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Definitive endgame VR Dungeon/Trial healing guide (All classes)

Axer
Axer
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OK getting a bit tired of having to individual teach every single player I dungeon/raid with how/why to do the most effective healing, so here's a complete guide:

Healing 101, applies to pretty much every mmo:

The #1 best way to keep your party alive is to avoid the damage in the first place.

Most important part of that is strategy - stand in the right place and live, stand in the wrong place and die. 2ndary, and key only in a few places in this game is roll dodging at the right time.

Another key to this ideology is buffs - while ESO is very lacking in this department, as a healer you do have access to one extremely strong buff - Combat Prayer. Use this as often as humanly possible. It's a morph of Blessing of Protection - restoration staff line. It greatly enhances your parties armor, spell resistance and most importantly - damage. Why is damage import to healing/damage prevention? Dead monsters don't hurt your party, damage makes them dead.

Racialist choice:
Races in ESO are not equal, and the differences can be noticeable:

The best healer race by far atm is Breton. Reasons:
- Reduced magicka costs by 3%: This bonus can not be replicated by any other, and does not get diminished by the overcharge system.
- +10% max magicka: This not only increases your pool by a noticeable amount, but also increases the strength of your heals as in this game: Magicka adds to spell power.
- Increase spell resistance and faster light armor leveling: Doesn't matter much, but they aren't bad things to have on a healer at all.
- Breton girls are the most attractive, and best in bed.

Other viable choices:
Altmer:
-High elves are extremely evil and unattractive, but they do also get the same +10% magicka as Breton. Though their other racials don't really apply to healers. As: Increased recovery is essentially completely irrelevant in this game at endgame (too overcharged, too little to have impact). Though if your planning a sorcerer or DK healer, their bonuses to fire/cold/shock damage will be useful.

Nord:
-As of the latest inexplicable update, Nords are now the toughest race (LOL GOTCHA if you paid 20 bucks for the previous toughest race).
Why good:
-Not dying means you can heal for longer. You won't be as attractive or as sustainable a healer as a breton, but you'll die less.

Argonian:
If you want to be a gross lizard thing, you at least get some minor healer benefit for doing it:
+15% potion effectiveness means more mana back on mana pots.
-Quick to mend means you may die less, though if your that strong of a healer anyways, generally your over healing yourself regardless.
-Other benefit is Argonians are Ebon Pact, which everyone knows is the best alliance with the most attractive guilds.

Class:

On first glance one may think only Templars need apply, but this is not the case. As to be the most effective at burst healing, yes templars win.. But ESO healing, when playing with GOOD players is not so difficult to require that, even in the hardest trials.

So other classes first:

Dragonknight:
On first glance one may think them to be weak.. But actually in many situations, they can be the best healers in the game. Reasons:
- Molten weapon increases resto staff heals. More so then any other classes bonuses.
- Banner increases heals too. +20%
- Ingenous shield is the largest buff to resto staff heals in the game. period. +30% is massive. Mana cost is high enough that it's not something you can spam crazily, but with smart use of Spell Symmetry you can maintain it in many scenarios.
- Their pretty freaking tough, higher block mitigation then all but Templar. Toughness is important on a healer, as heals generate agro - and a lot faster then DPS does in this game.

Con:
- More difficult mana management then Sor/NB. But with frequent Battle Roars, not that bad at all.


Nightblade:
Possibly the easiest to play, as they can get back mana really easily.. But also imo, the least effective. ESO requires FAST and STRONG heals to survive. Nightblades can really only provide the baseline amount. Realistically atm all good NB endgame players actually heal to some degree, but thats due to weird game design requiring them to heal some to actually do dps. As a primary healer role, I'd recommend a skip unless your a very casual player looking for an easy time and not going to try the hardest content.

Sorcerer:
One of the most common, and for good reason: They have some resto synergy, and strong mana management skills.
- Critical surge provides a decent increase to weapon damage, and thus restoration staff healing.
- Dark exchange gives you unlimited magicka without hurting yourself, as stamina is in most cases, not important to you as a healer.
- Class passives are bordering on OP: EG: -15% ultimate costs.

