Advertisements

Table of Contents:

  1. Intro

  2. Setup

    • Gear

    • Skills

    • Attributes

    • Consumables, Race, and Mundus

    • Champion Points (CP)

    • Rotation

    • Misc Information

  3. Tips

Intro

Sustain

Incredible sustain for a healer thanks to some passives and abilities.

Tankiness

Access to Major Ward and Resolve and Harness gives us more than enough effective health to survive.

40% Complete (success)

Everyone knows how much healing a Templar can pull off.  This is the main strength of the class.

While this isn’t a focus of this build, we can still provide some fantastic AoE support damage thanks to efficient skills.

40% Complete (success)

This build is definitely one of the easier ones out there, mainly due to how effective our skills are.  This doesn’t mean there aren’t complexities that will help you stand out as a really good healer though!

40% Complete (success)

This build shines in any group content out there, providing great support and healing, and even a bit of damage!  As any healer build though, this is not meant to solo things.

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

  • Luminous Shards (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – A truly powerful skill unique to the Templar, that makes them highly coveted.  Upon cast it will launch a spear at your designated area, dealing direct damage and damage over time to any enemies within the radius for 8 seconds.  It also grants a Synergy to allies that may be activated to restore 3960 Magicka or Stamina (whatever is highest, similar to the Necrotic Orb skill), and half of whatever resource it did not initially restore.  This is vital for helping your allies stay in the fight and keep up the momentum, so always try and place this near your melee DPS and the tank so they can activate it when they need, while also doing great damage to enemies!

  •  Ritual of Retribution (AoE HoT + Buff | morph of Cleansing Ritual) – A massive area of effect that you place on the ground and activates a lot of powerful gameplay elements.  It provides us with a passive that unlocks Minor Mending,  heals all allies inside of it every 2 seconds, and prompts allies for a synergy that allows them to purify off ALL negative effects and healing themselves.  It also instantly removes 2 negative effects from you upon activation.  Make sure to keep this down at all times.  This ALSO does a lot of free AoE damage every 2 seconds to enemies inside.

  • Rapid Regeneration (Multi Target HoT | morph of Regeneration) – A relatively simple Restoration Staff skill that places a long winded HoT on up to 2 allies per cast, but has no target limit if you spam cast it.  Cast this before each pull to ensure your allies will receive steady heals so you can keep up the offensive.  We take the Rapid morph for more heal ticks, and faster ones.  Make sure you cast this twice every time in dungeons, so all 4 group members receive the heal buff!

  • 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.

  • Channeled Focus (Self Buff | morph of Rune Focus) – Granting us Major Ward and Resolve (8% damage mitigation) for 23 seconds, this skill helps load off a lot of damage.  The big reason we use this skill though is because it restores 120 Magicka every .5 seconds, translating to 480 effective Magicka Recovery (Regen is in 2 second intervals, so 120 x 4).  This means you’ll have a hard time running out of Magicka with it up AND be harder to kill.

  • [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.

Destruction Staff (Lightning) – Offensive bar

  • 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.

  • 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.

    • Purifying Light (Single Target Direct Damage | HoT | morph of Backlash) – A very unique skill that operates similarly to a DoT, but isn’t one.  It can be placed on an infinite amount of targets and begins recording how much damage that mob takes while this is on them.  After 6 seconds it explodes based on how much damage they took while it was active, and then also places a pool of light that heals allies when standing in it.  The main reason we slot this is for our Dawn’s Wrath passives for more ultimate.

  • Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – The best heal in ESO, exclusive to the Templar class.  It operates as a 2 part heal; built of a massive burst heal to the lowest health target in a 180 degree cone in front of us, and a secondary heal to any target within 28 meters (360 degrees around us) for one third the value of the original.  This skill costs a disgusting amount of Magicka, so do NOT spam cast this more than a few times in a row.  Only use this during dire moments when you know allies will be taking large hits, or as a back up emergency heal.

  • Inner Light (Self Buff | morph of Mage Light) – A passive slot that gives us a massive boost to Max Magicka, some Magicka Regeneration, and a way to empower skills.  We slot this on our offensive bar because the goal is to be on this bar ~60% of the time in combat.  Your active stats are what your heals are based off, so if you toss around Heals on your back bar and swap to this bar that has more Magicka, your heals will grow in power.  It also gives us some extra DPS capability.  It’ll also give us permanent 10% Spell Critical while on this bar.

    • Feel free to use this as a flex spot, there are TONS of skills you can use.  Puncturing Sweeps (morph of Puncturing Strikes) is great for damage production, Purifying Light (morph of Backlash) is a nice damage support ability that also offers AoE healing around the enemy when it detonates, and there are many many more you can choose.

  • [Ultimate] Solar Prison (AoE DoT + Debuff | morph of Nova) – An extremely powerful ultimate to the Templar, that calls down a fragment of the sun at your designated area.  Enemies standing inside of it will take constant Magic damage and be afflicted with Major Maim, reducing their damage done by 30%.  Just remember that the enemy must be standing inside of Nova to have their damage reduced.  On top of this, it will give allies a prompt to synergize a special ability that is one of the strongest synergies in game.  Unique to this morph, Gravity Crush is truly terrifying in a DPS’s hands.  When synergized by a DPS (especially Magicka Builds) this will do INSANE damage up front, and stun any CC succeptable mobs inside for 5 seconds.

