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We need a proper dedicated healer class

Libonotus
Libonotus
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Like priest or something with all class skill lines dedicated to healing or buffing. One skill could be a single target revive skill which has a 2 minute cooldown, you can buff peoples penetration, spell damage, regen etc. You can have an ultimate thats an AoE revive for Max ult points etc.
  • r3turn2s3nd3r
    r3turn2s3nd3r
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    You have to have some sort of damaging abilities. Otherwise if you are not in group with people that can kill stuff you are relegated to light and heavy attacking your way through content. Even overland would be miserable on a toon with only light and heavy attacks.
  • Vaqual
    Vaqual
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    Why do you feel there is a need for this?
  • Soarora
    Soarora
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    1. Res - Cooldowns like that don’t exist on skills. Templar fast res, though it’s DPS’ job to res
    2. Pen - Tank and DPS’ job
    3. Spell damage - Healers already do this
    4. Regen - Healers already do this
    5. Ult res - Necro already has this
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  • Maitsukas
    Maitsukas
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    You can experiment that with Subclassing.
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  • Melivar
    Melivar
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    All classes can heal up to certain content levels and that's kind of the point. Some are better than others at high levels but never optimal at everything which is why most groups run 2 different classes for healers.

    Now with subclassing you should be able to build something similar to what your thinking.
  • tomofhyrule
    tomofhyrule
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    So… Templars?
    :D

    Seriously though, the design of Classes in ESO is specifically not to lock them to certain roles. Any Class should be able to use any weapon and perform any role adequately.

    One of the issues when ESO first launched was that the Classes were pretty well hardcoded to roles. DKs were tanks, Templars healers, Sorcs DPS, and NBs were for PvP. Over time, it opened more up so that doing one of those Classes as an ‘unexpected’ role was more possible.

    The three DLC Classes are pretty strict on one line of each role. But it’s not like a character of one role can’t dip into the other lines as well. And now with Subclassing, you can pick any lines you want.

    I do hope a new Class is still coming soon (I need a Dwemer Artificer in the worst way), but I do think they need to be able to do all roles. I’d actually prefer something more like the basegame Classes where the lines are themed with each other (e.g. a line for summons, a line for traps, a line for tonal magic support) instead of delineated by role like the DLC Classes are.
  • valenwood_vegan
    valenwood_vegan
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    I mean I don't see why it's necessary, one can already do this, make like a dual resto staff warden or templar and only slot healing skills if ya want.

    With subclassing there will be even more flexibility to do this.

    But a class that only heals would be miserable to level up and to use outside of group content, and would have rather limited appeal... classes should be able to perform any role at some level.
    Edited by valenwood_vegan on April 23, 2025 3:54PM
  • PDarkBHood
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    "With subclassing there will be even more flexibility to do this."

    Excellent, this is why we need subclassing. AND, this is why we need more Armory slots than the 10 provided. Please increase the Armory slots to 15 (or 20). Armory slots will allow us to save our new subclassed characters (hopefully)!! Currently, I have all 10 of my Armory slots filled with different builds of my character. With subclassing I can only see more demand for Armory slots, for even greater flexibility in saving your character builds. I do not want to start a new character, one is enough for me (Templar). Lots of "This is why"s, but this is why I am looking forward to subclassing!
  • Wereswan
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    Subclassing will let you do exactly this. Throw Curative Runeforms/Green Balance/Restoring Light on one alt and boom, you've got a character with the top three healing class skill lines in the game right now.

    Other people who play healers would have to weigh in on how useful that would actually be, I'm still working on gearing mine.
  • Soarora
    Soarora
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    Wereswan wrote: »
    Subclassing will let you do exactly this. Throw Curative Runeforms/Green Balance/Restoring Light on one alt and boom, you've got a character with the top three healing class skill lines in the game right now.

    Other people who play healers would have to weigh in on how useful that would actually be, I'm still working on gearing mine.

    It wouldn’t really be useful. Maybe nightblade siphoning line instead of restoring light? Either way, vast majority of content doesn’t need max overheals 100% of the time which is the problem with a full healer build. Heck, a lot of if not most dungeons are best with a hybrid healer-DPS or 3DPS. I healed RPB Trifecta and I was actively bored on the last boss.
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  • peacenote
    peacenote
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    Vaqual wrote: »
    Why do you feel there is a need for this?

    I, too, am curious about the OP's answer to this question.

    I have played a healer first and foremost in almost all MMO's that I have played, later expanding to other roles.

    I remember initially being attracted to ESO because of how it portrayed healers. Early videos (whether they were company made or player made at this point I don't recall) showed healers stopping to heal the group and then jumping right into battle alongside everyone else. The challenge of keeping everyone alive, plus providing buffs, plus adding as much damage as possible made the role the most satisfying and exciting healing role I've ever played.

    Over the years, power creep, ability standardization, and other factors have made it so that the damage I deal, as a healer, feels less and less significant on the PvE side, such that the role feels very dumbed down, while healers in PvP have become demonized and blamed for unfair fights, unbalanced teams, etc, especially in BG's. The end result is a bizarre state of affairs where current state healing is now more boring and more under appreciated than any other game I've played, except in trials and HM dungeons. This is obviously a gross simplification of a complex game and a complex situation, but of all the things I would say this game needed, a class with three full skill lines dedicated to healing and buffing is the absolute last thing I would put on my list... especially considering we also have a resto staff skill line and one of the BIS healing abilities is the Undaunted Energy Orb skill, which is accessible to all classes. Plus, we now have Scribing abilities like Healing Soul.

    While I wouldn't want to play that way, as it is boring and overkill for most scenarios, it is easy today for all classes to have only healing abilities on both bars already. I feel the addition of a dedicated healing class would, at best, feel redundant and, at worst, result in the further watering down of class abilities that heal for other classes in order to "sell" it. Speaking as someone who is still bummed that Breath of Life is no longer a 360 degree heal.
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  • Pixiepumpkin
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    It's not going to happen. ZOS is moving away from actual classeas as evidence of "subclassing", contrary to the massive upheaval about subclassing.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Hapexamendios
    Hapexamendios
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    You'll be able to pick your three favorite healing skill lines and double bar resto staves in a couple months. Problem solved.
  • CalamityCat
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    I can't honestly see where the need for this is. My warden has been healing for quite a while now, she only tends to be a "pure" healer for trials and the hardest vet content, otherwise she's always using different proportions of healing and damage in her bars. I've never felt the need for more than she can do currently.
  • Desiato
    Desiato
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    ZOS has spent the last 10 years doing the exact opposite.

    Fortunately for you, in update 46 you'll be able to fundamentally make the class you want with subclassing by making a character with the healing skill lines of Templar, Warden and Necromancer -- with the correct gear choices.

    It'll be overkill for 99.999% of content though! Even vet dungeons do not require healers.
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  • Danikat
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    I don't see the need for this either.

    It's already possible to make a pure healer build on any class, and with sub-classing you'll have even more options for doing that, so if you want to restrict yourself to only healing you already can.

    But even games with dedicated healer classes give them some damage skills as well, because (as other people have said) if yuo can't damage enemies at all it would be excessively difficult to level up, so hardly anyone would play a healer. A genuine 100% pure healer only works as a companion character to a damage dealer.
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  • reazea
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    After subclassing there will be no class identity so isn't this a mute point? Just stack the heals from all the classes on the same toon and done.
  • magnusthorek
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    There once upon a time, were the mighty Templars, who could bring allies from the brink of death, giving them a breath of life, were the master of healing proficiency. But envy and grudges turned the wielders of Aedric power into poor beggars grasping for a coin on the streets of Tamriel as newer and much more powerful kids on the block showed up.

    And we were forgotten. :(
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  • Cooperharley
    Cooperharley
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    Not in the elder scrolls universe
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  • BXR_Lonestar
    BXR_Lonestar
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    You don't need a proper dedicated healing class. There are 2-3 classes already set up well for it (Templar, Warden, and I'll throw in Nightblade, as NB's have a decent healer kit too).

    What they need to do is rebalance the game so that healing isn't treated like negative damage dealing. Currently, healing is treated as the inverse of damage, which means it scales with your offensive stats just like a damage dealer.

    Perhaps what needs to be done is that healing needs its own dedicated stat that is entirely separate from offensive stats, and which is something you would not have a lot of if you have fully specced to DPS. That way DPS couldn't heal just as well, if not better, than a dedicated healer by being an "off-healer" - which is basically just a DPS with a resto staff back bar or 1-2 group heals.

    For tanks, they can still each have their own dedicated heals that scale off of max health for those emergency "oh crap" situations.
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