Templar:
Well, that's my main so I have a lot to say about this pretty messed up class:
- They are the only class with a full healing line as one of their 3 class trees. And this line does have the most powerful/best burst heal in the game: Breath of life. However the rest of the line is bordering on worthless atm due to frequent stealth nerfs. I'll go thru each one:
- Healing ritual and both morphs: 100% worthless. I refer to this one as the "clap" as you clap your hands together, and generally look like *** and do *** low amounts of healing in a stupidly long animation. Essentially this skill will get you killed a lot more often then it will save anyone, as you can barely move while casting it (unlike nearly every other skill in the game). It's an AOE heal sure - but so is healing springs, which is around 9000% more effective. (and breath of life is multi target too)
- Restoring Aura: Meh. Repetance is an ok morph for pvp if your massively slaughter your enemies. otherwise it's very skippable. It gives stamina, which is important, but Luminous shards (Spear line) is a vastly superior stamina heal.
- Cleansing ritual: Meh. There is exactly 1 fight in the game I can think of where having a synergy based cleanse is useful: Banished Cells end game. And actually your not meant to do that if you want the achievement there.. So um, yea. However due to it's massive aoe and the fact is provides a (sometimes functional) +30% boost to breath of life, it is worth slotting.
- Rune focus: Last I tested, if you cast this - it will REDUCE the healing you provide rather then increase. Severely bugged and not worth it.

Ultimate: Get practiced incantation.. As remembrance was not only mega stealth nerfed in the most recent major patch, but also broken: Plain doesn't work around 50% of the time.
Incantation is arguably despite the frequent nerfs still one of the most useful ultimate's in the game. It can get you thru the hardest raid bosses special attacks.

So yea, the Restoring Light line is useful. It renders templar healings as the #1 best burst healers in the game.

Though as I explained before, thats not really necessary. You'll notice the world records for the trials include zero templar healers for good reason: Templars do horrible dps and have horrible mana management skills (none at all).

Essentially if you want to play a templar healer and not suck, you MUST get mages guild leveled fast and unlock equilibrium/spell symmetry. Yes you do suck if you don't have it im sorry but its' true. Unlock that, use it often, don't use it at times that will cause you to kill yourself, and you'll be a very strong templar healer.


So yea overall shortform recommendations:

Low skill level required/easy mode/still win the game/best at trials:
Sorcerer
Moderate skill level/more burning/more dps at close range:
DK
High skill level/strongest burst heals:
Templar
Want to make the game harder then it needs to be:
Nightblade

Build:

Attributes:
49 into magicka. Enchant armor with +health.

Most beta guides recommended 49 into health, as in beta health was a 2 to 1 ratio, thus plain better. This is no longer the case. Do not try to build your healer as a tank because some 4+ month out of date guide said so.

Magicka is the correct choice for obvious reasons, but I'll explain at least 1 anyways:
If you do say easy content, where you dont need a lot of health.. You could carry a separate armor set enchanted with +magicka, and thus be 100% maxxed out for healing, and possibly able to keep alive the most *** players ever. (and more importantly, deal more dps while you do that). Vs if you did health: Well no, your party probably won't wait for you to hit the respec shrine when you do an easy dungeon.

Minimum health for trials: 2300 - 100% fully buffed. If your at the top 1% of player skill, and run in a top tier guild of like players, you can survive at 2200.
(0 points in health you can still hit 2300 without much effort, in fact you can hit 2400. Just enchant armor, use emperor alliance buff and food)

Skill Morphs:

Sor specific:
As I mention before: Get critical surge. Not much else is specific to healing so won't go thru a whole sorc guide here.

DK Specific:
As I mention before: Get igneous shield. Also get Igneous weapons. Not much else is specific to healing so won't go thru a whole DK guide here.

NB:
Get Funnel Health. Do NOT take the healing morph on Consuming Darkness. Veil of Blades is by far the most powerful ultimate in the game, get that, keep it up, it will save your party from death a lot more then the heal morph will (Dead monsters don't kill your party remember)

Templar:
I went into a speil early, so just a quick rundown here, read back up top if you want explains:
Restoring Light Tree top to bottom:
Practiced Incantation. (Mostly because Remembrance is currently broken)
Breath of Life
Skip this junk (h ritual)
Optional (aura morph for pve, repentance for pvp)
Extended ritual
Optional (Channeled focus if you decide yes)

Dawn's Wrath:
Solar Prison (Use this when heal ult is not necessary)
Skip entire rest of line, complete trash.

Aerdric Spear:
Biting Jabs (Primary dps for when required to not heal: EG Boss 3 of Archives should only have 1 healer, yet 2-3 are useful on other bosses, so here some healers need to switch to dps)
Skip (Javelins are the suck)
Optional (Focused charged is ok when your fighting complete fools in pvp)
Luminous Shard (EXTREMELY powerful, 25% +~220 stamina heal and +220 mana heal. Toss this to your tank in trials, it will help him immensely)
Skip (Sun shield = bad skill, even for tank templar)

Weapons:
Restoration Staff:

First off Resto staff 101 since the game never explains this:
- A heavy attack with a restoration staff will restore around 15-20% of your mana. This is insanely important to use often in cases where you cannot safely use equilibrium/spell symmetry.
- A higher weapon damage rating on a resto staff not only increases the damage the heavy attack deals, but also how much you heal for. So ask for a molten weapons buff, and make your staff legendary ASAP.

