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Holy Light – Templar Healer PvE Build

Holy Light – Templar Healer PvE Build

Build Written By: Menandros – PC NA/EU

Role: Healer

Patch: Scalebreaker

Table of Contents

  1. Introduction
  2. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Champion Points
    5. Other Important Info (Food, Mundus, Race, Potions, Passives)
  3. Rotation
  4. Contact Info
  5. Update Log

Introduction

Welcome to DottzGaming.com’s Templar Healer PvE Build, Holy Light, for the Elder Scrolls Online!

The guide will cover all types of group PvE content from dungeons to trials. If you are a beginner, it is useful to read a lot of the information to get an idea about what you can look forward to, but keep in mind that this guide includes a couple of end game sets and tips which may not be immediately useful to newer players. In the build section below, there are beginner/intermediate examples which are not terribly difficult to farm and which work well as a generic set up in all content. I recommend that you start with those builds while working towards more advanced sets and strategies as you grow and play with more advanced groups.

There is a lot of information, if you have questions feel free to contact me on the Dottzgaming discord (@Menandros) or send an in game mail/whisper to @Menandros, if you play on PC EU or PC NA.

Setup

Gear

Templar Healer PvE Build – Intermediate Trials/Dungeons
Gear Slot Set Weight Trait Enchant Acquisition
Head Nightflame (or Sentinel of Rkugamz) Heavy Divines Magicka Vet Elden Hollow 2 (or Darkshade Caverns 2)
Shoulders Nightflame (or Sentinel of Rkugamz) Medium Divines Magicka Undaunted Chest
Gloves Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Legs Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Chest Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Belt Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Boots Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Necklace Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Weapon 1 Grand Rejuvenation Restoration Precise Spell Damage Veteran Dragonstar Arena
Weapon 2 Perfect Vestment of Olorime Shock Infused Shock Cloudrest

NOTE: This is the general go-to set up for doing dungeons and many trials. If, while doing trials, the other healer already is wearing Olorime or Infallible, one of you should swap to a different set instead. A good generic replacement for a set which is doubled by the other healer would be Worm or Jorvuld.

Templar Healer PvE Build – Beginner
Gear Slot Set Weight Trait Enchant Acquisition
Head Magnus' Gift Light Divines Magicka (or Prismatic) Crafted
Shoulders Magnus' Gift Light Divines Magicka Crafted
Gloves Armor of the Seducer Light Divines Magicka Crafted
Legs Armor of the Seducer Medium Divines Magicka (or Prismatic) Crafted
Chest Armor of the Seducer Heavy Divines Magicka (or Prismatic) Crafted
Belt Armor of the Seducer Light Divines Magicka Crafted
Boots Armor of the Seducer Light Divines Magicka Crafted
Necklace Willpower Jewelry Arcane Magicka Recovery Imperial City or Guild Trader
Ring Willpower Jewelry Arcane Magicka Recovery Imperial City or Guild Trader
Ring Willpower Jewelry Arcane Magicka Recovery Imperial City or Guild Trader
Weapon 1 Magnus' Gift Restoration Powered Weapon and Spell Damage Crafted
Weapon 2 Magnus' Gift Lightning Infused Shock Crafted

NOTE: So you just started the game and you want to jump right in to healing. If you have a crafter friend (the Dottz guild has many who can help) – then these are some great starter sets. They offer a lot of sustain and general magicka stats to help you focus on playing the game instead of worrying about resource management. Once you are CP 160, I would focus on trying to replace these sets with other sets such as Olorime, Jorvuld, Worm, and Infallible.

Healers tend to have more options open to them when choosing gear than damage roles. Over time you will build up a collection which allows you to change your gear to suit the needs of your group – especially important when two healers are in the group as the both of you will need to avoid using the same sets as most buffs do not stack.

