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#13921070 Dec 13, 2018 at 12:08 AM · Edited 1 month ago
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DRAFT (Will be cleaned up and added to over the next few days!)

Hello, Vanquish, below you will find my most recent guide to healing in ESO as a Templar, though much of the guide, advice, experience and ramblings will pertain to all healing classes. As always, this is a continual work in progress, an evolution and of course open to changes, betterment and new information.

  • This guide will be divided into multiple sections as they pertain to each “build” I advise you find the one you are most interested in
  • I am purposefully leaving DPS builds out of this guide until I can maintain 40,000 DPS

<Grumbles>


  • My current and advised VMA build for the healing minded player will be added soon
  • Twilight Remedy based build coming soon
  • While not specifically listed (yet) I do run the Maelstrom Staff(s)s often when DPS'ing, I highly recommend working towards clearing VMA as a healer, see below

Preface: Healing in The Elder Scrolls Online

This is now my 21st year playing MMOs, running a guild and focusing on a singular role, healing. I have no alts.
Healing in ESO is a bit different from other MMOs (Vet players, skip this part!) in that ALL of our healing stats tied to our characters are ALSO tied to damage. My philosophy towards healing is simple if not sometimes contested – “Healing is secondary to doing damage. Your primary job is movement, DPS, bolstering DPS, debuff removal and buffing application, up keep and ABOVE all else, resource generation for your group. Your SECONDARY job is healing”
What I mean by this is that we have A LOT of down time as healers (depending on the group!), we need to keep busy! Sure, manage your resources, don’t burn that magicka pool on DPS entirely but by all means, you better be contributing to all aspects of the fight outside of healing when the opportunity arises. Which is often, get to work healers!

On to my builds -

Note: there is A LOT of great info on healing in ESO out there from Deltia to Alcast, Reddit and Tamriel Foundry, you will find many guides and builds. What I try to offer here is my own, in house builds. The obvious benefit you gain from this is the simple fact that as questions arise you can come right to the source, at anytime. Granted, your people will need to contact my people and we’ll arrange a meeting to have a meeting about meetings to discuss the topics in question. Your estimated wait time is 1,272 hours. KIDDING! I LOVE to talk shop, anytime!

Note on all builds: There is A LOT of gear out there, in my builds I simply list what works best overall, from my experience. Also, any combination of APPLICABLE gear sets will work, again, the below is what I have found works out best for myself and some of this gear will take you time to attain in all the right traits and weights. ALL of the below builds can EASILY heal any “Normal” level content.

All CP will be discussed below, all attribute points are in Magicka. Food is whatever brings your stats in line with the goals listed. All gear is Arcane unless listed as Tristat. Mundas for all healing focused builds is the Atronoch with The Thief or The Lover for DPS and hybrid builds (Apprentice is a close runner up).

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The Mender

Purpose: The Mender is the purest form of healing. This is your classic: “All I want to do and do WELL is heal” build. This I your Veteran Trials build…this is your: “you have one job and one job only” build. This is a dual resto build being there is no longer a strong need for Elemental Drain as the effect is primarily run by tanks. The loss of Crushing Shock can be negated by Explosive Charge if an interrupt is absolutely needed from the healer.

Gear

  • Head: Earthgore – Tristat
  • Shoulders: Earthgore - Divines
  • Chest: Olorime – Tristat (Spell Power Cure is arguably an even substitute – See notes below)
  • Legs: Olorime – Infused (Spell Power Cure is arguably an even substitute – See notes below)
  • Belt: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Gloves: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Boots: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Jewelry: Mending – Magicka Recovery x2, Magicka Cost Reduction x1

Weapon 1: The Masters Restoration Staff – Powered - Magicka Steal/Crusher
Weapon 2: Mending Restoration Staff – Powered/Crusher/Magicka Steal

Bar 1: Honor the Dead or Breath of Life (see notes below), Healing Springs, Combat Prayer, Energy Orb, Inner Light. Ultimate: Aggressive Warhorn/Solar Prison/Barrier

