Tried of dugeons ending in failure? Will this build will have veterans asking you if this normal while being in a normal dungeon and Pugs praising you. This guild made after 2700+ hours made from pure healing as a sorcerer. Remember you want to heal as sorcerer not a Templar.
Advantages
More magicka Support then any other healing class, spell critical to allies, empowered ward, and more
Better Resource Management Then other healing classes
15 Bar slots instead of 10, as such more buffs then any other class.
Better usage of shock damage passives, and off- balance (elemental blockade) for 10% increase in damage
Easier no death 4 man content
Synergy to provide increase of damage for 25% for 8 sec for an ally
Disadvantages
Limited Stamina support ( there’s some even some people hardly ever notice)
Limited 12 person damage mitigation – this doesn’t matter much in 4 man, but you going to need a nightblade or templar as 2nd healer in trials.
Race: Bosmer
Seems like an odd choice, but he unnatural stamina regain will assist you in using all possible support skills, meaning you will have access to the stamina skills. Read further to understand the rest.
Mundus: Ritual
Sorcerer don’t have access to major mending, and after testing the effects of spell damage this turns out the best choice is ritual next to mage. This will help make up for lost of 25 % healing along with sorcerer passive increase for spell damage, getting you close enough.
Alterations dps – If you wish to go more damage orienated then i suggest thief stone or/and apprentice.
Food
Tri Food – While it’s possible to use Bi Food, I find it easier to have tri food for the flexibility. You will have to make sure not to overdo it with stamina skill when using Bi Food.
Potions
Moon Sugar is best, but not going to till you how to get that. So for any 4 man undaunted dugeons I suggest generic potions is enough, but if situation get tricky have the normal tri potions ever healer uses spell damage/magicka ®ain, spell critical. I also have a speical mix of stamina and magicka potions for some sticky situations, but if everything is going well just use generic ones.
Attributes
No questions asked, put it all into magicka
Amour
6 light, and 1 heavy (monster helm set piece) with divine traits.
Stats
33k Magicka, 20k health, 14k stamina
1920 to 2000k magicka (1800 unbuffed), 800 stamina regain, 400 health regain
Champion Points
The Warrior
The Lord Champion Points
BASTION : 97
Recently the pet been buffed so you could allow for less in here, but if you are having trouble keeping the pet alive then put points into here. Either way you want to make sure to acquire the listed passives.
Important Passives
Field Physican- (Unlocks at The Lord Rank 10) Reduces damage received while resurrecting another player by 15%.
Infusion – (Unlocks at The Lord Rank 30) Increases another player’s Magicka Recovery by 171 for 8 seconds after you resurrect them.
Revival (Unlocks at The Lord Rank 75) Absorbs 10230 damage for 5 seconds after your are resurrected by another player.
The Lady Champion Points
Thick Skinned- 10
Elemental Defender- 53
Hardy- 40
The sorcerer healer will have a shield up often so this build allows for traditionally less about in elemental and hardy. The most important thing is elemental as you are more likely to die from a fireball then an arrow to the knee.
Important Passives
(Unlocks at The Lady Rank 10) Restores 3465 Magicka when you take Flame, Frost, Shock, Magic, Earth or Oblivion Damage equivalent to 30% of your Max Health. This can only occur once every 10 seconds
The Mage
The Apprentice Champion Points
Blessed: 100
Elfborn: 73
Elemental Expert: 27
100 in blessed is a must, while elfborn and elemental expert you can play around wiith along with more potions in staff, just make sure to have 120 in this tree. I left 27 in elemental so I can so some solo count in the world, so you are feeling really like want to be super healer then put all 100 in elfborn.
Important Passives
Vengeance- (Unlocks at The Apprentice Rank 10) Guarantees your next spell will be a critical hit, after you block 3 spells within 10 seconds of each other.
Spell precision- (Unlocks at The Apprentice Rank 30) Increases your Spell Critical rating by 12%.
Foresight- (Unlocks at The Apprentice Rank 75) Reduces the Magicka cost of your next spell by 80% after you drink a potion.
Arance well- (Unlocks at The Apprentice Rank 120) Gives you a 20% chance when you kill an enemy of opening an Arcane Well, which restores 795 Magicka to you and any allies within 2.5 meters of the enemy.
The THIEF
The Lover Champion Points
Arcanist- 100
Tenacity - 20
Assuming you picked bosmer, you will being needed all the points you can get from here, 100 Magicka regain is a must. You will indirectly give allies give allies 2 ultimate often, by using this build, and potentially every 10 secs. Wind Running passive is important for large playing fields and useful when you have to run around rezing. The trick is to run, and shield while pet takes aggro as such you make up for the rezing passive you don’t have like templar
Important Passives
Synergizer- (Unlocks at The Lover Rank 30) Grants 2 Ultimate any time you active a Synergy while in combat.
