“The SnakePlar” Healsthefeels End-Game PvE Healing Guide


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 Elsweyr 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.


Healing Pve Healing in ESO is has always come down to 3 race choices.

As of update 22 “Elsweyr”. Breton is the best choice for pve healing.

Image result for eso breton icon

This is due to the extensive amount of sustain, max magicka and the defensive stats.

The next best choices are Argonian and Altmer, respectively.

In ESO the question of race is has little to no impact on the actual playstyle as a healer. Playing with an asylum staff, the difference between races do not define a significant proportion of your effectiveness.

This means your race choice matters little to none in the grand scheme of your performance. What matters is your gear and skill choices.


Image result for eso altmer icon

What it really comes down to 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.

Food buff

You can either go with the expensive option which is Clockwork Citrus Fillet, with this food choice you will find yourself sometimes to have “too much” sustain. You can balance this with more spell damage glyphs.

The second choice is to go with Double Bloody Mara. This food get a heavy buff with update 22. This is the more popular choice among healers. However this food will require 3 magicka recovery glyphs to sustain for most players.

Champion Points


CP requires you to adapt for the trial eviorment, the CP listed below are just a basic setup that will get you through most content.


76 Blessed, 81 Elfborn, 27 Spell Erosion, 23 Elemental Expert, 19 Staff Expert, 13 Master-at-Arms and 31 Thaumaturge.



40 Warlord, 19 Sprinter, 75 Arcanist, 56 Tenacity, 52 Tumbling and 28 Shadow Ward



56 Ironclad, 50 Spell Damage, 48 Thick Skinned, 37 Hardy, 56 Elemental Defender and 23 Quick recovery


Gathering sets as a support player can take a lot of time and gold. This section aims to introduce players to the most common and popular sets. As well as guide players to the most optimal way to gather them, using as little time and resources as possible.

This is not a complete list of all sets that can be used as a healer in eso.

There are two sets that build up the core of healing in eso currently. Olorime and Infallible Aether


Infallible Aether

As of update 22 most groups raiding are doing it with up to 8 stamina dd’s. This means that buffs, and sometimes debuffs, carried by the dd’s have now fallen on the support players.

The most significant of these debuffs is Minor Vulnerability. Minor Vulnerability is a debuff, that gives a flat 8% damage increase. It’s provided by concussion, a byproduct 

of shock damage. In a lot of early to mid game groups, this will be provided by your dd’s. But as you progress less and less dd’s are going to provide this buff.

Another way to get this debuff is through sets. Which is where you will most commonly see it carried on. The set that we use to provide this buff is called Infallible Aether.  Infallible Eather provides the buff with simple medium attacks.





Vestment of Olorime

This is one of the most essential sets to be a successful healer in ESO.

The second set always needed is Olorime, Major Courage is the most important group buff in the game as it gives the highest spell / weapon damage buff in the game. This buff scales off any percentage damage buff that might else be there “Major Slayer” “Major Berserk”. 

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


Why is major courage so powerful? 

It comes down to just how cost effective it is for a single set bonus. Even split among two healer it’s really cost effective to wear.

Olorime gives 258 weapon damage, as it’s a named buff this is a fixed amount. If we compare it two the two “gold standard” sets in eso “Hunding’s rage” and “Law of Julianus”. They’re both 299 spell and weapon damage.

We can conclude that it’s just above 80% of what these two 5 piece sets give, per person receiving the buff. Even if you ignore the bonus that support players get, in a trial that is above 6.5 times what the gold standard sets provide in terms of spell and weapon damage. This means a single healer can give the entire group 5.5 extra 5 piece sets alone.

Situational sets

The two aforementioned sets are the core of a healer setups As they both requires you to actively use them, often they are split between two healers. 

From here the choices are more up to the individual group and healers what is most important. There is a great difference between a vAA target dummy boss and some of the harder DLC trials. The choice is now between group survivability and damage.

Jorvuld’s Guidance 

Jorvuld’s Guidance offers higher uptime on all buffs provided to the group, this includes Major Courage. The set is most commonly used back bar, here it only buffs a single ability, which is your War Horn “Major Force”. But any buff casted with the buff active will last 40% longer.

Warden Healers have the most group buffs on any class. And therefore this set scales much better with it than for an example a templar healer.


Very few sets can be back barred only. And this makes Jorvuld’s guidance one of the more flexible and popular sets.







Worm Cult / Hircine 

These two sets offer sustain for Either magicka or stamina respectively. Worm Cult is a very popular choice among early game healers, as this set can be found in a relatively easy dungeon “ Vaults of madness”. Hircine is a medium armour set, and can be worn on healers with two body pieces and transmuted jewelry. What is most important is that you consider the group composition, if it tends to be heavily weighted against either magicka or stamina, one of these sets is a great choice.







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 i

t not only buffs your own healing done as a healer, but all sources of healing.









2 Piece Sets

https://i.imgur.com/xOMcpEZ.png https://i.imgur.com/lnpF5y8.png

Monster Sets

There are 4 Monster sets that work well in this meta, Earthgore, Bogdan’s the Nightflame, Sentinel and Symphony of Blades.

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 Bogdan’s this is due to the nature of the fight, there is a long cooldown 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.

Symphony of Blades is a single target hybrid sustain set. This means that it only provides the sustain to a single person, this is of course a much more significant amount of resources than a single person would get from Sentinel. But it also means that it can provide resources to any type of character, magicka or stamina. Symphony is a great choice if you don’t feel that you need the healing from Either Bogdan’s or Earthgore, but you’re not playing the right fight or team composition to use Sentinel.