Templar Healer PvE Build – Endgame Trials
Gear Slot Set Weight Trait Enchant Acquisition
Head Nightflame (or Sentinel of Rkugamz) Heavy Divines Magicka Vet Elden Hollow 2 (or Darkshade Caverns 2)
Shoulders Nightflame (or Sentinel of Rkugamz) Medium Divines Magicka Undaunted Chest
Gloves Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Traders
Legs Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Traders
Chest Way of Martial Knowledge Light Divines Magicka Craglorn or Guild Traders
Belt Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Boots Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Necklace Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Weapon 1 Grand Rejuvenation Restoration Precise Spell Damage Veteran Dragonstar Arena
Weapon 2 Way of Martial Knowledge Shock Infused Shock Craglorn or Guild Traders

NOTE: If you are in an organised raid group, you will likely be wearing this. Your other healer is typically a Warden, offering their Minor Toughness buff and the such while wearing Z‘en‘s Redress and Olorime‘s. It is your job to keep Minor Vulnerability up 100%, Minor Fracture (from Power of the Light) up 100%, and Way of Martial Knowledge‘s debuff up about 50-55% while healing your team through mechanics and helping out with superb Combat Prayer uptime and supplying resources through Energy Orbs and Springs spam with the Master‘s Staff. This is not always possible and are uptimes in an ideal fight while mostly parses – uptimes will vary depending on fight mechanics. Way of Martial Knowledge takes a bit of practice to learn how to use, there is a section below which offer tips and tricks for doing this.

Templar Healer PvE Build – Endgame Dungeons
Gear Slot Set Weight Trait Enchant Acquisition
Head Zaan (or  Grothdarr) Heavy Divines Magicka Vet Scalecaller Peak (or Vet Vaults of Madness)
Shoulders  Zaan (or  Grothdarr) Medium Divines Magicka Undaunted Chest
Gloves Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Legs Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Chest Perfect Vestment of Olorime Light Divines Magicka Cloudrest
Belt Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Boots Infallible Mage Light Divines Magicka Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Necklace Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Ring Infallible Mage Jewelry Arcane Magicka Recovery (or Spell Damage) Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia
Weapon 1 Grand Rejuvenation Restoration Precise Spell Damage Veteran Dragonstar Arena
Weapon 2 Perfect Vestment of Olorime Shock Infused Shock Cloudrest

NOTE:  I like to buff my teammates in all the standard Trial ways while playing dungeons, while also offering some extra damage. Typically sustain is not as important in dungeons so I will drop the Master‘s Staff and instead slow a Maelstrom‘s Staff. I also use a damaging monster set: Zaan has great boss damage while Grothdarr has better area trash damage, whichever you prefer is fine – or you can swap them throughout the dungeon if you want to be really spicy. While wearing this build I will typically slot some damage skills such as Soul Splitting Trap and Puncturing Sweep. Be sure to remember to heal and buff while doing damage, though.

Listed below are some options with a brief description on why you might use the set – after reading, be sure to check some of the sample builds below to get an idea of what you need, as it is not so important to get all of these sets straight away as a beginner. Click on the name of the set to view its in-game description before reading the guide descriptions.

Gear Information

Crafted sets:

Armour of the Seducer – A great beginner set as it is easy to get a full set of pieces in perfect traits from a crafter. Gives great resource sustain so that you can focus on which abilities to use and less on whether you have enough magicka.

Magnus‘ Gift – Another great beginner set for all the same reasons listed above.

Torug‘s Pact – There are situations in some trials when a tank cannot wear Torug‘s and it will be a healer‘s job to apply the Torug‘s infused crushing enchantment to the boss. Do not worry about this as a beginner – if you are playing with a good enough group to require this set on a healer, you probably will already have been asked to wear this by a guild member. As you start doing harder trials content, it is good to have a set in the bank specifically with an infused lightning staff that uses the crushing enchantment, that way you are ready when the situation arises.

Dungeon sets:

Jorvuld‘s Guidance (Scalecaller Peak) – This set is not used so much on Templar healers anymore. It was previously used to buff the length of the Olorime‘s Major Courage buff, Combat Prayer, and Aggressive Warhorn. Martial Knowledge now adds more damage than Jorvuld‘s, and Infallible Aether is nearly guaranteed to be your other set, leaving no room for this set in your kit. If the other healer is already supplying Infallible Aether and Olorime‘s, however, it certainly would not be a bad companion to whichever other set you are left to wear.

