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Dungeon Subclass Healer Build - ESO Guide

Healer Two Bar Magicka Subclass Dragonknight Warden Sorcerer Templar Nightblade Necromancer Arcanist
Up to date for: Update 50 - 14th June 2026
Last changed: Update 50 - 14th June 2026

This pure healer guide for Update 50 is designed for clearing and progressing through the hardest Veteran hardmode dungeons and arenas, as well as for safe trifecta runs. It works on any class and provides enough healing, buffs, debuffs, and group resources to keep everyone alive and boost group damage. The main focus of the guide is Ultimate generation and reduced Ultimate cost via subclassing, which allows you to either increase the group's damage by constantly casting an aggressive Ultimate or maintain a permanent 50k+ shield on everyone before the previous one expires. The reason we invest so heavily into Ultimate generation is that once you provide sufficient healing and buffs/debuffs to the group, the only remaining optimization is maximizing either personal DPS or Ultimate generation. This guide focuses on the latter.

DISCLAIMER

Due to the way veteran hardmode dungeons and arenas are balanced, in a good enough group a pure healer is not needed. All mechanics that require high healing can be bypassed with a hybrid healer-DPS or three damage dealers on + a or two situationally, while doing noticeably more damage overall. A pure healer cannot compete with that level of group damage output. In general, a lot of dungeons do not require a dedicated healer at all (all base game veteran HM dungeons as an example) and the group would be quicker with another damage dealer or a hybrid healer-DPS. The more advanced the group becomes, the less need there is for a dedicated healer. What this guide offers, however, is convenience and ease of use for the average player, especially for trifecta / no death runs of the hardest hardmodes or pugging Veteran dungeons.

The builds listed in this guide were largely tested in Update 49, but their fundamentals remain unchanged in Update 50. Update 50 brings back pure-class builds, along with a variety of powerful and unique buffs for each class. It is still unclear how pure class healers will perform in dungeons and which one will emerge as the clear best option. Nevertheless, even if this subclassed healer build ends up being slightly weaker than a meta pure healer, it will remain a reliable, tried-and-tested, and flexible setup that works on any class capable of adapting to the group composition to provide the missing buffs. The builds listed below can work in trials, but they are by no means optimized, as pure-classing is the clear winner there. The guide specifically targets 4-man content and should not be used as a reference for trials.

Most setups will pair their base class with the Nightblade's Siphoning skill tree and the Sorcerer's Daedric Summoning tree. If your base class is one of those two, the ideal third skill tree is either the Arcanist's Curative Runeforms or the Warden's Green Balance. Note that in Update 50 for progression groups a pure Warden tank looks very appealing for dungeons. If your group composition has a Warden tank, and your base class is not a Warden, do not use the Green Balance skill line as it is going to be overlapping with the tank.

This guide includes several different setups, each offering different utilities and advantages. The four main themes are a beginner setup, a setup without Scribing, a safer setup focused on maximizing survivability for trifecta and no-death runs, and a setup that maximizes group DPS above all else.

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Subclassing

You can use this build with any base class.

Siphoning
Nightblade
Daedric Summoning
Sorcerer

We will almost always use these two skill lines, as they strongly enhance the theme of Ultimate generation and Ultimate cost reduction. Nightblade has two passives for generating Ultimate ( and ), while Sorcerer provides Ultimate cost reduction () as well as the valuable Ultimate, which buffs your group's DPS by 10% during crucial burst windows, a very common theme in dungeons.