Skills:
Grand Healing --> Healing Springs:
The other morph is plain horrible compared to springs. Springs in a trial = nearly free due to the mana restore. Even in a 4 man, if you can manage to catch all 4 players, it's very cheap. And the extra tic the other version gets is worthless.
Why: Healing Springs stacks with ITSELF. So you can and MUST spam it over and over to make it effective, thus the 2/3/4th tic while they still function - are not critical to save your party members, the more you spam, the more people die less. It's used for burst AOE, and for more burst, less mana cost is neccesary.
Regeneration --> Rapid Regen:
This is really not very a useful skill at all for difficult content. So you could completely skip it. However in terms of mana efficiency, it cannot be matched. Why not the other bad morph? Because you have to be really bad at this game to hit 20% health, and in anything actually hard, you'll be 1 shot from 50% health anyways - thus the trigger never really helps. In 99% of trials/dungeons: Do not even slot it. It's actually most useful for zerging tho: If your doing trial speed runs, its good for alt bar use - to run by trash. Also for soloing.
Blessing of Protection --> Combat Prayer. See healing 101 at the top.
Steadfast Ward ---> Skip. It's ok at low lvl. Bad at endgame, does not scale correctly.
Force Siphon ---> Skip. Was nerfed too heavily into the ground.

Other useful things in other trees:
Light Armor:
Annulment: Die less to magic
Hvy Armor:
Immovable: Die less to physical attacks. (still wear light armor, works fine in it)
Mages Guild:
Get all passives. Get Spell Symmetry. Use it, love it. Win the game. I mean think about it: It gives you fast unlimited magicka. Thats is as useful as it sounds, and actually even more so.
Alliance War:
GET EVERYTHING. Trials are mega unbalanced, most skills only hit 6 players, Alliance war ones hit all 12. Thus are all useful.
Most important:
War Horn - Aggresive Horn. Big buff to healing and damage for everyone. Often more useful then your other ultimate's in a trial.
Barrier: For a while I thought it critical, but eh - top skilled players can complete trials fast and without deaths without it.. But it does allow for sloppier play. Recommended. Sloppy drunken play is more fun.
Retreating Maneuver: Running fast = Less dying. Very good.
Purge: Eh. They messed up the trials and forgot to allow you to actually purge much of anything. Though it is useful in pvp (works on siege weapon DoTs)

Gear:
The most common mistake players make here is jewlery.

STOP USING THE GARBAGE WARLOCK SET ALL CAPS.

- The correct choice for jewlery is +spell power. Spell power provides a MASSIVE (around 35%) increase to templar healers. And while that may be overkill on the primary hit of breath of life, on the 2 smaller hits , it is not, and it will save your party many many many times. Get it. Use it. Love it. (Also applies to your ultimate heal, which is critical in the trials)

Non templars:
- Correct choice is +weapon damage. This will greatly enhance your resto staff heals. Which on their on are strong, but having them be even stronger WILL help.

Mana management, is done via spell symmetry/Dark exchange/syphon/battle roar. Not gear. Don't ruin your gear because you can't be bothered to install the lore books addon.

Another common noob mistake:
"Should I stack crit?"
Crit is low priority for 1 clear reason:
You can't say to someone "oh well around 5-50% of the time I'll heal you enough so you don't die". Healing has to work 100% of the time. Thus you never rely on criticals.

That said, crits are necessary in this game not for the extra healing, but instead for the ultimate generation.

However simply running magelight (innerlight) and setting your campaign to one with the +8% is plenty (36% total with precise resto staff). Just pop a spell power/crit/magicka pot at the right moment when you need more (pretty much never, but can help in lower powered grps in trials).


So correct endgame gear setup (and I do mean correct, this games is far too unbalanced/difficult to offer "choices"):
4 magnus armor + magnus resto staff
3 aether armor (Trial set) or before you acquire it: 3 seducer
All light.
Jewl:
Buy from vendor in craglorn - v12 blue arcane rings. Neck there has health, which is fine, else get a random version from zone chat with arcane. Enchant all 3 with +13 spell power if your a Templar. +13 weapon damage if other class.

Build:
49 in magicka. Enchant the armor with +health. Aim for a minimum of 2,300hp in trials. If its lower due to lack of emperor buff or something, try a healthy trait necklace, or 5 in health, maybe 10 in health, maximum.

Armor traits:
3 impenetrable. (30% less damage from crits)
4 infused (extra health)

Why defensive traits:
The offensive traits add zero noticeable effect. Players will not live or die based on you having a few extra magicka or +0.1% healing from divines+ritual stone. You however WILL get 1 shot by frost breath in the aetherian archives if you do not have impenetrable traits.

