Healer build that heals and does 34k DPS

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zzzgibbs
zzzgibbs
Purpose of Build
Viable healer/dps hybrid for 4 man content
This build is great for arenas and DLC HM/no death/speed run challenges as these situations are where the idea for this build came from
I used to run this build as a mag nightblade hybrid but that build got wrecked with last update. (*sigh*.. Still lamenting over refreshing path/funnel health)

Basic idea for the build is to supply the group with as many of the support skills/buffs/debuffs that generally get assigned to a “healer” role, while also having the understanding that the faster things die with DPS, the less things that I have to heal and the group has to survive through. (actual DPS mentioned Conclusion)


Class: Templar
Race: I am currently a Breton; High Elf would be great too
(Note: I have not looked heavily into the announced racial changes so this might change when they drop)


Sets
Spell Power Cure - set that every healer is required to have; provides group with major courage
(SPC is better than Olorime for this build, we do not need the mag recovery.. The extra max mag and spell damage will serve you better)
Master Architect - again another buff set that grants us and DPS an extra 15% damage
Earthgore - Obviously Earthgore is a very strong heal; another helm might work that give more HOT’s, but I have found Earthgore to be a great catch all monster set. The point behind using a healing monster set is that the heals are automatic, meaning they proc themselves. You put this set on and you can actively focus more on doing DPS yourself, while this set will supply some passive healing for your group when they need it the most


Equipment
Head - Earthgore - Heavy - Divines - Magicka
Chest - Master Architect - Light - Divines- Magicka
Shoulders - Earthgore - Medium - Divines- Magicka
Hands - Master Architect - Light - Divines- Magicka
Waist - Master Architect - Light - Divines- Magicka
Legs - Master Architect - Light - Divines- Magicka
Feet - Master Architect - Light - Divines- Magicka
Necklace - SPC - Arcane - Magicka - Spell Damage
Ring 1 - SPC - Arcane - Magicka - Spell Damage
Ring 2 - SPC - Arcane - Magicka - Spell Damage
Back Bar - Lightning Maelstrom Staff - Charged/Infused - Spell Damage Enchant
Front Bar - Fire SPC staff - Infused - Flame Damage Enchant


Skills
(Gonna start with back bar first just to give a walkthrough of the skills as you would actually use them)

Back Bar
Elemental Drain - Classic “healer” skill; used mostly for group to receive return on Magicka.. Major debuff that also helps on bigger boss adds that tank can’t get to (colossus/wolves, etc.)
Rune Focus - this is essential for sustain in any magplar build; this will supply you with resources as well as nice resistance bonuses; getting us somewhere around medium armor range even though wearing light
Vampire Bane - this is a single target DOT; our goal is to help burn down the boss asap and I have found the added duration time to help with the rotation timing
Blockade - I have chosen to go with lightning staff on the back bar with blockade to help with the off-balance uptime; this is very helpful if you find yourself running with two stam dps or mag dps using fire staves; will increase your group damage overall
Blazing Spear - Another great skill that puts out damage and gives your group resources back; plop that in the tank/boss area; whats not to like?
Ultimate - Empowering Sweep - allows us to keep great uptime on major slayer for the dps

Front Bar
Ritual of Retribution - This skill has many uses; 1. it provides a cleanse for the debuffs our group is suffering 2. it provides another synergy for tank/dps to get back resources (undaunted passive) 3. it provides a heal over time (which procs both SPC and Earthgore) 4. it provides a damage over time on our enemies
Purifying Light - This copies all the damage that the boss receives in 6 seconds and applies it again in a burst form; also puts out another heal over time that procs both SPC and Earthgore
Inner Light - Grants 5% max magicka and 10% spell crit (both stats help our damage as well as heals)
Breath of Life - By far the best healing skill given to Templars; as oppose to our other sources of healing, this is an active ability that we have to actually press to heal group; most of the time just have to use this when we know theres some heavy hits coming or somebody accidentally gets hit with AOE, etc. (not meant for spamming)
Radiant Oppression - awesome execute which starts at 50%; really helps to get the boss down faster to the execute range of your Nightblades/Sorc/Warden dps
Ultimate - Elemental Rage - use this on the heavy waves of adds or whatever needs to die fast; still procs major slayer for dps

Note: No shield does require to be aware of mechanics; let this drive you to learn the mechanics well enough however. Even in the HM/no death/speed run challenges, it’s better to rely on your understanding of the mechanics than just shielding through stuff (same to be said for the rest of your group)


Stats
Attributes: All in Magicka
Mundus Stone: Thief (helps with damage and healing crits)
Food: Bi-stat Magicka/Health Food
Magicka: 42k
Health 17k
Stamina 10K
Pots: Spell power pots are best as Templars don't have a Major Sorcery ability

Champion Points
(I’m at work, so some of these points might be a bit off; look at the percentages that the levels actually increase)
The Ritual
75 Thaumaturge
The Atronach
19 Staff Expert
24 Master at Arms
The Apprentice
61 Elemental Expert
61 Elfborn
30 Spell Erosion
0 Blessed
I know you might be thinking, “No points in Blessed?!? I was surprised by this myself actually. We have plenty of spell damage with enchants and plenty of crit with thief mundus and divines equipment. Even with no Blessed, I still see Breath of Life critting for 25k heals on tank. I haven’t personally needed it, but you can adjust for yourself if need be


Rotation
Keep in mind this is a heavy attack rotation until we get to 50%
Pre-buff Ele Drain and Rune Focus.. Keep up Ele drain when needed
Vampires Bane > LA > Blockade > LA > Spears > Weapon Swap
LA > Ritual of Retribution > LA > Purifying Light > Heavy Attack
Only reapply Rune Focus and RoR once per two rotations; and alternate them, meaning you don’t apply them both on the same rotation
Once boss hits 50% health, continue the same rotation but rather than heavy attack use radiant oppression (once or twice, I can’t remember hah.. watch DOTs)
No struggle with resources due to heavy attacks, ele drain, and rune focus; plenty of mag for “oh crap” moments


Conclusion
So to sum it all up, here is a build that fills all of the typical healer jobs as well as put out 33k dps (on 3mil dummy; which could probably get a little higher even). I know its not quite the same as a 3rd dps doing 50k (which might be the main objection to this hybrid), but I would say when you take into account the group buffs/debuffs, plus the added group healing, & extra resources, I speculate you’ll find your group having an even easier time with the content than with 3 pure DPS.
I have personally done my skin/personality runs with this build and have saved countless activity finder groups in vet DLC dungeons, simply because we can keep group alive while also killing things
All in all, I have enjoyed this build tremendously. My hope is that that others might as well. Let me know what you think!
Edited by zzzgibbs on January 29, 2019 5:04PM
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