This is still a work in progress guide, if you have any suggestions or notice any mistakes you can message me in game @Heelie
Welcome to my end game healing guide for the Murkmire patch. This will be a guide on how set up and prepare you to heal all end game trial content at all levels. Please note that the builds choices and suggestions are given with context and for it to work optimally it has to be applied in the same context.
I will go in-depth with both theory and math behind my choices, some of which will be taken from other content creators (I will of course be crediting them in the end), so hopefully by the end you’ll have an understanding on why certain decisions have been made when it comes to sets and abilities in end game healing.
While i am covering a Templar build the things I go over in this guide can be applied on any healer class, by this I mean Sorcerer and Warden.
Healing races have for a long time been a discussion among healers
My preference in race goes as follows:
- Increases your Max Magicka by 3%. Whenever you drink a potion you restore 4620 Health, Magicka, and Stamina
- Increases Max Health by 9% and Poison and Disease Resistance by 1485.
- Increases your healing done and received by 5%.
All three racial passives scale well for an end game healer. What makes Argonian even better is that using the Clockwork Citrus Fillet you will on other races have to invest a little into health, but as an Argonian your max health passive can in essence be effective Max Magicka.
What makes Argonian differentiate from the other races in terms of play style is the effective stamina regen it has from its potion passive. With this you can often keep a much higher uptime on stamina abilities than the two other races in the same scenarios (it is also more forgiving to the inexperienced player). And this is why I recommend it if you’re only going to play healer as a secondary role and don’t want to invest too much time into it or if you’re a new player to the role you should consider playing Argonian.
Some players like to play humanoid races, if you make this choice there are two good choices.
Breton or Altmer
- Increases your Max Magicka by 10%.
- Damage boost / Defensive boost
While there is a slight difference in damage done and sustain these two races are interchangeable and it’s mostly down to preference, Altmer has slightly more damage and slightly more sustain with my build, and Breton is slightly more tanky and slightly more pretty.
These are the two best humanoid races, however with the Asylum staff race plays little singificance. What really matters is that you feel comfortable in your race choice.
Atronach or Ritual
Both of these Mundus stones are powerful, Atronach however will almost always be better since throwing more spells will always outperform stronger spells in terms of support, however in cloudrest for progression the Ritual is very powerful as it also empowers your monster set, this being one of your major sources of healing here.
The reason the mage is not listed since it does not empower healing done from other sources only base healing of your spells.
Always Clockwork Citrus Fillet, unless you’re in a specific Ebon setup, more on that on my youtube.
100 into Blessed
100 into Elfborn
75 into Arcanist
The rest of the blue tree should be spread out evenly among the damages you have the most off depending of your skills.
The red tree should revolve around the major types of damage in the trial.
The rest of the green tree should be focused on the types of stamina drain that are in the trial.
Gathering healer sets can take time and cost a lot of gold and transmutation stones. There are certain sets that almost always gets used, and some which only get used in certain combinations.
So here is a guide on what you should collect:
- Olorime: all 5 body pieces, 3 jewelry and minimum 2 staves “Retoration, Lightning”
- Jorvulds: all 5 body pieces, 3 jewelry and minimum 2 staves “Retoration, Lightning”
- Worm: 5 pieces, body if possible
- Sanctuary: 5 pieces, body if possible
- Infallible Aether: 5 pieces, body or jewelry, though staves can be useful
- Mending: 5 pieces, 5 body or jewelry.
You will always be using a monster set so don’t bother saving head or shoulder pieces.
The reason why you should collect almost all Jorvulds and Olorime pieces is that you’re almost always going to wear either one sometimes both, so by having all pieces you allow all combinations this way you can easily go and collect the more situational sets. though understand that situational does not mean you can go healing without having them.
Jorvulds Guidance – Essential
This set, in progression groups, is used by at least one healer if not both
This set is great in a Nightblade DD meta due to the nature of their ultimate rotation, rather than holding on to a burst ultimate in order to time with Major Force like Ballista, the Nightblade base ultimate Death Stroke (Incapacitating Strike and Soult Harvest morph) procs roughly every second rotation. are more frequent and often they are not combined with Major force procs, Though Major Slayer uptime and procs will be great on Nightblades, without Jorvuld’s Guidance there may be an odd scenario whereby the Major Slayer isn’t used with Major Force. With Jorvuld’s it will almost be impossible for Nightblades to miss Major Force and Major Slayer active at the same time.
This set also extends the uptime on Olorime and Combat Prayer, it can be used only on your destro bar to allow space for an Asylum Restoration Staff
Vestment of Olorime – Essential
Major Courage is the most important dps buff that we have access to as healers
The primary source is from the Vestment of Olorime set. What makes Olorime the best source of Major courage is the length of the buff and the fact that it’s not limited to 6 people like Spell Power Cure is.
