Dungeon Subclass Healer Build - ESO Guide
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+
Reviving Barrier 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.
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
Echoing Vigor + a
Reviving Barrier 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.
Subclassing
Base Class
You can use this build with any base class.
Always Use These Two
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 (
Catalyst and
Transfer), while Sorcerer provides Ultimate cost reduction (
Power Stone) as well as the valuable
Summon Charged Atronach Ultimate, which buffs your group's DPS by 10% during crucial burst windows, a very common theme in dungeons.
3rd Skill Line
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:
Situational Skill Lines
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
Minor Sorcery/
Minor Brutality or
Minor Prophecy/
Minor Savagery, 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
Minor Sorcery and
Minor Savagery. 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 Regeneration Morph of Regeneration | Slot 1: Overflowing Altar Morph of Blood Altar |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
The skills are set up in a way to allow us to keep
Major Heroism from
Trample 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
Healing Springs in favor of reliable sticky heals that follow DDs, such as
Echoing Vigor and
Radiating Regeneration. We give up the strong sustain from the
Master's Restoration Staff by not running
Healing Springs on the more advanced setups, but
Banner Bearer compensates for it. Exceptions for the hardest fights, where ground heals are situationally used, are listed further below.
There are several reasons for this:
- 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
Healing Springs or
Budding Seeds cast will do little to save someone in that situation.
Radiating Regeneration and
Echoing Vigor, however, continue healing the group regardless of positioning and automatically lock onto allies when re-applied. - Bar space is extremely tight due to running
Banner Bearer, and there aren't a lot of free GCDs to keep all the buffs up due to
Trample taking up 15-20% of the rotation. - Dungeon fights are generally more mobile than trial fights, requiring ground HoTs to be recast more frequently
- Sticky heals such as
Radiating Regeneration 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.
Radiating Regeneration - 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
From the Brink CP, guaranteeing a large shield when a target drops below 25% health. Always double-cast it if possible. Combined with
Echoing Vigor, this is enough healing for majority of veteran dungeon fights.-
Mystic Orb - A core support skill thanks to its Combustion synergy, which restores a large amount of resources to allies who activate it. While you do not need to cast Mystic Orb every 10 seconds, you should cast it at least once every 20 seconds, as Combustion has a 20-second synergy cooldown. Beyond its utility, Mystic Orb also provides passive damage over its duration, and the synergy itself deals respectable damage when activated by group members.Why
Mystic Orb over
Energy Orb? Mystic Orb has a lower Magicka cost, making it easier to sustain, and its synergy is particularly effective in short fights such as trash packs. When multiple DDs activate the Combustion synergy on a tightly stacked group of enemies, it contributes a significant amount of additional burst damage. While Energy Orb offers extra healing, that healing is generally less reliable, and its synergy is often consumed by players who are already at full Health, reducing its overall value. That said, Energy Orb remains a perfectly viable option, and you are not going to go wrong by using it if your group benefits from the additional healing.
Combat Prayer - The main burst heal with additional utility. Provides an AoE burst heal,
Minor Resolve, and
Minor Berserk. Spam
Prayer during heal checks, especially in fights where the group is not stacked such as Bal Sunnar's first boss, as
Prayer covers a large area. Before spamming
Prayer, ideally place your
Radiating Regeneration and
Echoing Vigor to be ticking on allies during the heal mechanic. If both DDs are running
Camouflaged Hunter, swap it to the other morph.
Siphoning Attacks - Your main sustain tool, also used for generating ultimate via the
Transfer passive. Cast this whenever you are low on resources or have nothing else to do. It is especially important when running the
Spaulder of Ruin +
Banner Bearer setup, as the stamina drain can become very high in fights requiring constant dodging or blocking.
Banner Bearer (
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
Minor Courage 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.
Summon Charged Atronach - Your main aggressive Ultimate. Provides AoE
Concussion (leading to AoE
Off Balance via
Elemental Blockade) and grants
Major Berserk 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
Lead From the Front, swap this Ultimate out for
Aggressive Horn or a similar buff, as the DK support will be providing the
Major Berserk.
Overflowing Altar - 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
Minor Lifesteal 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.
