Welcome to my in depth look at a Stamina Warden healing build! Ever since I saw the morphs for the various heals, and the passives in the green balance tree- I told myself it could be done, it could be effective. Thus far, there have been challenges and a bit of a learning curve- but it's refreshed the game play for me, instead of feeling like I'm falling asleep behind a templar healer- I feel like I have to more to do in content. I do not
recommend this build to players first time healing in Elder Scrolls Online, however- let alone players who have never healed in MMOrpg's.
I have successfully ran 4-man veteran content, and hard mode with this build. I have also successfully healed all normal trials, and older veteran trials with it without any issues.
So if you need a build that is different, new and fun- let me introduce you to my Green Lotus Eater.
: inspired by Y'ffre's Guardian
build by Cellentel
>This build is also a 'hybrid' healer, but focuses on the stamina aspect. Make sure you distribute your points accordingly depending on your magi needs. I run with bows, you could run with a staff to get more healing of course. Being that this is a super dooper #OffMeta build, its kinda experiment, have fun and play the game how you want it while still being effective for the role and content you play. I hope you try their build or this one!
What this build provides:
- Stamina based game play that is in the role of a healer and has dps options. but should not ever be considered a replacement for a dps. It performs in the role of a healer in terms of functionality.
- Debuffs on enemies, buffs to party members.
- Something new and flexible, works with the warden class nicely. Its not easy being green.
- Effective in trials, veteran 4-mans. Not everyone has to be blue to be cool.
- A higher learning curve to healing in ESO then most builds, but not impossible to learn or enjoy.
- Build: how and why
- Gear and weapons: options and play style, racials discussed here
- Champion Points
Build: how and why
For my build and what I've been doing, this is what's been working for me.
Main bar: Dual Wield, Two handed weapon (double dagger preference, or great sword), or bow
Back bar: Bow
1- Subterranean Assult
Your bread and butter for AOE dmg as well as to provide a debuff for your DPS in the group. Be sure to line it up to hit as many mobs possible if in AOE situations, and rotate to keep the debuff up on bosses, you want to support your DPS with major fracture. If you have someone who can provide major fracture, then go ahead and swap it out for Cutting Dive.
2. Soothing Spores:
This morph is scaled to Scales off max Stamina. Thus why we need to look at gear that maximizes that. This allows the warden to effectively heal as a stamina build.
3. Echoing Vigor
: This move will be necessary for Powerful Assault to proc (as it does not work with other heals/moves other then ones in the assault line). THis also provides another stamina heal and a heal over time. You need to be careful with spamming this, yes it does heal a huge radius so it's good for when damage heavy phases are all over the place. I tend to try to only use it once ever 4 (for the hot) or 14 seconds to prevent stamina depletion. Depending on the fight.
5. Bull Netch:
This is your berserk and stamina restore so you can do more everything.
ULT- Aggressive Warhorn-
What a better way to support your party's DPS then by making them do more of it? Warhorn is on here to make everyone do more of everything better. It takes a bit to build up, but it's great to open with and end the fight with it.
1. Spirit Orb:
You will want to pump out one every 10 seconds, to help restore people's resources as well as some light long range healing. Nice and lazy. Having synergies is typically the healers job, so make sure you are doing these in rotation for your tank and DPS.
2. Soothing Spores:
This is a magic based heal, but provides an instant heal if you pop it early that is an AOE, or it's a synergy that someone else can pop as needed. With the right balance of your sustain, you can maintain this on the group at any given time needed for some AOE healing over time.
3. Trapping Web/Shadow Silk
This provides a powerful synergy for your group's DPS at range, the spiders themselves do a lot of damage upon use, and can benefit from wearing a set like Morag Tong. (Flex as needed in Content: Efficient Purge, Ring of Preservation, Time Freeze, Bone Surge, Sanguine Altar, Expansive Frost Cloak)
- You'll want to keep this rolling as you can to help maintain Minor Vulnerability on targets to help everyon kill things faster.
5. Green Lotus:
Your bread and butter. This will keep your crit up at a decent rate, as well as make all your heavy/light attacks into healing as you restore your own stamina pool, and stop any down time from healing between. Be sure to weave light attacks attacks, and not just spam moves, otherwise this move will be totally wasted.
ULT- Enchanted Forest:
I went with this morph for more healing after it ends, and it's great when you're low on resources- very cheap ult all things considered, the ulti regen morph is good if you feel you want more up time for it. Great to use in heavy healing phases as well.
