Sorcerer Healer Build for 12-person Veteran Trials Overview
Welcome to my Sorcerer Healer designed for end-game 12-person veteran trials. Healers are fundamentally vital and a necessity in end-game content, providing heals, buffs, and debuffs throughout fights. We often find ourselves caught in the meta when it comes to playing a healer, you’re either a templar or you can’t heal. Although templars do provide the most utility, other classes are entirely capable of performing the healer role in end-game content. Here’s my guide to creating a
Sorcerer Healer and would love any feedback you may have.
The following is aimed at 12-person veteran trials and easily applicable to 4-person dungeons, although I’ll be speaking from a trials perspective.
Pro’s
[*] Terrific magicka sustain and great survivability. Better than a templar from my own experiences, and I primarily heal on my templar.
[*] Faster ultimate readiness and more up-time than any other class thanks to the 15% reduced ultimate cost sorc passive
[*] Access to a powerful burst heal equal to or arguably better than breath of life
[*] An absolute blast to play on because of how unique you are
Con’s
[*] Limited to no stamina support for the group making it difficult to support tanks for long battles
[*] Limited number of group synergies for sets like alkosh and moondancer
[*] Twilight may die during combat and re-summoning at various phases can be a risky 3-second animation
[*] Lack of an easily accessible source of major mending outside of the resto staff passive
I’ve healed veteran aetherian archive, hel ra citadel, and sanctum ophidia hardmode with my Sorc healer very effectively. I’ll add as a caveat that when it comes to trial composition, I would suggest the other healer be a templar. The primary reason is so the templar healer watches the tanks and provides them with shards and can repent on add pulls for the group. It also helps if you bring along at least 1 or 2 magplar dps for novas when damage mitigation is needed, if you don't already have them for some reason. Keep in mind healing springs and combat prayer are your main heals and they are restoration staff skills. You’re not really missing much being a Sorc other than shards for boss fights, which the other healer or even a magplar can provide. The Twilight offers the same utility as Breath of Life, a powerful burst heal for uh-oh moments. The only downside to the pet is you need to keep an eye on it in case it dies, but the next patch should make this a non-concern.
Class: Sorcerer
Race: Breton
Optional: High Elf, Argonian
Mundus Stone: The Atronach
Stats
These stats are self-buffed with spell power cure, major sorcery, major resolve, major ward. I do not have mages guild passives, do not have a defending staff equipped, do not have minor ward or minor resolve active. With those, your max magic and regen would be 2% higher and resistances would be even better as well. Vampirism is optional and very beneficial in trials, since there’s little flame damage. I just don’t like the appearance. As a healer, I recommend keeping your health around 18k or higher to survive one-shot mechanics in trials. Keep in mind, summoning your twilight adds around 1k health, so your base health would sit around 17k+. You can reallocate attribute points as needed to fit your style.
GearWeapon 1: Master’s Restoration Staff / Defending or Infused / Default Enchant
Weapon 2: Master’s Lightning/Ice Staff or Master’s Restoration Staff / Defending / Default Enchant
Head: Spell Power Cure / Divines or Infused / Max Magic
Shoulder: Spell Power Cure / Divines / Max Magic
Chest: Spell Power Cure / Divines or Infused / Max Magic
Hands: Spell Power Cure / Divines / Max Magic
Waist: Spell Power Cure / Divines / Max Magic
Legs: Infalliable Aether / Divines or Infused / Max Magic
Feet: Infalliable Aether / Divines / Max Magic
Necklace: Infalliable Aether / Arcane / Magic Recovery
Ring: Infalliable Aether / Arcane / Magic Recovery
Ring: Infalliable Aether / Arcane / Spell Damage
If you don’t have master’s weapons, you can equip Infallible Aether staves instead. That would open up a head or shoulder slot to use for a 1-pc monster set. I would recommend a 1-pc max health monster to get the most out of the resources and just re-allocate attribute points into magic from health.