Trample (
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
Trample out if you have a pure Warden tank who keeps good
Major Heroism uptimes. In fights with many adds, including trash pulls, aim
Trample into the group to proc AoE
Concussion, leading to AoE
Off Balance through
Elemental Blockade. It also procs
Powerful Assault. If Stamina sustain becomes an issue, swap the first scribed script to
Frost or
Magic Damage to convert the skill to Magicka cost.
Elemental Blockade - Your primary source of AoE
Off Balance and maintaining 100% uptime on your back-bar enchantment. Do not cast
Elemental Blockade immediately upon entering combat; save
Off Balance for the third or fourth cast, once DDs have applied their DoTs. The exception is fully pre-buffed bosses, where pre-casting the
Elemental Blockade is better. Personal recommendation: always cast
Elemental Blockade together with
Echoing Vigor, as they share nearly the same duration.
Off Balance is a crucial debuff which buffs group DPS in several ways - the
Exploiter CP, often ran by DDs, buffs damage to
Off Balance enemies by 10%. Additionally, some classes like the Dragonknight get significant buffs against
Off Balance targets.
Echoing Vigor - Another way to proc
Powerful Assault, as well as your second most reliable heal. Combined with
Radiating Regeneration, 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
Elemental Blockade. Despite
Echoing Vigor lasting 16 seconds, reapply
Powerful Assault every 15 seconds.
Reviving Barrier - 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
Reviving Barrier with this build, recasting it before the previous shield expires. Swap it to your front bar if you are going to spam
Reviving Barrier in order to benefit from
Blessing of the Potentates' cost reduction.
The best skill to replace with situational options is usually
Overflowing Altar or
Echoing Vigor. In extremely difficult fights, you can also consider removing
Banner Bearer.
Healing Springs/
Illustrious Healing - 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
Siphoning Attacks.
Soul Burst (
Damage Shield,
Anchorite's Potency,
Courage) - Used on the Advanced build. Provides
Minor Courage 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
Banner Bearer with
Soul Burst and another flex spot to still provide
Minor Courage. Pre-cast it during trash pulls and before boss fights. Make sure DDs actually receive the shield to confirm they also received
Minor Courage; 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
Combat Prayers to avoid wasting
Prayer 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
Echoing Vigor and
Radiating Regeneration, shield spam is often safer and stronger than
Combat Prayer spam.
Ulfsild's Contingency (
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
Soul Burst. The third buff can be chosen to fill whatever buff the group is missing.
Blessing of Restoration - Use this morph instead of
Combat Prayer when both DDs are running
Camouflaged Hunter, as the
Minor Berserk portion is not needed anymore.
Crushing Shock - A ranged interrupt required for certain fights, such as the second boss in Bal Sunnar.
Guard - Generally unnecessary in most dungeons, but it can replace
Banner Bearer if the Tank is struggling on especially difficult bosses, such as Stone Garden HM.
Efficient Purge - Useful for purging certain mechanics, such as the second boss in Lep Seclusa. Usually unnecessary, as most relevant debuffs can simply be outhealed.
Propelling Shield - Situationally useful when the group struggles with specific mechanics, such as the second boss in Bal Sunnar. The range on
Crushing Shock alone is not enough without stepping into darkness, but
Propelling Shield allows safe interrupts from within the protective circle. Generally unnecessary, as the healer can usually step into the darkness and survive while interrupting.
Race Against Time - Useful in highly mobile fights, such as the final boss in Castle Thorn.
Charging Maneuver - Same as
Race Against Time, but a stronger buff for the whole group. Has a very high stamina cost and will require casting
Siphoning Attacks often to keep a good uptime.
Wield Soul (
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.
Silver Leash is the non-scribed alternative.
