Refuse2GrowUp wrote: »My healer is set-up more as a Trials healer.
5 pc Spell Power Cure (Kagrenacs or Julianos are both suitable until you collect up SPC)
3 pc Willpower w/ Sp Dmg glyphs
Kena Shoulder (helm would work; simply 1 pc Kena)
Torogs Helm (see same note about Kena shoulders)
Torogs Resto Staff w/ precise (you want the crits)
Torogs Destro Staff w/ precise
Note 1: Maelstrom Staffs are definitely better than Torogs, but I don't have then yet. If you have Maelstrom Staffs, then swap the Torogs helm for your choice of monster helm that gives 1pc health.
Note 2: I have not yet tried Twilights Rememdy but it may be great combined with SPC. And with Worm Cult now scaled and coming with jewelry and wpns, it may be viable to combine Worm Cult and SPC, though I think it would be better for the Tank to wear the Worm Cult.
Skills:
Front bar (Resto): Combat Prayer, Blazing Shards, Healing Springs/BoL, Repentance, Inner Light, and Nova
Back Bar (Destro): Elemental Drain, Siphon Spirit, Purifying Light, Rune Focus, Channeled Focus, Purifying Ritual, and Aggressive Warhorn
Just remember, a good healer can keep everyone alive. A great healer will keep everyone alive, provide superior utility, and buff the groups dmg. I find lot's of healers that worry about their dmg and want to DW and try to DPS. That is fine for most dungeons. That is not your job in trials.
About the skill selection:
* Combat Prayer is a cone aoe heal and buffs dmg by 8%
* Blazing Shards over Luminous because there are better ways to help with magicka sustain and Blazing's stun is an effective interrupt. Keep Shards on bosses and large adds at all times. It is a great DoT and ensures shards are there if the tank needs or DPS needs them.
* Healing Springs. We stack in most trials so Healing Springs is a great and cheap heal. Plus, with Purifying Ritual providing Major Mending, it is a pretty powerful heal. Can cast HS forever and never run out of magicka.
* Repentance is amazing utility. It is a free heal in mobs, plus massive stam boost. Not too mention, it is extra regen for you, therefore I keep it front bar.
* Inner Light. No explanation needed...crit and extra magicka
* Nova. I use this for big add pulls as wide AoE DoT and as because it reduces mobs dmg by 30%. Meteor is an exceptable alternative if you only slot it for Mage Guild passives; don't cast it as dmg is not your job most of the time.
* Elemental Drain. This is usually over looked by healers and it forces one or multiple DPS to run it. The teams DPS should have a AoE skills slotted vice Ele Drain. This is why good healers have Destro vice DW. Elemental Drain goes a very long way towards keeping Mag DKs and Mag Sorcs pumping out massive DPS and not worrying about sustain.
* Siphon Spirit is a sustain skill for your magicka compadres. 1% magicka return on every attack, plus a small heal.
* Purifying Light is a great way to buff your teams DPS. Plus it has two fringe benefits: 1) it procs your Illuminate passive, thus buffing the team's dmg. 2) It leaves a HoT on the ground, making your job as a healer easier, and helping proc Spell Power Cure. Recast Purifying Light every time it expires.
* Rune Focus. You will be casting a LOT of spells. Your rune is pivotal for your sustain.
* Purifying Ritual. The heal on this isn't great. We largely use it because it is a medium duration, very wide area HoT...it helps keep SPC proc'd and, most importantly, it makes your heals 25% (Major Mending) more powerful.
* Aggressive Warhorn. You, the other healer, and the Tank will keep Warhorn in a constant rotation to buff the teams DPS. It is a MASSIVE boost.
Now, because there will be two healers in most Trials groups, you do have some flexibility. The two of you should work the following out:
* One of you should definitely be running Mutagen (preferably the one who has a Maelstrom Resto Staff).
* Only one of you needs to run Elemental Drain. The other can DW for slightly more powerful heals.
* Only one of you needs to run Siphon Spirit. The other should ideally run Orbs.
* If the group has good synergy, you can have only one healer running Combat Prayer; the other can slot an extra heal.