The way this set works is with casting ground based abilities, this means that you can use it on one bar only, this allows the use the Asylum Resto which is still the most powerful 2 piece in the game. Any dd that played with Acuity will know of the Acuity counter, the addon Olorime works the same way, this is a very crucial addon in timing your Olorime
Infallible Aether – Situational – ish
With Lightning enchants rarely being used, the uptimes on minor minor vulnerability has decreased, this status effect is extremely important for the dps, as it is a flat 8% dps increase. This set is used by one of the healers in almost all fights
It is easy to proc and keep up as you simply use a medium attack with your staff before swapping bars, i recommend double barring this set as it makes the rotation a lot smoother.
Worm Cult – Situational
This is a sustain boosting set for magicka oriented characters
This set is great if you have 4 or more magicka DDs, If you have less than 4 magicka DDs in the trial, the benefit from this set is minimal and should not be used since it will be a waste.
It can be found in Vaults of Madness on normal and veteran, it’s great for every trial, the main thing that depends on the usage of this set is how many magicka players there are in your group.
Common place to see this is in Cloudrest and Asylum Sanctorium
Mending – Situational
This set is one of two very defensive sets to be used as a healer. This set is great for training trials and for newer healers as it allows them to get away with mistakes while learning to become a healer. Mending offers a lot of reduced damage to the group, and especially the tank. At mob packs / trash this set is the most powerful.
Sanctuary – Situational
This is the second of the two defensive sets. Like Mending, Sanctuary is great for training trials. Sanctuary offers increased healing to the group. This is very powerful since it not only buffs your own healing done as a healer, but all sources of healing.
2 Piece Sets
There are 3 Monster sets that work well in this meta, Earthgore, Bogdan’s the Nightflame and Sentinel.
In my opinion the Bogdan’s the Nightflame Set beats Earthgore in almost every situation.
This is because Bodans’s the Nightflame is tuned a bit too high, It provides almost the same HPS as Earthgore without a cap and a super long cool down. in vAS however Earthgore does outperform Bogdans this is due to the nature of the fight, there is a long cool down between huge burst damage “poison cone”, therefore it scales well with the extra healing from Earthgore, and Earthgore does not suffer as much from its cool down.
Sentinel also works very well for static bosses, with the spider not dying anymore this will see a lot more use since the stamina sustain is immense. A good example of a fight where Sentinel is strong is on Rakkhat, a bad static fight would be a fight like The Mage, so consider the environment when using this set..
Perfected Asylum Restoration Staff
This staff is not great if you don’t work your play style around the buff, what I love about this staff is that it allows the use of Illustrious Healing, a very powerful morph of Grand Healing. It also allows you to never have to use heavy attacks.
This staff gives the option of Orb spam, where you hit Combat Prayer and throw two orbs, this will do more than enough healing and give your group access to maximum sustain.
Another benefit with the Asylum staff is the ease in which you can get your hands on it. The non Perfected staff drops in normal Asylum. You can farm it in less than an hour. The non-perfected staff is more than good enough till you one day get your hands on a perfected version.
I run different traits for trash and bosses, on trash the combination of traits i like to run are charged on both bars with shock glyph on back bar, this seems to provide the highest amount of concussion on a trash pack.
For bosses i like to run charged shock back bar to proc some concussion, but is still prefer to run decisive on front since often me or the other healer is running Infallible Aether therefore the minor vulnerability i provide is not necessary. And decisive is still a powerful tool for group dps since it increase uptime on Warhorn.
I often switch trait choice when healing groups other than my core team. This is because lesser organised and optimised groups take more unnecessary damage and the healing in these types of groups needs to be more consistently available and potent.
Powered trait is extremely powerful and should be used for high incoming damage fights such as first boss Halls of Fabrication
Infused trait is to be used if Crusher uptimes are lacking behind. Up times of these enchants depend entirely on different bosses but a generic target to aim for is anything above 50% is decent-ish. In optimised end-game raiding groups, depending on the boss, Crusher should be above 90%.
I wouldn’t recommend running other traits on front bar other than the ones mentioned above.
End Game Gear and Bar Setup
I won’t go into detail with mini trials since they have a unique setups that could take up enough space to warrant their own guide instead I recommend you watch my youtube channel for mini trial builds.
|Body Piece||Set||Armor Type||Trait||Enchant|
|Necklace||Essential Set||Gold||Arcane||Magicka Recovery|
|Ring 1||Essential Set||Gold||Arcane||Magicka Recovery|
|Ring 2||Essential Set||Gold||Arcane||Magicka Recovery|
|Front bar||Asylum Resto||Restoration Staff||Decisive/charged||Weapon damage or absorb Magicka|
|Back Bar||Essential Set||Shock Staff||Infused||Shock|
I am still testing Absorb Magicka Enchant, the loss of healing done and does not seem to make the small magicka gain worth it.
By having either Olorime or Jorvulds on only our back bar we allow access to the Asylum restoration staff on front bar.