Because this build does not run a passive cleanse like ritual for Templars- you may need to slot PVP Purge depending on the content, or you can get rings and weapons of Curse Eater
to help with passive cleansing (recommended weapons/jewelery and morphing them to robust if you do use this option, but I highly recommend Efficient Purge and getting comfortable with using it). It all depends on who you are running with and what is needed for your group, and what you are comfortable with. The Efficient purge morph is sustainable enough to use in content however. You can also use Earthgore in content for a more passive purge proc if you do not need an active purge for the content you are doing.
Typically a magi-healer runs a lighting staff with wall of elements to get off-balance. With a recent update you can now get off-balance by keeping up with a cutting-dive rotation, and you can keep vulnerability with Growing Swarm! Which in turn adds more DPS and a more fun way to play this build, making it more a hybrid then ever! Yay fun!
Gear and weapons: options, play style, and radials discussed
- How do they work? Magnets? Miracles?
Powerful Assault Weapons and Jewelry + Utility Body + Monster Helm of choice + (optional vMA bow).
- Utility Set- This set of 5 you should consider working with your group, there are many options you can discuss with either your tank, or other healer in a trial what is needed. Sets like Alkosh, Hircines and Morag Tong fit nicely here to boost your groups DPS and sustain. However you can consider getting sanctuary or worm cult on weapons and wear powerful on the body if those are needed for your group (not ideal). Ultimately you're roll is to debuff, buff, and casually heal lightly.
- Powerful Assault- This set provides a buff to 4 allies, and works in replacement of Major Courage. If you have the time and luck, and you wish to use Olorime then I recommend to use this on jewelry, weapons, and morph the jewelry to robust. However, Powerful Assault works well in it's place, and tanks will most likely be running minor courage come Elsweyr.
If you are new to healing, struggling with sustain you can look at options like Draugr Hulk
or Champion of the Hist
for weapons (make sure to morph jewelry to robust/triune on Hist).
BEGINNER SET UP / CRAFT GEAR OPTIONS
Any of the follow in a body/weapon combo with some jewelery will get you through learning content nicely. Just consider who you are playing with (pugs, friends), and go from there to pick whats needed. personally, if I were to have to pick a crafted set I would go-
Ring 1/Ring 2/ Weapons- Coldharbours Favorite or Innate Axiom
WHEN IN TRIALS
- Hundings Rage-Great to wear on the body, great stat weight for output.
- Coldharbour's Favorite- Interesting 5 piece, but good stat weight,
- Clever Alchemist- Makes potions have value, but lots of health, utlimately good for someone with low CP or PVP.
- Grave-Stake Collector- Nice stats, 5 piece doesn't proc nearly enough, but provides utiltity.
- Eternal Hunt- Stats weighted nicely, 4 peice ideal, 5 for funzies.
- Innate Axiom- Stats weighted nicely, decent to get into the build with.
- Morkuldin- 4 piece (5 for funzies)
- Night's Silence--4 piece, 5 not really useful. Stats weighted nicely for up to 4 for resources (stam).
- Shacklebreaker- Good stat weight, good 5 piece all around.
- Redistributor- Good stat weight, 5 piece could prove useful if you find you over heal, but this set is really better on templars in my experince, or if you stand in your own budding seeds.
- Sload's Semblance- 4 piece only, good stat weight. 5 piece useless.
- Vastarie's Tutelage- Interesting set that could provide interesting utility for progression/learning groups. Good stat weight.
- Willow's Path- Fat resources, if you find you struggle with sustain and need a selfish set. Not ideal.
- Hircine's Veneer is also a good option to add more group utility, much as worm cult is for a group. Since it is a medium set you can full body this, and jewelry powerful assault, or whatever off support set you want. Scavenging Demise will help with Minor Vulnerability uptime, while other sets can add to your personal warhorn uptime ( Champion of the Hist, Jorvuld's Guidance if morphed to robust), group DPS (powerful or Olo, war machine), over all sustain ( Draugr Hulk, Vicious Serpent). Communicate with your other healer and know what sets you both want to run and how they can help benefit your group. If in a purge heavy fight, consider Stendarrs or Curse Eater + earth gore + efficient purge.
- Morag Tong- This adds more damage to your stamina damage dealers. Highly recommended if you have a stacked group.
- Healing Mage (aka mending) - On the trash, weapons/ jewelry. Morph them to stamina focused things. Swap back to Morag Tong on the boss fights.
- Alkosh- This set provides a unique way to strip and debuff targets increasing your groups DPS, and frees say the tank up from wearing this set. As it is a naturally medium-armor set, it works well in the kit on the body or weapons depending on what you need.