Non crafted upgrades:

Aether as I mentioned. It drops in either raid. Not that hard to get 3 piece, as 7 pieces drop total, and a single completion for the weekly nets you an 100% chance at 3 raid loot pieces. (1 boss drop, 1 quest reward, 1 mail reward).

1 other possible upgrade is using the healing staff of thorn +2 ring set bonus (rings have arcane iirc, and are enchantable)..
Issue with that however:
staff is v10. Set bonus is only +8% healing. So you'd lose some ~2-3% Resto staff heals in the process.

Larger issue: Rings are a 1 in 1,000,000 drop rate and no one runs vr dungeons anymore. Impossible to acquire.
Edited by Axer on 5 July 2014 18:33
Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • DeLindsay
    DeLindsay
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    Nice post but I wanted to point out the math in regards to 49/0/0 vs 0/49/0 that the old "beta post" you refer to is talking about. Right now in game with VR12 as the cap it is actually superior to run 0/49/0 from a min/maxing point of view, at least based on your own recommendation of 4 Infused + 3 Inpenetrable (I figured the 3 Impen would be off-pcs so Head/Legs/Chest got a huge Health boost with Infused). I will wright up a thread about the brass tax of it but I'll touch on the key points here.

    49/0/0 = 490 Magicka + base level + VR's that isn't adjustable

    0/49/0 = 735 Health + base level + VR's that isn't adjustable

    Difference here is 245 stat points.

    -VR12 Legendary Armor with 4pcs Infused (incl Head/Legs/Chest)& 3pcs Impenetrable:

    7 Monumental Glyphs of Magicka = 470 Magicka

    7 Monumental Glyphs of Health = 694 Health

    Difference here is 224 stat points.

    0/49/0 vs 7 Legendary Health Glyphs = 735 > 694 = 41 stat points.

    49/0/0 vs 7 Legendary Magicka Glyphs = 490 > 470 = 20 stat points.

    Yes, arguably it's a small difference of only 21 stat points and from a purely magic pool based viewpoint the +20 Magicka (although that'd be 10 in Overcharged) is still technically superior but it's really apples and oranges here. Not arguing just making a point that either way is perfectly fine and I would doubt that anyone would notice on any Healing meter the difference between either choice.
  • Axer
    Axer
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    DeLindsay wrote: »
    Nice post but I wanted to point out the math in regards to 49/0/0 vs 0/49/0 that the old "beta post" you refer to is talking about. Right now in game with VR12 as the cap it is actually superior to run 0/49/0 from a min/maxing point of view, at least based on your own recommendation of 4 Infused + 3 Inpenetrable (I figured the 3 Impen would be off-pcs so Head/Legs/Chest got a huge Health boost with Infused). I will wright up a thread about the brass tax of it but I'll touch on the key points here.

    49/0/0 = 490 Magicka + base level + VR's that isn't adjustable

    0/49/0 = 735 Health + base level + VR's that isn't adjustable

    Difference here is 245 stat points.

    -VR12 Legendary Armor with 4pcs Infused (incl Head/Legs/Chest)& 3pcs Impenetrable:

    7 Monumental Glyphs of Magicka = 470 Magicka

    7 Monumental Glyphs of Health = 694 Health

    Difference here is 224 stat points.

    0/49/0 vs 7 Legendary Health Glyphs = 735 > 694 = 41 stat points.

    49/0/0 vs 7 Legendary Magicka Glyphs = 490 > 470 = 20 stat points.

    Yes, arguably it's a small difference of only 21 stat points and from a purely magic pool based viewpoint the +20 Magicka (although that'd be 10 in Overcharged) is still technically superior but it's really apples and oranges here. Not arguing just making a point that either way is perfectly fine and I would doubt that anyone would notice on any Healing meter the difference between either choice.

    A)
    Maths is wrong. Left out racial bonus, traits, rounding errors present in the game, etc. That math may work for 1 race, but it doesn't for Bretons/High Elves, and your missing the rounding errors (Health is better on the small pieces that do not give the full enchantment effect as its more +total, thus the rounding works more in it's favor)

    We actaully tested it. I had 3 people repsec it (actually nearly everyone who joined my guild had 49 health to start, i paid millions in gold for respecs for them). Every single time they ended up with a combined total of more overall magicka+health.

    B-
    It's irrelevant like I said.
    For DPS/HPS: The sky's the limit.

    For non tanks HP: 2300 is the limit for trials (bout 2k for non trials). More is wasteful. 2300 can be hit with 0 health. No real min maxxer wastes points.
    Edited by Axer on 5 July 2014 18:48
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • DeLindsay
    DeLindsay
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    Axer wrote: »
    A)
    Maths is wrong. Left out racial bonus, traits, rounding errors present in the game, etc.

