Table of Contents:

  1. Intro

  2. Setup

    • Gear

    • Skills

    • Attributes

    • Consumables, Race, and Mundus

    • Champion Points (CP)

    • Rotation

    • Misc Information

  3. Tips



Due to Dark Conversion and fantastic passives, sustain with this build will be a breeze.


You’ll need to give up a bar slot to gain Major Ward and Resolve, and there aren’t many other forms of mitigation with this build, so expect to rely on damage shields.

40% Complete (success)

The Sorcerer doesn’t have a lot of class skills for healing, but Twilight Matriarch is the best burst heal in the game, so it makes up for it.  Raw stats also make our output reliable.

You can easily swap out some healing spells for damaging spells from the Sorcerer’s toolkit, but you can’t have both at once.

40% Complete (success)

There’s way less to manage with this build than on other healers since Matriarch is so good at healing output.

40% Complete (success)

The limit of group utility and overall class skills makes the Sorcerer healer primarily suited to just pump out healing.  Simplicity unfortunately limits ceiling performance.


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 different skill instead.  Healing Ward (morph of Steadfast Ward) will help keep allies alive, Boundless Storm (morph of Lightning Form) gives you mitigation and some AoE damage, and Efficient Purge (morph of Purge) helps remove negative effects.

  • Twilight Matriarch (Burst Heal | morph of Winged Twilight) – Offering the most efficient Burst Heal in the game, this skill heals the pet and two targets for a massive amount (prioritizes the caster > low health target > closest ally to the pet).  This makes the Sorcerer Healer a breeze to play.

  • 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] Absorption Field (AoE HoT & enabler | morph of Negate Magic) – Covering a large area, this skill places a bubble of safety to allies; healing up to 6 allies inside every half second.  It also tags enemies inside as “silenced”, and even though it will not prevent PvE mobs from casting abilities, it will flag them susceptible to the Dual Wield passive “Ruffian”, helping your Stamina DPS do extra damage!

    • [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

  • Dark Conversion (Resource return & Heal | morph of Dark Exchange) – Generally this skill is not able to be utilized in PvE content, as a healer we have the luxury of being able to afford the heavy draw backs of the cast time.  After 1.2 seconds you exchange some Stamina for Health and Magicka, helping your sustain tremendously.

    • If your sustain is good enough that you don’t think you need this skill, feel free to use this as a flex slot.

  • Twilight Matriarch (Burst Heal | morph of Winged Twilight)  – Same as the front bar, as a pet it will need to be double barred to prevent it from de-summoning when you swap off of 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.

    • 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.

    • The Sorcerer also has access to its own damage shield, Conjured Ward, which is much cheaper than Harness, and also goes to your pets as well.  The Hardened Ward morph makes it into the biggest shield in the game, while the Empowered Ward morph makes it even cheaper and adds Minor Intellect to you and 5 nearby allies when you activate it.

    • 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, etc).


  • Even though you should focus on healing, don’t heal with just one spell.  Especially with this build, Twilight Matriarch 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 Healing Springs, Energy Orbs, 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


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.


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.



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 Sorcerer healer’s main advantage is simplicity.  The class’s main burst heal goes to two people instead of one, making it very good at staving off death’s door for you allies.

  • 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 the Sorcerer healer has to toggle its pet, this makes bar space a precious commodity.  You can opt to run Overload instead of your front bar Ultimate to gain access to 4 more slots.  Just make sure you put Twilight Matriarch on that bar as well, so it doesn’t disappear if you enter that form!  Keep in mind you cannot activate Weapon specific abilities in that form though.

  • 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.