If your base class is Nightblade or Sorcerer, use the Arcanist's Curative Runeforms for maximum utility and DPS, or the Warden's Green Balance for survivability. If you are not a Nightblade or Sorcerer, you are locked into using your base class as the third skill line. Use one of these:

Curative Runeforms
Arcanist
Restoring Light
Templar
Bone Tyrant
Necromancer
Ardent Flame
Dragonknight
Green Balance
Warden
Dark Magic
Sorcerer
Aedric Spear
Templar
Draconic Power
Dragonknight

As a support role, healers have to situationally adapt to fill in the missing group buffs. In case your group does not have a source of / or /, consider swapping out one of the skill lines for the three written above. This guide assumes the rest of the group will be providing the buffs, as was the case in Update 49 where one subclassed Arcanist/Templar/Nightblade damage dealer provided both and . With Update 50 and pure classing becoming more popular again, there is a higher chance one of the buffs will be missing. Whatever skill line you choose to replace, keep Nightblade's Siphoning, as it is vital for Ultimate generation. Sorcerer's Daedric Summoning can be replaced, and the build will still function at its core, although with lower total Ultimate casts per fight.

Skill Setups

Base Setup

A base setup that works on all classes and for all content, and should be your starting point when creating situational setups.

Front Bar Back Bar
Slot 1: Radiating RegenerationMorph of Regeneration Slot 1: Overflowing AltarMorph of Blood Altar
Slot 2: Energy OrbMorph of Necrotic Orb Slot 2: Trample
Slot 3: Combat PrayerMorph of Blessing of Protection Slot 3: Elemental BlockadeMorph of Wall of Elements
Slot 4: Siphoning AttacksMorph of Siphoning Strikes Slot 4: Echoing VigorMorph of Vigor
Slot 5: Banner Bearer Slot 5: Banner Bearer
Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach Ultimate: Reviving BarrierMorph of Barrier

The skills are set up in a way to allow us to keep from 100% without losing uptime on other buffs.

The biggest difference in healing between trials and dungeons is that, in dungeons, we are not using as many ground heals such as in favor of reliable sticky heals that follow DDs, such as and . We give up the strong sustain from the by not running on the more advanced setups, but compensates for it. Exceptions for the hardest fights, where ground heals are situationally used, are listed further below.

There are several reasons for this:

  1. Ground heals often end up being a "win more" tool in dungeons. Previously I mentioned that in good groups a healer is not needed. The ground heals overheal the group when everyone is safe and stacked, wasting a cast that could have been used on a buff. When the group is stacked, surviving is generally not a problem outside of specific heal checks. Most deaths occur when players panic and move away from the group, scattering around the area. A or cast will do little to save someone in that situation. and , however, continue healing the group regardless of positioning and automatically lock onto allies when re-applied.
  2. Bar space is extremely tight due to running , and there aren't a lot of free GCDs to keep all the buffs up due to taking up 15-20% of the rotation.
  3. Dungeon fights are generally more mobile than trial fights, requiring ground HoTs to be recast more frequently
  4. Sticky heals such as scale better in four-player content because fewer casts are needed to cover the entire group, while ground heals generally perform better in trials.

Disclaimer: If you are struggling with heal checks, feel free to continue using ground heals in every fight until you feel comfortable enough to move away from them. There is no point giving the group a buff that increases their dps by a few % if they are dead. The primary job of a healer is to keep people alive. Then come the buffs, debuffs, resources, and DPS.