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.


Farming Gear

As said earlier, there are a lot of sets that you could potentially wear on a healer. But some of them are more frequently used than others. Having larger quantities of these allow more flexibility when farming less frequently used sets. 

My go to list for grinding out a healer from scratch is as follows.


  • Olorime: 5 body pieces, 3 jewelry and minimum 2 staves “Retoration, Lightning”
  • Jorvulds: 5 body pieces, “Lightning staff if possible”
  • Worm: 5 pieces, body if possible
  • Hircine: 2 body, 3 jewelry transmuted
  • Sanctuary: 5 pieces, body if possible
  • Infallible Aether: 5 body pieces and 3 jewelry, minimum 1 staff “lightning staff”
  • Mending: 5 pieces, 5 body or jewelry.
  • Monster sets: 2 light 1 heavy, 1 medium, “Different heavy and medium pieces”


By having large quantities of Infallible Aether and Olorime you can save time and money not farming for specific pieces of the other sets.




The most optimal setup in a progression group is to run charged front, and infused back bar, but 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.


Optimal 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
Head Monster Set Heavy Infused Prismatic
Shoulders Monster Set Medium Divines Magicka
Chest Set 1 Light Infused Magicka
Legs Set 1 Light Infused Magicka
Feet Set 1 Light Divines Magicka
Sash Set 1 Light Divines Magicka
Feet Set 1 Light Divines Magicka
Necklace Set 2 Gold Arcane Magicka Recovery
Ring 1 Set 2 Gold Arcane Magicka Recovery
Ring 2 Set 2 Gold Arcane Magicka Recovery
Front bar Asylum Resto /  Set 2 Restoration Staff Decisive/charged Weapon damage or absorb Magicka
Back Bar  Set 2 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.

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

This section aim to tell the specific setups for a templar healer, as this is the most popular healing race.

https://images.uesp.net//4/4d/ON-icon-skill-Restoring_Light-Breath_of_Life.pngBreath Of Life

Essential heal


https://images.uesp.net//c/c6/ON-icon-skill-Restoration_Staff-Combat_Prayer.pngCombat Prayer

Gives minor berserk and used for the orb spam strategy


https://images.uesp.net//0/0a/ON-icon-skill-Undaunted-Energy_Orb.pngEnergy Orbs

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


https://images.uesp.net//9/9c/ON-icon-skill-Restoration_Staff-Illustrious_Healing.pngIllustrious healing

The most reliable form of group healing


https://images.uesp.net//e/e1/ON-icon-skill-Dawn%27s_Wrath-Power_of_the_Light.pnghttps://images.uesp.net//7/7f/ON-icon-skill-Mages_Guild-Inner_Light.pnghttps://images.uesp.net//a/ac/ON-icon-skill-Undaunted-Bone_Surge.pngFlex spot

this is where Inner Light, Bone Shield or Power Of The Light goes


https://images.uesp.net//2/26/ON-icon-skill-Assault-Aggressive_Horn.pnghttps://images.uesp.net//e/e8/ON-icon-skill-Support-Replenishing_Barrier.pngWarhorn / Barrier

Barrier is free regen and should be slotted in most cases



Back Bar Skills

https://images.uesp.net//0/01/ON-icon-skill-Destruction_Staff-Elemental_Drain.pngElemental Drain

This is needed for Magicka including yourself to sustain, though only one healer use it


https://images.uesp.net//4/44/ON-icon-skill-Destruction_Staff-Elemental_Blockade.pngWall 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.


https://images.uesp.net//3/3f/ON-icon-skill-Aedric_Spear-Luminous_Shards.pngLuminous Shards

They are like orbs just not as pretty and used for tanks


https://images.uesp.net//5/5f/ON-icon-skill-Dawn%27s_Wrath-Vampire%27s_Bane.pnghttps://images.uesp.net//a/ac/ON-icon-skill-Undaunted-Bone_Surge.pnghttps://images.uesp.net//e/e1/ON-icon-skill-Dawn%27s_Wrath-Power_of_the_Light.pnghttps://images.uesp.net//8/88/ON-icon-skill-Restoring_Light-Channeled_Focus.pngFlex spot

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 a split of healers into “group healer,” and a more supportive healer.

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. Sorcerer and Necromancer healers both do this. They do this with their synergies, as synergies are the key play factor in pve, synergies are now the source of, resources, Alkosh and now also Major Slayer.

Necromancer does seem to have an edge on the Sorcerer for now. This could possible change in the future. The reason that the Necromancer has a large edge is simply the massive amount of damage it can provide through its Colossus “Major Vulnerability”

My Thoughts on What It Takes to Be a Good Healer

https://cdn.discordapp.com/attachments/509467273556131861/523235704520704029/unknown.pngHealing 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.

As of Elsweyr PC users have access to ESO logs, this tool is amazing at monitoring every action and mistake you made. Hopefully this tool will encourage the aforementioned discussions that are needed to progress as a group in ESO.


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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1 Comment

  • Wambo Wambo says:

    Wow. That’s a really detailed guide.

    I’m so happy you brought up Illastrious Healing XD
    You mention the extra stam on Argonian, you probably mean the potion passive?
    You did not write about bufffood, but I guess it is dual mag health + mag magicka.

    Also, you bring up the set from Dragon Bones Patch, any other thoughts about it?
    Will healer still have to run lightning wall ?
    Will you still need shock enchant with at least 2-3 magDDs in trial?
    Do you switch your resto trait (= staff) during the actual fight, like in vHoF, decisive during normal phase and then precise? (If yes, how to get out of combat and when? ^^)

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