* Some Trials groups like for a healer to run Propelling Shield (Siege Shield) for the skills range increase. It is an expensive skill. The healer with better sustain should have this responsibility.
Hope this helps~
BurningLance wrote: »Refuse2GrowUp wrote: »My healer is set-up more as a Trials healer.
5 pc Spell Power Cure (Kagrenacs or Julianos are both suitable until you collect up SPC)
3 pc Willpower w/ Sp Dmg glyphs
Kena Shoulder (helm would work; simply 1 pc Kena)
Torogs Helm (see same note about Kena shoulders)
Torogs Resto Staff w/ precise (you want the crits)
Torogs Destro Staff w/ precise
Note 1: Maelstrom Staffs are definitely better than Torogs, but I don't have then yet. If you have Maelstrom Staffs, then swap the Torogs helm for your choice of monster helm that gives 1pc health.
Note 2: I have not yet tried Twilights Rememdy but it may be great combined with SPC. And with Worm Cult now scaled and coming with jewelry and wpns, it may be viable to combine Worm Cult and SPC, though I think it would be better for the Tank to wear the Worm Cult.
Skills:
Front bar (Resto): Combat Prayer, Blazing Shards, Healing Springs/BoL, Repentance, Inner Light, and Nova
Back Bar (Destro): Elemental Drain, Siphon Spirit, Purifying Light, Rune Focus, Channeled Focus, Purifying Ritual, and Aggressive Warhorn
Just remember, a good healer can keep everyone alive. A great healer will keep everyone alive, provide superior utility, and buff the groups dmg. I find lot's of healers that worry about their dmg and want to DW and try to DPS. That is fine for most dungeons. That is not your job in trials.
About the skill selection:
* Combat Prayer is a cone aoe heal and buffs dmg by 8%
* Blazing Shards over Luminous because there are better ways to help with magicka sustain and Blazing's stun is an effective interrupt. Keep Shards on bosses and large adds at all times. It is a great DoT and ensures shards are there if the tank needs or DPS needs them.
* Healing Springs. We stack in most trials so Healing Springs is a great and cheap heal. Plus, with Purifying Ritual providing Major Mending, it is a pretty powerful heal. Can cast HS forever and never run out of magicka.
* Repentance is amazing utility. It is a free heal in mobs, plus massive stam boost. Not too mention, it is extra regen for you, therefore I keep it front bar.
* Inner Light. No explanation needed...crit and extra magicka
* Nova. I use this for big add pulls as wide AoE DoT and as because it reduces mobs dmg by 30%. Meteor is an exceptable alternative if you only slot it for Mage Guild passives; don't cast it as dmg is not your job most of the time.
* Elemental Drain. This is usually over looked by healers and it forces one or multiple DPS to run it. The teams DPS should have a AoE skills slotted vice Ele Drain. This is why good healers have Destro vice DW. Elemental Drain goes a very long way towards keeping Mag DKs and Mag Sorcs pumping out massive DPS and not worrying about sustain.
* Siphon Spirit is a sustain skill for your magicka compadres. 1% magicka return on every attack, plus a small heal.
* Purifying Light is a great way to buff your teams DPS. Plus it has two fringe benefits: 1) it procs your Illuminate passive, thus buffing the team's dmg. 2) It leaves a HoT on the ground, making your job as a healer easier, and helping proc Spell Power Cure. Recast Purifying Light every time it expires.
* Rune Focus. You will be casting a LOT of spells. Your rune is pivotal for your sustain.
* Purifying Ritual. The heal on this isn't great. We largely use it because it is a medium duration, very wide area HoT...it helps keep SPC proc'd and, most importantly, it makes your heals 25% (Major Mending) more powerful.
* Aggressive Warhorn. You, the other healer, and the Tank will keep Warhorn in a constant rotation to buff the teams DPS. It is a MASSIVE boost.
Now, because there will be two healers in most Trials groups, you do have some flexibility. The two of you should work the following out:
* One of you should definitely be running Mutagen (preferably the one who has a Maelstrom Resto Staff).
