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Dragonknight Healer PvE Build ESO – Heal it with Fire

Dragonknight Healer PvE Build ESO – Heal it with Fire

Build Written By: DoctorSarge – PS4 NA

Role: Healer

Patch: Markarth

Table of Contents

  1. Introduction
  2. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Vampire vs. Werewolf vs. Mortal
    5. Champion Points
    6. Other Important Info (Food, Mundus, Race, Potions, Passives)
  3. Tips & Misc
  4. Contact Info
  5. Update Log


Welcome to the Dragonknight Healer build, Heal it With Fire, for ESO! DK healers aren’t a meta choice right now, but they can still perform very well in all content. They have a unique feel through their class skills that other classes just can’t replicate. Through healing people by shooting fireballs at them, by throwing rocks at enemies and giving allies a huge burst heal, a long source of Major Mending that also shields my allies, and being able to provide a big debuff for my group by breathing fire on my enemies, DK is probably my favorite off-meta healer.  



Dragonknight Healer PvE Build – General Setup
Gear Slot Set Weight Trait Enchant Acquisition
Head Symphony of Blades Heavy Infused Prismatic Vet Depths of Malatar
Shoulders Symphony of Blades Medium Divines Magicka Undaunted Chest
Gloves Jorvuld's Guidance Light Divines Magicka Scalecaller Peak
Legs Jorvuld's Guidance Light Divines Magicka Scalecaller Peak
Chest Jorvuld's Guidance Light Divines Magicka Scalecaller Peak
Belt Jorvuld's Guidance Light Divines Magicka Scalecaller Peak
Boots Jorvuld's Guidance Light Divines Magicka Scalecaller Peak
Necklace Vestment of Olorime Jewelry Arcane Spell Damage Cloudrest
Ring Vestment of Olorime Jewelry Arcane Spell Damage Cloudrest
Ring Vestment of Olorime Jewelry Arcane Magicka Recovery Cloudrest
Weapon 1 Perfected Grand Rejuvenation Restoration Powered Spell/Weapon Damage Vet Dragonstar Arena
Weapon 2 Vestment of Olorime Shock Infused Shock Cloudrest
Dragonknight Healer PvE Build – Z’en/MK Setup
Gear Slot Set Weight Trait Enchant Acquisition
Head Symphony of Blades Heavy Infused Prismatic Vet Depths of Malatar
Shoulders Symphony of Blades Medium Divines Magicka Undaunted Chest
Gloves Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Trader
Legs Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Trader
Chest Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Trader
Belt Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Trader
Boots Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Trader
Necklace Z'en's Redress Jewelry Arcane Spell Damage Lair of Maarselok
Ring Z'en's Redress Jewelry Arcane Spell Damage Lair of Maarselok
Ring Z'en's Redress Jewelry Arcane Magicka Recovery Lair of Maarselok
Weapon 1 Perfected Grand Rejuvenation Restoration Charged Flame Vet Dragonstar Arena
Weapon 2 Z'en's Redress Lightning Infused Poison Lair of Maarselok

Gear Notes/Explanations

NOTE: If you’re looking for a beginner gear setup, check out Dottz’s best beginner gear sets for end-game guide.

  • Symphony of Blades
    • Good for group sustain. Only one person needs to run it after the Greymoor changes so coordinate with your group.
  • Olorime
    • One of the biggest and most important buffs we can give as healers. SPC got buffed in Stonethorn to be similar in performance to this set, but Olorime is still a generally better option in most situations. You just now have to be more accurate with your circle placements.
  • Jorvuld’s Guidance
    • A nice default set if you don’t have anything else more group specific to wear. Buffs the duration of our Combat Prayer buffs, the length our Barriers last if you use it, the length of our Olorime buff so it’s even easier to keep up, and the duration of the Major Force buff from Aggressive Warhorn. Can also be back barred if needed since Warhorn is the biggest buff it affects.
  • Martial Knowledge
    • A big debuff that’s relatively easy to keep up. Takes some getting used to and you may need to play around with your build in more stamina intensive situations, but it’s still usable everywhere. Learn to roll dodge/bash weave some to help keep your stam low so you can proc it on cooldown easily.
  • Z’ens Redress
    • Another huge debuff that’ll take some learning to use but is still usable everywhere. You need at least 5 total DoTs to keep it maxed. The two glyphs listed leave status effect DoTs so that’s two. That means you need at least 3 more DoTs from your skills, although you’d optimally have 4 since both status effect DoTs won’t be up all the time. Also easily back barred since you only need one light attack on a target every 20 seconds.
  • Grand Rejuvenation (Master Restoration Staff)
    • With so many sets you can back bar as a healer, you can pretty much always be running a special set. This one in particular is amazing for group sustain. You can refresh Illustrious early for more procs and can even refresh it while the proc is still running to refresh it and can two ticks in one second. An awesome default if you don’t need anything else specific for special mechanics.

