: 31

Master at Arms: 48

 

Due to the passives on the restoration staff, and speed of heavy attacks from it, this stave gives most resources back to user, but doing so also procs a passive called essence drain. As such we have given some champion points to staff expert for extra heals and extra damage (less dps has to kill) while on the other bar. A signficant change since horns of reach, we have put a lot of points into master at arms, while it doesn't effect our healing it does our damage output from twilight. In fact, there was this one time recently it soled the boss for last 1.2 percent.

 

In regards to the passives, there are some nifty ones to do minor damage in fights or solo the word. We have retaliation that increases damage of our light attacks while it doesn't do much, but it's less damage and resources damage dealers need to use. Often over looked, but stamina races have better balance as healer as better mobility and blocking needed for passives like Riposte to do a bit of damage.

 

Important Passives

Retaliation- (Unlocks at The Atronach Rank 10) Increases the damage of your next Light Attack by 30% after blocking a Heavy Attack.

Riposte - (Unlocks at The Atronach Rank 30) While blocking, 15% chance to return you (Weapon Damage * 2) to the attacker when you block a melee attack. This can only happen once every 5 seconds.

Butcher = Increases your damage done with Light and Heavy Attacks by 5% to enemies below 25% Health.

 

the_thief.png

The THIEF

Spoiler:

The Lover Champion Points

 

Arcanist- 75

Tenacity - 75

 

With the changes in the morrowind patch resource management be even more important and after careful consideration at this time. We have taken the most optimized result and gives 150 points into resource management. Still taking about resources we have synergizer passive that gives 2 ult which builds towards resource recovery from undaunted command. Of course, by using the build there will be indirect gain of 2 ultimate often because this build uses 2 to 4 syneries. This means 4 to 8 ult and potentially every 20 secs, but of course assuming the ally has at least 30 points. It's a very popular constellation so it's a good bet for any champion above 90 to have this passive. Now to next passive Wind Running, as resources have been quite important since morrowind this very useful passive for those with extra bit of stamina while playing magicka build. It gives 10% magicka regain to yourself while you are moblie or sprinting this makes up for that 10% regain you would of got if you picked altmer.

 

Important Passives

Synergizer- (Unlocks at The Lover Rank 30) Grants 2 Ultimate any time you active a Synergy while in combat.

Wind Running - (Unlocks at The Lover Rank 120) Increases your Movement Speed by 2%. This applies to all types of movement.

Also increases Health and Magicka Regeneration by 10% while sprinting.

 

The Tower Champion Points

 

Warlord- 23

Sprinter- 21

 

While we usually have a bunch of stamina to spare, this will ensure situations of stamina deficient don't occur by reducing the cost of break free. It will ensure we can still cast bone surge or circle of protection after being cc. Talking on the passive from this tree we have ensare that works will with passive Invigorating bash, so not only will you get a chance to debuff enemy, but also to heal yourself while bashing enemy (as a means to interrupting).

Important Passives

Ensare - (Unlocks at The Tower Rank 10) Grants a 33% chance to reduce an enemy's Movement Speed by 20% for 3 seconds any time you hit them with a Bash attack.

 

THE TOWER CHAMPION POINTS

 

Tumbling- 23

Shadow Ward- 23

 

While there aren't any important passives here for healing, after consideration of better gameplay these stars became important. First ultimate generation is caused from blocking, dodging and light attacks, so these stars reduce the cost of two of those. Not along that shadow ward will allow for better block casting and damage migration in heavy aoe areas (overchargers, star fall on warrior). Lastly, having reduce the cost of stamina skills across the board the previous requirement of using tri food is no longer necessary in any variation of this build.

 

 

Gear

This is what makes you pug proof

Making any healer you have to consider the primary set which is for supporting allies (worm,mending, etc) , while secondary set is for supporting max heals, lastly the tercentenary set is for making up for any deficiencies. So after a lot of testing and thought, I have come up with the sorcerer healer build not only highlights strengths of the class, buff the allies and debuffs enemies, but in a way most people have  not seen.

Primary Set : Spell Power Cure

Spoiler:

 

While sorcerer lacks normal passives for healing, it's make up here with better resource management that allows for continuous heals. As such I belive in numbers game sorcerer uses this...and maybe abuses this set to the maximum.  Spell power cure is a fairly balanced support set for healer giving more maximum magicka, and spell damage though lacking in regain it's a solid choice for sorcerer and other classes.

Spell Power Cure (2 items) Adds 967 Max Magicka (3 items) Adds 967 Max Magicka (4 items) Adds 129 Spell Damage (5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 252 for 10 seconds.

 

Secondary set: Twilight Remedy

Spoiler:

Can it be more obvious then this? This set mean to be used by sorcerer healers or maybe that's a dellusion of mind. Nevertheless let me tell you why, at face value it gives near ultimate status heal over time potentially every 10 secs along with minor force. The value seeming a bit less since stamina user will already have minor force in there tool tip. At last though, there is more then face value for this set.

It's provides a significant amount of resources to allies via usage. The obvious face being allies will use syneries more often, hence procing the undaunted passive giving qualifying allies (ones with undaunted command passive) 4% to 20% of their maximum health, magicka, and stamina depending on the number of synergies synergized (note 20 secs cooldown on ever unique synergy). While combination with undaunted shield (bone surge) nearby allies (includes pets) can get a shield that is 100% of of the ally's health (18k shield for allies and 6k shield for self). Though unforunatly, with dragon bones this shield uptime has went down by over 60%, though when does proc it's major vitality instead of of minor now. Thus buffing heals for 6 secs to a different level.. Lastly would like to mention an indirect effect for allies above champion 90 are likely to have champion passive, synerizer, giving allies 2 ult per synergy, meaning 2 to 10 ultimate ever 10 secs.