  • - Generally the strongest and most reliable heal for most dungeon encounters. It automatically targets the three lowest-health allies within 28 meters, follows them no matter where they go, and procs various buffs such as CP, guaranteeing a large shield when a target drops below 25% health. Always double-cast it if possible. Combined with , this is enough healing for majority of veteran dungeon fights.
  • - A crucial skill for the Combustion synergy, giving allies massive resources per synergy consumed. You do not need to cast it every 10 seconds, but casting it at least once every 20 seconds is mandatory because Combustion has a 20-second synergy cooldown. It also passively heals the group, though the heal itself should not be relied upon. If timed right, the heal over time + the burst heal from the Combustion synergy can be quite beneficial during heal checks.
  • - The main burst heal with additional utility. Provides an AoE burst heal, , and . Spam during heal checks, especially in fights where the group is not stacked such as Bal Sunnar's first boss, as covers a large area. Before spamming , ideally place your , , and to be ticking on allies during the heal mechanic. If both DDs are running , swap it to the other morph.
  • - Your main sustain tool, also used for generating ultimate via the passive. Cast this whenever you are low on resources or have nothing else to do. It is especially important when running the + setup, as the stamina drain can become very high in fights requiring constant dodging or blocking.
  • (Shock Damage, Druid's Resurgence, Courage) - Provides a powerful passive buff to the entire group. Grants a 6% direct damage buff, 139 Magicka/Stamina Recovery, and as long as the allies stand within 8 meters of the Banner holder. A damage dealer can wear this as well, though there is generally no need to do so if a healer can do it instead. If it happens anyways, feel free to remove your Banner as only one Banner buff is applied per player. An additional perk of the healer wearing banner, apart from opening up skill slots for DDs, is the recovery passive for the whole group instead of the weapon damage passive only for that damage dealer wearing Banner.
  • - Your main aggressive Ultimate. Provides AoE (leading to AoE via ) and grants through its synergy, increasing group damage done by 10%. With perfect Ultimate generation on the advanced build, it can be cast every 16 seconds, increasing average group DPS by roughly 6.7-7% additively. If your group has a Dragonknight support using , swap this Ultimate out for or a similar buff, as the DK support will be providing the .
  • - The main flex spot of the build, the Altar was for the longest time a staple of all group content, providing a crucial synergy that heals group members by 60% of their max health when someone is about to die, and applying as a bonus. Altar lost value with the release of the Arcanist and the shift towards the beam meta, as the DDs have to interrupt their beam in order to pick up the Altar synergy. During a split-second decision when there is high incoming damage, the reaction time to consciously interrupt the beam + spam X to proc Altar is noticeably longer than spamming X between normal casts. Altar is a very strong synergy nonetheless, especially for the tank, and will save lives, but if your group includes beam-based builds, consider swapping this out for a more consistent heal.
  • (Disease, Assassin's Misery, Heroism) - The most important skill for Ultimate generation. Aim for 100% uptime, as it is a crucial buff that directly improves either damage or survivability depending on the Ultimate used. Swap out if you have a pure Warden tank who keeps good uptimes. In fights with many adds, including trash pulls, aim into the group to proc AoE , leading to AoE through . It also procs . If Stamina sustain becomes an issue, swap the first scribed script to Frost or Magic Damage to convert the skill to Magicka cost.
  • - Your primary source of AoE and maintaining 100% uptime on your back-bar enchantment. Do not cast immediately upon entering combat; save for the third or fourth cast, once DDs have applied their DoTs. The exception is fully pre-buffed bosses, where pre-casting the is better. Personal recommendation: always cast together with , as they share nearly the same duration. is a crucial debuff which buffs group DPS in several ways - the CP, often ran by DDs, buffs damage to enemies by 10%. Additionally, some classes like the Dragonknight get significant buffs against targets.
  • - Another way to proc , as well as your second most reliable heal. Combined with , it is sufficient for healing most veteran hardmode fights. Both heals are consistent and sticky, following targets regardless of positioning. Its large range also makes it easy to hit all three allies. Recast it every 15 seconds along with . Despite lasting 16 seconds, reapply every 15 seconds.
  • - The strongest defensive group ultimate in the game for trifectas. Use it whenever someone might die to an incoming mechanic. It is easily possible to maintain 100% uptime on with this build, recasting it before the previous shield expires. Swap it to your front bar if you are going to spam in order to benefit from ' cost reduction.

The best skill to replace with situational options is usually or . In extremely difficult fights, you can also consider removing .