Worm’s Raiment (Vaults of Madness) – This set is typically when there are many magicka-based damage dealers in your group. It can also be useful for sustaining purge in purge-heavy fights if you are struggling with resources. This is often a better choice for new healers in trials than a more difficult to use proc set such as Way of Martial Knowledge.

Z‘en‘s Redress (Lair of Maarselok) – Generally be worn by Warden healers during advanced trial runs. If you get good drops of it, keep them for when if decide to heal on a Warden in the future. If you are in a trials group of two Templar healers then it isn‘t a terrible idea to run it on one of them regardless.

Sanctuary (Banishing Cells 1 and 2) – Healing output is usually high enough that this set is not necessary. The set is easy to farm, however, making it a great starting set while learning how to heal through mechanics. A common use for the set is to help newer groups progress through veteran Cloudrest‘s infamous execute phase, which applies a strong healing debuff to your team.

Ebon Armoury (Crypt of Hearts 1 and 2) – Similar to Torug‘s, healers will sometimes wear it, but it is likely that you will know when you need to put this set on if you are playing with a group good enough to use those strategies. If you receive jewelry and divines chest/legs of this gear while running Crypt of Hearts, you should save them for when you need to use this in the future, though I would not wear it unless asked to by your trials group.

Trials sets:

Infallible Mage (Craglorn Trials – Hel ra Citadel, Aetherian Archive, and Sanctum Ophidia) – Also referred to as Infallible Aether, or IA, this is likely the most standard set for Templar Healers. Since the Scalebreaker update, it is important to have this set active on the restoration bar, as the set‘s debuff will proc on a medium attack which is only very slightly longer than a light attack if you are using a restoration staff. If you try to proc it on a lightning staff, you will need to completely finish the heavy attack, which is a massive time loss. When the enemy is lit up with pink smoke, the set has proc‘d successfully. It is possible, and your goal, to keep the minor vulnerability debuff up 100% of the time on the primary target, as well as any priority side targets which must die quickly.

Vestment of Olorime  (Cloudrest) / Perfect Vestment of Olorime (Veteran Cloudrest) – This set should always be present, if you are in a dungeon it is great to wear, if you are in a trial with two healers, one of you must have it. Ideally the set is worn by a Warden healer while in trials, though you will find yourself wearing it on Templar often enough as the set is vital to have in group and often the other healer will not have it farmed up yet – or neither of you are Wardens anyways. Whether you are using perfected or non-perfected is not of great concern as the buff the set supplies is the same on both.

Healing Mage (Aetherian Archive) – Great for pulling lesser experienced groups through difficult content. You will want this double barred as the debuff is short. I see no endgame use for this set, but it is great for learning veteran DLC dungeons and arenas, particularly if the rest of your team is also inexperienced.

Overland sets:

Way of Martial Knowledge – Since the recent changes to this set, it has come to define the Templar healer playstyle in endgame trials. While it is extremely difficult for beginners to use and I would discourage them from using it while learning, I recommend it for anyone more advanced who looking to become a good trials healer. I recommend first becoming comfortable with handling mechanics before adding the additional pressure of the set‘s proc condition, as it must be controlled carefully. Remember to keep your stamina high enough to be able to block/dodge/break free from mechanics, but low enough that you can use Power of the Light to get under 50% before light attacking. An important note: with good light attack weaving, you can use a Power of the Light cast to bring your stamina under 50% before the light attack you used before the ability lands on the enemy, and this attack will proc the set‘s debuff. There is more information on using this at the end of the guide.

Monster sets:

Sentinel of Rkugamz (Darkshade Caverns I) – Supplies a great amount of stamina regen to your team as well as a bit of healing. In general, this should be the go-to set for trials, though if the other healer in your group is using it already, you have the option of using Bogdan instead.

Bogdan the Nightflame (Elden Hollow II) – Even after the nerf, the healing output from this set is pretty high. The constant procs give you more room to breathe while rotating through buffs and debuffs for the group. Especially while learning how to clear veteran Cloudrest, this set helps to push your healing through the Baneful phases in execute.

Symphony of Blades (Depths of Malatar) – An excellent set for small group content such as dungeons where there are only a few people it can hit – which allows you to slot extra damage to help your team clear dungeons more quickly. It is also useful in trials where it is not possible for party members to stack tightly for the small Rkugamz healing area. Otherwise, this set does not proc frequently enough for it to be useful under normal trial circumstances.