 

Twilight Remedy (2 Items) Adds 129 Magicka Recovery (3 Items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%.Monsters. (4 Items) Adds 129 Spell Damage (5 Items) When an ally activates your synergy, they heal themselves for 28,039 Health over 10 seconds and gain Minor Force, increasing their Critical Damage done by 10%

 

TertiARY SET: Domihaus Set

Spoiler:

This set is really about filling in any deficient you may find which now turns about to be magicka or stamina since health now reaches 18k without need of a 1 piece health set. This choice allowed enough stamina to move from tri food and enough magicka not to worry about sustain as much.

Dominhaus Set (1 items) Adds 1096 Max Stamina (1 items) Adds 1096 Max Magica (2 items) When you deal damage, you have a 15% chance to create either a ring of fire or a ring of molten earth around you for 10 seconds, which deals 1,000 Flame Damage or 1,000 Physical Damage every 1 second. Standing within the ring grants you 200 Spell Damage or 200 Weapon Damage. This effect can occur once every 15 seconds Note: Before you get undaunted it's advisable to use 2 piece monster set instead of 5 piece twilight.  

 

Skill Set

Bar 1: RESTORATION Staff (DECISIVE) Crushing (DECREASE PHYSICAL AND SPELL RESISTANCES BY 1622)

* Using Sorcery Draining Poison IX

Spoiler:

 

Reason : After changes in Horns of the Reach patch, powered outshines precise in raw healing ability on average. After clockwork most tanks will be using torugs at high end level, but still this build was design to work with everyone so we still have crushing enchant, but we can use it to suppress the enchant for something better. The most supportive poison I found was Sorcery Draining Poison IX (look in poison section for exact effects) . The listed poison will give minor breech and add sustain and boost heals with added spell power. 

 Skill 1 (Magicka Regain) :  Empowered ward

Empowered Ward.png

Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 14589 damage for 10 seconds. Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 10% for 10 seconds. Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.

 

 Reason : While the shield (for you and twilight) is significantly more weaker then alternative ,it can be made up with champion points to an extent. In regards to resource management, this is very useful for magicka based allies. While sorcerer class isn't the only class to have minor intellect buff any more, it's conveniently tied to the shield making it easier to get high uptime, since no need to target allies. (note also have infused, powered resto staff)

 

Skill 2 (Inward Protection) : Healing Springs

Healing_Springs.png

Summon restoring spirits with your staff, healing you and your allies in target area for 2437Health and an additional 2164 Health every 1 second for 3 seconds.You restore 338  Magicka for each friendly target hit by the initial heal, up to a maximum of 3 targets. You restore Magicka for each friendly target initially healed.

 

Reason :  After morrowind patch now more then ever this is the morph for most healers, it's has built in resource management to sustain during fights. This is good to cast while allies are cost together.

 

Skill 3 (AOE & Burst Heal) : Summoned Twilight Matriarch 

Summon Twilight Matriarch.png

Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

 

Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive. 

 

 

Skill 4 (Combat Area Protection) : Combat Prayer

Combat_Prayer.png

Slam your staff down to activate its blessings, healing you and your allies in front of you for  6250Health. Also grants Minor Berserk, Minor Resolve and Minor Ward, increasing you and your allies' damage done by 8% and Physical Resistance and Spell Resistance by 1320 for 8 seconds. Also grants Minor Berserk, increasing you and your allies' damage done.

Reason : It's a highly useful skill that gives allies multiple buffs including damage, and resistances. The other morph has a wider coverage, and longer duration, but isn't suited for this class nor build. 

Skill 5 (Mobile AOE Healing) : Mutagen

Mutagen.png

Share your staff's life-giving energy, healing you or up to 2 nearby allies for 18,705 over 20 seconds.If you or your allies fall below 20% Health, the Mutagen is consumed but heals for an immediate 5764 Health and removes 1 harmful effect. If you or your allies are low on Health, the heal over time is consumed to heal immediately and remove a harmful effect.

 

Reason : While it's sometimes hard to chose between the two morphs, I find mutagen is the better choice for sorcerer class in general.  It provides missing ulitty of cleansing a debuff (posion, fire , etc).  As to say, I would only pick the other morph if you are templar or dps healer hybrid. 

 

Ult: Summoned Charged Atronach or Aggressive Horn

Summon a storm atronach at the target location. The atronach’s arrival deals 7155 Shock Damage and stuns nearby enemies for 3 seconds. The atronach zaps the closest enemy dealing 2992 shock damage  every sec, while periodically dealing 6941 shock damage to enemies nearby it. An ally can activate Charged Lighting, giving both the ally and the atronach Major Berserk increasing their damage by 25% for 8 seconds. 

 

Aggressive Horn.pngSound a war horn to rally your forces, increasing Max Magicka, Health, and Stamina for you and your allies by 10% for 30 seconds. You and your allies also gain Major Force, increasing your Critical Strike damage by 15% for 9.5 seconds.

 

Reason : I often keep it at war horn, but if there's a need for greater sustain or unbalanced dps team then I would pick the other storm Atronach. The later provides another synergy, giving more sustain in resources and ultimate generation throughout the fights, while other adds more battle power with major berserk and minor force (from gear set). This also good when tank has war horn. Before I forget, this ultimate also increases your spell damage inversely your heals slightly because of the expert mage passive. Though if the team is excellent or it's a trial then I support war horn. 