  • / - the most reliable generic ground heal, useful for all heal checks where the group is remotely stacked. Either morph works, as the sustain is easy to manage via .
  • (Damage Shield, Anchorite's Potency, Courage) - Used on the Advanced build. Provides for the group, a large AoE damage shield, and additional Ultimate generation. If in need of an extra slot on a non-Advanced build, you can replace the with and another flex spot to still provide . Pre-cast it during trash pulls and before boss fights. Make sure DDs actually receive the shield to confirm they also received ; otherwise, recast it, as the range is only 8 meters. During difficult heal-check phases where the group is stacked, cast it every second or third cast between to avoid wasting casts on full-health allies. Alternatively, spam only the shield during especially dangerous phases, such as Scrivener's Hall's final boss. With pre-cast HoTs such as and , shield spam is often safer and stronger than spam.
  • (Damage Shield/Growing Impact/Intellect & Endurance/Force) - A high-utility scribed skill, fantastic for shield spamming. Provides an AoE damage shield and an aura buff to the group. Has good synergy with the shield from . The third buff can be chosen to fill whatever buff the group is missing.
  • - Use this morph instead of when both DDs are running , as the portion is not needed anymore.
  • - A ranged interrupt required for certain fights, such as the second boss in Bal Sunnar.
  • - Generally unnecessary in most dungeons, but it can replace if the Tank is struggling on especially difficult bosses, such as Stone Garden HM.
  • - Useful for purging certain mechanics, such as the second boss in Lep Seclusa. Usually unnecessary, as most relevant debuffs can simply be outhealed.
  • - Situationally useful when the group struggles with specific mechanics, such as the second boss in Bal Sunnar. The range on alone is not enough without stepping into darkness, but allows safe interrupts from within the protective circle. Generally unnecessary, as the healer can usually step into the darkness and survive while interrupting.
  • - Useful in highly mobile fights, such as the final boss in Castle Thorn.
  • - Same as , but a stronger buff for the whole group. Has a very high stamina cost and will require casting often to keep a good uptime.
  • (Pull/Druid's Resurgence/Cowardice) - A chain ability useful in certain fights for grouping adds together, even though it's usually the Tank's job. is the non-scribed alternative.
  • - an alternative to the Ultimate if the tank or DD is a pure Dragonknight, as they will be providing when using their Ultimate.
  • WARDEN - - Used on Wardens instead of the , as well as for extremely difficult heal checks where the group is stacked together or whenever you struggle with a healing mechanic in general. Good examples: Bal Sunnar last boss, Stone Garden last boss. Unnecessary in most fights, but the synergy provided is a nice bonus, especially for the tank.
  • TEMPLAR - - similar to , see above. Slot it instead of on a Templar. The extra perk of the is its range as well as the synergy being available to all allies rather than just one.
  • NECROMANCER - - Use for maximum situational Ultimate generation in add-heavy fights. Replace or with this skill, depending on the amount of healing needed in a particular fight.
  • ARCANIST - - Useful during difficult healing phases where the group is split apart, or for pre-casting shields before incoming burst damage. Examples: Bal Sunnar first boss, Coral Aerie second boss skip mechanic.
  • ARCANIST - - replaces the on an Arcanist because it applies , and . Change the to provide instead of .
  • DRAGONKNIGHT - - Provides and a ground heal for the group, and replaces the on a Dragonknight.
  • DRAGONKNIGHT - - An alternative to the ultimate which buffs the Weapon Damage of all group members standing inside the .

Priority List

As with all healer rotations, priorities are dynamic and depend entirely on the fight. During low-pressure situations, prioritize buffs over healing. During heavy incoming damage, prioritize healing instead. If someone is dying, cast on them and re-apply HoTs as soon as possible.

Low pressure situations:

  1. - is crucial
  2. - +
  3. - proc
  4. - Combustion synergy

High pressure situations:

Even during high-pressure phases, try to find opportunities to cast , as faster ultimate generation can directly improve survivability through an earlier cast.

