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Table of Contents:

  1. Intro

  2. Setup

    • Gear

    • Skills

    • Attributes

    • Consumables, Race, and Mundus

    • Champion Points (CP)

    • Rotation

    • Misc Information

  3. Tips

Intro

Sustain

The only form of resource management the Dragonknight healer boasts is Battle Roar, which means you’ll have to be especially careful in groups where you’re asked to wait to cast your Ultimate.  Expect to rely on Heavy Attacks a lot.

Tankiness

This build has access to a lot of different powerful skills and passives that help add mitigation to the caster.  You’ll have to change up your bar setup to access them though, so be ready to experiment.

40% Complete (success)

Due to a lot of delayed burst healing, the Dragonknight’s overall healing is a little bit lower than other classes.  This doesn’t mean it can’t work though, it just plays differently and rewards timing over button mash.

Access to incredibly powerful damage skills can help the Dragonknight flip between DPS and Healer status very easily.

40% Complete (success)

This build definitely feels a little different compared to other healers, and as such will take time to get used to how to manage your healing output from skills like Obsidian Shard and Cauterize.

40% Complete (success)

Lacking a lot of group utility and resource management, the Dragonknight healer is primarily meant for aggressive players who don’t want to rely on pure healing per second.  This makes them a bit less versatile than the other classes, but they’re still viable.

Setup

Beginner Setup

Debuff Healer

Buff Managing Healer

Pure Healing

 

Refer to the Misc tab to find where to find the sets and where they fit in.

Restoration Staff – Source of Buffs and Heals over Time

  • Rapid Regeneration (HoT | morph of Regeneration) – Targeting two allies (smart targeting, prioritizes low health > closest to you), this ability places a long lasting heal over time that ticks every 1.5s with this morph.  It can be placed on an infinite amount of targets, but will require multi casting to do so.

  •  Healing Springs (AoE HoT | morph of Grand Healing) – Offering immense healing per second, this ability is placed in an area that heals for a few seconds after being casted.  You can layer the skill by casting it in quick succession to offer crazy healing output.  Don’t use this as your primary heal though, try and only use this when your group is nice and stacked up and taking heavy damage.

    • In dungeons you won’t ever need to run this skill to keep your group alive, so you can run a utility skill instead.  Engulfing Flames (morph of Fiery Breath) will help your group’s DPS if there’s a lot of caster builds, while Efficient Purge (morph of Purge) will help if there’s a lot of nasty debuffs coming to you and your allies.

  • Obsidian Shard (Burst Heal | morph of Stone Fist) Reworked to have a much larger heal, cast this at any enemy to damage and stun them.  An ally within 28 meters of the target it hit will be healed (prioritizes low health > closest ally to enemy hit) for a considerable amount.  Due to the 28 meter range for casting, and the additional 28m range from the target hit, you can effectively heal someone up to 56 meters away, making it the longest range heal in the game.

    • If you’re doing content that doesn’t need a burst heal, treat this as a flex spot and put what ever you’d like here!

  • Combat Prayer (Multi Target Heal + Buff | morph of Blessing of Protection) – An extremely basic but potent skill that heals and buffs up to 6 allies in a line in front of you.  The heal is quite powerful, roughly half of a Breath of Life in terms of raw healing.  On top of a decent heal, it provides any allies hit with Minor Ward, Resolve, and Berserk.  This offers 2% flat damage mitigation, and 8% increased damage output.  Make sure to cast this every 8 seconds when you’re grouped with non-Nightblade players.

  • Energy Orbs (AoE HoT | morph of Necrotic Orbs) – An essential tool for any healer, granting allies the synergy to restore 3960 Magicka or Stamina (whichever their highest maximum is) back when hit.  Any ally in the path of the Orb is healed every second, making it wonderful to line a few up and pair with Healing Springs.  Keep in mind this is a slow moving projectile, so you’ll have to aim it and think ahead.

  • [Ultimate] Light’s Champion (HoT & Buffs | morph of Panacea) – After casting this skill, it will fire off 5 heals to allies (prioritizes lowest health > closest ally to you).  Once it hits them it will offer a burst heal every second for 5 seconds, as well as Major Protection (30% damage mitigation) and Major Force (15% Critical Hit Damage) for the duration.  This is incredibly helpful for high damage situations where you also want to empower your allies.

Destruction Staff (Lightning) – Offensive bar

  • Cauterize (Timed Burst Heal | morph of Inferno) – After activating, this skill will put a buff on you that heals you or any ally (prioritizes lowest health > ally closest to you) within 15 meters.  It lasts 15 seconds but only heals every 5 seconds, but will have 4 total heal bursts (once on cast).  This is very nice for a steady stream of healing, but can’t be relied on completely.

  • Cinder Storm (AoE HoT | morph of Ash Cloud) – Reworked to be a super strong area heal, place this at your designated area and it will heal up to 6 allies inside for 18 seconds, as well as snare any enemies inside of it.  Be wary though, this skill has a very high cost since it lasts so long, so don’t use it in high mobility fights unless you know your allies are going to sit still for a while.