Aggressive Horn - an alternative to the
Summon Charged Atronach Ultimate if the tank or DD is a pure Dragonknight, as they will be providing
Major Berserk when using their Ultimate.- WARDEN -
Budding Seeds - Used on Wardens instead of the
Altar, 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 -
Extended Ritual - similar to
Budding Seeds, see above. Slot it instead of
Altar on a Templar. The extra perk of the
Ritual is its range as well as the synergy being available to all allies rather than just one. - NECROMANCER -
Necrotic Potency - Use for maximum situational Ultimate generation in add-heavy fights. Replace
Overflowing Altar or
Siphoning Attacks with this skill, depending on the amount of healing needed in a particular fight. - ARCANIST -
Chakram of Destiny - 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 -
Zenas' Empowering Disc - replaces the
Overflowing Altar on an Arcanist because it applies
Minor Courage,
Minor Endurance and
Minor Intellect. Change the
Banner Bearer to provide
Minor Heroism instead of
Minor Courage. - DRAGONKNIGHT -
Fire Keeper - Provides
Minor Heroism and a ground heal for the group, and replaces the
Overflowing Altar on a Dragonknight. - DRAGONKNIGHT -
Standard of Might - An alternative to the
Summon Charged Atronach ultimate which buffs the Weapon Damage of all group members standing inside the
Standard.
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
Combat Prayer on them and re-apply HoTs as soon as possible.
Low pressure situations:
Trample -
Major Heroism is crucial
Combat Prayer -
Minor Berserk +
Minor Resolve
Echoing Vigor -
Powerful Assault proc
Mystic Orb - Combustion synergy
High pressure situations:
Radiating Regeneration
Echoing Vigor
Combat Prayer
Even during high-pressure phases, try to find opportunities to cast
Trample, as faster ultimate generation can directly improve survivability through an earlier
Reviving Barrier 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%
Trample 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.
Major Heroism generates 3 Ultimate every 1.5 seconds
Minor Heroism generates 1 Ultimate every 1.5 seconds- Drinking a potion generates 22 Ultimate every 21 seconds
- Casting
Siphoning Attacks generates 2 Ultimate every 4 seconds - Casting
Soul Burst 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%
Blessing of the Potentates reduces the Ultimate cost by 15%
Shield Master CP reduces the cost of
Reviving Barrier by 10%- Arcanist's
Intricate Runeforms passive reduces the cost of
Reviving Barrier by 10%
Pre-Buff
The following skills can be pre-buffed:
Trample, for
Major Heroism before combat begins. Cast it away from the boss to avoid accidentally pulling aggro.
Soul Burst, for
Minor Courage
Combat Prayer, for
Minor Berserk and
Minor Resolve
Do not pre-buff these skills:
Echoing Vigor, as
Powerful Assault only activates while in combat, meaning
Echoing Vigor is almost always your first cast. You may pre-buff it for healing, but immediately recast it once combat starts.
Elemental Blockade, as the boss will immediately become
Off Balance once the Tank applies
Elemental Susceptibility, 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 (
Scalding Rune,
Barbed Trap, etc.) to maximize opening burst damage.
Other Setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Zenas' Empowering Disc Morph of Domain of the Arcanist |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Heroism | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Heroism |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Zenas' Empowering Disc replaces
Overflowing Altar
Banner Bearer changes the
Courage script to
Heroism to provide
Minor Heroism instead of
Minor Courage, as
Zenas' Empowering Disc provides
Minor Courage
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Budding Seeds Morph of Healing Seed |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Budding Seeds replaces
Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Extended Ritual Morph of Cleansing Ritual |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Extended Ritual replaces
Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Fire Keeper Morph of Cauterize |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Fire Keeper replaces
Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Necrotic Potency Morph of Bitter Harvest |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Courage |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Necrotic Potency replaces
Overflowing Altar
ADDITIONAL INFO
You might have noticed that this guide does not recommend using the Grave Lord skill line on Necromancers for the powerful
Glacial Colossus Ultimate providing
Major Vulnerability and the
Unnerving Boneyard's AoE
Major Breach +
Minor Vulnerability. The main reason is that, in dungeons, these debuffs are generally going to be provided by another source, and we give up too much to justify running an entire skill line. AoE
Major Breach can be provided by the Tank or Healer using
Razor Caltrops when needed, while the single target
Major Breach will always be provided by the Tank. AoE
Minor Vulnerability is applied via
Trample or the
Concussion status effect from
Summon Charged Atronach.
For
Major Vulnerability, the main source in dungeons is usually a Tank wearing
Archdruid Devyric (sometimes paired with
Nazaray on the Healer to extend the debuff) which is generally sufficient in dungeons. On top of that, you will already be providing other powerful aggressive Ultimates such as
Summon Charged Atronach or
Aggressive Horn.
Glacial Colossus'
Major Vulnerability, while strong, does not warrant using up an entire skill line + giving up another Ultimate when the amount of support Ultimates is limited in dungeons. Nevertheless, Grave Lord is by no means a horrible choice, and can still be slotted in if no other source of
Major Vulnerability is able to be provided.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Overflowing Altar Morph of Blood Altar |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Zenas' Empowering Disc Morph of Domain of the Arcanist |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Healing Springs Morph of Grand Healing | Slot 5: Chakram of Destiny Morph of Chakram Shields |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Zenas' Empowering Disc replaces
Trample
Healing Springs replaces
Banner Bearer on the front bar
Chakram of Destiny replaces
Banner Bearer on the back bar
ADDITIONAL INFO
Replace the two Arcanist skills with skills of your choice when running other classes. Example: Templar -
Extended Ritual +
Radiant Aura. Warden:
Budding Seeds + flex. Etc.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Soul Burst Damage Shield / Anchorite's Potency / Courage |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Trample Disease Damage / Assassin's Misery / Heroism |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Siphoning Attacks Morph of Siphoning Strikes | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Heroism | Slot 5: Banner Bearer Shock Damage / Druid's Resurgence / Heroism |
| Ultimate: Summon Charged Atronach Morph of Summon Storm Atronach | Ultimate: Reviving Barrier Morph of Barrier |
WHAT CHANGES
Soul Burst replaces
Overflowing Altar
Banner Bearer changes the
Courage script to
Heroism to provide
Minor Heroism instead of
Minor Courage
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
Exhilarating Drain 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
Siphoning Attacks 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
Exhilarating Drain skill should replace
Trample when you have a pure Warden tank in your group providing
Major Heroism via the
Bountiful Harvest 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
Exhilarating Drain outweighs the cons, but it is only going to situationally benefit you due to the necessity of
Major Heroism being provided by an ally. In an organized trial group the
Major Heroism 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
Class - Daedric Summoning
Rebate - High Priority
Power Stone - High Priority
Daedric Protection - High Priority
Expert Summoner - High Priority
Class - Curative Runeforms
Healing Tides - High Priority
Hideous Clarity - High Priority
Erudition - High Priority
Intricate Runeforms - High Priority
Class - Restoring Light
Mending - High Priority
Sacred Ground - High Priority
Light Weaver - High Priority
Master Ritualist - High Priority
Class - Bone Tyrant
Death Gleaning - High Priority
Disdain Harm - High Priority
Health Avarice - High Priority
Last Gasp - High Priority
Class - Ardent Flame
Combustion - High Priority
Traumatic Burns - High Priority
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Green Balance
Accelerated Growth - High Priority
Nature's Gift - High Priority
Emerald Moss - High Priority
Maturation - High Priority
Weapon - Destruction Staff
Tri Focus - Low Priority
Penetrating Magic - Medium Priority
Elemental Force - Medium Priority
Ancient Knowledge - Medium Priority
Destruction Expert - Low Priority
Weapon - Restoration Staff
Essence Drain - High Priority
Restoration Expert - High Priority
Cycle of Life - High Priority
Absorb - High Priority
Restoration Master - High Priority
Armor - Light Armor
Grace - Medium Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - Low Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - Low Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - Low Priority
Armor - Heavy Armor
Resolve - High Priority
Constitution - High Priority
Juggernaut - High Priority
Revitalize - Low Priority
Rapid Mending - Medium Priority
Guild - Undaunted
Undaunted Command - High Priority
Undaunted Mettle - High Priority
Alliance War - Support
Magicka Aid - High Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race
All Racial passives - High Priority
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
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
Master's Restoration Staff, a very powerful resource-restoring tool. For this build in particular, move the
Mystic Orb to back bar, and replace the
Overflowing Altar with
Illustrious Healing/
Healing Springs on the front bar. Alternatively, remove the
Banner Bearer and slot in
Healing Springs coupled with a class skill such as
Budding Seeds.
Spell Power Cure and
Powerful Assault are easy to obtain. The
Ozezan the Inferno monster set and
Master's Restoration Staff will require a bit of farming. If you do not own any of the DLCs,
Sentinel of Rkugamz 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
Undaunted Mettle passive granting extra max resources and tankiness. Enchantments are okay to all be
Magicka, while
Tri-Stat 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
|
|
Light / Heavy |
|
|
Shoulders
|
|
Light / Medium |
|
|
Chest
|
|
Light |
|
|
Hands
|
|
Light |
|
|
Belt
|
|
Light |
|
|
Legs
|
|
Light |
|
|
Boots
|
|
Light |
|
|
Necklace
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Frontbar Main Hand
|
|
Restoration Staff |
|
|
Backbar Main Hand
|
|
Lightning Staff |
|
|
Setup Without Scribing
This setup uses
Pearls of Ehlnofey to replace
Trample as the source of
Major Heroism. Use this setup until you unlock the necessary Scribing skills. Lower your Magicka to around 50% before combat, then maintain sustain and
Pearls of Ehlnofey procs through
Siphoning Attacks and
Radiating Regeneration. Similar to
Trample's
Major Heroism, if you have a Warden tank keeping good
Major Heroism uptimes, replace the
Pearls of Ehlnofey with a selfish mythic item such as
Death Dealer's Fete.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head
|
|
Light |
|
|
Shoulders
|
|
Light |
|
|
Chest
|
|
Heavy |
|
|
Hands
|
|
Light |
|
|
Belt
|
|
Light |
|
|
Legs
|
|
Medium |
|
|
Boots
|
|
Light |
|
|
Necklace
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Frontbar Main Hand
|
|
Restoration Staff |
|
|
Backbar Main Hand
|
|
Lightning Staff |
|
|
WHAT CHANGES
Armor of the Trainee replaces
Spell Power Cure on Chest
Powerful Assault replaces
Spell Power Cure on Legs
Pearls of Ehlnofey replaces
Powerful Assault on Necklace
Spell Power Cure replaces
Master's Restoration Staff on Frontbar Main Hand
Maximum Defense
A very defensive setup intended for safe trifectas and hardmode progression. Fully self-buffed in a dungeon, the build reaches up to 36k HP with
Minor Toughness and
Artaeum Pickled Fish Bowl food, 33k/30k resists with
Major Resolve from the tank +
Armor Potions, 5k Spell Damage, 40k Magicka, and 20k Stamina. It also provides all the same buffs as the advanced setup except
Spaulder of Ruin, while generating slightly less Ultimate due to not using
Blessing of the Potentates. The build also offers an easy swap to
Ghastly Eye Bowl food for a big Magicka recovery boost, as the build has more than enough HP as-is thanks to
Death Dealer's Fete.
Death Dealer's Fete is a selfish mythic item that the build manages to find space for, and it enables no-downsides recovery food, but it is the first one to go if another good new mythic item for healers comes out which does not conflict with a monster set, as is the case with
Spaulder of Ruin.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head
|
|
Light / Heavy |
|
|
Shoulders
|
|
Light |
|
|
Chest
|
|
Heavy |
|
|
Hands
|
|
Light |
|
|
Belt
|
|
Light |
|
|
Legs
|
|
Medium |
|
|
Boots
|
|
Light |
|
|
Necklace
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Frontbar Main Hand
|
|
Restoration Staff |
|
|
Backbar Main Hand
|
|
Lightning Staff |
|
|
WHAT CHANGES
Armor of the Trainee replaces
Spell Power Cure on Chest
Powerful Assault replaces
Spell Power Cure on Legs
Death Dealer's Fete replaces
Powerful Assault on one Ring
Spell Power Cure replaces
Master's Restoration Staff on Frontbar Main Hand
Advanced
The advanced setup prioritizes maximizing group DPS through buffs. This should be the final step after getting comfortable with the previous setups. If the group reaches a good enough level with this build, the only remaining step is to move away from a pure healer altogether and replace it with a hybrid healer-DPS build or another damage dealer.