Alternative Gear

  • Bogdan
    • Biggest raw healing you can get from a monster set. Not needed in most circumstances but is easy to get and really good for the situations it is good in.
  • Earthgore
    • Huge burst heal held back by the long cooldown and the fact that it is only single target, although it does recalculate who to target every tick it heals. Still not bad to have
  • Troll King
    • Great for certain mechanics where you need to heal someone from under 50% to full quickly, like cage healing in vSS or healing through Baneful Mark in vCR
  • Sentinel of Rkugamz
    • A mix of healing and sustain, although it’s meh at both. A small radius and small numbers really hold this set back. It can be good if you for some reason don’t have several people in Symphony and your group is stacked though.
  • Torug’s Pact
    • Traditionally a tank set, this is now often run on healers in optimized trials since the introduction of Yolnahkriin to keep up Crusher. Which bar you have Crusher on is preference, just make sure to have it infused and for the set to be active on both bars. DO NOT PAIR THIS WITH Z’EN. You want to make sure to have both status effect applying glyphs for Z’en and having to run Crusher conflicts with that.
  • Hollowfang
    • Awesome sustain set for magicka heavy groups. Better than Worm Cult if your group is relatively grouped. Optimally active at all times, but can be back barred. You just might be losing uptime on it and it might be proccing more from crit damage than crit healing, so the placements won’t be the best. Also make sure to remind your group that the AoE coming from the floating, menacing ball of blood is something they actually want to stand in.
  • Worm Cult
    • Good sustain set for magicka heavy groups. Not as good as Hollowfang, but is consistent. And the blue balls make you look cool. Needs to be active at all times.
  • Hircine
    • Stamina equivalent of Worm. Although typically ran by offtanks, it doesn’t hurt to have a set ready. Needs to either be jewelry + weapons or jewelry + two body pieces. Just make sure to have a fully light monster set to pair with it.
  • Ebon
    • Although ran by tanks 99% of the time, it is common for healers to run this in vCR. Needs to be jewelry + two body pieces ONLY because it is buggy on the weapons. So make sure to have a light monster set for pairing if you need to run it.
  • Mending (Healing Mage)
    • Not used much anymore due to people already having good damage mitigation from a variety of sources, but not bad to have. A great set for vBRP though.
  • Spell Power Cure
    • Historically just a worse option than Olorime, this set is now very similar in performance to it. Olorime will still generally be better but having a set of SPC definitely isn’t a bad option.
  • Mender’s Ward (Blackrose Prison Restoration Staff)
    • Great if you need burst healing on specific targets, like cage healing in vSS or learning to heal through Baneful Mark in vCR. Not used in a general sense but very good in the specific situations you would use it in. Make sure to get at least the non-perfected staff, especially since the only difference between that and perfected is a line of magicka recovery.
  • Roaring Opportunist 
    • An option if your group isn’t running Major Slayer sets on the DPS. Make sure to stack your max magicka as high as you can (Mage Mundus, full max mag enchants, full divines, bi-stat food, passive max magicka-giving skills such as Meteor and Inner Light), use a weapon damage enchant, and use a nirnhoned staff on the bar you are HAing on. Also make sure to do it twice in a row and to pair it with Jorvuld’s. Optimally, you’ll be getting 16-17s as your value.
  • Force Overflow (Vateshran Hollow’s Restoration Staff)
    • A nice option for group sustain if you can hit people with the tether.


All points into Magicka.


General Setup

Illustrious Healing Combat Prayer Obsidian Shard Fragmented Shield Radiating Regeneration Replenishing Barrier
Elemental Blockade Engulfing Flames Cauterize Overflowing Altar Energy Orb Aggressive Horn

Main Bar – Restoration Staff:

  • Illustrious Healing
    • Amazing AoE HoT. Also procs our Master Resto staff. Can be refreshed early for more procs of the Master Resto effect.
  • Combat Prayer
    • Great burst heal + Minor Resistance buffs + Minor Berserk. One of our most important skills, especially since both healers need to be running it due to it having a 6 person cap.
  • Obsidian Shard
    • Big burst heal with a big range. Great skill overall.
  • Fragmented Shield
    • The shield you give is small but 5 seconds of Major Mending is huge. Really helps in high damage situations
  • Radiating Regeneration
    • A strong HoT that affects 3 people each cast. Strong in dungeons but may require a few casts in trials to hit everyone.
  • Replenishing Barrier
    • Mainly for the passive magicka regen, but it is also a really good survivability ultimate if your group absolutely needs it.

