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 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 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.
- Energy Orb - 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.
- 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, Echoing Vigor, and Energy Orb 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
- Energy 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 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
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating RegenerationMorph of Regeneration | Slot 1: Budding SeedsMorph of Healing Seed |
| 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
- Budding Seeds replaces Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating RegenerationMorph of Regeneration | Slot 1: Extended RitualMorph of Cleansing Ritual |
| 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
- Extended Ritual replaces Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating RegenerationMorph of Regeneration | Slot 1: Fire KeeperMorph of Cauterize |
| 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
- Fire Keeper replaces Overflowing Altar
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating RegenerationMorph of Regeneration | Slot 1: Necrotic PotencyMorph of Bitter Harvest |
| 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
- 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 RegenerationMorph of Regeneration | Slot 1: Overflowing AltarMorph of Blood Altar |
| Slot 2: Energy OrbMorph of Necrotic Orb | Slot 2: Zenas' Empowering DiscMorph of Domain of the Arcanist |
| 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: Healing SpringsMorph of Grand Healing | Slot 5: Chakram of DestinyMorph of Chakram Shields |
| Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach | Ultimate: Reviving BarrierMorph 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 RegenerationMorph of Regeneration | Slot 1: Soul Burst |
| 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
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 - 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 Energy 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
|
Ozezan the Inferno | Light / Heavy | Divines / Infused | Magicka / Tri-Stat |
Shoulders
|
Ozezan the Inferno | Light / Medium | Divines | Magicka |
Chest
|
Spell Power Cure | Light | Divines / Infused | Magicka / Tri-Stat |
Hands
|
Spell Power Cure | Light | Divines | Magicka |
Belt
|
Spell Power Cure | Light | Divines | Magicka |
Legs
|
Spell Power Cure | Light | Divines / Infused | Magicka / Tri-Stat |
Boots
|
Spell Power Cure | Light | Divines | Magicka |
Necklace
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Frontbar Main Hand
|
Master's Restoration Staff | Restoration Staff | Decisive | Absorb Magicka |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Berserker |
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
|
Ozezan the Inferno | Light | Divines / Infused | Magicka / Tri-Stat |
Shoulders
|
Ozezan the Inferno | Light | Divines | Magicka |
Chest
|
Armor of the Trainee | Heavy | Divines / Infused | Magicka / Tri-Stat |
Hands
|
Spell Power Cure | Light | Divines | Magicka |
Belt
|
Spell Power Cure | Light | Divines | Magicka |
Legs
|
Powerful Assault | Medium | Divines / Infused | Magicka / Tri-Stat |
Boots
|
Spell Power Cure | Light | Divines | Magicka |
Necklace
|
Pearls of Ehlnofey | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Frontbar Main Hand
|
Spell Power Cure | Restoration Staff | Decisive | Absorb Magicka |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Berserker |
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
|
Ozezan the Inferno | Light / Heavy | Infused | Tri-Stat |
Shoulders
|
Ozezan the Inferno | Light | Divines | Magicka |
Chest
|
Armor of the Trainee | Heavy | Infused | Tri-Stat |
Hands
|
Spell Power Cure | Light | Divines | Magicka |
Belt
|
Spell Power Cure | Light | Divines | Magicka |
Legs
|
Powerful Assault | Medium | Infused | Tri-Stat |
Boots
|
Spell Power Cure | Light | Divines | Magicka |
Necklace
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Death Dealer's Fete | Jewelry | Infused | Reduced Potion Cooldown |
Frontbar Main Hand
|
Spell Power Cure | Restoration Staff | Decisive | Absorb Magicka |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Berserker |
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
|
Spell Power Cure | Light | Infused | Tri-Stat |
Shoulders
|
Spaulder of Ruin | Light | Divines | Magicka |
Chest
|
Spell Power Cure | Light | Infused | Tri-Stat |
Hands
|
Spell Power Cure | Light | Divines | Magicka |
Belt
|
Spell Power Cure | Light | Divines | Magicka |
Legs
|
Powerful Assault | Medium | Infused | Tri-Stat |
Boots
|
Spell Power Cure | Light | Divines | Magicka |
Necklace
|
Blessing of the Potentates | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Ring
|
Powerful Assault | Jewelry | Infused | Reduced Potion Cooldown |
Frontbar Main Hand
|
Blessing of the Potentates | Restoration Staff | Decisive | Absorb Magicka |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Berserker |
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 (not something I'd recommend due to the Werewolf's limited AoE damage potential, but it can happen), 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. The 4th red CP is a flex spot between HP, movement speed, or fast resurrects. If not using Reviving Barrier, slotting out the two shield-buffing CPs is recommended.
Extra movement speed is always welcome 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.
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
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.
Potions
This is the default option as the build does not have a natural way to generate Major Prophecy and Major Sorcery .
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.
Gameplay
Shoutout and thanks to Lex (Discord: Lexalious) for the build ideas and suggestions.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand