Light's banner instills hope. You are its bearer.
Upgrades rank 2 of to also grant Bright Harbinger for the duration, which grants 300 Weapon and Spell Damage to allies and doubles for you.
This Templar healer guide for Update 50 is designed for clearing and progressing through the hardest Veteran hard mode dungeons, arenas, and trials, as well as for safe trifecta runs. Templar is an excellent choice for a healer in Update 50 due to its low barrier to entry, ease of play, strong healing, and wide range of resource sustain and damage buffs, particularly thanks to the new Class Mastery passives introduced in Update 50.
As one of the two support roles, healers in Elder Scrolls Online are primarily going to spend time buffing the group, debuffing enemies, providing resources, and proactively healing. Proactive healing is done by maintaining heals over time and shields on allies. That way, when they take damage, you have already prepared everything to mitigate it and bring their HP back to full without having to reactively cast burst heal skills. That being said, burst heals still have their use, especially during mechanics where there is a large amount of incoming damage in a short amount of time, but they should not be your main way of continuously healing.
The main responsibility of a healer is still keeping people alive, followed by buffs, debuffs, and resources, but due to the balance of the game the time spent on buffs and debuffs is as much, if not more than healing. The main concept of healing is keeping 2-3 heal over time skills active at all times on all group members, followed by different buff and debuff skills which ultimately result in boosted group damage.
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 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 a pure healer 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.
Why Templar? Apart from the Class Masteries, Templars are an excellent choice for beginner healers thanks to the simplicity and straightforwardness of their toolkit. Their abilities provide clear, reliable buffs, have long durations, offer substantial innate healing, and bring valuable group utility. For example, Extended Ritual not only heals allies in a large area but also provides a Purify synergy for the entire group, cleansing negative effects, healing allies, and restoring resources through the Undaunted Command passive. Additionally, it activates several Templar passives, including Bastion of Light and Light Weaver, and lasts 30 seconds.
Overall, the Templar arguably offers the best combination of simplicity, healing output, and group utility, making it one of the best choices for trifecta runs. It also fits easily into a wide variety of group compositions and does not require specific setups or gear to perform well, unlike classes such as the Warden.
This guide focuses on a pure Templar build, but as a healer, it is important to remain flexible and adapt to your group's composition. If another Templar in the group (DPS, healer, or tank) is already providing the Bright Harbinger buff, subclassing becomes a much more attractive option, allowing you to take advantage of its flexibility without sacrificing the Class Mastery passive.
For a subclassed Templar build, check out the Subclass Healer Guide and pair it with the Restoring Light skill line or whichever additional skill lines best complement your group's composition.
Unique or Rare Buffs a Templar Healer is Best Suited For Providing
Class Masteries are a new U50 system where each class picks 2 of 5 passive bonuses (Class Mastery Points, not Skill Points). Activating subclassing disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
Light's banner instills hope. You are its bearer.
Upgrades rank 2 of to also grant Bright Harbinger for the duration, which grants 300 Weapon and Spell Damage to allies and doubles for you.
The main reason why a Templar healer thrives in Update 50. Any 12-man group composition will want at least one Templar because of this passive. It remains a strong buff in 4-man content as well.
Light consecrates the ground on which you tread.
is now applied while you are in your own and , and while and are active.
While is active, you heal for Health every 1 second. If you are at full Health after being healed from this effect while in combat, you also gain 2 Ultimate.
| Coefficient | 8% Max Health | ||
|---|---|---|---|
| Tick Rate | Every 1s | ||
| Tags | |||
Gives powerful Ultimate generation of up to 2 per second, as well as a heal if not at full Health. A fantastic utility choice which will boost group damage or survivability depending on the Ultimate used.
Radiant is the shield that pushes back the dark.
While is active, you gain a damage shield for 6 seconds, up to once every 6 seconds. The shield absorbs up to Damage Shield and provides 300 Health, Magicka, and Stamina Recovery while active. If the shield breaks, you gain 10 Ultimate.
| Coefficient | 20% Max Health | ||
|---|---|---|---|
| Tags | |||
Could be situationally slotted in if another Templar is providing the Bright Harbinger buff for some additional tankiness, sustain, and Ultimate generation.
Judgement follows in the wake of your radiance.
When rank 2 of deals damage, your Templar abilities gain 1400 damage done for 3.1 seconds. This bonus is halved against players.
Not useful for this setup.
Your conviction is unwavering. Light gives no quarter.
now activates and refreshes itself while Bracing. Increases the amount of damage you can block by 20% while stationary.
Not useful for this setup.
A base setup that works in 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: Extended Ritual Morph of Cleansing Ritual |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Purifying Light Morph of Backlash | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Illustrious Healing Morph of Grand Healing | Slot 5: Radiant Aura Morph of Restoring Aura |
| Ultimate: Reviving Barrier Morph of Barrier | Ultimate: Aggressive Horn Morph of War Horn |
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 trial 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.
In dungeons, however, Overflowing Altar is more of a luxury, as bar space is often limited and other skills typically provide greater overall value. It 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.
The best skills to replace with situational options are usually Overflowing Altar, Radiant Aura, Echoing Vigor, Illustrious Healing, or Radiating Regeneration.
Shield spam is one of the strongest forms of proactive healing. Rather than simply restoring Health after damage is taken, shields effectively increase an ally's Health pool, making them significantly more tanky against heavy burst damage and preventable one-shot mechanics. When maintained consistently, this approach often outperforms traditional healing-over-time effects in fights with frequent burst damage. The primary drawback is coverage. Outside of Barrier, there is no reliable spammable shield that instantly affects all 12 group members. Maintaining high shield uptime therefore requires frequent repositioning and repeated casts to keep nearby allies protected.
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.
Example 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 (or buffs first if the fight has no incoming damage at the start), then resource-buffing skills - but the basic principle of casting one skill per second and maintaining a rotation does not change. Practice the rotation on a dummy to build muscle memory. While it will not perfectly replicate real gameplay, developing habits such as drinking potions on cooldown and maintaining 100% uptime on crucial buffs will significantly improve your performance in real content.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Radiating Regeneration Morph of Regeneration | Slot 1: Trample Frost Damage / Immobilizing Strike / Off Balance |
| Slot 2: Mystic Orb Morph of Necrotic Orb | Slot 2: Extended Ritual Morph of Cleansing Ritual |
| Slot 3: Combat Prayer Morph of Blessing of Protection | Slot 3: Elemental Blockade Morph of Wall of Elements |
| Slot 4: Solar Barrage Morph of Solar Flare | Slot 4: Echoing Vigor Morph of Vigor |
| Slot 5: Ulfsild's Contingency Damage Shield / Growing Impact / Protection | Slot 5: Soul Burst Damage Shield / Anchorite's Potency / Intellect and Endurance |
| Ultimate: Reviving Barrier Morph of Barrier | Ultimate: Aggressive Horn Morph of War Horn |
WHAT CHANGES
A setup for trash packs in trials, focused on short fights and constant movement. Skills that can be pre-cast before a trash pack gain significantly more value than abilities that can only be cast once combat begins. Additionally, proactively increasing the group's survivability with shields, alongside maintaining Echoing Vigor and Radiating Regeneration, is generally more effective than stacking multiple healing-over-time skills. Most deaths during trash pulls are caused by sudden bursts of damage, and shields are the most reliable way to mitigate them.
Notes:Ulfsild's - Damage Shield, Growing Impact, Protection
Warding Burst - Damage Shield, Anchorite's Potency, Intellect and Endurance
Chilling Trample - Frost Damage, Immobilizing Strike, Off Balance
Rotation:
| 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 Frost 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: Purifying Light Morph of Backlash | 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: Reviving Barrier Morph of Barrier | Ultimate: Aggressive Horn Morph of War Horn |
WHAT CHANGES
In dungeons, the smaller group size makes it impossible to contest the number of buffs and bonuses available in a trial group. As a result, the focus shifts to prioritizing the most impactful buffs and fitting as much valuable group utility as possible into your build. One of the healer's primary responsibilities in dungeons is providing Minor Courage, as it is one of the strongest and most easily maintained group damage buffs available. If no damage dealer is using Banner, the healer should slot it. However, if a damage dealer (most commonly an Arcanist or Necromancer) is already providing Banner, remove it from your own setup, as only one Banner buff can be active at a time.
Note: Pair this bar setup with one of the two dungeon gear setups listed below. If you are new to healing dungeons, it is recommended to use the beginner bar and gear setups until you have acquired the recommended gear and Scribed skills.
The biggest contrast 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 compensates for it. Exceptions for the hardest fights, where ground heals are situationally used, are listed further below.
There are several reasons for this:
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.
Class - Aedric Spear
Piercing Spear - High Priority
Spear Wall - High Priority
Burning Light - High Priority
Balanced Warrior - High Priority
Class - Dawn's Wrath
Enduring Rays - High Priority
Prism - High Priority
Illuminate - High Priority
Restoring Spirit - High Priority
Class - Restoring Light
Mending - High Priority
Sacred Ground - High Priority
Light Weaver - High Priority
Master Ritualist - 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 - Fighters Guild
Intimidating Presence - Medium Priority
Slayer - High Priority
Banish the Wicked - Medium Priority
Skilled Tracker - Medium Priority
Bounty Hunter - Not needed
Guild - Mages Guild
Persuasive Will - Not needed
Mage Adept - High Priority
Everlasting Magic - High Priority
Magicka Controller - High Priority
Might of the Guild - Low Priority
Guild - Undaunted
Undaunted Command - High Priority
Undaunted Mettle - High Priority
Guild - Psijic Order
Clairvoyance - Low Priority
Spell Orb - Not needed
Concentrated Barrier - Low Priority
Deliberation - Not needed
Alliance War - Support
Magicka Aid - High Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Racial - 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
The recommended starting point for both trials and dungeons is a combination of the following sets:
The monster set and arena weapon are not core parts of the build, so replace them with whatever alternatives you have available. For example, you can purchase the Willpower set or craft Druid's Braid as an initial replacement. Spell Power Cure and Powerful Assault are the two mandatory sets for healers. They are both available without DLC and are relatively easy to obtain. Do not worry about achieving perfect traits immediately if transmute crystals are limited; getting the correct sets and weapons is far more important than having ideal traits early on.
| 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 | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Frontbar Main Hand
|
The Master's Restoration Staff | Restoration Staff | Decisive | Berserker |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Weakening |
In somewhat optimized trial groups in Update 50, Spell Power Cure is no longer commonly used, as each group will typically run one Werewolf providing Major Courage. Below are two example setups. These are not the absolute best possible setups, but they are popular, versatile, and consistently strong, especially for not too experienced groups:
In more optimized groups, Roaring Opportunist + Jorvuld's Guidance (RoJo) will generally be outperformed by Master Architect, as it provides a stronger and easier-to-maintain source of Major Slayer:
If your group is running a Warden healer using Serpent's Disdain, or is less optimized, the first set to remove is Pillager's Profit. In Group Finder pugs, it is strongly recommended to have Spell Power Cure available due to unreliability of pug Werewolves. Simply replace Pillager's Profit with another support set when needed.
| 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
|
Pillager's Profit | Light | Divines /Infused | Magicka /Tri-Stat |
Hands
|
Pillager's Profit | Light | Divines | Magicka |
Belt
|
Pillager's Profit | Light | Divines | Magicka |
Legs
|
Pillager's Profit | Light | Divines /Infused | Magicka /Tri-Stat |
Boots
|
Pillager's Profit | Light | Divines | Magicka |
Necklace
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Frontbar Main Hand
|
The Master's Restoration Staff | Restoration Staff | Decisive | Berserker |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Weakening |
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head
|
The Blind Nazaray Magma Incarnate Baron Thirsk | Light / Heavy | Divines /Infused | Magicka /Tri-Stat |
Shoulders
|
The Blind Nazaray Spaulder of Ruin | Light / Medium | Divines | Magicka |
Chest
|
Roaring Opportunist | Light | Divines /Infused | Magicka /Tri-Stat |
Hands
|
Roaring Opportunist | Light | Divines | Magicka |
Belt
|
Roaring Opportunist | Light | Divines | Magicka |
Legs
|
Roaring Opportunist | Light | Divines /Infused | Magicka /Tri-Stat |
Boots
|
Roaring Opportunist | Light | Divines | Magicka |
Necklace
|
Jorvuld's Guidance | Jewelry | Arcane /Infused | Spell Cost Reduction |
Ring
|
Jorvuld's Guidance | Jewelry | Arcane /Infused | Spell Cost Reduction |
Ring
|
Jorvuld's Guidance | Jewelry | Arcane /Infused | Spell Cost Reduction |
Frontbar Main Hand
|
The Master's Restoration Staff | Restoration Staff | Decisive | Berserker |
Backbar Main Hand
|
Jorvuld's Guidance | Lightning Staff | Infused | Crusher |
If using Spaulder, pair it with one piece of Magma Incarnate or Baron Thirsk.
A very defensive setup intended for safe trifectas and Hard Mode progression. The build also offers an easy swap to the Ghastly Eye Bowl food for a big Magicka recovery boost, as you will have more than enough HP as-is thanks to Death Dealer's Fete. Death Dealer's Fete is a selfish mythic item that this build is able to fit in without sacrificing important group utility. It enables the use of recovery-focused food with virtually no drawbacks by providing additional maximum resources. However, it would be the first piece replaced if a new powerful healer mythic item is introduced that does not compete with a monster set, unlike Spaulder of Ruin, which occupies the mythic slot while still allowing a monster set to be used.
| 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
|
Powerful Assault | Medium | 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 | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Death Dealer's Fete | Jewelry | Infused | Spell Cost Reduction |
Frontbar Main Hand
|
Spell Power Cure | Restoration Staff | Decisive | Berserker |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Weakening |
The advanced setup prioritizes maximizing group DPS. 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 the Spaulder of Ruin mythic item buffing the group's Spell Damage, and the Blessing of the Potentates set for additional Ultimate cost reduction. The Tri-Stat Infused enchantment and trait combination on the three large armor pieces (Head, Chest, Legs) will help with Stamina sustain. Note that, unless you are a High Elf, running both Spaulder and Banner along with Echoing Vigor will be a significant Stamina drain. If sustaining is too difficult, do not force Spaulder into the build. Banner should still be kept if no DD is wearing it, as you already want to slot a skill for Minor Courage, and the Banner's 6% direct damage + 139 group recoveries are too good to pass up.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head
|
Spell Power Cure | Light | Divines /Infused | Magicka /Tri-Stat |
Shoulders
|
Spaulder of Ruin | Light | Divines | Magicka |
Chest
|
Powerful Assault | Medium | 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
|
Potentates | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Ring
|
Powerful Assault | Jewelry | Infused | Spell Cost Reduction |
Frontbar Main Hand
|
Potentates | Restoration Staff | Decisive | Berserker |
Backbar Main Hand
|
Powerful Assault | Lightning Staff | Infused | Weakening |
As a healer, it is important to stay flexible and adapt to the teammates depending on your group composition and duties. There is no single build that will cover every trial fight, and in optimized groups, your setup will often change for each boss in every trial. Use this setup as a solid foundation, but be prepared to specialize when needed. A standard healer build consists of two five-piece sets, a monster set, and an arena weapon on the front bar. Alternatively, a mythic item can replace the monster set. Some builds also allow you to use both a mythic item and a monster set by skipping the arena weapon.
Below is a list of the most relevant meta sets for Update 50, ranked from highest to lowest priority.
The less coordinated the group is, the less effective Master Architect becomes due to mistimed stacks or poorly timed ultimate usage. In these cases, the group should consider using a Roaring Opportunist + Jorvuld's Guidance (RoJo) setup for Major Slayer instead. Master Architect can be easily farmed on normal difficulty in Halls of Fabrication, as it does not have a perfected version.
Arena sets are not as strong as 5 piece sets, monster sets, or mythics, but they can help round out a build, and have situational benefits.
Maelstrom Restoration Staff gives such high sustain that it is possible to replace all food, jewelry glyphs, and the Mundus Stone to provide other alternative buffs such as Spell Damage jewelry glyphs or more Health/Magicka. This indirectly buffs healing power because of a lack of need to get sustain from other sources, ultimately boosting group survivability.
Trials: Before deciding which sets to wear, consider what the goal of the group is. Is it a casual farm run, a first-time progression group attempting a Hard Mode trial, a no-death run, a clean and optimized clear, or a score-pushing group? The answer will determine which sets provide the most value and best support the group's needs.
There is no reason to run Cryptcanon Vestments over The Blind, or Pillager's Profit over Xoryn's Masterpiece, in a group that is progressing veteran trials for the first time. Likewise, Cryptcanon and Pillager's Profit become staples in score-pushing groups, where defensive options such as The Blind are less valuable. Choose between offensive, defensive, and ease-of-use setups based on the group's skill level, objectives, and available gear. Sets such as Xoryn's Masterpiece, Ozezan the Inferno, Spell Power Cure, and Symphony of Blades are generally "fire-and-forget" options that provide consistent value with minimal management. In contrast, sets such as Pillager's Profit, Archdruid Devyric, and Cryptcanon Vestments require active tracking, proper timing, or coordination to reach their full potential.
Dungeons: The three strongest healer sets for dungeons are Spell Power Cure, Powerful Assault, and Master Architect. Since War Machine is commonly worn by the tank, the standard healer setup will usually run SPC + PA. If the group has a Werewolf providing Major Courage, PA + MA becomes the preferred setup, allowing the tank to use something other than War Machine.
For monster sets, mythics, and three-piece combinations, some of the most optimized setups from a pure stat perspective are Spaulder of Ruin + Blessing of the Potentates or Ozezan the Inferno + Death Dealer's Fete + one piece of Trainee. Ozezan + Death Dealer's Fete + Trainee is the safer option, providing additional survivability, sustain, and consistency for progression groups. Spaulder + Potentates is the more offensive option, better suited for maximizing damage and achieving faster clears with well-executed strategies.
The default setup for healers in PvE content is a restoration staff front bar and a lightning staff back bar. Restoration staff is the obvious choice to get access to crucial restoration skills. Lightning staff is a flexible spot that can be replaced by other weapons. The only reason lightning is the default, is to have Off-Balance proc on cooldown on the target, which boosts group DPS via the Exploiter CP. However, if another support is providing Off-Balance on cooldown, lightning staff is not mandatory anymore. Some other options include:
Overall, the guide focuses on using the lightning staff at all times due to simplicity and clarity, but be flexible and ready to adapt to the group when needed.
The armor combination can be 7 Light for maximum Magicka 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. The default option is 7 Light Armor pieces for maximum sustain due to the healer's survivability usually not being the main issue.
Body
Jewelry
Weapons
Body
Jewelry
Weapons
Nothing in this section will make or break the build. Armor weights, enchantments, and traits are intended to optimize the final few percentages of performance rather than define the build itself. If you are limited on gold and unsure which upgrades to prioritize, focus on improving weapons and enchantments before armor and jewelry, as they generally provide better value for the cost.
Before heal-check mechanics, make sure to enter them with at least 50% Magicka, ideally more. A fully-charged Restoration Heavy Attack before a healing phase will give you Major Mending for 4 seconds, increasing Healing Done by 16%.
Before each raid or fight, ask yourself - what are the most important buffs and debuffs I need to be providing? For example, as a healer you are responsible for the Mystic Orb Combustion synergy, a mandatory buff in all content. As a Templar you are the main source of Bright Harbinger at all times. That means you need to cast Purifying Light or Solar Barrage as your first skill, and cast it at least every 20 seconds.
Next is sets - if you are responsible for RoJo, make sure to practice it a bit on the dummy beforehand. At the start it might be overwhelming together with 10 other skills to maintain, which is perfectly fine. The primary job is still keeping people alive, so make sure you have underlying heals over time from skills like Echoing Vigor and Illustrious Healing always ticking on allies.
If you are having trouble remembering everything, writing a list of skills/sets/buffs and sorting them by priority in a text editor can be helpful.
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.
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.
The following four races are all top tier and choosing any of them will be good. Each has their own pros and cons, and the difference between them often comes down to changing an Enchantment or two.
Overall, you cannot go wrong with any of the four. Khajiit and Argonian are okay healer choices, while the others are not recommended. Do not let that stop you. The total difference between the best and worst race is only around 5%, so any race is perfectly viable. Use the Mundus Stone to complement your race choice.
We prioritize stat-heavy food over recovery-focused options due to sustain generally not being an issue.
Yes, a Templar Healer is good in ESO Update 50 because it has great innate healing power through Extended Ritual, a strong unique buff through Bright Harbinger + Minor Sorcery, and is overall the easiest healer class to play.
Templar healer is the most beginner-friendly class possible due to its long-lasting skills, straightforwardness of the kit without gimmicks, good sustain and survivability, and strong innate healing.
Yes, Templar healer can clear veteran dungeons and trials, including hard content, when built and played correctly. The page includes setups for regular fights, trash packs, and situational swaps depending on the encounter.
There is no best race, it often comes down to changing jewelry glyphs or food. The 4 recommended races are: High Elf, Nord, Breton, and Dark Elf. Argonian and Khajiit are also okay. Any race works for clearing all content in the game however, regardless of difficulty.
Thank you for reading the guide. For feedback and any questions, be it healing, group composition, strategies, or similar, feel free to message me on discord. Username: Croat
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