Back Bar – Destruction Staff:

  • Elemental Blockade
    • One of our most important skills as it helps keep up, which is really important for stamina heavy groups. Also keeps up whatever enchant we have slotted. 
  • Engulfing Flames
    • Really important to keep up for magicka heavy groups. Takes around ~3k spell damage and ~31k magicka to fully max out the debuff, which we can reach pretty easily. Not needed if there is a magDK present though.
  • Cauterize
    • Great passive heal that also really cheap. Also has a really big radius so your job is a little bit easier.
  • Cinder Storm
    • Really expensive but a big heal if your group is stacked up. Also good for good Olo placements
  • Energy Orb
    • One of our most important skills that every healer needs. A really big heal that ticks every half second and gives out the Combustion synergy, one of the most important synergies for a group due to the sustain it provides
  • Aggressive Warhorn
    • The ultimate you should almost always be using. Big group DPS increase.

Z’en’s & Martial Knowledge Setup

Illustrious Healing Combat Prayer Cauterize Fragmented Shield Degeneration Replenishing Barrier
Elemental Blockade Barbed Trap Burning Embers Degeneration Engulfing Flames Aggressive Horn

Main Bar – Restoration Staff:

  • Illustrious Healing
    • See above
  • Combat Prayer
    • See above
  • Cauterize
    • See above
  • Energy Orb
    • See above
  • Fragmented Shield
    • See above
  • Replenishing Barrier
    • See above

Back Bar – Destruction Staff:

  • Elemental Blockade
    • See above
  • Barbed Trap
    • DoT to help keep our Z’en proc maxed that also gives you Minor Force, so your DPS will be boosted. Also uses stamina so MK is a bit easier to control.
  • Burning Embers
    • DoT to help keep our Z’en proc maxed that also does good damage and heals you when it ends/is refreshed.
  • Degeneration
    • DoT to help keep our Z’en proc maxed that also does good damage.
  • Engulfing Flames
    • Helps keeps our Z’en proc maxed as well as the benefits mentioned above
  • Aggressive Warhorn
    • See above

Alternate Skills

  • Crushing Shock
    • Flex skill just in case you need it for interrupting targets at range
  • Elemental Drain
    • At least one healer/tank should be running this if there are magicka DPS present
  • Destructive Reach
    • Counts as a Z’en DoT and is ranged.
  • Light’s Champion
    • A nice mix of defense and offense, although I prefer using other ults such as Barrier due to my groups really needing the defense if I’m not using Warhorn.
  • Deep Breath
    • AoE interrupt if you’re in range. Useful if you have several things that need to be interrupted in melee range.
  • Igneous Weapons
    • Good for 4-man runs so your DPS don’t have to run expensive potions for Major Sorcery/Brutality, although it’s generally better to do so if you’re doing more serious content like vBRP or dungeon challenger achievements.
  •  Healing Ward
    • Mandatory to use for the BRP resto staff and is a pretty good skill for healing low health allies.
  • Harness Magicka/Dampen Magic
    • You generally don’t need shields for yourself but it’s good to have one just in case. Morph is mainly preference.
  • Scalding Rune
    • Counts as a Z’en DoT and is ranged.
  • Race Against Time/Channeled Acceleration
    • Good if you need a movement altering skill. Morph is preference, basically whether you like short bursts instantly given to you vs having to channel a skill for a couple seconds for a longer effect.
  • Overflowing Altar
    • Overall great skill. Gives a passive heal for your allies and a synergy for low health allies. Required in some fights like vCR to help heal through Baneful Mark quickly.
  • Shadow Silk
    • Gives a pretty good synergy if you can place it on a target far enough away where group members would be able to proc it. Also costs stam so potentially good to use with MK.
  • Inner Rage
    • Not going to be generally used, but useful to have for specific fight strategies.
  • Bone Surge
    • Gives a powerful synergy to allies and costs stam, so it could be good to use with MK.
  • Efficient Purge
    • Essential skill in lots of fights. Make sure to get it and max it out ASAP as it is costly.
  • Mystic Guard
    • Used in some fights, like on the MT in vSS HM, so good to have.
  • Force Siphon
    • Required to use the Force Overflow set. Morph is up to you and your group.

Minor Brittle

If you are in charge of keeping up Minor Brittle, then you have a couple options for setups. The “purely focused on maximizing uptime on Minor Brittle” setup is to double bar ice staves, have your back bar be infused with a frost enchant, have your front bar should be charged, and to fit in some extra frost damage skills if you can. Obviously your healing output will be low so this is for more advanced groups. The more practical, although arguably really annoying and possibly not worth it, setup is to just have your infused frost enchant frost staff on your back bar and keep your resto staff on your front bar. This is more practical in that you’re not really giving up much healing power, but you have to either constantly swap to your back bar to reapply Minor Brittle or you lose a lot of uptime on it, potentially making it not worth to build for in the first place if it’s really low. What setup is up to you and your group, so make sure to have this discussion with them beforehand and know what you and them are comfortable with.