Rotation

Similar to damage dealers, healers should maintain a rotation of buffs, debuffs, and heals. Try to cast one skill per second, with a light attack weaved in-between, though you will not be as punished for missing light attacks as a damage dealer. It is often said that healers "parse in reverse" compared to DDs - heals first, then buffs/debuffs, then resource-buffing skills - but the basic principle of casting one skill per second and maintaining a rotation does not change. Practice the rotation on a dummy to build muscle memory. While it will not perfectly replicate real gameplay, developing habits such as drinking potions on cooldown and maintaining 100% uptime will significantly improve your dungeon performance.

The most important thing to practice is ultimate generation. We get it from many sources:

  • Light/Heavy attacks on any target give a buff which generates 3 Ultimate per second for 8 seconds. Alternate sources of the ultimate generation buff: Actively blocking damage or healing another person who light attacked/blocked damage.
  • generates 3 Ultimate every 1.5 seconds
  • generates 1 Ultimate every 1.5 seconds
  • Drinking a potion generates 22 Ultimate every 21 seconds
  • Casting generates 2 Ultimate every 4 seconds
  • Casting generates 3 Ultimate every 5 seconds via the Anchorite's Potency passive
  • Decisive trait on the front bar has a 55% chance to generate an additional 1 Ultimate for every other Ultimate proc
  • Sorcerer's Daedric Summoning reduces the Ultimate cost by 15%
  • reduces the Ultimate cost by 15%
  • CP reduces the cost of by 10%
  • Arcanist's passive reduces the cost of by 10%

Pre-Buff

The following skills can be pre-buffed:

  • , for before combat begins. Cast it away from the boss to avoid accidentally pulling aggro.
  • , for
  • , for and

Do not pre-buff these skills:

  • , as only activates while in combat, meaning is almost always your first cast. You may pre-buff it for healing, but immediately recast it once combat starts.
  • , as the boss will immediately become once the Tank applies , which is usually one of the Tank's first casts

For fully optimized groups, pre-buff all possible damage skills exactly as you would on a DD (, , etc.) to maximize opening burst damage.

Other Setups

Front Bar Back Bar
Slot 1: Radiating RegenerationMorph of Regeneration Slot 1: Zenas' Empowering DiscMorph of Domain of the Arcanist
Slot 2: Energy OrbMorph of Necrotic Orb Slot 2: Trample
Slot 3: Combat PrayerMorph of Blessing of Protection Slot 3: Elemental BlockadeMorph of Wall of Elements
Slot 4: Siphoning AttacksMorph of Siphoning Strikes Slot 4: Echoing VigorMorph of Vigor
Slot 5: Banner Bearer Slot 5: Banner Bearer
Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach Ultimate: Reviving BarrierMorph of Barrier

WHAT CHANGES

  • replaces
  • changes the Courage script to Heroism to provide instead of , as provides

Vampirism

Vampirism is a good choice in Update 50 on any healer using the Siphoning skill line due to the amazing sustain Siphoning provides. The Vampire's main appeal is Ultimate generation potential via the skill, which generates 5 Ultimate every 1 second for 3 seconds. The downsides of being a Vampire are +3% cost increase on all skills, +5% flame damage taken, and -10% Health Recovery. The cost increase is negligible due to the skill, the flame damage is slightly noticeable in some very specific fights but will generally not be a problem, and the minor Health Recovery reduction is irrelevant in PvE.

The skill should replace when you have a pure Warden tank in your group providing via the Class Mastery, and the Drain should be spammed as often as possible for Ultimate generation once you applied all the necessary heals, buffs, and debuffs. Treat it as a spammable when there is nothing else to do. It is generally never a hinderance to be a Vampire on this build as it adds build flexibility for both dungeons and trials, even if you do not end up running the skill.

Vampirism offers other situational bonuses such as up to 15% damage reduction depending on missing Health on Stage 3 or higher as well as 5 more skills, but those are not the main focus of this guide. Overall, the main pro of running the amazing Ultimate generation skill outweighs the cons, but it is only going to situationally benefit you due to the necessity of being provided by an ally. In an organized trial group the is pretty much guaranteed, making Vampire a far more appealing choice, but it is worth mentioning for dungeons nonetheless.