  • Blockade of Elements (AoE DoT | morph of Wall of Elements) – Another amazing offensive ability that scales multiplicatively based on how many mobs are sitting inside of it.  Place this every 8 seconds to really help melt through dungeons.  This will also set enemies who are Concussed, Off-Balance.  This is INSANE for enabling group DPS. Pair it with a Maelstrom staff too for some extra damage.

  •  Elemental Drain (Debuff | morph of Weakness to Elements) – A wonderful skill that applies Major Breach to a target for ~25 seconds, at no cost!  It also applies Minor Magickasteal to them, making it when any time you or an ally damages the target, they gain 300 Magicka (up to once per second).  This helps the group’s damage and sustain tremendously, making it vital to run.  It can be placed on an infinite amount of targets, from a range, for free.  It also can be preemptively applied without aggroing enemies.

    • If you’re in a trial and the other healer is running this skill, treat it as a flex spot instead.

  • Harness Magicka (Shield | morph of Annulment) – Sometimes you’ll need a defensive tool for harder encounters in dungeons, and this skill fits that bill perfectly.  Keep in mind you can actually use this as a Magicka return as well if you take damage from non-Physical attacks while being hit with it active.

    • A shield isn’t always necessary, so don’t hesitate to use this as another Flex spot.  Inner Light (morph of Mage Light) can be a nice boon to your stats, helping healing in general.  There are tons of options, so feel free to use what you like.

  • [Ultimate] Aggressive Horn (Group Buff | morph of War Horn) – Arguably the strongest ultimate in the game, this thing enables so much damage it’s absolutely mind boggling.  Increasing all party members’ stats nearby by 10% (Health, Magicka, AND Stamina) for 30 seconds, and granting everyone 15% more Critical Hit Damage/Modifier for 9.5s at rank IV, this is easy to fail to see the importance.  The main power of Aggressive Horn is the 15% CHD modifier, as it applies to any damage done or healing done, taking the character’s current CHD modifier and adding 15%, offering insane amounts of damage or healing done on crits.  The best groups in the world are able to keep up Major Force (the 15% CHD part) upwards of 60% in 5 minute + fights.  Strive to communicate and keep this up to help melt through content.

 

Avoid putting points into Health if possible.  If you feel you need more Health, try using Health or Prismatic Enchants on your armor instead.

Food Options: Bi Stat (Health & Magicka), Witch Mother’s Brew, or Clockwork Citrus Filet will be the best bets with this build.  Witchmother’s or Clockwork helps the most with sustain, while Bi Stat is if you can manage to sustain fine and just want big stats.

Potion Options: Spell Power Potions (Lady Smock, Corn Flower, and Water Hyacinth) is definitely ideal with this build, and will allow for 100% uptime on Major Sorcery, Intelligence, and Prophecy.  If you’re doing easier content or wish to save on money simply use Essence of Magicka. 

Race OptionsThe order for races in terms of holistic power is as follows;

Argonian (best overall performance) > Breton (second best sustain and improved tankiness) > Almter (close sustain and best damage production) > Dunmer (lacking sustain but nice Stamina and Flame Resistance to help run Vampire)

Mundus Stone Options: If you’re struggling with sustain, try out The Atronach (Magicka Recovery).  The Ritual (Increased Healing Done) can also output some crazy raw healing as well.  The Mage (Max Magicka) will help healing and damage, and make your shields bigger, while The Apprentice (Spell Damage) adds a little bit more to your healing and damage.

Poisons Or Enchants: 

  • Front Bar; Always slot a Shock damage enchant and pair it with the Charged trait on your front bar to help provide Concussion on targets for your group.  Not only will it proc Vulnerability, but it will prime them to be set Off Balance, which you’ll do automatically with your Wall of Lightning!

  • Back Bar; Weakening or Absorb Magicka glyphs here.  Weakening offers damage mitigation for the group, while Absorb Magicka helps if you’re struggling with sustain.

Much of CP allocation for healers is completely preference based, so the below section is not “optimized”, since that term is redundant in this application.

The Mage (Blue)

  • Elemental Expert – 34

  • Elfborn – 100

  • Blessed – 100
  • Spell Erosion – 6

    • If you’re setting up for dungeons, you don’t need to put that many points into Elfborn and Blessed and can instead put points into Thaumaturge and Master at Arms.  Also due to heavy diminishing returns on the last 1-3% of each CP node, feel free to take points out of them anyways and spend elsewhere.

The Thief (Green)

  • Tenacity – 49

  • Arcanist – 49

  • Warlord – 40

  • Sprinter – 34

  • Tumbling – 56

  • Shadow Ward – 23

The Warrior (Red)

  • Elemental Defender – 37

  • Hardy – 37

  • Ironclad – 81

  • Thick Skinned – 61

  • Free 34 points

    • Keep in mind that each encounter has its own different damage types.  Some dungeons, trials, or boss encounters don’t deal Physical damage; so Hardy may become useless.  If you’re trying to optimize your mitigation always learn what sort of damage bosses deal, and change your CP accordingly.