- Twilight Remedy- If the other healer isn't running this, and you have the time to grind and remorph jewelry to stamina, and if you manage to get a stamina based weapon- then this runs very strong with the synergy changes.
These are all good options to max-scale the healing from vigor/spores. Weapon damage also scales nicely, so as you get comfortable with the sustain of the build. DPS focused options work well when in content you are farming and can clear without to much healing focus.
Healing Monster set Options:
- If you know you are not going to heal as much, and want to support more damage for your group, this is great when you run the bear. Lots of buffing the group.
- A great set to run when you need stamina sustain and you know you are going to need to heal a lot. I like this in trials myself depending on the group and my sustain.
- It is slightly selfish in terms of only increasing your personal DPS, and not your group.
Tooth of Lokkestiiz-
It is slightly selfish in terms of only increasing your personal DPS, and not your group.
DPS/Support DPS Monster set Options:
- Earthgore- Very strong healing, good choice all around. Even with the up coming nerfs, the free purge helps out the group since the build does not have a passive cleanse.
- Sentinel of Rkugamz- Great in trials, provides a little stamina for everyone, but not completely pug proof. Robot tends to go where he wants to go time to time.
- Nightflame- Not ideal for 4mans due to proc rate, but very strong in trial healing, good for magi-sustain.
- Chokethorn- Pretty standard set up, great for magi sustain and pretty pug proof in terms of who gets healed by this helmet.
- Domihaus- This is a great one in terms of free raw stats, and standing in the circle for the weapon damage will scale your vigor/mushroom heals. Adds a bit of offense to without loosing to much healing. My personal favorite as of late, as it really embodies the spirit of this build in terms of being a hybrid of support and damage.
- Symphony of Blades- After some testing, this helmet feels decent enough to add more group utility, less DPS from yourself, less healing for the team- and more resources. Good for if you are having a hard time with remember to keep orbs out for the group.
- Selene- High single target DPS, great max-stam pool.
- Sellistrix- Decent AOE DPS, knock down nice for group control as well as PVP, great max-stam pool.
- Velidreth- Great AOE DPS, good for more damage, and scales with vigor/spores directly as well.
- Stormfist- Great AOE DPS, very good for more stamina sustain if you need it.
- Slimecraw- Great for over all personal DPS.
- Kra'gh- Decent AOE DPS. Penetration set good for your own personal DPS, wil most likely be over pen in trial content depending on what the group is running, and possibly in 4 mans depending on your tank's taunt or how you have your CP adjusted. (if cap is to be 18.2k- consider crusher + tourgs, Alkosh, breach/fracture )
- Grundwulf- This monster helmet is great for offensive abilities all while providing sustain you need to keep healing on your group, peak ideal, truly.
-Infused- Helm, Chest, Legs
-Divines- Shoulders, Belt, Gloves, Boots
-Infused, Triune or Robust- Jewelry
-Front Bar> 2-Hander, Dual Wield or Bow- Infused, Nirnhorn, powered or Decisive ( I personally run with Infused + Decisive DW)
-Back Bar> Bow- Powered or Infused
We look at Powered as an option because we do not get the passive healing bonuses from a restro-staff. Or you can go infused for better enchant utility. Decisive is nice for ulti-uptime for your group.
Other options can be to use the tower, thief, warrior, atronoch or ritual. I like to flex my mundus depending on the content I am doing. This should be considered as well with racial bonuses.
Max Stamina is the focus on the body pieces, however Tri-Stats on big pieces (infused) works out very nicely in veteran content and can be used to adjust if you feel your magika are not there needed for the build to be comfortable. Consider your racial passives, attribute points and gear set up.
If you cannot afford or don't want the wasted stats in health (due to toughness and the HP from powerful assault), you can do Max Stam on the 'big pieces' (helm, chest, legs), and max magi on the 'small' pieces ( Shoulders, Belt, Gloves, Boots). Adjust your attribute points accordingly if you do any of these enchant combinations, and find where it feels the best for your sustain. Having roughly a 15k~ magi pool and 28k+ stam pool feels comfortable to me, but not everyone is the same.
Weapons should consider poison/stamina steal front bar (or magi steal if you struggle to sustain magi), and back bar you want weapon damage.
Rings you can do things like increased weapon damage, or stamina recovery, potion boost or reduce spell cost depending on your preferences and needs- as all will benefit your healing or resource management. (see: soothing spores and vigor scale) or sustain your resource pools. Stam based heals scale with weapon damage.
This is subject to personal preference- but as long as you are around 18K HP (with toughness), 28k+ Stamina, and 15k+ magicka then you're sitting at a decent set up for veteran content.