Passives

Class

Weapon

Armor

Guild

Alliance War

Racial

Craft

Class - Siphoning

Catalyst - High Priority

Magicka Flood - High Priority

Soul Siphoner - High Priority

Transfer - High Priority

Gear

Beginner Setup

The beginner setup is intended as a starting point before progressing to more optimized builds. This build also scales well into trials due to the usage of the , a very powerful resource-restoring tool. For this build in particular, move the to back bar, and replace the with / on the front bar. Alternatively, remove the and slot in coupled with a class skill such as .

and are easy to obtain. The monster set and will require a bit of farming. If you do not own any of the DLCs, is a good alternative.

The armor combination can be 7 Light for maximum recovery, 6 Light 1 Heavy/Medium for the middle ground, or 5 Light/1 Medium/1 Heavy for the passive granting extra max resources and tankiness. Enchantments are okay to all be , while will help with more advanced builds explained further below. Nothing here will make-or-break the build.

Gear Slot Set Weight/Type Trait Enchantment
Head Head Light / Heavy / /
Shoulders Shoulders Light / Medium
Chest Chest Light / /
Hands Hands Light
Belt Belt Light
Legs Legs Light / /
Boots Boots Light
Necklace Necklace Jewelry
Ring Ring Jewelry
Ring Ring Jewelry
Frontbar Main Hand Frontbar Main Hand Restoration Staff
Backbar Main Hand Backbar Main Hand Lightning Staff

Additional Explanations

SITUATIONAL

If the Tank is not running , use instead of . When on the advanced build, use the Restoration Staff together with body pieces to create room for the Lightning Staff back bar. Front-barring and back-barring Architect creates anti-synergy as they both proc on Ultimate cast, and should be avoided.

If you happen to have a Werewolf in your group providing (not something I'd recommend due to the Werewolf's limited AoE damage potential, but it can happen), and the Tank is running , consider using , , or instead of . The first two are trial sets (running normal difficulty trials for non-perfected gear is also okay), while can be bought for gold and is very cheap.

ALTERNATIVE

  • - Use in fights where sustain is more important than damage or survivability. Example - Castle Thorn last boss.
  • - The base game version of , for those who do not own any DLCs.
  • - An excellent defensive monster set that helps allies survive one-shots and slightly eases healing-intensive phases.
  • - An offensive monster set alternative to for extending strong debuffs such as and . Generally less popular in dungeons due to shorter burst windows, but it has its use nonetheless. A good low-cost investment combination for dungeons is a Tank wearing , and you extending its duration with . This removes the need for another source of such as or . Remember to use your ultimate after was applied, otherwise you will have wasted the monster set. The only reason this does not take the main monster set spot over is because it requires more group coordination and setups, as well as generally not being mandatory to have 100% uptime when running with a pure healer, unlike trials or 3 DD dungeon runs where every small damage increase will matter.
  • - Usually worn by the Tank in dungeons, use if the group does not have another source of . While other sets and skills will provide a better uptime of , having only is a sufficient, low-cost investment due to the short burst windows in Dungeons during key mechanics. In trials and fully optimized dungeon groups however, you will want better uptimes on . Pairs well with .
  • - A mythic item providing 260 Weapon and Spell Damage to the group, at the cost of recoveries. Synchronizes very well with . The best offensive group-buffing mythic item or monster set currently available, along with .
  • - Always excellent on trash pulls and useful in highly mobile fights while using the defensive setup.
  • - A situationally powerful mythic allowing extremely high burst on damage dealers. Use the build and replace with . The only reason why it does not get a bigger spotlight in this guide is: if the group is at a point where they are burning bosses via , they likely do not need a dedicated healer anymore, making this entire guide obsolete. With 3 DDs, the tank will almost always use in optimized groups, and is one of the strongest support mythic items in the game.