    We actaully tested it. I had 3 people repsec it (actually nearly everyone who joined my guild had 49 health to start, i paid millions in gold for respecs for them). Every single time they ended up with a combined total of more overall magicka+health.

    B-
    It's irrelevant like I said.
    For DPS/HPS: The sky's the limit.

    For non tanks HP: 2300 is the limit. More is wasteful. 2300 can be hit with 0 health. No real min maxxer wastes points.

    1) Yes this doesn't take into account any passive bonuses or Racials as they are raw numbers. Yes this 100% takes traits into account, I actually spent the mats to fully upgrade a VR12 chest and boots with Infused to Epic (you can still see the Legendary value without doing the upgrade) and made both a Monumental glyph of Magicka and Health to check every single level from White to Epic then used proper scaling math to deduce the Legendary values. You don't have to USE the Glyph to see what value it'll have on an item just hover over it on the screen.

    2) I wasn't arguing that 2300 is the "max" usable Health for non-tanks just pointing out that the overall stat difference is higher (at base) to go 0/49/0 than 49/0/0 and even then it's only 21 stat points different. Also NB's gain +4% Health for having Veil of Blades slotted, which I also didn't account for because my numbers were base stats, which there has to be a base number for all other statistics to come from.

    3) What's the point in getting combative when all I did was provide 100% accurate base numbers for people to use that's current (not from Beta) so they can make up their own mind?
  • Kayira
    Kayira
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    Also you shouldn't go critical surge with a sorcerer healer. You should go for power surge allowing you increased weapon damage for 34 seconds rather than just 20 seconds. Furthermore you have not mentioned the vet 10 sets from wayrest sewers etc which increases your healing by 8% (1 staff, 2 jewelry).

    The warlock set is great for magicka generation and is not garbage, when it works and isn't bugged. Can be a life saver as a healer. And I would put on jewelry the glyph that reduces spell cost meaning I can heal more with my limited magicka pool, that can be more important than the increase in weapon dmg, which I am not even sure about if it works.
    EU PC
    In Game Tag: @Silthoras

    Raid Mains: Warden and Templar Heals
    DDs: Mag Sorc and Mag Necro
  • Katinas
    Katinas
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    Are you truly a Templar?
    - Restoring Aura: Meh. Repetance is an ok morph for pvp if your massively slaughter your enemies. otherwise it's very skippable. It gives stamina, which is important, but Luminous shards (Spear line) is a vastly superior stamina heal.
    You can heal fights with large number of mobs with Repentace only, keeping allies full on health and stamina without spending any magicka of your own.
    Optional (aura morph for pve, repentance for pvp)
    Use Repentance for PvE too.
    - Cleansing ritual: Meh.
    Again, Cleansing Ritual and its morphs are so useful that it's even weird that one would have to point it out to someone who says Templar is his main. Follow the tank to the pull, drop it, have everyone healed and make them press X for great if not spectacular self heals.
    Skip this junk (h ritual)
    One of the most mana efficient heals with ability to morph into a pre-heal spell. There are plenty fights where you don't need to run around and cast instant heals.
  • Koensol
    Koensol
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    Katinas wrote: »
    Are you truly a Templar?
    - Restoring Aura: Meh. Repetance is an ok morph for pvp if your massively slaughter your enemies. otherwise it's very skippable. It gives stamina, which is important, but Luminous shards (Spear line) is a vastly superior stamina heal.
    You can heal fights with large number of mobs with Repentace only, keeping allies full on health and stamina without spending any magicka of your own.
    Optional (aura morph for pve, repentance for pvp)
    Use Repentance for PvE too.
    - Cleansing ritual: Meh.
    Again, Cleansing Ritual and its morphs are so useful that it's even weird that one would have to point it out to someone who says Templar is his main. Follow the tank to the pull, drop it, have everyone healed and make them press X for great if not spectacular self heals.
    Skip this junk (h ritual)
    One of the most mana efficient heals with ability to morph into a pre-heal spell. There are plenty fights where you don't need to run around and cast instant heals.
    This. Also the face that he said the rest of the Dawn's Wrath line is crap makes me seriously doubt his knowledge of the class, abilities and morph. Backlash for example is an extrememly usefull spell in group situations. I use the healing morph all the time on my tank, and can see it being quite usefull for healers as well. And yea, repentence.. what to say of that. It has to be in my top 3 favorite abilities in any MMO.

  • spinedoc
    spinedoc
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    Great guide, TYVM for posting it.
  • Axer
    Axer
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    Koensol wrote: »
    Also the face that he said the rest of the Dawn's Wrath line is crap makes me seriously doubt his knowledge of the class, abilities and morph. Backlash for example is an extrememly usefull spell in group situations. I use the healing morph all the time on my tank, and can see it being quite usefull for healers as well. And yea, repentence.. what to say of that. It has to be in my top 3 favorite abilities in any MMO.