 

 

Bar 2 - LIGHTING Staff (Charged) Shock damage (Shock Damage )

 

Spoiler:

 

Reason: 

A Since clockwork tanks have been set to use crushing and weakening, this has left healers with more options to support. The most supportive in four man dungeons, is without a doubt charged. It will increase off balance uptime, but concussion. Take note sorcerer healer will have higher uptime of these items already with entire skill line dedicated to shock damage and even most pets will also do shock damage. One other thing, is sorcerer will also output more damage from things like blockade of storm and other shock damage (more dps less needed dps). The final thought is sorcerer could also proc implosion for executing enemies.. 

Weapon enchants 20% -> 120% with charged and shock glyph

Standard ability 10% (single target, initial hit only) -> 60% with charged and crushing shock (flex skill)

Area of effect abilities 5% (initial hit only) ->30% with charged and Lighting Heavy attack, and plusar

Damage over time abilities 3% (single target DoT only) -> 24% with charged and mage's fury (flex skill)

Area of effect damage over time abilities 1% ->6% with charged and elemental blockade, and liquid lighting

Skill 1 (Magicka Regain ) : Elemental Drain

 

Elemental_Drain.png

Send the elements to sap an enemy's defenses, afflicting them with Major Breach, which reduces Spell Resistance by 5280 for 24 seconds.Also applies Minor Magickasteal to the enemy for 21 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them.

 

Reason : 99% healer have this on their bar, and it's no different here as it will provide extra sustain for allies. Special Note: I would prefer to have orbs here, but 3 bar counts an unarmed bar. If that ever changes swap these 2 skills locations.

Skill 2 (Inward Protection) : Plusar

 

Pulsar.png

Release a surge of elemental energy to deal 4298 Magic Damage to nearby enemies and afflict them with Minor Mangle, which reduces their Max Health by 10% for 33 seconds, Reduces enemy's Max Health.

 

Reason : This underrated skill that does more then it seems. While currently impluse "minor mangle" is bugged and doesn't work on all mobs, it is still good for helping on trash fights especially when dps is a bit low. This is also an aoe shock damage that potentially will put concussion and off balance (with blockade of storms already down). Also take note if you use this skill near end of life of mobs, it will proc arcane well. (special note that it only takes 10% of damage to count as a kill toward an enemy )

Tip: Frost Annotaches in AA trial can be debuff with this.

 

Skill 3 (AOE & Burst Heal) : Summon Twilight Matriarch

Summon Twilight Matriarch.png

Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

 

Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive. 

 

 

Skill 4 (Combat Area Protection) : Elemental Blockade

Elemental_Blockade.png

Slam your staff down to create an elemental barrier in front of you, dealing 1482 Magic Damage to enemies in the target area every 0.5 seconds.Also applies an effect based on your staff's attack element,Blockade of Fire deals extra damage to burning enemies,Blockade of Frost reduces enemy Movement Speed and immobilizes chilled enemies,Blockade of Storms sets concussed enemies off balance for 4 secs. (Increase size and duration)

Reason : For offensive support, this skill does a lot. First the obvious is that it does shock damage. For sorcs this means that it's a chance to proc the exploiter passive. For allies, it will give mobs most likely concussion (8% more damage) and likely off balance as well (10% more damage for allies with champion point passive.

Skill 5 (Mobile AOE Healing ) : Bone Surge

 

Bone Surge.png

Surround yourself with a whirlwind of bones, absorbing physical damage equivalent to 36% of your Max Health. Allies can activate the Spinal Surge synergy, absorbing damage to allies equal to 100% of their Max Health. It also grants them Major Vitality, which increases healing received by 30%. The wall lasts 10 seconds and affects up to four nearby allies.

 

Reason :  One of the many reasons that is build uses bosmer for the optimal race, is this skill. It's under used stamina support skill that gives allies (up to 6 (including pets)) for 100% health of their health (15- 18k shield), Also 0nly one ally needs to proc it for work for all nearby allies, Unfortunately, this will put all allies effected by this under cooldown. As such with dragon bones amount of resources able to provided for allies  is a significantly less, because it won't proc undaunted passive for ally allies anymore.  Another let down will lower twilight remedy proc significant number... though I suppose it was a bit over powered with 12K shield ever 10 secs and 26k health over time along with minor force 10%. with potential uptime 100%.  Though leaving on a positive note, bone surge along with major vitality will help fill gaps with healing passives, and defensive support. 

Ult: Energy Overload

Energy Overload.png

Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 13193  Shock Damage, and heavy attacks blast enemies in target area for 5205 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.

 

Reason : While vampire addition brings this build up to 1800 regain and close 1900 regain with passive this is just added sustain support and another way to proc concussion, and indirectly off balance. 

 

BAR 3 - Unarmed (CHARGED) Shock damage enchant (shock damage)

 

Spoiler:

 Reason : So while you are unarmed in this bar, there's is inheritance from bar two weapon trait (could one day be fixed). 

 

Skill 1 (Magicka Regain ): Energy Orbs

Energy Orb.pngProject a globe of regeneration that floats forward, healing 1130 every 0.5 secs to you and nearby allies

An ally can activate the Healing Combustion synergy, causing the orb to explode and heal for 5643 health, and restore 3960 magicka or stamina to them, whichever maximum is higher.

Reason : Unfortunately, I found most optimal configuration while at least in four man dungeons was to have this skill on bar 3. It procs previous mentioned items listed for bone surge except the shield, while also gives a burst heal 

 

 

Skill 2 (Inward Protection) : Dark Conversion

 

Dark Conversion.png

Bargain with darkness to restore 8059Health and 4696 Magicka. Has reduce cost.

 

Reason : This gives allies addition 3% spell critical to damage enemies faster and hence protect the group from wiping. It also heals the user for significant amount, and restores magicka, just another reason sorrecer healer is top tier is sustain. 

 

Skill 3 (AOE & Burst Heal): Summon Twilight Matriarch

Summon Twilight Matriarch.png

Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

 

Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive. 