Just because it says Situational set does not mean you can’t slot Jorvuld’s this is why we farm all pieces.
Why Magicka Regen over Reduced Cost on Jewelry?
A lot of people have gone over the math on why reduce cost is not worth it, but i i will still give the short explanation here, flat amount of reduction is applied before percentage amounts. This means if you’re a breton templar using an asylum staff wearing light armour. Your reduce cost glyph is going to be more than 40% less effective.
The math comes out so that not counting the asylum staff, on average you need to do around 0.8 → 0.9 magicka cast per second, this is often impossible in trial environments. due to global cool downs the absolute maximum you can do is 1 action per second.
Front Bar Skills
Breath Of Life
Gives minor berserk and used for the orb spam strategy
Most sexy skill in the game, heals, gives resources and just looks good, the only downside is that you can’t throw more than 1 per second
The most reliable form of group healing
this is where Inner Light, Bone Shield or Power Of The Light goes
Warhorn / Barrier
Barrier is free regen and should be slotted if you have Jorvuld’s exclusively back bar
Back Bar Skills
This is needed for Magicka including yourself to sustain, though only one healer use it
Wall of Elements
This skill will help keep up off balance which i still a substantial part of stamina dps, also it will proc your back bar enchant
Either morph is good though Extended Ritual is what i use the most.
They are like orbs just not as pretty and used for tanks
Vampires Bane, Bone Shield, Power Of The Light or Rune Focus
Make sure to always use at least one Dawn’s Wrath Ability, if there are no other users it should be Power Of The Light since this ability offers the most group utility
Healing Synergy and the Influence of Power Creep
With the Summerset patch we got access to monster sets on healers, this was because of staves now counting as 2 pieces allowing us to free up an extra monster helmet slot, this allowed for a ton of free healing, with access to free HPS through Bogdan’s, and a free burst heal through Earthgore we are seeing the use of sorc Healers.
Sorc healers are a part of the “synergy” group, which it shares with the Warden, these two classes are often said to be chosen exclusively for the synergy “Conduit, Budding Seeds”. But there is a lot of more theorycrafting to it than that.
Because of the introduction of free HPS through monster sets, a lot of groups were looking for a way to have the healers push more dps directly and indirectly, the sorc healer has both, direct damage comes a lot from the conduit, unlike Budding Seeds this spell actually does damage and is therefore a lot more useful. Already healers had 3 sources of shock damage, their staff, their glyph and their wall, the sorcerer has 4 with the conduit as well. The sorc also has access to a lot of damage from sources like implosion that does not require the sorc to fill their bars with damage spells making it ideal for an off dd healer. They also give the group a tiny spell crit buff which only matters if you have magicka dd’s in the group
But what really pushed the sorc into the picture was the power creep from nightblades, sorc dd’s are simply not pushing their weight anymore, the conduit is essential to holding up Alkosh and there was no way you can let it go and still keep up competitive uptimes, therefore the sorc healer became popular. This is an indirect buff to the group dps by allowing an extra magicka nightblade in the group. With off tanks playing wardens for the Minor Toughness the sorc healer seems to be here to stay.
My Thoughts on What It Takes to Be a Good Healer
Healing in ESO can be the easiest out of all roles. You don’t have fixed rotations, you have access to tons of survivability. Still a lot of healers have a hard time keeping the group alive, and surviving. This section aims at providing some insights into fixing some common issues that can be avoided and provide success to healer roles.
In ESO you have access to more healing than what is needed,. The healers main job in group should be keeping uptimes up as high as possible. As a healer it’s really important to know and anticipate when damage is coming in before it happens, and have all your HOTs (Healing Over Time) up, otherwise you will find yourself spamming Breath of Life, panicking and or getting into unnecessary bad situations.
As a healer the understanding of positioning is key to your success. Being out of position will lead to deaths, this goes for your dd’s as well especially when it comes to Olorime. If they’re out of position often they will have low uptimes.
One way of resolving this issue is to try and talk with your damage dealers or raid leader about positioning of group so that the group is split evenly to ensure that everyone gets optimal uptimes. Another way is to monitor the uptimes in your raid group and discuss what can be done to increase said uptimes.
If you want to be an end-game raider and be competitive then such discussions need to occur, all it takes is one conversation to improve how your group performs. As a healer, I always want to know how I do with uptimes, similar to how DDs use Combat Metrics as a metric to track how well they did with DPS and how well they were buffed.
Karma (@Karma’X) – providing insights to a DDs perspective relative to a healer’s role
@ChaosAD2077 – for being my healing partner in PUG raids and providing valuable discussions and insights with the builds above.
Kilnerdyne – proof reading and set up
Youtube Channel: https://www.youtube.com/channel/UCQ_ohPPLOGgxG255lvk6-mA
Twitch Stream: https://www.twitch.tv/healsthefeels
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