 

Trial Healer

Restoration Staff – Main bar, healing

  • Luminous Shards (AoE Direct Damage + DoT + Buff | morph of Spear Shards) – Primarily used as a superior resource management tool for your allies, as opposed to Energy Orbs.  Energy Orbs only restores 3960 of your allies’ maximum resource, while Luminous grants that AND an additional 1980 of whatever resource it didn’t return.  This skill is also MUCH easier to aim than Orbs, making it a prime candidate to give allies when they need resources.  It also grants us 10% Critical Hit Damage, which applies to our healing too!

  • Extended Ritual (AoE HoT + Buff | morph of Cleansing Ritual) – A massive area of effect that you place on the ground and activates a lot of powerful gameplay elements.  It provides us with a passive that unlocks Minor Mending, it heals all allies inside of it every 2 seconds, and it prompts allies for a synergy that allows them to purify off ALL negative effects and healing themselves.  It also instantly removes 5 negative effects from you upon activation.  Make sure to keep this down at all times.

    • In fights where more intense purges are needed, run the Efficient Purge (debuff removal | morph of Purge) as well, you won’t be able to rely on this alone.

  • Healing Springs (AoE HoT | morph of Grand Healing) – The main heal of any healer in a group larger than 6 players, as well as any non-Templar class.  This skill places a Heal over Time AoE on the ground where we target for 3 seconds, and heals up to 6 allies in the area every second.  You may stack this in the same area to get multiple heal ticks per second as well, which is essential to out heal many execute phases in boss fights.  This morph grants a Magicka refund when hitting allies, and now stacks with similar morphs by other healers, so you don’t need to worry about taking the other morph.

  • 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.

  • Channeled Focus (Self Buff | morph of Rune Focus) – Granting us Major Ward and Resolve (8% damage mitigation) for 23 seconds, this skill helps load off a lot of damage.  The big reason we use this skill though is because it restores 120 Magicka every .5 seconds, translating to 480 effective Magicka Recovery (Regen is in 2 second intervals, so 120 x 4).  This means you’ll have a hard time running out of Magicka with it up AND be harder to kill.

  • [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.

Destruction Staff – Buffs and Debuffs

  • Energy Orbs (AoE DoT + Buff | 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.  As the Templar we have Luminous Shards for that, but Energy Orbs does even more.  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.

  • 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.

  • Breath of Life (Multi Target Burst Heal | morph of Rushed Ceremony) – Our primary means of saving allies who get too low Health.  Keep in mind that the larger burst heal must be aimed in a 180 degree cone of the target, while the 2ndary weaker heal will hit anyone within 28 meters of you, ignoring directions.  We won’t be using this as our primary heal, so you can also opt to place this on your Destruction staff bar if you’re more comfortable with having a back up heal while on that bar.  Just swap it with Extended Ritual or Harness Magicka!

  • 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.  Either morph of Necrotic Orbs can help tremendously; Energy for healing output, or Mystic Orb to help your groups DPS skyrocket in AoE fights.  Anything can work though, so feel free to experiment!

  • 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] Solar Prison (AoE DoT + Debuff | morph of Nova) – An extremely powerful ultimate to the Templar, that calls down a fragment of the sun at your designated area.  Enemies standing inside of it will take constant Magic damage and be afflicted with Major Maim, reducing their damage done by 30%.  Just remember that the enemy must be standing inside of Nova to have their damage reduced.  On top of this, it will give allies a prompt to synergize a special ability that is one of the strongest synergies in game.  Unique to this morph, Gravity Crush is truly terrifying in a DPS’s hands.  When synergized by a DPS (especially Magicka Builds) this will do INSANE damage up front, and stun any CC succeptable mobs inside for 5 seconds.

 

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 Major Maim, Weakening enchants, etc), or helping increase their mitigation or damage with buffs (Spell Power Cure, Sanctuary Set, etc).

 

  • Even though you should focus on healing, don’t heal with just one spell.  The infamous “Breath spammer” is not a title you want to receive.  Heals such as Breath of Life operate as a singular “burst” heal, meaning once it’s off it’s done.  Meanwhile, spells that operate as heals over time, or “HoTs”, continue healing for a duration after their cast.  That means HoTs are extremely good at keeping up allies alive WHILE you do other things.  HoTs can also stack, so you can heal your allies an insane amount of times per second, even out healing big heals like Breath of Life.

 

  • 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 Luminous Shards.  Try to get a rhythm for each fight so you can apply HoTs, then debuff, then refresh HoTs.

 

  • Heavy Attacks and Potion consumption 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 Luminous Shards 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 Templar Healer is one of the better healer builds out there thanks to the fantastic tool kit they have.  This makes them a prime candidate for players looking to start a healer for the first time, or a non high learning curve commitment.

  • 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.

Advertisements