ADDITIONAL INFO

Your back-bar enchantment can be either , , or . Personally, I prefer in dungeons because it helps heal through mechanics where or provide no value, such as healing absorbs in Black Gem Foundry or Moongrave Fane. It is also stronger in fights where dangerous adds are the primary threat, such as Coral Aerie's final boss or Lep Seclusa's second boss. If the group is having issues hitting the penetration cap due to the tank's getting lost on adds, consider swapping to the . The front-bar trait should always be on this particular build, while back bar is standard. If running or on the back bar, on the front bar is preferred over .

A common mistake among newer healers is investing too heavily into Magicka Recovery. While certain fights require extremely high Magicka sustain, it is generally more important to maximize healing power over it. Aim for at least 4k Spell Damage and 30k Max Magicka fully self-buffed, ideally 5k+ Spell Damage and 33k+ Max Magicka, before investing into sustain. Remember to use for sustain, even casting it several times in a row if necessary. Before heal-check mechanics, make sure to enter them with at least 50% Magicka, ideally more. Additionally, a fully-charged Restoration Heavy Attack before a healing phase will give us for 4 seconds, increasing Healing Done by 16%.

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Champion Points

Warfare

Maximizing heals over time, AoE heals, a big shield on low HP allies, and Magicka/Stamina recovery.

Up to 150 recovery
Magicka/Stamina recovery
Damage shield
Big shield on low HP allies
10% Healing Over Time
Heals over time
10% Area of Effect Healing
AoE heals
Fitness

Maximizing shield power and cost, and recoveries. The 4th red CP is a flex spot between HP, movement speed, or fast resurrects. If not using , slotting out the two shield-buffing CPs is recommended.

15% stronger damage shields
Shield power
90 Health, Magicka, and Stamina Recovery
Recoveries
10% Damage Shield cost reduction
Shield cost
//
Flex spot
HP, movement speed, or fast resurrects
Craft

Extra movement speed is always welcome between fights.

20% Movement Speed out of combat
Movement speed between fights

Race

The total difference between the best and worst race is only around 5%, so any race is perfectly viable. It is not worth picking a race purely for dungeons.

High Elf
Best Overall
High Elf
High Elf has the best combination of Spell Damage + Stamina sustain + potential hybrid DPS. High Elf maximizes Spell Damage, directly buffing healing power, and Magicka while also providing excellent Stamina sustain, which is especially valuable when running together with . Additionally, High Elves gain 5% damage reduction while channeling or casting abilities with cast times. Since 15-20% of the rotation involves casting , this directly increases survivability during the cast where you are the most vulnerable.
Spell Recharge 625 lowest resource every 6 seconds, 5% less damage taken while casting or channeling
Syrabane's Boon 2000 Max Magicka
Elemental Talent 258 Weapon and Spell Damage
Nord
Best for Ultimate
Nord
Nord for Ultimate generation + survivability. Nord is better for maximizing Ultimate generation, though it requires actively taking damage to fully utilize the passive bonus.
Rugged 2600 Armor
Stalwart 1500 Max Stamina, 0.5 Ultimate per second
Resist Frost 1000 Max Health, 4620 Frost Resistance
Breton
Magicka Sustain
Breton
Breton for the excellent Magicka sustain and max Magicka.
Gift of Magnus 2000 Max Magicka
Spell Attunement 2310 Spell Resistance, 130 Magicka Recovery
Magicka Mastery -7% Magicka Cost
Dark Elf
Damage Dealer
Dark Elf
Dark Elf for the Max Magicka and Stamina + Weapon Damage and an easy transition to a Magicka or Stamina damage dealer.
Dynamic 1910 Max Stamina and Magicka
Resist Flame 4620 Flame Resistance
Ruination 258 Weapon and Spell Damage

Overall, High Elf is the recommended choice because of the advanced build with + having very high Stamina drain in particular, but it is not worth picking a race purely for dungeons. Therefore, Nord, Breton, and Dark Elf are also excellent choices that have additional trial utility, followed by Khajiit and Argonian. Use the Mundus Stone to complement your race choice.