* Only one of you needs to run Elemental Drain. The other can DW for slightly more powerful heals.
* Only one of you needs to run Siphon Spirit. The other should ideally run Orbs.
* If the group has good synergy, you can have only one healer running Combat Prayer; the other can slot an extra heal.
* Some Trials groups like for a healer to run Propelling Shield (Siege Shield) for the skills range increase. It is an expensive skill. The healer with better sustain should have this responsibility.
Hope this helps~
nice tho i see one error in it.
Siphon Spirit is an Resto Staff skill so it doesnt work on a Destro Staff tho i guess you could swap swap the placement for Blazing Shards and Siphon Spirit.
i may use the skills on my healer as well.
@Refuse2GrowUp Let me just say, thanks for the great advice!
Also why do you think mutagen is better than rapid regen? Rapid has like a 20% stronger HoT.
Hey folks!
I am currently leveling a templar healer and it's V12. The build i am aiming for is this one: Click Here
I currently run 5 piece magnus and 3 piece seducer (5 Light, 2 Heavy) and get around 1700 regen when scaled to V16 and nearly 1300 Spell dmg. Due to the low spell dmg i am using Entropy instead of Mystic orb.
Someone told me i should use Kagrenac's Hope for healing and i wonder which sets should i use? (For all armor, weapons, and jewelry)
What should be my target spell dmg, regen, and max magicka for V16 vet content like vWGT and new trial.
Also, should i go all light armor to help with resources if i have low spell dmg (to be able to spam heals more?)
Thanks for helping a noob ^^
You can't stop casting puncturing sweep, you can't use a skill while you're in puncturing sweep animation. If you hate being blocked in casting time, you should avoid being blocked in a skill animation, like puncturing sweep. Though i still prefer it over Dark Flare, but new templar healers should be warned about this.ESO wasn't always like this. But that's the way the game has developed. I prefer puncturing sweep as my main DPS skill over Dark Flare because DF has a cast time (something I think healers should avoid) and Sweeps is AOE. If I need range, I just use Radiant Destruction.
I tried Combat Physician, it's a really bad set. It could have been a good one, but it isn't. Only one person at a time can have the shield on him. In comparison to spell power cure Combat Physician sucks. And I feel really sad about it cause I wanted to use it on my NB Healer... Increasing group DPS makes boss/mobs die quicker and makes things easier. In my guild we had so much hopes about it for trials, one healer with SPC and the other one with Combat Physician, but it's really too bad to use it (especially for raids).You can't stop casting puncturing sweep, you can't use a skill while you're in puncturing sweep animation. If you hate being blocked in casting time, you should avoid being blocked in a skill animation, like puncturing sweep. Though i still prefer it over Dark Flare, but new templar healers should be warned about this.ESO wasn't always like this. But that's the way the game has developed. I prefer puncturing sweep as my main DPS skill over Dark Flare because DF has a cast time (something I think healers should avoid) and Sweeps is AOE. If I need range, I just use Radiant Destruction.
You really don't need BoL in both bar, even in PuG. But if you have lags, run it on both bars.
Don't use regen enchant on your accessories, you'll loose too much spell power and you won't need the extra regen anyway
@Serpace your new build is way better than the old oneYour magicka seems a bit low, but maybe it's cause of the scale thing. You can drop Mystic orb for Combat Prayer when you're not playing with magicka tank/dd, or if they don't need the extra magicka. For Trials, one of the healer must have combat prayer.
USMCAggie0351 wrote: »I'm going 4 piece Transmutation, 1 piece Molag Kena, 5 piece Kag's, 2 Julianos weapons, and if I every get it, Maelstrom resto staff. Either the Thief or the Ritual mundus stones. If I can farm for it and get it, I'll swap Spell Power Cure for Kag's. 59 points into magicka, 5 into health, 4 max magicka armor glyphs and 3 max health. What are people's thoughts on this set up?
Refuse2GrowUp wrote: »My healer is set-up more as a Trials healer.