Special Items:

Grand Rejuvination – Master‘s Restoration Staff (Veteran Dragonstar Arena) – The stamina restoration from this staff is incredible strong as of the Scalebreaker update. If you can get ahold of this staff and work it into your build, you should definitely do it. If you are using this staff, it is important to spam Grand Healing (or either of its morphs) when you have downtime between renewing buffs, debuffs, and area of effect spells in order to maximise its utility.

Timeless Blessing – Asylum‘s Restoration Staff (Asylum Sanctoruim) – If you are having sustain issues, this staff can fix them well, it also has a tendency to help teach newer healers how to keep on top of casting Combat Prayer with great frequency, as it becomes important to their personal kit. Otherwise, sustain is very high this patch and this staff is not as useful as it once was. It is better in almost all cases to use the Master‘s Restoration Staff.

Crushing Wall – Maelstrom‘s Lightning Staff (Veteran Maelstrom Arena) – This can be useful to have for running some four player content in order to bring a bit of extra damage to the group.

Gear Traits:

Jewelry pieces are best left as arcane unless there is a special reason to use something else. An example of this is that some healers like to use the Swift trait on one or two of their jewelry pieces when they are assigned to the dedicated kiting role featured in some of the harder trials as speed is important for dodging the mechanics which you are assigned to draw away from the group.

For body pieces, divines on all seven pieces is great, with the option of having infused on the large pieces (head, chest, and legs). If I receive either of these traits as a drop, I would be satisfied as the difference is not much.

Weapon traits leave a lot of room for choice for healers. Traditionally, on the back bar lightning staff, healers have run charged in order to help proc the „off-balance“ status effect on enemies. With the earlier update to area of effect and damage over time abilities continuing to activate enchantments while on a different bar, though, it is becoming common to run infused instead for more damage and an increased chance of proc-ing the „off-balance“ effect while on the front bar, as infused will buff your Elemental Blockade even while on the front bar while the Charged trait does not. Either is fine, Infused is slightly better for most play styles.

For the front bar restoration staff, precise is a good choice since the Scalebreaker patch, with mostly any other trait also being a reasonable choice. Nirnhoned and precise will both increase damage and healing output, powered will put out ever-so-slightly more healing than either of those, and infused will give a stronger enchantment – which can be important if using a weakening enchantment on your restoration staff for better uptime on the debuff. Which trait you use is a choice best made based on your playstyle.

Enchants:

All armour pieces will be magicka, with one or two as health if you are under about 17-18k health. If you have infused large pieces you may use Tri-Stat (prismatic) enchants on them in place of health enchants. The back bar lightning staff should use a shock enchantment, while enchantments for the restoration staff are mostly preference. Most common is increase weapon damage for bigger heals and more damage, or Absorb Magicka for more sustain.

For jewelry, it is ideal to have two sets of jewelry: one with Spell Damage and one with Magicka Recovery. If you are running out of magicka, put the recovery pieces on. If you are not running out, put the damage pieces on for bigger heals any more damage. You can mix and match them to find an ideal balance.

Attributes

All points into magicka.

Skills

Breath of Life Illustrious Healing Combat Prayer Energy Orb Bone Surge Aggressive Horn
Channeled Focus Elemental Drain Elemental Blockade Extended Ritual Power of the Light Aggressive Horn

Front Bar – Restoration Staff:

  • Breath of Life – Massive heal and with a very long range. Even if you don‘t use this skill more than a couple times in a dungeon or trial, it is often worth keeping on your bar to prevent a sudden death at long range. An example might be while damage dealers are running to purge pads during the first boss in Maw of Lorkhaj, or for healing a tank up after a big hit.
  • Illustrious Healing – Your main heal, keep it always active around the group. If you have the Master‘s Staff, you will want to spam this ability when you have downtime in your rotation in order to give your group massive stamina regeneration.
  • Combat Prayer – This gives your team huge amounts of damage and a bit of damage mitigation – it is also a pretty good burst heal. You want to keep this up as close to 100% on your group as possible, it is good to get into the habit of casting it every 7-8 seconds.
  • Energy Orb – Orbs are one of the primary methods of giving resources to your teammates. Throw one of these towards the boss or trashpack before each fight so that teammates can proc their sets such as Lokkestiiz at the start of the fight, then throw a new one every 6-9 seconds in order to keep synergies available at all times and to keep the healing from the orb constantly ticking.
  • Bone Surge – This slot can be used in a lot of ways. I like to supply an extra synergy using Bone Surge as I find it useful for managing the Martial Knowledge set‘s proc condition. It is absolutely not required for doing so, however, and it is a good idea to slot something else such as Inner Light or Radiating Regeneration instead.
  • Aggressive Horn – Your standard ultimate, in trials it is an absolute must. It increases the max resources of all your group members. Additionally, it gives the Major Courage ability which increases the damage of critical strikes by 15% for 10 seconds. In trials, you will be rotating the use of this ability with the other healer and tanks – usually you will wait for your raid lead to call out when it is your turn to use Horn.

Back Bar – Lightning Staff:

  • Channeled Focus – While standing in this, and for a couple of seconds after leaving it, this small area of effect gives you huge resistances and magicka regeneration as well as minor mending, which increases your healing output by 8%. You will typically want to keep this up at all times.
  • Elemental Drain – Sometimes, the other healer will be using this. This debuff can be kept up 100% by a single healer, so if the other healer in a trial has it slotted, you can put another skill here. Watch the other healer’s uptime, however, as this skill is vital to magicka sustain for yourself and your group’s damage dealers – if the other healer has poor uptime on this ability, you should reslot it and help them keep it up when they forget to.
  • Elemental Blockade – You will want to keep this up as much as possible in order to continually proc concussed and off-balance on enemies, which allows damage dealers with the Exploiter passive from their CP allocations to do 10% more damage to the target.
  • Extended Ritual – An excellent heal over time which lasts for a long period. Additionally, it offers a synergy which allows your group to cleanse negative effects – even if there are no effects to cleanse, it is an additional synergy for helping damage dealers proc their sets such as Lokkestiiz. Keep it up at all times.
  • Power of the Light – If there is a stamina Templar damage dealer in your group, you will not have to use this. If there is not, you will want to reapply it every 9 seconds to maintain the Minor Fracture debuff which it supplies, allowing your stamina damage dealers to hit harder. This ability is also your main method for manipulating your stamina levels while using Martial Knowledge.
  • Aggressive Horn – I like to double bar this ability so that I can cast it immediately as it is called for by a raid lead. If you are doing four man dungeons and you know the tank is already using Horn, you can put the Destruction Staff ultimate (Elemental Storm) here for more damage.

Flex Skills:

  • Overflowing Altar – One of the healers or a tank should be running this. It offers a massive heal synergy and a bit of passive healing while attacking any enemies in its area of effect.
  • Harness Magicka – Some situations require you to shield yourself to avoid a heavy hit. When this is the case, you will want to slot this to survive.
  • Crushing Shock – This ability interrupts enemies which are channeling. Sometimes it is the healer’s job to manage the interrupts – an example of this would be in Fanglair last boss hardmode, when the mage is teleporting around and needs to be interrupted to prevent some of his attacks from wiping your group.
  • Radiating Regeneration – If you need more healing, this is a great ability which puts out an enormous amount. I use this during dungeon runs as my primary heal so that I can slot more damage. I also use it in trial situations which need a huge amount of healing output, such as veteran Halls of Fabrication hardmode, or veteran Sunspire Ice Boss hardmode.
  • Puncturing Sweep – Great for adding extra damage while running dungeons. Remember that dealing damage with Sweeps heals yourself. You can cancel the channel by blocking.
  • Soul Splitting Trap – Another good skill for adding damage during dungeons. If you are using Z’en’s, you will also probably have this on your bar to help proc the set bonus.
  • Channeled Acceleration – I use this in dungeons and often in trials if I have the slots available for it. Increases movement speed and damage output.
  • Inner Light – This is used to increase max magicka and regeneration for bigger heals. It also allows you to have spell crit while using tri-pots.
  • Reviving Barrier – Some situations require barrier to survive, such as veteran Sunspire Ice Boss hardmode. I also like to use it to carry inexperienced groups through the last boss of veteran Hel-Ra Citadel.
  • Stalward Guard – Sometimes you will be asked to guard the tank or a damage dealer. The tether from this ability breaks when you swap to a bar which does not also have the skill, so you will need to double slot this, once on each bar.