    This is a healing guide focused on the hardest content - dungeons and trials.

    Doubt my experience. lol. I put countless hours into my templar, lead one of the most successful guilds on the server and trained and outfitted countless Templars. Completed every dungeon achievement in the game and lead the trial leaderboards for my server for quite some time. Doubt all you want, none know the class better then me.

    Fact is, backlash is a very medicore dps ability.

    For a class that can at best only deal medicore dps can it be useful? Sure.

    But this is a freaking healing guide.

    A guide for players wanted to learn how to succesfully heal hard dungeons and the trials.

    Once they get that done succesfully (a very difficult task), they can then worry about optimizing dps.

    If your in any way trying to claim backlash it at all useful for healing, your out of your mind. It's horribly slow, and WILL get you and others killed in several situations.

    The game is insanely fast paced, and backlash plain and simply is one the very slowest skills in the game.

    That combined with its horrible dps cap, makes it very lackluster.

    You could fit it into some dps rotation, and it wouldn't necessary be a loss really (and not really a gain either, but power of the light can buff your allies, so its not 100% terrible). But you would not fit it into any ideal healing bar when your a primary healer for the trials. plain and simple.
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • ARtChi
    ARtChi
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    Overall interesting, nevertheless some points I don't agree with :
    Axer wrote: »
    - Healing ritual and both morphs: 100% worthless. I refer to this one as the "clap" as you clap your hands together, and generally look like *** and do *** low amounts of healing in a stupidly long animation. Essentially this skill will get you killed a lot more often then it will save anyone, as you can barely move while casting it (unlike nearly every other skill in the game). It's an AOE heal sure - but so is healing springs, which is around 9000% more effective. (and breath of life is multi target too)
    This spell has the highest HPS in the game. Low magika use and very powerfull against last bosses of trials when 2 templars chain cast it. Not very intersting gameplay but very strong however.
    Axer wrote: »
    - Rune focus: Last I tested, if you cast this - it will REDUCE the healing you provide rather then increase. Severely bugged and not worth it.
    It doesn't work on other ppl if that's what you mean by bugged. but still, lowering damage taken and more magika regen is a must have, especialy in dungeons.
    Axer wrote: »
    Minimum health for trials: 2300 - 100% fully buffed. If your at the top 1% of player skill, and run in a top tier guild of like players, you can survive at 2200.
    (0 points in health you can still hit 2300 without much effort, in fact you can hit 2400. Just enchant armor, use emperor alliance buff and food)
    For me, minimum health in trials is 2K5 HP, just to avoid oneshot on 3rd AA boss if no barrier or protection. Overall on last boss, the more people got health (if it doesn't lower their dps), the best your raid will do on channeled dps phase (if you adress newbie players) - Agreed also with previous post : 0/49/0 > 49/0/0
    Axer wrote: »
    Force Siphon ---> Skip. Was nerfed too heavily into the ground.
    Syphon spirit is still really good in trials. Absolutly mandatory that one guy (could be the healer or another dps doesn't matter) in the raid put it on bosses since it gives a lot magika to your raid as some passive healing.
    Axer wrote: »
    STOP USING THE GARBAGE WARLOCK SET ALL CAPS.
    [...]
    Correct endgame gear setup (and I do mean correct, this games is far too unbalanced/difficult to offer "choices"):
    4 magnus armor + magnus resto staff
    3 aether armor (Trial set) or before you acquire it: 3 seducer
    All light.
    Jewl:
    Buy from vendor in craglorn - v12 blue arcane rings. Neck there has health, which is fine, else get a random version from zone chat with arcane. Enchant all 3 with +13 spell power if your a Templar. +13 weapon damage if other class.
    Totally disagree on this, and I'm full AA stuffed and ran many test with it

    The best end game itemisation atm for healing templar is : 3p seducer/magnus, 3p Willow path, 3p Warlock (shoulder, head, jewlery) and 2 jewlery with spell reduction cost
    Seducer is as good as magnus which can proc on a low cost magika spell (and though I prefer flat spell cost reduction), and Warlock very good if you don't use it on jewelry.
    Overall, reduction cost of spell is the #1 priority for healing templar not spell damage (which won't work on restoration staff skills and will just give you some over heal, where mana cost reduction will give you some extra heals)
    AA jewlery is also interesting but for now, 4 piece will just break other sets and will be less worth.

    I can understand now why you are complaining so much on templar lack of magika regeneration...
    Axer wrote: »
    Armor traits:
    3 impenetrable. (30% less damage from crits)
    4 infused (extra health)
    Impenetrable is totally useless on bosses, still it can save your life against trash mobs. It's interesting in Hel Ra, not so much in AA. Also 1 piece of divine provide you better bonnuses than infused on gloves, shoulders, waist and boots.

