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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

Sustain is more reliant on Light or Heavy Attacking in between abilities to utilize some core abilities, which isn’t something many healers are familiar with.

Tankiness

While we have access to Major Ward and Resolve, they won’t be up all the time.  Harness Magicka can help alleviate this problem a bit though.

40% Complete (success)

The Nightblade healer has always been about raw healing output, and now with access to a powerful burst heal; they have even more.

Nightblade healing is actually more closely related to damage production than any other healer in the game.  The whole “siphoning” vibe definitely ebbs from this play style.

40% Complete (success)

This build can actually be pretty tough to master since there’s a lot of skill to manage.  If you’re looking for a unique build with lots of mastery, look no further.

40% Complete (success)

Since we lack a lot of group utility from buffs and resource management, the main encounters we shine in are ones that require high healing, or hybrid situations of damage and healing.

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.

Dungeon Healer

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.

  •  Funnel Health (Direct Damage & HoT | morph of Strife) – Dealing moderate damage from a range, after impact it will heal you and an ally (smart targeting, prioritizes low health > closest to you) over a 10 second duration, every 2 seconds.  Its heal is based on damage dealt, so if you manage to crit, the HoT will be even stronger.  Keep in mind that recasting it will refresh the HoT, even if the healing will be less.

  • Healthy Offering (Burst Heal & self DoT | morph of Malevolent Offering) – Now reworked to be a massive burst heal to a single target in front of you (prioritizes low health > closest ally to you), this skill comes at a cost; although very differently than other burst heals.  Casting this ability places a DoT on you that deals Oblivion damage (can’t mitigate or shield), and will stack every time you cast it again while it is active.  You can generally cast this ~4-5 times in quick succession without it being a problem, but after that it gets extremely dangerous.

    • 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] Soul Siphon (AoE Heal & Buff | morph of Soul Shred) – A massive area heal (28 meters radius) that initially has a burst, and then a heal over time.  While the HoT persists (4 seconds) it grants you and the healed allies Major Vitality, increasing their Healing Taken by 30%.  It also prompts allies the Soul Leech synergy that deals damage and heals them on any enemy in the area.

    • You may also slot Soul Harvest (Direct Damage & Buff | morph of Death Stroke) if you’d like passive Ultimate generation for getting killing blows, and a potent pairing tool with the Master Architect set.

Destruction Staff (Lightning) – Offensive bar

  • Sap Essence (AoE Damage & Heal | morph of Drain Power) – Offering tons of bonuses, this skill deals damage in an AoE to any enemy inside and grants Major Sorcery to us.  It also heals allies in the same range, and the heal will be increased for every enemy hit (20% bonus for each enemy hit, up to 6 enemies for a 120% heal bonus).  Use this when fighting more than 3 enemies at once.

  • Refreshing Path (AoE DoT & HoT | morph of Path of Darkness) – Roughly the same size as Wall of Elements, this skill damages any enemy inside it, and heals up to 6 allies in the area.  It also grants the caster Major Expedition while inside it.

  • 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.

  • 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.

  • [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.

 

Trial Healer

Restoration Staff – Main bar, healing

  • Healing Springs (AoE HoT | morph of Grand Healing) – Used primarily for situations when your group needs to stack up and live through insane damage, this skill places an AoE heal over time in the area for a duration, and can be layered by casting it in quick succession.  This morph restores resources for each ally hit, making it a breeze to spam cast.  Don’t get lazy and do nothing but cast this though, try and only use it for situations of high incoming damage.

  • Siphoning Attacks (Self Buff & Heal | morph of Siphoning Strikes) – Mainly here for added resource management, whenever you Light or Heavy Attack you’ll get a small bit of healing and Magicka.  When the skill runs out you’ll get a burst of Magicka as well.  It may also be recast early, but the resources will scale based on duration of how long it ran.

    • In fights where intense purges are needed, run the Efficient Purge (debuff removal | morph of Purge) instead.

  • Healthy Offering (Burst Heal & self DoT | morph of Malevolent Offering) – Now reworked to be a massive burst heal to a single target in front of you (prioritizes low health > closest ally to you), this skill comes at a cost; although very differently than other burst heals.  Casting this ability places a DoT on you that deals Oblivion damage (can’t mitigate or shield), and will stack every time you cast it again while it is active.  You can generally cast this ~4-5 times in quick succession without it being a problem, but after that it gets extremely dangerous.