Champion Points

CHAMPION POINT 810 SETUP
THE MAGE (BLUE)

  • Elfborn – 72
  • Elemental Expert – 37
  • Staff Expert – 29
  • Blessed – 75
  • Master at Arms – 20
  • Thaumaturge – 34

THE THIEF (GREEN)

  • Warlord – 56
  • Arcanist – 75
  • Tenacity – 75
  • Tumbling – 37
  • Shadow Ward – 17

THE WARRIOR (RED)

  • Ironclad – 72
  • Hardy – 43
  • Elemental Defender – 43
  • Thick Skinned – 66
  • Spell Shield – 46

CHAMPION POINT 300 SETUP
THE MAGE (BLUE)

  • Blessed – 56
  • Elfborn – 40
  • Elemental Expert – 4

THE THIEF (GREEN)

  • Arcanist – 49
  • Tenacity – 49
  • Warlord – 2

THE WARRIOR (RED)

  • Ironclad – 23
  • Hardy – 23
  • Elemental Defender – 23
  • Thick Skinned – 23
  • Spell Shield – 8

Other Important Info

Buff Food

  • Witchmother’s Potent Brew (Max Health, Max Magicka, Magicka Recovery) – Use if you need more sustain, but be careful that your health pool is high enough with this food.
  • Mistral Banana-Bunny Hash (Max Health, Max Magicka) – Lacks the sustain of Witchmother‘s, but gives more HP and more Magicka. If you are playing a race such as Breton or High Elf, this usually the best choice. Argonians may still need to use Witchmother‘s.

Mundus

  1. The Thief (Increase critical strike chance) – Helps to increase damage and healing at the same time, as heals and damaging abilities are both able to critically strike.
  2. The Apprentice (Increase Spell Damage) – Somewhat more reliable than the Thief, with less high-end possibility. I like to live dangerously so I use the Thief over even though this mundus is excellent.
  3. The Ritual (Increase % of Healing) – Slightly higher healing than the Thief or Apprentice, which is is usually not needed.
  4. The Atronach (Increase Magicka Recovery) – If you are having sustain issues, then this can be a good choice – though I would first be sure to look at jewelry enchantments first.

Race

  • Breton – With insane sustain and some nice magic resistance, this is the race which is most well suited to learning how to heal. You must be more careful with your stamina pool on this race than on others.
  • High Elf  – Good sustain, with some tools to regain stamina back if it is getting low. This can make it easy to control your stamina pool for Power of the Light and Martial Knowledge use.
  • Argonian – Increased healing output and a passive which allows one to maintain resources easily with potions – no longer the best in slot healing race compared to the two above but I love the potion playstyle so I like them still.

Potions

  • Essence of Spellpower (Spell-crit, Spell Damage, Restore Magicka, Magicka Regeneration)
    Ingredients: Cornflower, Lady‘s Smock, Water Hyacinth
  • Essence of Health (restore all three resources, increased regen for all three)
  • If in a group where Major Sorcery is provided, feel free to use regular magicka restoration potions or Tri-Stat potions.

Passives

Class Passives (all), Light Armor (all), Heavy Armor (all non-5 piece requiring passives), Medium Armor (all non-5 piece requiring passives), Destruction Staff (all), Restoration Staff (all), Fighters Guild (Banish the Wicked), Mages Guild (all except persuasive passive), Undaunted (all), Racial (all), Alchemy (Medicinal Use)

Tips & Misc.

Rotation

Generally you will not have a set rotation as a healer past the start of a fight. I set the starting rotation into three groups – before the fight, as you enter the fight, and final set up. After that, you will be tracking and renewing buffs, debuffs, and heals as they run out. This is a loose guideline, many fights and groups require different set ups.