Wind Running – (Unlocks at The Lover Rank 120) Increases your Movement Speed by 2%. This applies to all types of movement.
Also increases Health and Magicka Regeneration by 10% while sprinting.
The Tower Champion Points
Magician- Reduces the Magicka cost of Spells by [x]%.
In hindsight I would work on this tree second, as sorcerer can eat the cost of spell using dark exchange. Nevertheless these passives are important. Though you are unlikely to die, when you you will give your allies a chance to survive while they rez you, the 3300 will increase with blessed passives allow with resto and powered staff bonuses. The snare is useful for when dps is learning you can ensnare the healer mobs aka npc for a moment while rest are getting killed. That’s right healer go face off against enemy healers!
Important Passives
Ensare – (Unlocks at The Tower Rank 10) Grants a 33% chance to reduce an enemy’s Movement Speed by 20% for 3 seconds any time you hit them with a Bash attack.
Mara’s Gift – (Unlocks at The Tower Rank 75) When killed heal all allies in an 8 meter radius for 3300.
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Gear
This is what makes you pug proof
Making any healer you have to consider primary set is for supporting allies, while secondary set is for supporting max heals, the tercentenary set is for making up for any deficiencies. After a lot of testing and thought, I have come up with the sorcerer healer build not only highlights strengths, buff the allies and debuffs enemies in a way most people have not seen.
PRIMARY SET : SPELL POWER CURE
In a numbers game sorcerer healer will win in numbers game for consist healing. It’s unlikely a true sorcerer healer will ever let allies linger near death for more then an instant. As such some continues heals has them benefiting from this set more then other classes. The increase in max magicka, and spell damage, but lack of magicka regain has you needing regain in your support set.
Alternative: If you are looking for other sets, I would consider anything in the future based continues heals or ultimate.(plays on sorc 15% ult reduction) (mending (aoe heals), prayer’s shawl, (any heals (better for more damage migration) lamina’s song (ult heals)).
Leveling Up: I would consider worm as your support set. It’s fairly easy to get as the dungeon can be done with 3 dps, and some bosses are skipable.
Spell Power Cure
(2 items) Adds 967 Max Magicka
(3 items) Adds 967 Max Magicka
(4 items) Adds 129 Spell Damage
(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 258 for 10 seconds.
Alternative - If you really want to go off max magicka support I would use worm set
SECONDARY SET: TWILIGHT REMEDY
Can it be more obvious? This set is meant to be used by Sorcerer healers. At higher levels It resolves the stamina support issues giving allies a combined total of 12% of their max health, magicka, and stamina via the undaunted command every 10 secs. This build will have you using the bone shield often giving them 75% shield of there health (average 13,500 shield to 16200) and yourself 37% health shield (average 9k shield), while not using major resource. Also indirectly giving champion 90+ 2 ult ever 10 secs via champion tree passive. Having the gear gold it’s nearly the same as ult from alliance war giving 28,000 health over 10 secs (2800), thus negating the lost of one ult such as Absportion field (40k heal for over 10 secs ) or Barrier (32k heal over 30 secs) later on in skill sections. Not only that it gives mini war horns aka minor force 12% critical to allies (really awesome for magicka users) those negating some of the need for major force (war horn). Lastly gives you minor aegis taking 5% less damage in dungeons. This all happens ever 10 secs if done right rotating between 2 to 3 synergies.
Tl:DR Bone shield is God O.O
Twilight Remedy
(2 Items) Adds 129 Magicka Recovery
(3 Items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%.Monsters.
(4 Items) Adds 129 Spell Damage
(5 Items) When an ally activates your synergy, they heal themselves for 18920 Health over 10 seconds and gain Minor Force, increasing their Critical Damage done by 12%
Alternative: Ancient grace (3 piece) or Necropotence (five piece), instead of critical heals the any priestess or full healer will rely on max magicka
Tercentenary – Maw of the infernal (2k health) or Setinel of Rkugamz, a dead healer is a no good healer, but if you find 20k health over kill I suggest other set for 2% increase of healing. If you combine ritual 15% + Powered Staff 7% + Helm 2% + Sorc Spell damage passive (1% to 2%), minor vitality (8% more healing) (spell power increases healing slightly) major mending is not an issue.
Alternatives: Chokethorn (if morriwind changes go down), Molag Kena (for solo)
Disclaimer: Using non-ideal sets may provide less pug proofness.