Mundus

The Ritual
Default
8% Healing Done (13% with 7 Divines)
When to use
The default option. Stronger heals are the safest and most reliable way to keep everyone alive. This mundus coupled with a fully-charged Restoration Staff heavy attack will significantly boost healing during important mechanics.
The Atronach
Sustain
310 Magicka Recovery (507 with 7 Divines)
When to use
Use instead of when you and the group are on a good enough level that provides no meaningful benefit anymore. will reduce the need for casts and allow you to maintain better buff uptimes. In general, it is better to try using recovery food first before changing your Mundus.
The Thief
Alternative
1212 Critical Rating (1982 with 7 Divines)
When to use
An alternative to the , providing less consistent but stronger heals.
The Steed
Movement Speed
10% Movement Speed + 238 Health Recovery (16% + 389 with 7 Divines)
When to use
When neither sustain nor healing power is an issue, extra movement speed is always welcome. This is only beneficial in the strongest groups, at which point the necessity of a dedicated healer role is put into question.

Attributes

Health
0
Stamina
0
Magicka
64
Default

Food

Due to , sustain is almost never an issue with this build. Because of this, we prioritize stat-heavy food over recovery-focused options.

Artaeum Pickled Fish Bowl
Default
Max Health Max Magicka
The best food for general content, providing a large amount of Health and Magicka.
Ghastly Eye Bowl
Specific Fights
Max Magicka Magicka Recovery
Use this if you are still getting accustomed to the build and sustain remains a problem despite . It is especially strong on the safer build using and , as you will already have more than enough Health and resistances. It can also be useful in fights where having lower Health is preferred due to percentage-based health mechanics, such as the final boss of Bal Sunnar.
Bewitched Sugar Skulls
Alternative
Max Health Max Magicka Max Stamina Health Recovery
A good alternative for non-Altmer races to help with Stamina sustain in the advanced setup, as and drain a significant amount of resources.
Clockwork Citrus Filet
Middle Ground
Max Health Max Magicka Magicka Recovery
Use when you need more sustain. is a cheaper alternative.

Potions

Spell Power Potion
Default
Restore Magicka

This is the default option as the build does not have a natural way to generate and .

With a potion swap addon (for example, Comp's Pot Swapper), it is possible to maintain two potion buffs simultaneously, since the buffs last 47 seconds while the potion cooldown is only 21 seconds. The best secondary potion is either the for survivability or the for sustain. Choose only one secondary potion, and always keep your active.

Armor Potion
1st Alternative
Restore Health Spell Resist Physical Resist
Tri-Stat Potion
2nd Alternative
Restore Health Restore Magicka Restore Stamina

Gameplay

Black Gem Foundry
Dungeon
Naj-Caldeesh
Dungeon
Bal Sunnar
Dungeon
Scrivener's Hall
Dungeon
Castle Thorn
Dungeon
Stone Garden With Pugs
Dungeon
Lep Seclusa
Dungeon
Coral Aerie
Dungeon
Black Gem Foundry
Dungeon Veteran Hard Mode Trifecta
Naj-Caldeesh
Dungeon Veteran Hard Mode Trifecta
Bal Sunnar
Dungeon Veteran Hard Mode Trifecta
Scrivener's Hall
Dungeon Veteran Hard Mode Trifecta
Castle Thorn
Dungeon Veteran Hard Mode Trifecta
Stone Garden With Pugs
Dungeon Veteran Hard Mode
Lep Seclusa
Dungeon Veteran Hard Mode
Coral Aerie
Dungeon Veteran Hard Mode

Shoutout and thanks to Lex (Discord: Lexalious) for the build ideas and suggestions.



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