    Overall, it's a good effort, but I think you are missing some very strong point here.
    Edited by ARtChi on 29 July 2014 16:48
  • Koensol
    Koensol
    ✭✭✭✭✭
    ✭✭
    Axer wrote: »
    Koensol wrote: »
    Also the face that he said the rest of the Dawn's Wrath line is crap makes me seriously doubt his knowledge of the class, abilities and morph. Backlash for example is an extrememly usefull spell in group situations. I use the healing morph all the time on my tank, and can see it being quite usefull for healers as well. And yea, repentence.. what to say of that. It has to be in my top 3 favorite abilities in any MMO.
    If your in any way trying to claim backlash it at all useful for healing, your out of your mind. It's horribly slow, and WILL get you and others killed in several situations.

    The game is insanely fast paced, and backlash plain and simply is one the very slowest skills in the game.

    That combined with its horrible dps cap, makes it very lackluster.

    You could fit it into some dps rotation, and it wouldn't necessary be a loss really (and not really a gain either, but power of the light can buff your allies, so its not 100% terrible). But you would not fit it into any ideal healing bar when your a primary healer for the trials. plain and simple.
    Sure the game is fast paced, but if it is cast on the boss at the start of the fight, or at moments when healing is not needed then I can see it being handy. It's a freaking cheap ability so it doesn't hinder you magicka management. I agree that it shouldn't be used in your main healing rotation, but it can be helpfull at times when you can afford to cast it.

    Reason I made my post is because I just hate that people are so quick to call useless on some skills, while those skills have situational value in some fights.

  • Tatuaje
    Tatuaje
    ✭✭
    I just rolled VR10 and prior to that I used to run Willows and Night Mothers, Soulshine bling, etc. Pretty good build I was sitting at 73+% for a crit (Inner light, High Elf and PvP bonus). I was the shoot for crits type. My healing over all was not to bad.

    I went for the leap of faith and a desire to play differently based on this post.
    5x Magnus
    3x Suducer
    Swapped Irresistible for Molten on precise staff (purple)
    Re-specced all health to all majika points
    All purple armor with health glyphs (gold)
    I went all infused traits (I do not PvP)
    Magnus mundas

    I tried the bling as described but took way to much of a hit compared to the Soulshine jewelry. I have never cared for the Warlock set, to iffy waiting on the flood to happen and I can get the Soulshine upgraded more often to be on level.

    Results - Phenomenal! With food, I sit at ~2.8k smurf juice. I just do not run out of juice healing short of covering some awe $#!1 type moment and I button mash like crazy. I easily take on more multiple mobs than I ever could. The bonus? I still sit at 60% spell crit.

    I "feel" squishier in health so I did toss in Sun Shield for a little extra buffer when DPSing. That made up the difference plus I get the explosion to help out. I am not a numbers type (no addons for them) but game play is easier and healing is smoother in 4 mans. Definitly worth a try to see if this type build fits your gameplay.
  • Sasky
    Sasky
    ✭✭✭
    Hardly definitive and needs a good deal of updating. Here's some updates (9/20) and generic critique (that applied back in July.)

    Race
    Altmer: Magicka recovery isn't a throwaway bonus, with softcaps now at ~150.

    Class
    NB: Don't have a NB, but they do make good healers. As far as burst heals, they have as much access to that as DK and Sorc. Mention they don't get the self-weapon damage buff, but they can keep high uptime on veil of blades and damage reduction always helps.

    Sorc: Might want to mention that there are situations when you don't want to use dark exchange, but instead should use spell symmetry, so should include that too.

    Healing ritual and morphs -- as mentioned they do have their uses, but it's highly situational. You get a higher total HPS than healing springs, but long lead-up time.

    Restoring Aura - good stamina boost. Repentance isn't good on bosses but the base (or other morph) works well. Not as much instantly as spear shards, but 1) hits more people, 2) they don't have to find and use the synergy.

    Cleansing/extended ritual - Extremely useful in 4-man content and should have it on ground pretty much constantly. The boost to breath of life heals is good, and it also provides a bit of a cue to the group "don't go too far out of this area".

    Build
    1) I wouldn't count on having the emporership alliance buff. "Sorry, I can't heal because we lost emporer on our buff campaign"

    2) Full health (unless have +health racial passive) puts you right at 2k health, so you get 2.3k with food buff.

    3) You get more flexibility in your build, and can easily switch over to tank or even stamina dps with a gear swap.

    Skills
    Nova can be useful in itself for high healing fights. If you have multiple healers (trials), the damage reduction from nova (30%!) + the fact you can keep healing outweighs the direct healing from the ultimate.