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Skill Set
BAR 1: RESTORATION STAFF (POWERED OR PRECISE) WITH GLYPH OF WEAKENING (400 DECREASE IN WEP AND SP DAMAGE)
Reason : I prefer powered staff for consist healing, but using precise increases healing 30 to 65 percent overall by having critical ratio at 40% chance. If you like you could also place master staff in this slot, but I highly discourage such an act as stamina gain is so tiny at 300 per ally. You are better of using 2 piece sentinel for 4k per ally in 5 meter radius.
Skill 1 (Magicka Regain to Allies) : Empowered ward
Empowered Ward.png
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs [x] damage for 10 seconds. Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 10% for 10 seconds. Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.
Reason : Sorcerer is the only class who has access to minor Intellect which gives allies 10% regain. While the shield is significantly more weaker then alternative it can be made up with champion points, and has longer duration to protect your self and allies.
Skill 2 (Incoming Damage Protection) : Healing Springs
Healing_Springs.png
Summon restoring spirits with your staff, healing you and your allies in target area for [x] Health and an additional [x] Health every 1 second for 3 seconds.You restore [y] Magicka for each friendly target hit by the initial heal, up to a maximum of 3 targets. You restore Magicka for each friendly target initially healed.
Skill 3 (Aoe and Burst Heal) : Summon Twilight Matriarch
Reason : This is good morph for all pure healers, because of the cost reduction. In regards to sorc healer, I would weave (proc the major mending from heavy attack) this in before applying plusar or when getting overwhelmed by mobs.
Note: Twlight + Healing spring is good starter method for novice healers, you spam springs in nearby area and burst when they get low outside of it.
Skill 3 (AOE & Burst Heal) : Summoned Twilight Matriarch
Summon Twilight Matriarch.png
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals [x] Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for [y] Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (10k heal for 3 subjects including the pet).
Reason : As is should be this is the strongests Burst heal in the game. This the emergency heal that not only heals, does damage, but all buffs your health by 8% that combined with other passives from undaunted (2%) and heavy amour (1%) giving you 11% more health. This heal is based off max magicka unlike templar skill equlivent. Does about 10k heal on tooltip so no need to rely on crticial heals.
Skill 4 (Combat Area Protection) : Combat Prayer
Slam your staff down to activate its blessings, healing you and your allies in front of you for [x] Health. Also grants Minor Berserk, Minor Resolve and Minor Ward, increasing you and your allies’ damage done by 8% and Physical Resistance and Spell Resistance by [y] for 8 seconds.Also grants Minor Berserk, increasing you and your allies’ damage done.
Reason : O.O which healer doesn’t use this skill? It’s got damage buff 8% (42% damage buff total from build) and buff to resistances. I would consider the other morph only if you heal on dragon night or Nightblade.
Skill 5 (Mobile AOE Healing) : Mutagen
Share your staff’s life-giving energy, healing you or up to 2 nearby allies for [x] over 20 seconds.If you or your allies fall below 20% Health, the Mutagen is consumed but heals for an immediate [y] Health and removes 1 harmful effect. If you or your allies are low on Health, the heal over time is consumed to heal immediately and remove a harmful effect.
Reason : It’s really a long debate about these 2 morphs, but for this build I consider mutagen. It’s extra protect for weaker allies, and mini verision of purge that is useful for fire, posion damage that you often see and sometimes frost debuff. As to say it makes sure your heals are working. I would only pick the other morph if you are a templar or dps orientated. Also note on occasion this cleanse of a sorts is not enough , I would change with with purge for bosses like elden hollow 1 final boss or especially craddle of shadows final boss as you will need to purge often (note put dark conversion and mystic orbs on bar 2 for that boss)
Ult: Summoned Charged Atronach
Summon Charged Atronach.png
Summon a storm atronach at the target location. The atronach’s arrival deals [x] Shock Damage and stuns nearby enemies for 3 seconds. The atronach cannot move but attacks the nearby enemies with targeted and area attacks. An ally can activate Charged Lighting, giving both the ally and the atronach Major Berserk, increasing their damage by 25% for 8 seconds. Has a powerful area effect attack.
Reason : Not going to lie, I actually don’t often have this ult here, but in general use it’s the best one and easiest to obtain. I would use this as extra synergy for the build, crowd control, and decent damagen (use is dps subpar). This will also proc your sorcerer passive expert mage with 2% more spell damage (indirectly increases healing)since up to 2000+ spell damage . As you progress though war horn (use if dps decent) will often be the better choice for this slot especially for hardest content in the game and when your allies number more then 4 people . Also before I go I would use absorption field (use is dps has bad aoe) for similar reasons, but also when you need to stack and burn or your other stucks. Notice this has 10 sec aoe crowd control compared to listed ult. So if you are getting swarmed and dps can’t handle it then use this. Another alternative use reviving barrier is you are having trouble managing the 3 bar. This brings ult cost down to 36 which is almost negated with banished the wicked that gives you 9 ult per kill of deadra or werewolves and vampires.