Before you enter a fight:

  • Place Elemental Drain on the enemy (in trash fights, you do not need to apply it to more than one or two),
  • Buff your group with Combat Prayer
  • ONLY IF YOU ARE USING MARTIAL KNOWLEDGE – get your stamina low with a dodge roll or Bone Surge in order to get an early proc of the set

As you run towards the fight:

  • Set Illustrious Healing where you will be fighting
  • Throw an Energy Orb into the area you will be fighting
  • If you are wearing Infallible Aether, proc the set before swapping to the back bar
  • Set elemental blockade on the target

Once in position after fight starts:

  • Place Channeled Focus
  • Place Extended Ritual
  • Place Power of the Light on the boss or priority targets
  • Swap bars
  • Reapply Combat Prayer to your team
  • Throw another Energy Orb

From here, you will renew buffs and debuffs as they are running out. As a loose guide, you will renew your 8-10 second buffs (Combat Prayer, Power of the Light, Elemental Blockade, Energy Orbs) two times before renewing the 20 second+ buffs (Channeled Focus, Extended Ritual, Elemental Drain). While you have nothing to do while waiting for buff timers to tick down, spamming Illustrious healing is great if you are using the Master’s Staff. If you do not have the Master’s Staff, spamming Combat Prayer or a damage ability works well.

Other Tips

Infallible Aether can be proc’d by a restoration staff by tapping light attack slightly longer than normal until pink/purple smoke appears. It is very quick, and is why we like to have Infallible active on the front bar, as it takes a long time to proc from a destruction staff.

Do not forget to weave light attacks, it is very possible on a healer and vital to procing many sets such as Z’en’s Redress and Martial Knowledge. Additionally, it helps to proc enchantments and increases your damage.

Generally avoid resurrecting teammates in trials, it is usually best to heal a damage dealer while they do the res, as it is easy to get yourself killed while channeling.

Tips for using Martial Knowledge:

  • You do not regenerate stamina while blocking, you can hold block if your stamina is getting too high at a bad time. Accordingly, be careful not too hold block too much if your stamina is too low.
  • A light attack will proc the set so long as your stamina is under 50% at the time it strikes the enemy. This means that if you are a bit over 50% stamina, you can light attack then cast Power of the Light as the attack is airbourne in order to bring yourself under 50% before the attack lands. Be careful not to bar swap too quickly after doing this, however, as the attack will lose the set bonus if you swap to the restoration bar where Martial Knowledge is not active (assuming you are using the Master’s Staff).
  • Be mindful that your stamina does not get too low, it is important to be able to break free and dodge or block mechanics. A couple extra CP into stamina regen, break free, and block cost reduction is built into the above CP layout to help with this.
  • If you are using Rkugamz, be aware of whether it is a good idea to stand in its buff area or not, as it will regenerate your stamina very quickly. You can use this to your advantage if you see it proc but you also want to slip in an extra Power of the Light cast while your stamina is already low.
  • A similar idea to the above, you can use the Master’s Staff set bonus to help recover stamina as needed.

Don’t get yourself killed for the sake of the Martial Knowledge and Power of the Light debuffs, it isn’t worth it.

Contact

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

Update Log

9/12/2017 – Build created.
11/29/2017 – Build updated for CWC. Build was fleshed out more than the previous iteration.
2/21/2018 – CP Updated
6/7/2018 – Build writer changed. Guide overhauled and updated for Summerset Isles
8/13/2018 – CP updated for Wolfhunter
10/10/2018 – Replaced SPC with Olorime
10/22/2018 – CP updated for murkmire
11/29/2018 – Olorime moved to back bar only, replaced front bar with Asylum resto. Energy orb replaced Mutagen for better trial group resource maintenance.
12/21/2018 – Sanctuary replaced with Jorvuld’s Guidance.
2/28/2019 – Backbar enchant changed
5/22/2019 – Build writer changed, Jorvulds changed to Infalliable, flex skills added, tips and misc section updated
8/15/2019 – Build writer changed, monster set changed to Bogdan, gear changed to be all divines, beginner set changed from Kags to Seducer, Master staff added for frontbar and olorime now back bar, writeup cleaned up
9/6/2019 – Build writeup completely overhauled by the new build writer.

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