Vampire vs. Werewolf vs. Mortal

After the Greymoor changes, I no longer recommend vampire for this build.

Champion Points



  • Blessed – 75
  • Elfborn – 81
  • Spell Erosion – 21
  • Elemental Expert – 43
  • Staff Expert – 19
  • Thaumaturge – 31


  • Shadow Ward – 20
  • Tumbling – 56
  • Arcanist – 75
  • Tenacity – 56
  • Bashing Focus – 5
  • Sprinter – 2
  • Warlord – 56


  • Quick Recovery – 11
  • Thick Skinned – 56
  • Hardy – 56
  • Elemental Defender – 56
  • Ironclad – 81
  • Spell Shield – 10



  • Blessed – 49
  • Elfborn – 28
  • Spell Erosion – 12
  • Elemental Expert – 11


  • Tumbling – 26
  • Arcanist – 32
  • Tenacity – 19
  • Warlord – 23


  • Thick Skinned – 26
  • Hardy – 23
  • Elemental Defender – 23
  • Ironclad – 28

Other Important Info

Buff Food

Optimally Artaeum Pickled Fish Bowl. Can substitute another bi-stat food like Solitude Salmon-Millet Soup for near exact performance at a cheaper cost. If you need sustain, use Witchmother’s Potent Brew or Clockwork Citris Fillet. Tri-stat (Bewitched Sugar Skulls) is also really good if you’re using MK in a stamina intensive situation and need a higher base amount. Just make sure to have at least 17-18k health before Minor Toughness and at least 30k magicka


You have several good options you can use. The Apprentice can provide good healing and DPS. Thief is also a good choice, and would provide more DPS at the expense of a little healing. Atronach is also an option if you’re a non-breton and need the sustain, but I don’t recommend it for a Breton. Ritual is overkill imo so I don’t recommend that.


  • Breton optimally. The sustain is amazing and you can still get good stats.
  • High Elf is the next best. You don’t have as much built in sustain as Breton, but you have higher built in spell damage and max magicka so your damage and raw healing will be higher. They also make stamina management easier.
  • Dark Elf is third. Slightly less magicka than High Elf, but basically the same damage output. They also have higher built in stamina, so your pool will be bigger. This generally isn’t as good for stam management as the High Elf passive that restores stamina though.


Essence of Spell Power (Corn Flower + Lady’s Smock + Water Hyacinth) optimally. Trash magicka potions are also fine if you’re not in hard content/already have the Major Sorcery + Prophecy. Tri-stat potions are also an option, and can make stamina management easier when using MK.


Class (All), Restoration Staff (All), Destruction Staff (All), Light Armor (All), Heavy Armor (Juggernaut), Fighters Guild (Intimidating Presence, Banish the Wicked), Mages Guild (All), Undaunted (All), Support (Magicka Aid), Racial (All), Alchemy (Medicinal Use)

Tips & Misc.

  • There’s not really a rotation since we’re a healing build. Just make sure to keep your HoTs up along with your debuffs/buffs. Heavy attack when you need to.
  • If you’re using the Master Resto, then make sure to refresh Illustrious early, and if you have time even refresh it within the buff duration. 
  • If you’re using Z’en then make sure to keep your DoTs up. Depending on the specific DoTs you use, you could make a sort-of rotation out of it but it’s situational based on what exactly you’re running and they still have less precedence than keeping your group alive through healing intensive moments. When setting your bars up, go through your skills and slot your most essential skills first then your DoTs. The bar setup given is just a suggestion. It’s likely yours will be different based on your group and specific fight. 
  • If you’re using MK, try to keep your stamina around 50% so it’s easy to proc it on cooldown. Bash weaving, roll dodging (even if you look funny seemingly randomly roll dodging xD), and using a skill that costs stamina can help with this.
  • The specific setups here are just what I suggest. Feel free to customize things to what you need. If you need more sustain, run more recovery enchants or recovery food. If you need more health/stam, try running more prismatic enchants. Or maybe you feel like you have enough so the one prismatic I suggest could be replaced with a magicka one. Etc. Just experiment and see what works for you and your groups.


If you have any questions about the build, join our discord server and ask @DoctorSarge about the build!

Update Log

2/25/2020 – Build created
6/1/2020 – vampire removed from build, new alternative set added
8/27/2020 – alternative gear updated, “fun dungeon setup” deleted
11/18/2020 – new alternative sets added, minor brittle discussion added