 

 

Skill 4 (Combat Area Protection) : Circle of Preservation 

turn_undead.png

Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 8% and increasing your Stamina Recovery by 10%, Roll Dodging from inside the ring costs 20% less Stamina. Reduces Stamina cost of Roll Dodge for allies in the ring.

 

Reason : This works well in a few occasions. Such as when the who group is stacked in one place, when healer needed extra defensive, when stamina users need more regain (ex good for whispmother in vAA). Also good to use under weak tanks or range stamina users.

 

Skill 5 (Mobile AOE Healing ) :  Sanguine Altar

 

Sanguine Altar.png

Conjure a fountain of blood to apple Minor Lifesteal to enemies in the area, healing you and your allies for 835 Health every 1 seconds when damaging them. Allies can also activate the Blood Funnel synergy to heal themselves for 59% of their.

 

Reason : It's gone through some major changes throughout it's lifetime, but have to say it's viable now healing a significant amount per ever enemy hit each second. So in that regards, I would use when allies are stacked, returning to the same location, or simply dropping health fast. Notice you can leave this down while you attend to a different area. 

 

Ult: Energy Overload

Energy Overload.png

Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 13193  Shock Damage, and heavy attacks blast enemies in target area for 5205 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.

 

Reason : While vampire addition brings this build up to 1800 regain and close 1900 regain with passive this is just added sustain support and another way to proc concussion, and indirectly off balance. 

[/spoiler]

 

Swappable Skills

Spoiler:

Blot Escape - to avoid metors in hrc. I would swap with bone shield or impluse

Encase - when allies are getting overwhelmed by mobs. I would swap with circle of protection

Guard - when having to support a squish tank (low resistances) - takes 1 to 3 slots. Also good to add more minor force uptime.

Crushing shock - I suggest swapping with elemental blockade (bosses can only be off balanced every 15 secs with dragon bones) or bone shield

 Purge - when allies are getting debuffed (examples fire, posion, rock falling... etc) and you can't out heal then use this.  Swap with bone shield 

Credits : Way back in 2015, I had searched everywhere for a Sorcerer Healer Build, and at last this is the one I took inspiration from Dark Exchange Healer. Since then I created this build to show proof the kinda of highly supportive beings sorc can be. Though, none of this would be possible without the amazing developers at Zenimax, which I thank them in the silence support in allowing such diversity among classes.

Disclaimer: It should be mentioned that naming issues arose with build as it developed. But this fourth developed sorc healer build I have created. There is one only for my memories (it's better this way) and another two listed online... that are subpar in design. 

Note: Here's the build planner  (At the moment doesn't correctly show twilight heal amount ...and short 200 max magicka or so) 

About Tasear:

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32 Replies
  1. #1

    Latin

    Moderator1307 Posts

    @Tasear

    Generally well written guide, thank you for sharing.

    Regarding Twilight Remedy,

    sounds a little confusing or misleading. The 4% of max health and etc. granted through the use of synergy, is predicated on your allies having the Undaunted Command II passive. The contributions that your set choice and skill usage make are the opportunities for synergies and the 5p effects of Twilight Remedy, i.e. the Healing-over-Time and the Minor Force. Perhaps you might wish to go back and clarify that, just in case it confused other readers.

    On the Minor Force, it gives a 10% modifier as of 2.7, not 12% as you have stated. Also, it doesn't really 'negate' the need for Major Force (15% modifier) in a trial environment (especially since Aggressive Horn affects everyone in the vicinity), but I suppose, as you have stated, that it is helpful to magicka dps who are not guarded or who could not fit Trap on their ability bars.

     

    "Tertiary" would be more appropriate here. =]

    There are a couple of minor typos here and there, but nothing too important, I get the general picture.

    e pluribus unum

  2. #2

    Tasear

    Member51 Posts

     

    Latin wrote on April 6, 2017

    @Tasear

    Generally well written guide, thank you for sharing.

    Regarding Twilight Remedy,

    Tasear said on April 5, 2017 :

    giving allies a combined total of 12% of their max health, magicka, and stamina via the undaunted command every 10 secs.

    sounds a little confusing or misleading. The 4% of max health and etc. granted through the use of synergy, is predicated on your allies having the Undaunted Command II passive. The contributions that your set choice and skill usage make are the opportunities for synergies and the 5p effects of Twilight Remedy, i.e. the Healing-over-Time and the Minor Force. Perhaps you might wish to go back and clarify that, just in case it confused other readers.

    Tasear said on April 5, 2017 :

    Not only that it gives mini war horns aka minor force 12% critical to allies (really awesome for magicka users) those negating some of the need for major force (war horn).

    On the Minor Force, it gives a 10% modifier as of 2.7, not 12% as you have stated. Also, it doesn’t really ‘negate’ the need for Major Force (15% modifier) in a trial environment (especially since Aggressive Horn affects everyone in the vicinity), but I suppose, as you have stated, that it is helpful to magicka dpswho are not guarded or who could not fit Trap on their ability bars.

    Tasear said on April 5, 2017 :

    Tercentenary – Maw of the infernal (2k health) or Setinel of Rkugamz,

    “Tertiary” would be more appropriate here. =]

    There are a couple of minor typos here and there, but nothing too important, I get the general picture.