BAR 2 – LIGHTING DESTRUCTION STAFF (POWERED OR SHARPENED) WITH ENCHANT (CRUSHING DECREASE RESISTANCES)
Skill 1 (Magicka Regain to Allies) : Elemental Drain
Send the elements to sap an enemy’s defenses, afflicting them with Major Breach, which reduces Spell Resistance by [x] for 21 seconds.Also applies Minor Magickasteal to the enemy for 21 seconds, causing you and your allies to restore 400 Magicka every 1 second when damaging them.
Reason : This weakens the enemies by upwards to nearly 7k in spell resistances and nearly 2k in <i>physical resistances including the enchantment while providing magicka steal to enemies. Not ideally uses for mobs, but if dps isn’t killing enemies you can manually apply to to ever add in the area. I will start with healers, archers then melee dps mobs if it comes down to it. (though bash the healers if they are healing mobs first)</i>
Special Note: I would prefer to have orbs here, but 3 bar counts an unarmed bar. if that ever changes swap these 2 skills locations.
Skill 2 (Incoming Damage Protection) : Plusar
Release a surge of elemental energy to deal [x] Magic Damage to nearby enemies and afflict them with Minor Mangle, which reduces their Max Health by 10% for 33 seconds, Reduces enemy’s Max Health.
Reason : if there’s nothing alive how can anyone die? While in the need of further testing I have seen this tier 1 mobs (trash mobs) after 1 or 2 hits, tier 2 (min bosses) mobs more often take 2 hits for the debuff to work, tier 3 (dugeon or world boss level) this actually works sometimes. I am assuming there’s another debuff assisting this when it works, but I have seen it debuff first bosses in vAA, garloypes, vHRC, Cats vMOL, 2nd boss in vWayest, though admitly I seem to sometimes debuff public dungeon bosses. I am currently testing the effects of sharpened. Also note I would slot crushing shock occasion, for when dps isn’t doing it’s job and interrupting ( vCOS boss 2 and final boss, vDSA boss 8, Elden hollow 1 final boss(posion hurts as such purge, shield or out heal for allies), Spindle clutch 1 final boss (web shot), Black heart haven boss 1 (you can hide behind trees while dps kills (works as heals still in line of sight, but tree models hid you) (maybe you can interupt the final boss in blackheart too, but never seen it happen) )
Skill 3 (AOE & Burst Heal) : Summon Twilight Matriarch
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals [x] Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for [y] Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (10k heal for 3 subjects including the pet).
Reason : As is should be this is the strongests Burst heal in the game. This the emergency heal that not only heals, does damage, but all buffs your health by 8% that combined with other passives from undaunted (2%) and heavy amour (1%) giving you 11% more health. This heal is based off max magicka unlike templar skill equlivent. Does about 10k heal on tooltip so no need to rely on crticial heals.
Note need to be on 3 bars because of the insane cast time of 1.5 secs also gives 20% stamina and 20 health recovery.
Skill 4 (Combat Area Protection) : Elemental Blockade
Elemental_Blockade.png
Slam your staff down to create an elemental barrier in front of you, dealing [x] Magic Damage to enemies in the target area every 0.5 seconds.Also applies an effect based on your staff’s attack element,Blockade of Fire deals extra damage to burning enemies,Blockade of Frost reduces enemy Movement Speed and immobilizes chilled enemies,Blockade of Storms sets concussed enemies off balance. (Increase size and duration)
Reason : I considered added liquid lighting, but after some thought this was the better choice. You often see this on other healers using lighting stave, but only sorcerer pulls off as well with lighting stave. The usually 10% proc to increase damage of champions with thamurage passive (CP 225 min), but also executes some mobs who fall under 15% health. You can clean up some mobs with such a large radius of effect.You Also have option to use a frost staff to slow enemies.Though, I would also consider encaseif you need more crowd control.
Skill 5 (Mobile AOE Healing ) : Bone Surge
Surround yourself with a whirlwind of bones, absorbing physical damage equivalent to 30% of your Max Health. Allies can activate the Spinal Surge synergy, absorbing damage to allies equal to 60% of their Max Health. It also grants them Minor Vitality, which increases healing received by 8%. The wall lasts 10 seconds and affects up to four nearby allies.