The extra buffs include
Minor Heroism via
Banner Bearer (swap out
Banner Bearer's
Minor Courage for
Minor Heroism), the
Spaulder of Ruin mythic item buffing the group's Spell Damage, and the
Blessing of the Potentates set for additional Ultimate cost reduction.
Minor Courage is provided via the
Soul Burst skill, which will replace the
Overflowing Altar.
Spaulder of Ruin will require a bit of farming to obtain while the
Blessing of the Potentates set is very easy to obtain. The
Tri-Stat
Infused enchantment and trait combination on the three large armor pieces (Head, Chest, Legs) helps significantly with Stamina sustain, as
Spaulder of Ruin +
Banner Bearer will take a heavy toll on both Magicka and Stamina recovery. This is where
Siphoning Attacks synchronize greatly with the build.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head
|
|
Light |
|
|
Shoulders
|
|
Light |
|
|
Chest
|
|
Light |
|
|
Hands
|
|
Light |
|
|
Belt
|
|
Light |
|
|
Legs
|
|
Medium |
|
|
Boots
|
|
Light |
|
|
Necklace
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Ring
|
|
Jewelry |
|
|
Frontbar Main Hand
|
|
Restoration Staff |
|
|
Backbar Main Hand
|
|
Lightning Staff |
|
|
WHAT CHANGES
Spell Power Cure replaces
Ozezan the Inferno on Head
Spaulder of Ruin replaces
Ozezan the Inferno on Shoulders
Powerful Assault replaces
Spell Power Cure on Legs
Blessing of the Potentates replaces
Powerful Assault on Necklace
Blessing of the Potentates replaces
Master's Restoration Staff on Frontbar Main Hand
Additional Explanations
SITUATIONAL
If the Tank is not running
War Machine, use
Master Architect instead of
Powerful Assault. When on the advanced build, use the
Spell Power Cure Restoration Staff together with
Master Architect body pieces to create room for the
Blessing of the Potentates Lightning Staff back bar. Front-barring
Blessing of the Potentates 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
Major Courage, and the Tank is running
War Machine, consider using
Xoryn's Masterpiece,
Pillager's Profit, or
Martial Knowledge instead of
Spell Power Cure. The first two are trial sets (running normal difficulty trials for non-perfected gear is also okay), while
Martial Knowledge can be bought for gold and is very cheap.
ALTERNATIVE
Symphony of Blades - Use in fights where sustain is more important than damage or survivability. Example - Castle Thorn last boss.
Sentinel of Rkugamz - The base game version of
Symphony of Blades, for those who do not own any DLCs.
Ozezan the Inferno - An excellent defensive monster set that helps allies survive one-shots and slightly eases healing-intensive phases.
Nazaray - An offensive monster set alternative to
Ozezan the Inferno for extending strong debuffs such as
Major Vulnerability and
Major Brittle. 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
Archdruid Devyric, and you extending its
Major Vulnerability duration with
Nazaray. This removes the need for another source of
Major Vulnerability such as
Turning Tide or
Glacial Colossus. Remember to use your ultimate after
Major Vulnerability was applied, otherwise you will have wasted the monster set. The only reason this does not take the main monster set spot over
Ozezan the Inferno is because it requires more group coordination and setups, as well as generally not being mandatory to have 100%
Major Vulnerability uptime when running with a pure healer, unlike trials or 3 DD dungeon runs where every small damage increase will matter.
Archdruid Devyric - Usually worn by the Tank in dungeons, use
Archdruid Devyric if the group does not have another source of
Major Vulnerability. While other sets and skills will provide a better uptime of
Major Vulnerability, having only
Archdruid Devyric 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
Major Vulnerability. Pairs well with
Nazaray.
Spaulder of Ruin - A mythic item providing 260 Weapon and Spell Damage to the group, at the cost of recoveries. Synchronizes very well with
Siphoning Attacks. The best offensive group-buffing mythic item or monster set currently available, along with
Cryptcanon Vestments.
Ring of the Wild Hunt - Always excellent on trash pulls and useful in highly mobile fights while using the defensive setup.