     Thanks for reviewing! Fixed a the typo and another noticeable one, while along the way added clarification to the undaunted passive (and secretly baited more people to get the passive).  In regards to minor force , seems like gear hasn't been updated or something cause I am looking at gear says 12% instead of 10%. Also in regards to, the Storm Atronach is there for generic situation, and worst pug dugeons imaginable. Assuming at lower levels dps is less likely to have high critical ratting or proper gear along with build then increase of 25% damage increase for 8secs would be significant along with 10% minor force which the more likely to need if they... don't know what they are doing. (Really effective in imperial city for dual teams - storm ult synery then other uses ult) Thinking about it now, I forget to mention it also gives 1400 magicka to user after usage along with that extra synery.  While grinding Cp, and AP, I would use this skill. As stated above I believe this build set skills could work for any CP. Though, as always in the fine print, I am saying I use war horn most of the time.  \o/

     

    On occasion, I get bored or find some use for Absorption field (ex flame shapers in HRc ).  Really fun just to use in blackheart heaven and useful for stack and burn in city of ash. Only healer who can survive bad dps in elden hollow since it actually negates the fires. Of course good to negate, an mob's negate like in vDSA, or vMOL. If anyone reads , then I would like to know what else it negates, cause it doesn't seem like much.

     

    But I agree, war horn is best.

  3. #3

    sosaria

    Member3 Posts

    What is this Moon Sugar Potion you speak of?

    What buffs does it provide?

    And why aren't you letting us know how to get our hands on it?

  4. #4

    Tasear

    Member51 Posts
    sosaria wrote on April 6, 2017

    What is this Moon Sugar Potion you speak of?

    What buffs does it provide?

    And why aren’t you letting us know how to get our hands on it?

    It's blessings bestowed to only the chosen people. For now I suggest normal potions mobs give are fine as you aren't ready for the potions the gods give ... just yet.

  5. #5

    QuadroTony

    Member7 Posts

    great build! im healing like a god with it

    sometimes bastards votekick me (some leet players i guess) because in not templat lol!

    like today at last boss Warden, when i healed them without single death whole run, and in the end they ask me where is shards LOL

    when i said im sorc they kicked me, even if i was very good

  6. #6

    Tasear

    Member51 Posts
    QuadroTony wrote on May 14, 2017

    great build! im healing like a god with it

    sometimes bastards votekick me (some leet players i guess) because in not templat lol!

    like today at last boss Warden, when i healed them without single death whole run, and in the end they ask me where is shards LOL

    when i said im sorc they kicked me, even if i was very good

     

    Bone shield has a limited range so make sure you are close. Also start off the dugeon showing what sets you are using, and assuming you are using twilight Remedy then tell them to press x when on screen.

    P.S You are getting Stamina support come Morrowind next week as seen in the patch notes. I suggest you start leveling energy orb.

     

  7. #7

    runningp

    Member5 Posts

    Howdy Tasear,

    First off, thanks for taking the time to learn the class and make a great write up!  I am getting back into ESO and didn't want to go the Templar healer route and stumbled upon your build.

    Currently I have no CP and am just starting to level my Sorc.  I am making notes of your skills to know what lines to work on but do you recommend just leveling as a pet build with resto 2nd bar to max and don't try to heal any dung's on the way up or work on this build firmly and suffer a bit on the way up?  Also I know passives are tough but could you at least let me know the priority you would work on them as a fresh level?

    Thanks in advance to all help!

    P

  8. #8

    Tasear

    Member51 Posts
    runningp wrote on May 19, 2017

    Howdy Tasear,

    First off, thanks for taking the time to learn the class and make a great write up! I am getting back into ESO and didn’t want to go the Templar healer route and stumbled upon your build.

    Currently I have no CP and am just starting to level my Sorc. I am making notes of your skills to know what lines to work on but do you recommend just leveling as a pet build with resto 2nd bar to max and don’t try to heal any dung’s on the way up or work on this build firmly and suffer a bit on the way up? Also I know passives are tough but could you at least let me know the priority you would work on them as a fresh level?

    Thanks in advance to all help!

    P

    Hmm, I think I was healing say v5 aka champion 50 in veteran dugeons also started right away as healer for normals. For the most part, I just level up via daily randoms. In fact, there was a day I did over 10. There random xp is nice ever after it cuts down from the daily. Also after morrowind comes along you will need to level undaunted skill line to be effective healer as energy orb will give resources. So it's not so bad just to level doing daily dugeons. So let me think it's going to be a bit improtu, but here's how I would level up.

     

    Going to assume for the must part everyone is doing there roles in the dungeon. Meaning tanks have taunt, and have decent aggro control and dps can sorta kill things. So here's I would do it over again. So if you are bold enough you can do daily random at lvl 10. Just use healing springs and mutagen... and twlight if you get that far before level 10. You just have to apply mutagen before fights and use springs on them for mobs fights (assuming you have then use twilight if they are outside the circle for heal).

    Before Champion

    Gear

    • Sanctuary or healer set (From banished cells or can be purchased or farmed in nDSA)
    • Seducer (infused) (crafted 3 trait set)
    • random staves
      • Powered Trait on resto, defending trait on destro (if possible)

    Enchants

    Absorb Magicka / Glyph of Hardening

     

    Bar 1

    *  Inner light -> Emproward ward

    * Grand Healing - Healing Springs

    * Summon Twilight matriarch

    * Combat Prayer

    * Regeneration - Mutagen

    Ult - Summon Storm Atronach

     

    Bar 2

    Innerlight -  Element drain

    Circle of Protection -  impluse

    Summon Twilight matriarch

    Element Bloackade

    Blood Altar -> Bone Shield

    Ult - Negate Magic

    Priority Passives

    Class Skills

    1. Unholy Knowledge
    2. Power stone
    3. Rebate (first)
    4. Capitactor

    * While all the class skills are useful these are most important ones till you become champion level

     

    1. Essence Drain
    2. Restoration Expert

    * I suggest after acquired the rest of the listed passives here, then get the rest in restoration staff

    Destruction Staff

    1. Elemental force

    * You can get the rest of these last

     

     

     

  9. #9

    runningp

    Member5 Posts

    wow! thanks for the reply. Looks like I have a path, time to get going.