My own points on a dunmer look like 4/0/60 and use tri-stat foods.
Your racial bonuses make up for, 'supposedly' 5% of what your build is going to do.. Be it defense, heal or offensive roles- thats a whole whopping 5% that can break or make something in end game come veteran/hard mode style game play. But math is hard. However for the casual who has no desire to ever see these types of modes, racial should never break your immersion or roleplay desires- and by and large can ignore this section. This is your game, yo. Plus its a hybrid, you needs all the stats. Just adjust your gear accordingly, and remember your major heals benefit the most form max stam/weapon damage.
*Honestly any race would be fine, just adjust your attribute points as needed. High Elf and Argonian would be very competitive to Dunmer/Khajit for this build in terms of sustain/output.
- Dunmer/Khajit/Argonian- Possibly the best options for this build, providing enough resource for magika as well as as stamina for healing/group buff/debuffs- allowing this build to be flexible and balance it's need for both resource pools, while still performing decent enough damage in content. Argonian tri-pot sustain is amazing as well!
- Imperial - A great 2nd option to consider, with the reduction of ultimate cost and raw stat pools, Imperial makes an excellent option with the new Wrathstone passive update.
- Redguard /Orsimer/Bosmer- All have stamina passives, and mix bagged results for this build in terms of stamina healing. If you are looking for something more stam pool both Redguard and bosmer are good options for sustain max stamina at the cost of no magi regen, so consider a mundus/enchant swap as necessary.. While Orsimer have more offensive passives.
- Nord- For the same reasons as Imperial. Very decent stat pools, and ulti-generation can go up at the cost of getting hit, but less viable as a healer (vs tank) in terms of the benefits of ultimate generation. A good option if you plan to pvp with this build.
- High Elf/Breton- Possibly the lower end of good options for a stamina build in terms of beneficial radials. They all have max magika oriented ones, and High elf adds to elemental based damage.
A note for any race combo you try, adjust your CP, and your mundas to keep your sustain up!
My best advice would be to consider increasing your passive healing, increase your stamina regen, and get things that reduce your break outs. This role is a healer, nothing else. I have tweaked this a few times and still haven't found a total complete love for one over the other. At this time I only have CP for max level game play, if you need lower levels CP- consider the weight of the stats for what you need.
- Adjust as needed if you need to see more healing output or more DPS depending on your group's needs.
- Blessed- 56
- Physical Weapon Expert- 57
- Master-At-Arms- 19
- Thaumaturge- 45
- Precise Strikes- 26
- Piercing- 11
- Mighty- 56
Mostly Preference; this is my 4-man content preference!
- Ironclad- 61
- Spell Shield- 53
- Hard- 49
- Elemental Defender- 49
- Thick Skinned- 48
- Quick Recovery- 10**
**You can move these points over to The Steed if you prefer, I typically see myself as the 'support role' that I should rez people instead of the DPS, so I like to provide as much support in that way to get to the jump points of Infusion or at least 10 for Field Physician perk. If running in trials, it's best to make sure your red trees reflect the content you are doing.
Adjust as needed depending on your race, and what resource you feel you struggle the most with. I find that magi is hard to come with this build personally, so I have more in arcanist then mooncalf. Move as needed.
- Sprinter- 9
- Bashing Focus- 8
- Warlord- 16
- Tenacity- 43
- Arcanist- 64
- Mooncalf- 60
- Shadow Ward- 20
- Tumbling- 50
So here we have some flexibility. Mind you, this build is using the passives of the weapons, armor and various three aspects ( animal companion, green balance and winter's embrace). This includes the heavy armor passive (Juggernaut)- providing a base of health, and the undaunted passives (mettle and command). Ideally, you want to wear 5 medium, 1 heavy, 1 magika. If you are not comfortable with the health, you can wear 5 medium, and 2 heavy (especially if you do not have undaunted rank 10 yet).
With everything buffed, food/armor ect- you want at least 18k hit points so you can be able to survive area of affect damage in trials and dungeons.
Blue food (Max Health+Max Stamina) or Cameron Throne/Take Away Broth (Health + Max Stamina and Stamina Recovery) are great options. Tri-stat food (max health, max magika, max stamina) are also good options if you feel you are lacking resources. I swap my food for the content I am doing, depending. I find myself enjoying the extra regen for harder content, or tri-stat depending on my tank/group set up. While I use blue food for maximum damage in other content.
I've been enjoying this build, tweaking it here and there based off of my experiences. However we all don't play the same, and I welcome comments/adjustments or personal play styles inspired by this guide.