Cryptcanon Vestments - A situationally powerful mythic allowing extremely high burst on damage dealers. Use the
Death Dealer's Fete build and replace
Death Dealer's Fete with
Cryptcanon Vestments. 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
Cryptcanon Vestments, they likely do not need a dedicated healer anymore, making this entire guide obsolete. With 3 DDs, the tank will almost always use
Cryptcanon Vestments in optimized groups, and is one of the strongest support mythic items in the game.
ADDITIONAL INFO
Your back-bar enchantment can be either
Weakening,
Berserker, or
Crusher. Personally, I prefer
Berserker in dungeons because it helps heal through mechanics where
Weakening or
Crusher 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
Crusher getting lost on adds, consider swapping to the
Crusher. The front-bar trait should always be
Decisive on this particular build, while
Infused back bar is standard. If running
Weakening or
Crusher on the back bar,
Berserker on the front bar is preferred over
Absorb Magicka.
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
Siphoning Attacks 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
Major Mending for 4 seconds, increasing Healing Done by 16%.
Champion Points
Maximizing heals over time, AoE heals, a big shield on low HP allies, and Magicka/Stamina recovery.
Maximizing shield power and cost, and recoveries. If not using
Reviving Barrier, slotting out the two shield-buffing CPs is recommended.
The Craft tree is non-combat utility. Steed's Blessing is the only slottable that matters for group content, giving you extra movement speed between fights.
Unlock Order
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.
Overall, High Elf is the recommended choice because of the advanced build with
Spaulder of Ruin +
Banner Bearer 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
-
DefaultThe Ritual
8% Healing Done(13% with 7
Divines)
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. -
SustainThe Atronach
310 Magicka Recovery(507 with 7
Divines)
Use
The Atronach instead of
The Ritual when you and the group are on a good enough level that
The Ritual provides no meaningful benefit anymore.
The Atronach will reduce the need for
Siphoning Attacks casts and allow you to maintain better buff uptimes. In general, it is better to try using recovery food first before changing your Mundus. -
SituationalThe Thief
5.53% Critical Chance(9.04% with 7
Divines)
An alternative to the
The Ritual, providing less consistent but stronger heals. -
Movement SpeedThe Steed
10% Movement Speed + 238 Health Recovery(16% + 389 with 7
Divines)
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
Food
Due to
Siphoning Attacks, sustain is almost never an issue with this build. Because of this, we prioritize stat-heavy food over recovery-focused options.
-
DefaultArtaeum Pickled Fish Bowl
Max Health +5,414 Max Magicka +4,938The best food for general content, providing a large amount of Health and Magicka. -
Specific FightsGhastly Eye Bowl
Max Magicka +4,592 Magicka Recovery +459Use this if you are still getting accustomed to the build and sustain remains a problem despite
Siphoning Attacks. It is especially strong on the safer build using
Ozezan the Inferno and
Death Dealer's Fete, 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. -
SustainBewitched Sugar Skulls
Max Health +4,620 Max Stamina +4,250 Max Magicka +4,250 Health Recovery +462A good alternative for non-Altmer races to help with Stamina sustain in the advanced setup, as
Spaulder of Ruin and
Banner Bearer drain a significant amount of resources. -
Middle GroundClockwork Citrus Filet
Max Health +3,326 Max Magicka +3,080 Health Recovery +406 Magicka Recovery +338Use when you need more sustain.Cheaper alternative
Witchmother's Potent Brew
Difference Max Health +3,094 −232 Max Magicka +2,856 −224 Health Recovery — −406 Magicka Recovery +315 −23
Potions
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
Armor Potion for survivability or the
Tri-Stat Potion for sustain. Choose only one secondary potion, and always keep your
Spell Power potions active.
-
DefaultSpell Power Potion
Restore Magicka
Major Sorcery
Major Prophecy
This is the default option as the build does not have a natural way to generate
Major Prophecy
and
Major Sorcery
. -
SurvivabilityArmor Potion
Restore Health
Spell Resistance
Physical Resistance
-
SustainTri-Stat Potion
Restore Health Restore Stamina Restore Magicka
Gameplay
Shoutout and thanks to Lex (Discord: Lexalious) and Faust (Discord: backfromthedead0642) for the build ideas and suggestions.
Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