    Thanks again very much.

  10. #10

    Tasear

    Member51 Posts

    Updated for morrowind though I still need to fix some text in skills. Hope you all enjoy!

  11. #11

    Tonturri

    Member8 Posts

    It's been a while since I've messed around with Overload. I'm trying to make my own Sorc healer build (less support-y than yours, but can put out substantial DPS while still maintaining at least orbs and ele drain). How have you found the swap speed between normal bars and your overload bars? The main reason I never used Overload is because the swapping was so slow and just plain godawful CLUNKY, I'd sometimes find it spazzing out and the game couldn't decide which bar I was on.

     

    On a side note, a couple of suggestions. You could probably drop Impulse, as the Lightning heavy attacks continue to give rather nice AoE. I personally prefer Liquid Lightning, as I can put it down and forget it. Still gives great DPS in both single target or heavy, but leaves me free to cast other things (such as heavies for resources, which I need a lot of - my setup isn't near as sustain-y as yours - or a heal if needed, while LL continues to give me DPS). Also helps with Concussion application and Implosion procs even more.

     

    Concerning Mutagen/Rapid - have you tried testing your SPC uptime without it? I've found that most times a DPS needs healing, they need my direct attention (Twilight heal/springs). I don't have SPC cure yet (Imma cheapass Altmer, plus I'm hesitant about farming the dungeon it drops from...>.>) 10 sec is a long time, especially since you might be healing people with springs or the twilight anyway.

     

    It also seems like you run without Magelight. What's your experience in running with vs. without?

    Have you tried changing your Mundus yet? With morrowind sustain being harder, I think Atronach is a good choice. I've always ran it anyway, but having more magicka means you have more of everything. When I tried the healing mundus, I found I just couldn't get past that it only applied to my heals.

     

    Basically I'm trying to mash together a sorc lightning heavy attack DPS build and a healer setup, would appreciate thoughts on it. :D

     

    On an entirely unrelated note, EEEE Bosmer sorcs. So damn cute.

     

    Edit: Bosmer. I think it's 21%, not 41%? And it isn't very useful unless you actively invest in stam regen to get more benefit (see Amber plasm for pvp builds, but this is a PvE healer). Furthermore, your shield takes care of a lot. I've tried every which way to justify using Bosmer over Altmer in a wide variety of setups (Did bosmer sorc tank/healer, bosmer warden tank/heal, bosmer dk tank/heal), and I've never found it at all useful except in PvP. They're much cuter than Altmer though. I'd definitely be an all Bosmer player if Altmer passives weren't so damn amazing.

  12. #12

    Tasear

    Member51 Posts
    Tonturri wrote on June 5, 2017

    It’s been a while since I’ve messed around with Overload. I’m trying to make my own Sorc healer build (less support-y than yours, but can put out substantial DPS while still maintaining at least orbs and ele drain). How have you found the swap speed between normal bars and your overload bars? The main reason I never used Overload is because the swapping was so slow and just plain godawful CLUNKY, I’d sometimes find it spazzing out and the game couldn’t decide which bar I was on.

    On a side note, a couple of suggestions. You could probably drop Impulse, as the Lightning heavy attacks continue to give rather nice AoE. I personally prefer Liquid Lightning, as I can put it down and forget it. Still gives great DPS in both single target or heavy, but leaves me free to cast other things (such as heavies for resources, which I need a lot of – my setup isn’t near as sustain-y as yours – or a heal if needed, while LL continues to give me DPS). Also helps with Concussion application and Implosion procs even more.

    Concerning Mutagen/Rapid – have you tried testing your SPC uptime without it? I’ve found that most times a DPS needs healing, they need my direct attention (Twilight heal/springs). I don’t have SPC cure yet (Imma cheapass Altmer, plus I’m hesitant about farming the dungeon it drops from…>.>) 10 sec is a long time, especially since you might be healing people with springs or the twilight anyway.

    It also seems like you run without Magelight. What’s your experience in running with vs.without?

    Have you tried changing your Mundus yet? With morrowindsustain being harder, I think Atronach is a good choice. I’ve always ran it anyway, but having more magicka means you have more of everything. When I tried the healing mundus, I found I just couldn’t get past that it only applied to my heals.

    Basically I’m trying to mash together a sorc lightning heavy attack DPS build and a healer setup, would appreciate thoughts on it.

    On an entirely unrelated note, EEEE Bosmer sorcs. So damn cute.

    Edit: Bosmer. I think it’s 21%, not 41%? Andit isn’t very useful unless you actively invest in stam regen to get more benefit (see Amber plasm for pvp builds, but this is a PvE healer). Furthermore, your shield takes care of a lot. I’ve tried every which way to justify using Bosmer over Altmer in a wide variety of setups (Did bosmersorc tank/healer, bosmerwarden tank/heal, bosmerdktank/heal), and I’ve never found it at all useful except in PvP. They’re much cuter than Altmer though. I’d definitely be an all Bosmer player if Altmer passives weren’t so damn amazing.

    This build focuses on utility in a direction of a cleric, so some of my design choices actually reflect that. There's many different ways this could be done. At last let me focus on your questions.

     

    Point 1) Bar Swapping

    Interesting question about bar swapping. I won't see it's easy as it took some time to adjust, but was defiantly worth it. So how to you do effectively? First you might want to change your keys around so both keys are nearby each other or just switch roll mouse keys back and forward. Next part is bit more complex, some skills have a tiny, tiny cooldown before you can swap bars... like dark exchange, so it's actually about being careful what you put on the third bar and when you use it. Notice how I have blood altar and circle of protection on the third bar. Less likely to be needed for most fights, but in endurance fights or with weaker members it's a great skill for allies or yourself. Also I am careful when I use the first bar ult, so I am not in need of the 3 third bar for a bit.  Lastly make sure to get passives that build ult, such roll dodge cost (another reason for bosmer),  blocking (stamina thingy), light and heavy attack, fighter guild passive, ravage potions.  So like I said not easy, but profoundly powerful after you practice. 

