- June 9, 2017 - Changed CP setup
- May 25, 2017 - Changed around a few skills, added some information about passives.
- May 22, 2017 - Build posted
Hello! I'm Marron, a long-time MMO player who mains a healer on ESO. I had a chance to play in the Morrowind Beta (even though I am a PS4 player), and I spent a lot of time playing around with the different skills offered by the new Warden class.
I would like to start this by saying that I believe the Warden will be strong in endgame PvE only when paired with a Templar healer. Wardens and Templars have skills that compliment one another nicely, but you are missing out on a lot of burst healing and other healing necessities for trials when you limit yourself to only using Wardens.
Race: I have always preferred Breton for my healer because of the reduced cost and extra spell resistance passives, but both High Elf and Argonian are also a good choice.
Food: I suggest using Witchmothers Brew Drink or Orzorga's Red Frothgar instead of max health/magicka food. The magicka regen component of both of these drinks is very important to help with sustain.
Potions: Spell power potions (spell damage, spell critical, magicka restoration - made with Cornflower, Lady's Smock, and Water Hyacinth)
Poisons: Breaching poison on your back bar is an amazing thing. It can be created with Beetle Scuttle and either Lady's Smock or Violet Coprinus, and lasts 10 seconds. You can proc it through use of your Lightning Blockade.
Vampire: If you are having trouble with your Magicka recovery, being a vampire will certainly help with this.
Mundus Stone: Thief Stone for extra crit %, or else Atronach Stone for extra recovery if you are having resource management issues.
Stat Point Distribution: I put 14 points into health and the rest into Magicka. Because healers wear 7 light pieces, you don't get the stat bonus from the Undaunted Mettle passive, and staying alive with 12k health can be pretty tough as that puts you solidly into one-shot range.
Champion Points for a Warden healer are not dissimilar to those of a Templar healer. Based on 630 CP, your points should be distributed similarly to this:
- 20 Ironclad
- 20 Spell Shield
- 20 Thick Skinned
- 75 Hardy
- 75 Elemental Defender
- 28 Warlord
- 75 Arcanist
- 75 Tenacity
- 32 Mooncalf
(lots of break free mechanics in HoF, so that’s why I have put points into Warlord and Mooncalf)
- 75 Blessed
- 100 Elfborn (still gives you 25%)
- 23 Elemental Expert
- 12 Spell Erosion
(Adding points into Elemental Expert and Spell Erosion gives you a little more flexibility so that you can also dps and have fun on this character when you're not in trials without having to completely respec your CP every time.)
Gear for a Warden healer is the same as a Templar healer. 5 pieces of Spell Power Cure, 5 pieces of either Worm or Healing Mage (AKA Mending).
Front bar should be a Master Resto Staff (preferably with an Infused trait, though Powered would be good, too), and a Master Lightning Staff on the back bar with a Charged trait. You could also go for a Maelstrom Lightning Staff, but I prefer the increased Max Magicka that you receive from a Master staff.
Here you can see that I have put together a list of Templar Skills vs. Warden skills, which will let you see how using a Templar and a Warden together for healing is a great choice because of the way the skills mesh together:[spoiler title="Templar Buff/Debuffs vs. Warden Buff/Debuffs"][/spoiler]
That said, you will see that the healing Warden does not have a couple of skills you usually put on a Templar, but it also relieves the Templar of one or two responsibilities to help with resource management.
Front Bar - Resto Staff
- Healing Springs or Purge - Standard HoT heal. For the first boss in Halls of Fabrication, you don't need Healing Springs as you are basically spamming light/heavy attack weaves and Purge. I would suggest keeping Budding Seeds on the back bar and replacing Healing Springs with Purge for this one boss fight only.
- Blue Betty - Restores magicka to the user constantly over 22 seconds and grants them Major Sorcery (this is a MUST HAVE skill!). We put this on the front bar because of the Flourish passive in the Animal Companion tree increases your Magicka and Stamina recovery by 12% if you have an Animal Companion ability slotted.
- Enchanted Growth - An instant heal that gives targets (aka you and your party members) Minor Intelect and Minor Endurance for extra resource regen.
- Combat Prayer - An instant heal that grants Minor Berserk (extra damage), Minor Resolve, and Minor Ward
- Harness Magicka or Ward Ally - Everyone needs a shield, even healers.
- Ultimate: Northern Storm - Passives from the frost tree of Warden skills means slotting Northern Storm gives you +8% max magicka. It also gives Major Protection, which stacks with the Templar Solar Prison's Major Maim.
Back Bar - Lightning Staff w/Breaching poison
- Expansive Frost Cloak - casts Major Resolve and Major Ward. A Warden off-tank will likely use the other morph of this, but the skill only covers 6 people. So while the off-tank is up front cloaking melee and main tank, you'll be in the back, cloaking the other healer and the ranged damage dealers.
- Budding Seeds or Purge - A delayed HoT with a synergy. If you cast it twice, it will heal instantly (but since you're using Healing Springs, you should not need to). Alternatively, you could replace this with Purge as needed.
- Lotus Blossom or Elemental Drain - Lotus Blossom is another great skill because when you do light or heavy attacks, it will heal the person in the party with the lowest health. Since you'll need a little extra heavy attacking for resource management, this is helpful. This is, of course, assuming that the other healer will be using Radiant Aura or Elemental Drain. If not, you will need to give up this slot for Elemental Drain.
- Energy Orb - We don't have shards, so this is the next best thing.
- Blockade of Storms - Lightning blockade will apply your breaching poison and the lightning damage knocks targets off-balance
- Ultimate: War Horn - Major Force, a must have for healers and tanks.
Generally, I like to get the passives in all of the skill trees of the skills I use. That's pretty standard, I think. I thought I would list some of the important healing passives from the Warden skill trees here and what they do:
- Flourish (Animal Companion) - Increase your Magicka Recovery and Stamina Recovery by 12% if an Animal Companion ability is slotted
- Accelerated Growth (Green Balance) - When healing you or an ally under 40% Health with a Green Balance ability gain Major Mending, increasing your healing done by 25% for 3 seconds.
- Emerald Moss (Green Balance) - Increase Healing Done for Green Balance abilities by 2% for each Green Balance ability slotted.
- Maturation (Green Balance) - When healing you or an ally with a Green Balance ability, grant them Minor Toughness, which increases Max Health by 10% for 20 seconds.
Basically, you want all of the passives from Animal Companions, Green Balance, Winters Embrace, Light Armor, Destruction Staff, Restoration Staff, Fighter's Guild, Mage's Guild, Racial, Undaunted, and Vampire (if you choose to become a vampire). You will also want the Medicinal Use passive from Alchemy, which makes potion effects last 30% longer, and Connoisseur from the Provisioning line that adds 20 minutes to the duration of any drink you consume. Both Witch Mother's Brew and Orzorga's Red Frothgar are drinks, not food.
The Warden healer is probably something better left to a player who is already familiar with Templar healing. It will take a little bit of getting used to, but it is quite fun! Thank you for taking the time to read this. :)