Bar 2: Elemental Weapons, Luminous Shards, Extended Ritual, Purifying Light, Radiant Destruction. Ultimate: Ultimate: Aggressive Warhorn/Solar Prison/Barrier

Important skills/secondary skills: Rapid Regeneration for situations in which your group or Trial members are constantly on the move (WGT Inhibitor and Final boss for example)

Stat Goals: 17,000 Health, 40,000 Magicka, 2,200 Magicka Regen
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The Protector

Purpose: The Protector is designed from the ground up as a 4 person content healer with a focus being in the thick of things. This build is the closest build to that of the classic MMO and D&D Cleric. Something near and dear to my heart! This build CAN heal in trials but truly shines in all 4 person content up to Veteran DLC dungeons.

Gear

  • Head: Nightflame – Tristat
  • Shoulders: Nightflame - Divines
  • Chest: Olorime – Tristat (Spell Power Cure is arguably an even substitute – See notes below)
  • Legs: Olorime – Infused (Spell Power Cure is arguably an even substitute – See notes below)
  • Belt: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Gloves: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Boots: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Jewelry: Infaliable Aether – Spell Damage x2(3), Magicka Recovery X 1 if needed

Weapon 1: The Masters Restoration Staff – Powered – Magicka Steal/Crusher
Weapon 2: Lightning Staff of Infallible Aether – Infused - Flame

Bar 1: Honor the Dead or Breath of Life (see notes below), Healing Springs, Combat Prayer, Energy Orb, Inner Light. Ultimate: Aggressive Warhorn/Solar Prison/Barrier

Bar 2: Puncturing Sweeps, Blazing Spear, Elemental Blockade, Vampires Bane, Radiant Destruction. Ultimate: Ultimate: Destruction Staff Ulti.

Important skills/secondary skills: I will swap in Purifying Light for something if the groups DPS’rs are outputting 30k or more. Harness Magicka will be traded in on occasion, depending on the situation and group. Crushing Shock where interrupt are needed

Stat Goals (food buffs only): 19,000 Health, 37,000 Magicka, 1,700 Magicka Regen, 2,000 Spell Damage

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The Amalgam

Purpose: The Amalgam’s purpose is to fill the role of both DPS and Healing, a true hybrid. This is my day-to-day build and you will find me in some variation of it often. This build only succeeds when you can maintain 20,000 DPS while main healing Veteran level content. This is also my favored build for Arena Content within ESO when running with experienced groups, i.e. VDSA and VBP. The Amalgam is not recommended for new players healing their first dungeons.

Gear

  • Head: Grothdar (Zaan for bosses) – Tristat
  • Shoulders: Grothdar (Zaan for bosses) - Divines
  • Chest: Olorime – Tristat (Spell Power Cure is arguably an even substitute – See notes below)
  • Legs: Olorime – Infused (Spell Power Cure is arguably an even substitute – See notes below)
  • Belt: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Gloves: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Boots: Olorime – Divines (Spell Power Cure is arguably an even substitute – See notes below)
  • Jewelry: Spell Strategist or Siroriah – Spell Damage x 3, Bloodthirsty

Weapon 1: The Masters Restoration Staff – Powered – Magicka Steal/Crusher

Weapon 2: Lightning or Flame Staff of Spell Strategist or Siroriah – Infused/Charged – Flame/Shock

Bar 1: Honor the Dead or Breath of Life (see notes below), Healing Springs, Combat Prayer, Energy Orb, Inner Light. Ultimate: Aggressive Warhorn/Solar Prison/Barrier

Bar2: Puncturing Sweeps, Blazing Spear, Elemental Blockade, Vampires Bane, Radiant Destruction. Ultimate: Ultimate: Destruction Staff Ulti.

Important skills/secondary skills: I will swap in Purifying Light for something if the groups DPS’rs are outputting 30k or more. Harness Magicka will be traded in on occasion, depending on the situation and group. Crushing Shock where interrupt are needed.

Stat Goals (food buffs only): 19,000 Health, 37,000 Magicka, 1,200 Magicka Regen, 2,700 Spell Damage



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The Reclaimer

Purpose: The Reclaimers purpose is to maintain high levels of resources and healing for the group or Trial, this is an advanced build in that you are absolutely expected to perform the main duties of a primary healer but also upkeep the party’s resources without fail. This is a low/non-existent DPS build that favors a group with competent DPS players with many notches upon their weapon handles!

Gear

  • Head: Sentinel - Tristat
  • Shoulders: Sentinel - Divines
  • Chest: Worm – Tristat

  • Legs: Worm – Infused

  • Belt: Worm – Divines

  • Gloves: Worm – Divines

  • Boots: Worm – Divines

  • Jewelry: Olorime (Spell Power Cure is arguably an even substitute – See notes below) – Magicka Recovery x3

Weapon 1: The Asylums or Masters Restoration Staff – Powered - Magicka Steal/Crusher

Weapon 2: Olorime – Powered/Crusher/Magicka Steal

Bar 1: Honor the Dead or Breath of Life (see notes below), Healing Springs, Combat Prayer, Energy Orb, Inner Light. Ultimate: Barrier

Bar2: Extended Ritual, Time Stop, Radiant Aura/siphon Spirit, Harness Magicka, Inner Light. Ultimate: Barrier

Important skills/secondary skills: Rapid Regeneration for situations in which your group or Trial members are constantly on the move (WGT Inhibitor and Final boss for example)

Stat Goals (food buffs only): 16,000 Health, 38,000 Magicka, 2,600 Magicka Regen

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The Initiate

Purpose: The Initiate is for any new Templar prior to reaching CP 160 (the gear cap) The initiates main drive is to level skills, become accustom to the game, learn base mechanics and if called upon to heal a normal mode dungeon, be confident to do so!

NOTE: You are part of Vanquish, this means we can not have you running amok in less that fantastic starter gear! Ask in guild chat for help with gearing your very GREEN Templar or healer out! Offer what you can to help! In regards to Jewerly, you do not need anything above white to MAYBE green tier. Upgrade gear 2-3 times only prior to hitting 50, at 50 upgrade one more time then begin saving for CP 160 (Materials requirements at that point become much, MUCH higher and you will also be after dropped gear as per the above builds)

When leveling up a healer focus on damage related skill at first, get yourself capable of quickly and efficiently being able to solo prior to healing. Work on healing secondarily and while in groups/dungeon finder. I cannot stress this enough, OPEN PUNCTURING SWEEPS first and foremost, you can quite easily go from level 1 to level 50 on Sweeps ALONE.

Gear

  • Head: Julianos – Training (XP bonus)
  • Shoulder: Julianos - Training (XP bonus)
  • Chest: Julianos – Training (XP bonus)
  • Legs: Julianos – Training (XP bonus)
  • Belt: Julianos – Training (XP bonus)
  • Gloves: Kagrenac’s Hope – Training (XP bonus)
  • Boots: Kagrenac’s Hope – Training (XP bonus)
  • Jewelry: Anything/Willpower/Any set items – 2x Magicka Recovery, 1x Spell Damage

Weapon 1: Kagrenac’s Hope Restoration – Powered – Absorb Magicka

Weapon 2: Kagrenac’s Hope Lightning or Flame Destruction – Infused/Charged

Bar 1: Honor the Dead or Breath of Life (see notes below), Healing Springs, Combat Prayer, Energy Orb, Inner Light. Ultimate: Nova/Barrier in time
Bar2: Puncturing Sweeps, Elemental Blockade, Blazing Spear, Harness Magicka, Inner Light. Ultimate: Nova/Destro in time

Important skills/secondary skills: ALL OF THEM, work on opening everything up! Mutagen/Rapid Regen should be high on the priority list as well as Purifying light as you gain rank enough to open them.

Stat Goals (food buffs only): Whatever results in you not dieing TO much! (Magicka is your primary stat)

GLOBAL NOTES

Overhealing… stop it, just stop. We have so much more to offer a group than spamming Healing Springs over and over. Find your down time between heals and get to work, damnit!

Communicate with your group, healing is a two way street! We are happy to support our team with the healing and resources they need but they, in turn, must understand our own mechanics. DPS standing 3 inches outside Olo's buff circle? Tell them to move into it, explain what they are looking for and help them help themselves. Tank running for every one of your blazing spears that you are spamming for DPS? Let them know you "got her!" You will ensure a shard will be on top of them and specific to them every 15 seconds! Healing is a social role, communicate with your group. "Energy Orbs INBOUND!" can go a long ways in eliminating unnecessary running around as folks run off to catch one for example.

Preemptive healing, it is the hardest skill to master but must not be overlooked. Preemptive healing means you heal BEFORE you NEED to heal without overhealing or wasting a skill. This comes in time and at a BASIC level starts by understanding what is "low health" for each individual in your group. A very broad and general number for myself is 70% If my group members are dropping to 70% and below I begin topping them off while watching the FLOW of damage. This flow of damage will dictate your next, PREEMPTIVE healing steps.

The whole Breath of Life vs. Honor the Dead thing. Both work fine!

I run Honor the dead over Breath of Life simply because I do not find a trailing heal trumps the resource return of Honor the Dead. Seriously though, both work just fine.

MOVEMENT, MOVEMENT, MOVEMENT! I learned a lot from two primary sources when you’re talking movement. Rylii (my mentor on outside the box healing, movement and Aggressive Support (tm)!) and running VMA…. For the love of god healers, run VMA ON YOUR HEALER. Do it, cry, break keyboards but get it done. It will make you a far, far better player and healer. Ping me anytime for a one on one session in VMA, side by side in real time.

Spell Power Cure vs. Olorime.

SPC is an amazing set and will always be one of my all time favorites, not just for the set but for the amount of work that I and others put into gearing me out in it as one of the first healers on the server to attain the set. BACK IN THE DAY… SPC only dropped from Veteran WGT, was not tradeable and there was no Transmog stations… This meant MONTHS of running VWGT back to back.

That said… I find it secondary to Olorime and here is why. Olo lasts longer, it hits more players and its targetable. The latter being its down side (depending on who you ask!) SPC applies its group damage buff to any player at 100% health that receives a heal, this is pretty much happening all the time by nature of mechanics. There are two tricks to making Olo work out better than SPC…

1) Your group MUST know what Olo’s buff looks like… this is easier said than done! LOL! And they need to UNDERSTAND that they do not NEED to stand in it, just dip a toe in and they are good for the duration, off they go!

2) You must target folks vs. passively healing them beyond 100% health, Use Healing Springs or Shards to accomplish this and start ACTIVELY placing Olo’s buff aura.

https://www.youtube.com/watch?v=PkjM9n8LGwc

Support sets of interest and use: Jorvuld's Guidance, Gossamer, Twilight Remedy, Sanctuary, Master Architect and Combat Physician

GLOBAL CP (If below the cap, apply accordingly as able)

(This is my go to CP setting as a healer, however I change this daily, multiple times depending on many variables from the groups needs to what boss we are fighting. I am not going to go into great detail here, do some research but feel free to use the following as a BASELINE for healing, DPS is a different story and you should adjust accordingly.)

The Ritual

Thaumaturge: 56

The Apprentice

Elefborn: 56
Spell Erosion: 26
Elemental Expert: 56
Blessed: 100 (THIS is the biggest and really only main change I made when swapping to hybrid or DPS)

The shadow

Tumbling: 30
Shadoward: 46

The Lover

The Arcanist: 100
Tenacity: 50

The Lady

Hardy: 50
Elemental Defender: 50
Thick Skinned: 50

The Steed

Ironclad: 80

Spell Shield: 43

***FEW POINTS left out deliberately for flexibility***



#13921081 Dec 13, 2018 at 12:43 AM · Edited 1 month ago
Administrato...
2085 Posts
#13921082 Dec 13, 2018 at 12:43 AM
Administrato...
2085 Posts
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