    Point 2)

    I did consider using liquid lightning or lighting flood for the extra synergy, but I back on design choices it was for the debuff "minor mangle". Admittedly not useful in trials except on some special parts, so I might take your advice as I get ready to publish a design for trials (including veteran trials). Otherwise though it's a great skill for healers as not only finishes off mobs, but on some occasions debuffs mini bosses,dugeons bosses (first boss in vAA, 2nd wayrest), world bosses. Though back on point, I agree it would be more useful if you want to have more damage variation to supplant this was liquid lighting, though I would either impluse, or elemental blockade as they both serve as aoe proc for concussion,  and damage over time .

     

    Point 2) Sustain

    Sustain isn't so bad actually, in fact I don't use all the resources that I have for it. I would try the witchmother potent brew ... great stuff and the twlight migrates the lose of health. Also, there's an overlord ultimate that gives magicka on heavy and light attacks. You could always slot barrier and get 10% magicka regain from alliance war (also magicka and ult after finshed) , also check out the boost if you take down a keep it's 10% more spell damage for 30 mins and 20% magicka regain. Then again easy, but costly way is to use posions that give back resources while doing damage. Simply way though is to have one staff do absorb magic. One last thing note the auto target for heavy attacks on the resto staff seem off, as you will find yourself having to manuallly target. Do not forget to let the heavy animation finish to regain resources.

    3) Mutagen/Rapid

    I like those skills more of the extra security (heals allies when they drop to far) and a pre-fight buff. But you could easily do the same with healing springs. There's a reason why I say Sorcerer class really pulls this set off the best. In more than one aspect I am over healing. If you think about the twilight remedy set uptime if nearly 100%, so it's not a real worry about uptime.

     

    4) Direct Attention

    There's a few ways to heal or support and ones of those ways is migration. That adorable bone shield not only buffered some damage before it even happns, it also heals your allies throughout the duration.  It's like nightblade and dragonknight healing, but bit supbar as this isn't that class. In those regards, you will hardly ever see as much of a need for burst heals as  might you think. Even then if you might find your healing springs more useful, since you going to having higher critical hits then I do.

     

    5) Magelight

    At one point, I realized I was overkill or felt comfortable enough that the trade off off bigger heals vs more utility wasn't worth it. I suggest people at lower levels then I or just leveling up use it though. Also, as a dps/healer I highly suggest you use it. I would remove mutagen/ elemental blockade to add in on the bars.

     

    6) Mundus

    I spent more time then I want to admit finding the right mundus. Going in some sort of order, the mage was useful for more output, but less effective heals then again at my level I really didn't need it. I originally had the annotach like any good healer thinks to do, but wasn't worth it. Why, because less effect heals and already plenty of ways to sustain skill wise and with champion points. In considerations for your previous concerns and mentioned ones in this section I would try that food that gives 500 regain and health with the mage munuds if you are looking for more sustainable solutions. If that doesn't work then go use blue food with the thief mundus, this way do less for more.

    7) Heavy attack build

    I would like to remind you there's a passive on the resto staff called drain essence that gives allies a heal based on percentage of damage from heavy and light attacks. This something nightblade healers use to be effective and dominating in dps/healing, but sorrecer can pull this off too. I would definitely put a lot of points into staff expert and arms master. Also use mystic orbs instead of energy for more dps.  I seen another healer use illustrias healing instead of healing springs for the greater healing over time effect (do damage during this time) , but be somewhat careful on your sustain. Hmm, I would google "eso animation canceling" (block casting, bar swaping) ,  "weaving".

    Skills to consider

    Endless fury - sustain

    Lighting flood - sustain Aoe target shock damage for concussion

    Crushing shock - single targe shock damage for concussion

    Bound Aegis - more magicka more damage

    Mage light - regain, critical, magcika

    Dark Coversion - sustain and proc minor spell prophecy for allies. You can pick the damage morph for the other skills if you use this.

    Summon Charged aronach for more aoe damage

    Shotting star for great damage

    Either utl for barriar - one for sustain or one for more heals.

     

    * Note if you aren't already a bosmer then I would suggest altmer for easier dps/healer combination.

     

    Gear for dps/healer

    Spell power cure/ Nercopantance

    If you want more damage for your self while still outputing decent heals this is a great combination. Notice this combination lessens the value of the bosmer race choice.

     

    Nercopatance and Twilight Remedy

    Still want damage for yourself but want a safer option then I would use this instead.  You can also buy this jewelry in gold.

     

    Well I hope that I was helpful ^.^

    Edit: Altmer is better for healer who is more inclined for damage. For pure healer bosmer is better choice for more balance.

  13. #13

    Tasear

    Member51 Posts

    This is about updated except modifications and clarity that needs to go to gear. Over all switched of enchantments, and traits on staves. While taking time to explain importance of impluse for healers. You can find other modifications here 

  14. #14

    Tasear

    Member51 Posts

    Hopefully fixed grammer and syntax errors, while also update gear, weapon, and some explanations. Hope this is more useful to those who may read this. Also updated on vaule of impluse and it's effect on arcane well.

  15. #15

    Tasear

    Member51 Posts

    Clockwork Update

     

    * for dungeons optimization changed resto staff to decisive which increases war horn or storm anntoach uptime while also increasing uptime for 3 bar.

  16. #16

    Tasear

    Member51 Posts

    @liv3mind

     

    This is the one.

  17. #17

    liv3mind

    Member352 Posts
    Tasear wrote on February 2, 2018

    @liv3mind

    This is the one.

    consider running dual resto instead of destro/resto?  i prefer this most of the time because it allows me to spread my heals out on 2 bars, 1 bar focusing on burst (i would consider healing ward added somewhere as well) you can replace the dmg you lose from destro with liquid lightning. pulsar is not that reliable for debuff iirc. you could also run daedric tomb to give the exploitation passive out or boundless storm for the extra dmg/mitigation.

    ****Memento Casorum****

     

     

  18. #18

    Tasear

    Member51 Posts
    liv3mind wrote on February 2, 2018

    Tasear said on February 2, 2018 :

    @liv3mind

    This is the one.

    consider running dual resto instead of destro/resto? i prefer this most of the time because it allows me to spread my heals out on 2 bars, 1 bar focusing on burst (i would consider healing ward added somewhere as well) you can replace the dmg you lose from destro with liquid lightning. pulsar is not that reliable for debuff iirc. you could also run daedrictomb to give the exploitation passive out or boundless storm for the extra dmg/mitigation.

    I actually used to just before I made this build. It's mostly for elemental drain.

    I think healing ward personally and from experience is useless on a sorc. There's no reason other than if you are learning. It's healing or damage miragration which built in to the build and the class. Just think people make jokes about shield stacking sorcs be too hard to die. I find myself taking shots...I probably should of died from. Empowered ward will be enough and bone shield will make you feel like a tank.

    Note, pets don't really die from stupid since last February. The only exception is falkreath for twlight, and vAA familiar can be an issue. It's slight learning curve, but over time you get used to the pet. 

     

    In regards to plusar, there's actually a bit of history behind it. Was it 2 years ago...idk been so long, but was told sorc couldn't provide support, so this build was made. Has almost every buff in the game. Next patch it will have major instead of minor vality.  Okay back on point, the design was for pug friendly build and this will knock out 10% of health of all trash. But not only that makes it easier to proc arrance wall as you need to do 10% of damage to proc it. Mind you I agree using deadric tomb could be interesting way to go about it instead.

    Boundless storm, I do agree it was oversight of mine. But don't think miragration is needed for at least dungeons. Especially with all the shield stacking. I would consider replacing impluse with this in all trials except vDSA.  Still sorting out my lastest trial design though.

     

    Edit

    Impluse is also an aoe shock damage so it procs concussion and thus minor vulnerability ( increase damage by 8 %)  better than some other options.

  19. #19

    liv3mind

    Member352 Posts

    the reason i suggest healing ward is not for self mitigation, its to provide a quick heal to someone in trouble, plus a shield, as well as another heal later, this effectively means if someone is standing in red, and gets low on hp, you can throw them a quick heal+shield, and if they get out before it expires, it gives an additional heal to top them off.  personally i consider in invaluable to oh shit situations in pugs just because many people in pugs are not practiced in mechanics, this gives them an extra buffer+heal to deal with unexpectedness.  you probably have more experience pug healing on sorc than me, but i know on dk/nb i would never replace that skill especially in pugs, trials is a different story because most Vet trials groups atleast understand the mechanics and should be taking some responsibility for their actions and being proactive about dmg.

    regarding ele drain - are you using it for the debuff or the mgk return? if i know a tank is running pierce armor i prefer to run siphon spirit, if gives mgk return plus a heal, never a bad thing.

    Pulsar - so good for trash but not for bosses? maybe switch it to Daedric tomb for bosses, idk

    Boundless storm - maybe not needed for the mitigation, but it has a decent dmg tick for a healer, and if you find room somewhere on your bars for surge, it can provide a great hot for yourself as well.

    ps - like the fact that you went woodelf with this, very helpful to have the stam perks for pugs imho

    ****Memento Casorum****

     

     

  20. #20

    Tasear

    Member51 Posts

    Honestly.. maybe that's it. I was having this talk with alcast. It seems like experience gap. I played about 4000 hours now. I have seen most bugs and have things fully leveled on both morphs in most cases. So maybe it's a generation gap. It's nice seeing more sorc builds. It was my dream like three years ago.

     

    Back on point, why doesn't make sense. Was having this debate long with Paul, since by all marks I have a healer for each class, so have some fuss sorc by all rights has best burst heal for it's adaptability and numbers. I am sitting just below 10k on a bosmer. That's 10k for both allies and bird. (30k in total) This before a critical. So what I am saying this is button for oh shit moments. Even if the bird dies you have combat prayer aoe heal and mutgen still ongoing. Not mention twlight remedy every 10 secs~ideally with 26k hot. Also in my case, with build they will also have 15k to 18k shield every 10 secs or so because bone shield will proc for all allies. So for sorcs and this build especially it's a redundancy.

     

    Back bars can be quite stylish I think. You can put any number of skills there. I think I have surge or dark exchange on there. Surge is definitely better for more damage and stronger heals. I simply picked dark exchange for the minior prophecy. But I do but surge there on ocassion.

    If I wasn't using twlight remedy then I would replace with liquid lighting. I also played with replacing elemental blockade for this ontrials version...I am working on. I might be able to move out circle of protection for it giving a bit more dps and aoe damage over effect for concussion. I do wonder if the initial blast would count as aoe and not aoe damage over time, because aoe damage has higher chsnch to proc concussion. Then again with off balance changes might not be as important.Still could be a fair trade off. Especially those not wood elf.  I do need to sit down and polish this up. Maybe add different variations to this. Cause I actually do have a few.

    Just been distracted with understanding the other classes healing. Been in runt with templer one for like forever. It's hard thinking if something new, but warden, dragon Knight are about up to par with nightblade having a design on it.

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