Healers don’t have a true rotation.  Below will help point out key things to focus on instead.

  • Your job #1 as a healer is obviously to keep people alive.  That means MORE than just healing people with spells though.  You can keep allies alive by reducing damage that enemies deal (Debuffs such as Weakening enchants, etc), or helping increase their mitigation or damage with buffs (Spell Power Cure, Minor Berserk, Major Protection, etc).

 

  • Even though you should focus on healing, don’t heal with just one spell.  Especially with this build, Obsidian Shard is incredibly expensive to cast in quick succession, and also has a projectile speed before it heals an ally.  This build instead focuses on managing many HoTs instead, such as Cinder Storm, Cauterize, and Rapid Regeneration.

 

  • Don’t bother continue to cast Healing spells when your allies are over 70% Health.  If your HoTs are running, those will ensure your allies stay at a safe value.  This means you can focus on buffing your group with things like Combat Prayer, or applying utility skills like Elemental Drain or Energy Orbs.  Try to get a rhythm for each fight so you can apply HoTs, then debuff, then refresh HoTs.

 

  • Heavy Attacks, Potion consumption, and Battle Roar are your primary means of resource management as a healer.  These should always be done while you have your HoTs running on your allies, so that if they take damage while you’re Heavy Attacking, they’ll get healed passively.

 

  • Communication is vital as a healer.  This is a two way street though, since your allies will often ask for powerful skills like Energy Orbs or Combat Prayer to be given to them.  Do not be afraid to tell your allies to be more mindful of mechanics though!  Just because your job is to keep them alive, doesn’t mean they get free reign to stand in stupid.  Teamwork is vital to success, and your tanks and damage dealers can also help your job by providing their own healing once in a while, or getting pressure off you.

Set Locations

Seducers

Where to get;

Requires 3 Researched Traits and crafted at these locations

  • Grahtwood – Temple of the Eight

  • Stormhaven – Fisherman’s Island

  • Deshaan – Berezan’s Mine

How it performs;  This set is meant to offer beginner players a few extra set bonuses without costing too much.  Ease off this set as soon as you’re comfortable.

Monster Sets

Shoulders come from the chests at the Undaunted Enclave.  Helmets drop in their respective dungeons.  Play around with configurations you like.

Willpower

Where to get;  Comes from treasure vaults inside Imperial City Prison.  Also drops from doing Random Daily Dungeons in the Group Finder.

How it performs;  Mainly meant for beginner players who don’t have access to Jewelrycrafting, or dungeon sets, it won’t help you break any records but it’s a nice and easy to obtain BoE set that will help your damage and healing.

 

Spell Power Cure

Where to get;  Comes from Normal or Veteran White Gold Tower.

How it performs;  One of the most iconic and important sets a healer can run, any team oriented healer will want to get this or the next listed set to help their group.  Provides Major Courage which gives 258 Weapon and Spell Damage to up to 6 allies at a time.

 

Vestments of Olorime

Where to get;  Comes from Normal or Veteran Cloud Rest, the weekly Veteran leaderboards of Cloud Rest, or the weekly coffer inside the raid.

How it performs;  Offering a more controllable form of Major Courage, ground based abilities also place a sizable area where allies can sit inside and receive the buff.  Best for low mobility fights.

 

Sanctuary

Where to get;  Comes from Normal or Veteran Banished Cells I or II.

How it performs;  Providing a huge Healing taken bonus to up to 12 players, this set is wonderful for situations where you really need raw healing output.

 

Jorvuld’s Guidance

Where to get;  Comes from Normal or Veteran Scale Caller Peak

How it performs;  Extending the duration of any Major or Minor Buff (not debuff), this set is quite nice when paired with Spell Power Cure and Aggressive Warhorn.

 

Infallible Aether

Where to get;  Comes from Normal or Veteran Craglorn Trials, weekly Veteran trial leaderboards, and any of the weekly Craglorn trial coffers.

How it performs;  Applies Minor Vulnerability to any target you hit with a Fully Charged Heavy Attack, this is a great set for when you want to make sure the target is always taking 8% extra damage from your group.

Tips & Tricks

  • The Dragonknight healer’s main power is huge spikes of healing, making it a good candidate for players who are already comfortable with the healing role and want to instead focus on throwing out buffs and support, rather than raw healing.

  • This build is highly reliant on managing a lot of different duration based abilities, I highly recommend familiarizing yourself with the buff tracking system from base game, or an addon if you’re on PC.

  • Your group will be relying on you to keep up powerful status ailments and abilities.  Be keen to take in constructive criticism or high load communication, but don’t forget you can ask for help too!

  • The Dragonknight healer operates by offering delayed burst healing, so it might take some time to transition into.  If you can’t handle the heat of pressure, then the Dragonknight is not for you.

  • Don’t hesitate to experiment!  If something doesn’t work for you, try something else.  You can always revisit specific interactions or suggestions I’ve referenced when you feel confident.

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