    Resto
    Rapid regen is highly useful in 4-man and even to some degree in trials. If nothing else: Ultimate Generation. In 4-man when your group needs to move a lot, this will be more reliable at getting you ultimate than healing springs.

    Ward is really the only burst-type heal from non-templars. Personally, I don't use it as I have breath of life, but that's the closest can get.

    The magicka return morph of siphon should always be up in trials to help group DPS.

    Gear
    1. You can now re-enchant your warlock set pieces.
    2. Trials healing is mostly +weapon power. If optimizing there, that'd serve better than spell power even for a Templar.
    3. You do need to make sure you get some magicka regen on your gear. Sitting at the base level and needing to drop your health frequently isn't going to cut it. How much is debatable, but I'd think you should be breaking 100 regen minimum.

    Critical chance -- this does come into effect for skills like regen or healing springs. During healing springs spam on a full group, you get 24 ticks per second. Changing from a ~33% crit to a ~50% crit means you'll increase from 8 crits per second to 12 crits per second (on average). Don't count on it for burst heals, and don't break your set trying to push into 70%+ range, but definitely don't discard it.

    Finally, your "correct" gear setup section should just be flat-out reworked or removed. It quickly becomes dated with new gear sets or stat changes. Finally, since jewlery is now over-enchantable, there's absolutely no reason to not include a jewlery set. You can buy purple v10 (or v14) items with AP in Cyrodiil, get warlock or trials healer set jewlery.
    Sasky (Zaniira, Daggerfall Covenant)
    Addons: AutoInvite, CyrHUD, Others
  • Draconerus
    Draconerus
    ✭✭✭
    Extended Ritual and Remembrance are both amazing and it saddens me you would leave these out or talk them down when you say a Templar is your main. Math is also wrong. Those who read this thread should tread carefully.
    Draconerus
    Argonian - Templar Healer
    Da Funk - Officer
  • Usara
    Usara
    ✭✭✭✭
    I know the post is quite old now but I just can not help myself, sorry, but I laughed quite hard at :
    Essentially if you want to play a templar healer and not suck, you MUST get mages guild leveled fast and unlock equilibrium/spell symmetry. Yes you do suck if you don't have it im sorry but its' true. Unlock that, use it often, don't use it at times that will cause you to kill yourself, and you'll be a very strong templar healer.

    A Templar healer never had ANY reason to use Spell Symmetry. None. Nada.
    No need at v10/12 with old 3 bonus craftable sets. No need in trials, HM, Crypt of Hearts, Arena (normal and vet)... Never required in templar healer history.

    Sorry to say that if you do/did, it means you have/had no knowledge of how to use your magicka. And that's a shame for a healer ;)

    So much for the so-called templar with the best knowledge of the class :neutral_face:
    What? Lead? Me? No, no, no. No leading. Bad things happen when I lead. We get lost, people die, and the next thing you know I’m stranded somewhere without any pants.

    Usara v531 - Usara2 v322 - Escouade Sauvage - PC - EU - EP

    Usara Den Thasnet - Retainer of House Hlaalu (Dunmer Templar, heal)
    Livia Augustus - Deserter of the Imperial 7th Legion (Imperial DK, tank)
    Aspen Vael - Battlemage of King Casimir III (Breton Sorcerer, tank/dd magicka)
    Caris Vael - Missing Student of the Mage Guild of Shornhelm (Breton NB, dd magicka, vampire)
    Eugene Fitzherbert - Wanted con artist hiding in Wayrest (Imperial Templar, tank/dd magicka)

    Chante-avec-les-escargots - House Hlaalu snail breeder (Argonian NB, tank)
    Ryl Serandas - Mournhold Ordinator (Dunmer DK, dd magicka)
    Dar'Aiean - House Hlaalu Smuggler (Khajiit NB, dd stamina)
    Ferinwe - Alteration Instructor of the Mage Guild of Ebonheart (Altmer Sorcerer, dd magicka, retired)
    Torafhilde Frostdottir - Winterhold Cryomancer (Nord Sorcerer, dd magicka)
    Senecar - Daedra hunter, former Thalmor corps (Altmer Templar, dd magicka)
    Ondres Hlaalu - House Hlaalu Skooma Trader (Dunmer NB, dd magicka)
  • ElfFromSpace
    ElfFromSpace
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    Thank for the guide, some nice, potentially useful info. :)

    However the argumentative nature of the original poster when others try to add other viewpoints and add info is offputting.
    Plus any guide written with "then" instead of "than" throughout just makes the poster look less intelligent. Please look up and learn the difference between the words, they have completely different meanings.
    Edited by ElfFromSpace on 13 November 2014 15:33
    Former GM Elder Scrolls Exchange
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