Reason : This the reason we picked bosmer for this skill. Ever 20 secs this skill can be used to effect up to 4 allies and can be spammed to effect 12 or more people. This skill procs twilight remedy set that in combination gives 75% damage shield (average 13k to 16k shield) for 10 secs instead of usually 6 secs shield, 12% total restoration of resources to allies. It’s no shards, but does the same as one, but spread among 4 allies instead of one, procing the other effects of 2800+ tooltip heal over time for 10 secs, 12% addition to critical, 8% increase in healing to allies and 2 ult regain to allies,
Ult: Energy Overload
Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing [x] Shock Damage, and heavy attacks blast enemies in target area for [y] Shock Damage.Both attacks deal 3% additional damage and restores [z] Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.
Reason : So you are hunger for magicka you can used this, but this mostly a place holder to get bar 3. Do note it’s shock damage so you can use this skill to clean up mobs under 15% health.
Bar 3 – Unarmed Section
Skill 1 (Magicka Regain to Allies): Mystic Orbs
Project a globe of annihilation that floats forward, dealing [x] Magic Damage to nearby enemies.An ally can activate the Magicka Combustion synergy, causing the orb to explode for [y] Magic Damage and restoring (z) Magicka instantly and [a] more over 10 seconds, plus additional Magicka based on number of enemies hit. Orb also restores Magicka instantly when it explodes. ( Gain 4k magicka+ to allies and 6k magicka damage)
Reason : Before using ult or when an ally revives you should throw orbs at them. Also do this for longer fights such as bosses, or mobs is dps is subpar. Try to throw orb so it hits multiple enemies to restore up to max 10% magicka for all allies.
Skill 2 (Incoming Damage Protection) : Dark Conversion
Bargain with darkness to restore [x] Health and [y] Magicka. Has reduce cost. (restones 12k health, 4k magicka)
Reason : This proc dark magicka passive to increase allies special critical by 3%, I would also consider added rune cage here for holding mini bosses (overcharger, sun eater) while dps kills other adds and/or allies dots on this enemy. Done right you can avoid nasties mechs in the game… at least for a little bit. Also good for trapping a stray axe in vAA. There’s also the unorthodox option of using propelling shield to increase the range of long distance attacks for 4 meters, thus avoiding some effects for mobs while attacking them farther. Note this can work as combination with healing springs to have great area of effect. Lastly, You can also power surge for more person healing.
Skill 3 (AOE & Burst Heal): Summon Twilight Matriarch
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals [x] Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for [y] Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (10k heal for 3 subjects including the pet).
Reason : As is should be this is the strongests Burst heal in the game. This the emergency heal that not only heals, does damage, but all buffs your health by 8% that combined with other passives from undaunted (2%) and heavy amour (1%) giving you 11% more health. This heal is based off max magicka unlike templar skill equlivent. Does about 10k heal on tooltip so no need to rely on critical heals.
Another Note: This does proc shock damage passives, but does not proc minor life steal for user, but does for summons.
Skill 4 (Combat Area Protection) : Circle of Protection
turn_undead.png
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 8% and increasing your Stamina Recovery by 10%, Roll Dodging from inside the ring costs 20% less Stamina. Reduces Stamina cost of Roll Dodge for allies in the ring.
Reason : This also works will for stacking mechs, but this is be used on tank or stamina users who standing in place (bow people). This also a good defensive for yourself if you are about to be mobbed. Also note this is minor stamina gain to allies… probably similar to the questionable amount of stamina from master restoration stave.
Skill 5 (Mobile AOE Healing ) : Sanguine Altar
Conjure a fountain of blood to apple Minor Lifesteal to enemies in the area, healing you and your allies for [x] Health every 1 seconds when damaging them. Allies can also activate the Blood Funnel synergy to heal themselves for 40% of their. (I got 45 seconds and 800+ per enemy hit ever second)
Reason : It’s gone through some major changes througout it’s lifetime, but have to say it’s viable now healing 800 to 1000 via tooltip per enemy attacked in a second. Just saying this a good defensive when situation is sticky or just before a fights starts.
Ult: Energy Overload
Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing [x] Shock Damage, and heavy attacks blast enemies in target area for [y] Shock Damage.Both attacks deal 3% additional damage and restores [z] Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.
Reason : You really have no choice in the matter this is the cost of having 3 bars, you only get 1 ultimate. This can’t really be used in craddle of shadows final boss so I used moving imporant skills like mystic orbs and dark conversion to bar 2.
Edited by Tasear on April 7, 2017 11:40PM