Spell Power Cure is always your constant 5-piece set. The other set(s) can change depending on the other healer in your group. If the other healer in your group is wearing SPC and IA, then your primary alternative set to replace IA is Worm Cult if you have a lot of magicka dps. If Worm isn’t needed, I recommend running the following alternative:
Weapon 1: Master’s Restoration Staff / Defending or Infused / Default Enchant
Weapon 2: Master’s Lightning/Ice Staff or Master’s Restoration Staff / Defending / Default Enchant
Head: Bogdan or Rkugamz / Divines or Infused / Max Magic
Shoulder: Bogdan or Rkugamz / Divines / Max Magic
Chest: Spell Power Cure / Divines or Infused / Max Magic
Hands: Spell Power Cure / Divines / Max Magic
Waist: Spell Power Cure / Divines / Max Magic
Legs: Spell Power Cure / Divines or Infused / Max Magic
Feet: Spell Power Cure / Divines / Max Magic
Necklace: Willpower / Arcane / Magic Recovery
Ring: Willpower / Arcane / Magic Recovery
Ring: Willpower / Arcane / Magic Recovery
Change mundus stone to The Thief. Run Sanguine Altar on your back-bar in the Flex Slot. See skills section below.
Now the homestead patches brings some interesting changes that may or may not phase out infallible aether. Other 5-pc healer sets to collect for a Sorc would be Worm, Mending, Sanctuary to replace infal aether.
SkillsMain Bar: Twilight Matriarch / Healing Springs / Combat Prayer / Energy Orb / Inner Light / Ult: Aggressive Horn
Twilight Matriarch: Powerful burst heal, healing 2 allies and the twilight itself for a significant chunk of health. I’ve seen my heal crit for upwards of 30k on tanks. And that’s more than enough for any dps. The homestead patch brings some awesome pet buffs, doubling their health and resistances!
Healing Springs: Spammable and primary healing ability with a large radius. The master’s restoration staff’s grand healing enchant will supply stamina to all allies standing in the springs every time you cast. Also restores magicka to yourself.
Combat Prayer: Your other main healing ability with Healing Springs. Grants minor berserk, minor resolve, and minor ward to 6 allies. Both healers should run this skill, but cast this twice to make sure all 12 people in your group are buffed. Also heals for a lot of health.
Energy or Mystic Orbs: Important skill to help sustain magicka for your dps on synergy. Both morphs restore some magic over 10 seconds. The energy morph provides healing and the mystic morph provides more magic and damage.
Inner Light: Slot for 5% extra magicka, major prophecy, and mages guild passive.
Ultimate: Aggressive Horn:Main healer and tank ultimate for trials. Increases all resources by 10% for 30 seconds and provides major force for 9.5 seconds to all allies within radius.
Back Bar: Twilight Matriarch / Boundless Storm / Elemental Drain or Siphon Spirits / Inner Light / FLEX SLOT (Empowered Ward, Power Surge, Sanguine’s Altar) / Ult: Suppression Field
Twilight Matriarch: Needs to be slotted on both bars. Actually pretty nice to have a burst heal on both bars. See above.
Boundless Storm: Source of major resolve, major ward, and major expedition. Why not use it and look cool
Elemental Drain or Siphon Spirit: One healer runs ele drain, other healer runs siphon. Purpose of running these two skills is to help restore magicka to your dps for resource sustain.
Inner Light: See Above. I double-bar it so my magic doesn’t fluctuate when I bar swap before the fight starts.
Flex Slot: Open slot for any skill. Empowered ward - minor intellect as well as warding yourself and your twilight, power surge for major sorcery, purge for situations that require cleansing negative effects, sanguine altar to help proc bogdon or rkugamz, or another resto staff skill like healing ward if you really want.
Absorption Field: A really nice healing ultimate and enemy negation that is situationally incredibly useful in trials
Champion PointsThe Lady: Hardy 89, Elemental Defender 88 /
The Lord: Quick Recovery 10
The Tower: Magician 100 /
The Lover: Arcanist 87
The Apprentice: Blessed 100, Elfborn 87
The Red tree is dependent on the content you’re doing. This may mean re-distributing and spending the gold as needed. I typically place 10 into quick recovery, and split the majority between hardy and elemental defender. Will use thick skinned when running Sanctum.
Food Buff: Max Health & Magicka
Potions: Essence of Magicka or Essence of Spell Power
Healing is all about your experience and fluency with mechanics. It’s the same logic as tanking or dps. People may look at you with skepticism or ridicule you for being a Sorcerer healer, but they’re also most likely the squishy dps in your groups who like to stand in red, can’t self-sustain, get killed by mechanics, and don’t know anything about healing. But then blame the healers for their deaths. So pay them no attention and let your Twilight fly! Please feel free to leave any comments or feedback. I’d love to hear your thoughts about this build.