5 pc Spell Power Cure (Kagrenacs or Julianos are both suitable until you collect up SPC)
3 pc Willpower w/ Sp Dmg glyphs
Kena Shoulder (helm would work; simply 1 pc Kena)
Torogs Helm (see same note about Kena shoulders)
Torogs Resto Staff w/ precise (you want the crits)
Torogs Destro Staff w/ precise
Note 1: Maelstrom Staffs are definitely better than Torogs, but I don't have then yet. If you have Maelstrom Staffs, then swap the Torogs helm for your choice of monster helm that gives 1pc health.
Note 2: I have not yet tried Twilights Rememdy but it may be great combined with SPC. And with Worm Cult now scaled and coming with jewelry and wpns, it may be viable to combine Worm Cult and SPC, though I think it would be better for the Tank to wear the Worm Cult.
Skills:
Front bar (Resto): Combat Prayer, Blazing Shards, Healing Springs/BoL, Repentance, Inner Light, and Nova
Back Bar (Destro): Elemental Drain, Siphon Spirit, Purifying Light, Rune Focus, Channeled Focus, Purifying Ritual, and Aggressive Warhorn
Just remember, a good healer can keep everyone alive. A great healer will keep everyone alive, provide superior utility, and buff the groups dmg. I find lot's of healers that worry about their dmg and want to DW and try to DPS. That is fine for most dungeons. That is not your job in trials.
About the skill selection:
* Combat Prayer is a cone aoe heal and buffs dmg by 8%
* Blazing Shards over Luminous because there are better ways to help with magicka sustain and Blazing's stun is an effective interrupt. Keep Shards on bosses and large adds at all times. It is a great DoT and ensures shards are there if the tank needs or DPS needs them.
* Healing Springs. We stack in most trials so Healing Springs is a great and cheap heal. Plus, with Purifying Ritual providing Major Mending, it is a pretty powerful heal. Can cast HS forever and never run out of magicka.
* Repentance is amazing utility. It is a free heal in mobs, plus massive stam boost. Not too mention, it is extra regen for you, therefore I keep it front bar.
* Inner Light. No explanation needed...crit and extra magicka
* Nova. I use this for big add pulls as wide AoE DoT and as because it reduces mobs dmg by 30%. Meteor is an exceptable alternative if you only slot it for Mage Guild passives; don't cast it as dmg is not your job most of the time.
* Elemental Drain. This is usually over looked by healers and it forces one or multiple DPS to run it. The teams DPS should have a AoE skills slotted vice Ele Drain. This is why good healers have Destro vice DW. Elemental Drain goes a very long way towards keeping Mag DKs and Mag Sorcs pumping out massive DPS and not worrying about sustain.
* Siphon Spirit is a sustain skill for your magicka compadres. 1% magicka return on every attack, plus a small heal.
* Purifying Light is a great way to buff your teams DPS. Plus it has two fringe benefits: 1) it procs your Illuminate passive, thus buffing the team's dmg. 2) It leaves a HoT on the ground, making your job as a healer easier, and helping proc Spell Power Cure. Recast Purifying Light every time it expires.
* Rune Focus. You will be casting a LOT of spells. Your rune is pivotal for your sustain.
* Purifying Ritual. The heal on this isn't great. We largely use it because it is a medium duration, very wide area HoT...it helps keep SPC proc'd and, most importantly, it makes your heals 25% (Major Mending) more powerful.
* Aggressive Warhorn. You, the other healer, and the Tank will keep Warhorn in a constant rotation to buff the teams DPS. It is a MASSIVE boost.
Now, because there will be two healers in most Trials groups, you do have some flexibility. The two of you should work the following out:
* One of you should definitely be running Mutagen (preferably the one who has a Maelstrom Resto Staff).
* Only one of you needs to run Elemental Drain. The other can DW for slightly more powerful heals.
* Only one of you needs to run Siphon Spirit. The other should ideally run Orbs.
* If the group has good synergy, you can have only one healer running Combat Prayer; the other can slot an extra heal.
* Some Trials groups like for a healer to run Propelling Shield (Siege Shield) for the skills range increase. It is an expensive skill. The healer with better sustain should have this responsibility.
Hope this helps~