  • Combat Prayer (Multi Target Heal + Buff | morph of Blessing of Protection) – An extremely basic but potent skill that heals and buffs up to 6 targets 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.  Keep in mind when you’re in a trial you’ll need to cast this at least twice to hit all 8 of your damage dealers.

  • 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] Bolstering Darkness (AoE Buff | morph of Consuming Darkness) – Now reworked to offer Major Protection (30% damage mitigation) to any ally that walks over it, this buff will now retain even if you leave the area.  This means it no longer has a 6 person target cap, and you’re no longer stuck in the area to receive the buff.  Allies who have taken damage may also activate the Hidden Refresh synergy, giving them a huge burst of speed, invisibility to lose aggro, and a massive heal over time.

Destruction Staff – Buffs and Debuffs

  •  Funnel Health (Direct Damage & HoT | morph of Strife) – Dealing moderate damage from a range, after impact it will heal you and an ally (smart targeting, prioritizes low health > closest to you) over a 10 second duration, every 2 seconds.  Its heal is based on damage dealt, so if you manage to crit, the HoT will be even stronger.  Keep in mind that recasting it will refresh the HoT, even if the healing will be less.

    • As a healer this won’t be doing a lot of damage, so you can also treat this as a flex spot and place anything else here.  There are tons of other great skills like Efficient Purge, Quick Siphon, or even Psijic Order abilities like Meditate or Mend Wounds.

  • 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 another player is running this skill, treat this as a Flex spot, and use whatever skill you need.  Efficient Purge (Purify | morph of Purge) is a great tool that is vital in many fights in the game, instantly removing negative effects from 6 allied targets.

  • Harness Magicka (Shield | morph of Annulment) – A great self preservation tool that grants us a massive shield when casted, for 6 seconds.  If the shield takes Magic, Flame, Ice, or Lightning damage it will restore Magicka back to you for each hit.  This means you can use it to sustain AND shrug off harm when used properly, making it perfect for a trial environment.

    • 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.

  • Refreshing Path (AoE DoT & HoT | morph of Path of Darkness) – Roughly the same size as Wall of Elements, this skill damages any enemy inside it, and heals up to 6 allies in the area.  It also grants the caster Major Expedition while inside it.

  • Blockade of Elements (AoE DoT | morph of Wall of Elements) – Used primarily in trials as a debuff tool when paired with a Lightning staff, this will apply Off Balance to targets that are already inflicted with Concussed.  Even if Off Balance is being applied, having additional Wall of Elements running will ensure the uptime is higher when there are players consuming it with Heavy Attacks or Power Lash.

  • [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 30% 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 30% CHD modifier, as it applies to any damage done or healing done, taking the character’s current CHD modifier and MULTIPLYING (not adding!) it by 30%, offering insane amounts of damage or healing done on crits.  The best groups in the world are able to keep up Major Force (the 30% 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, Malevolent Offering is incredibly dangerous to cast in quick succession due to the DoT it places on you.  This build instead focuses on managing many HoTs instead, such as Refreshing Path, Funnel Health, 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 Siphoning Strikes 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.

 

Master Architect

Where to get;

Drops from Normal or Veteran Halls of Fabrication located in Morrowind, as well as on the Weekly Veteran Leaderboards for Halls of Fabrication, and the weekly coffer quest from either difficulty.

How it performs; Due to access of a cheap Ultimate, Soul Harvest, we can actually help keep up Major Slayer so our DPS can focus purely on damage instead.  This is primarily meant for 4 man content, and I would not advise using it in trial situations.

Tips & Tricks

  • The Nightblade Healer’s main strengths are raw healing and damage production, so if you’re comfortable with the DPS role in ESO, but you want to start picking up healing as well, then this build will be a great option for you!

  • 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!

  • Since there are so many different abilities you can run, be ready to change your bar and gear setups quite a bit!  If you’re on PC I highly recommend looking out for an addon to help do that all quicker.

  • 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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