Healing Guide

Welcome to my healing guide! This guide will provide builds and tips for becoming a better healer

We will go into some detail about how to heal, as well as how to build your healer to provide the best support to your group

While there are lots of ways to build your healer, this guide is for building fully into a healing setup. Want to make a healer/dps hybrid? Go for it! But endgame healers build mainly into a fully dedicated healing role, so this type of build will be the main focus of this guide

Table of Contents


The Healer Role

A good healer in ESO is usually able to do much more than just heal. In your toolkit you’ve also got lots of options for putting out damage buffs to help your team do more damage, and healers are also sometimes called on to perform extra tasks to deal with mechanics as content requires

Your Job

These five items sum up the role of a typical healer

  • Heal! Obviously your chief role is to keep everyone alive. When your group is in a tough spot, everything else is secondary
  • Buff your group’s defense and sustain. A couple of buffs to give everyone extra resistances and resources can go a long way toward keeping them alive and keeping their resources up to cast their skills
  • Buff your group’s damage. The faster your team can kill the enemies, the less long you’ll need to heal them for
  • Perform extra content-specific roles. Healers are occasionally asked to perform extra tasks. Healers are particularly often given special roles like kiting roles (such as kiting Oaxiltso’s jumps in Rockgrove trial) and dealing with mechanics that require extra healing. Some encounters have healing checks (where your whole group takes lots of damage very quickly and you must heal them through it) and others have mechanics requiring lots of healing toward one particular ally (such as tombs in the Lokkestiiz fight in Sunspire trial). Further specifics of such mechanics are beyond the scope of this guide, since they vary in each content; just be aware that they may come up!
  • Do some damage. Your heals are already healing? Your buffs are already buffing? You might consider putting out some extra damage of your own

In endgame healing, putting out buffs for your group is at least as important as healing them. Good buff management can provide enough extra group damage to make the difference between a slow slog through a fight where mechanics appear over and over, and a quicker, cleaner clear without so much hassle

Not Your Job

Some tasks are distinctly out of your control or otherwise NOT your job

  • Healing Stupid. You can’t heal everyone out of everything. Is a dps standing in a mechanic meant for a tank? Did a tank forget to block a one-shot kill? Tough luck, nothing you can do about that. In general, it’s your team’s job to deal with mechanics correctly, not yours to heal them out when they mess up. Provide some extra heals if you’re able, but ultimately if other people die from failing mechs, that is not your fault. You cannot heal people through one-shots
  • Resurrecting Teammates. Your job is to heal your team. Don’t stop to rez, or you might let other people die too! Only rez in a desperate situation where there aren’t dps alive to handle rezzes themselves

Healing Basics

These three basics will get you a long way toward putting out lots of healing for your group

Rely on smart targeting

Any heals that don’t heal the whole group will normally automatically target people whose health percentage is lowest. When there are multiple teammates in range, you cannot (and generally don’t need to) choose a particular one to heal. Just rely on smart targeting to find the right person

Stand behind the group

With few exceptions, heal skills (like most other skills) are directed in front of you, whether at a particular teammate or an area on the ground. It is very difficult to adequately heal people who are behind you. Therefore healers should aim to stand behind the group and face them whenever possible. Position yourself so that your dps are between you and the boss. This way your forward-facing heals will be able to heal everyone

Need to give extra heals to someone in particular (because they’re dying, or because you know they’ll be taking extra damage throughout the fight)? Make sure you’re facing in that person’s general direction, and smart targeting will normally apply your heals to them if they need it

These pictures show a very idealistic positioning of how your group should normally be standing. Most groups are not well coordinated enough to have everyone stand this neatly together, but this should be your goal.

Use your HoTs

A variety of heal-over-time (a.k.a. HoT) skills are available to you. Instead of one big burst of healing, these skills put out smaller amounts of healing that are applied repeatedly for typically 10 to 20 seconds. While each individual tick does only a little healing, a few well placed HoTs will add up to much more healing than you could do with just your burst heals. In fact, the bulk of your healing output should be done by HoTs

Don’t just heal responsively when you see people’s health dropping; by the time you notice, you might not have enough time to heal them before they die. Always make sure you’ve got at least one or two HoTs healing the group all the time, and ideally more; this will make your job a lot easier when someone actually is dying

Additionally, HoTs cost less magicka to cast than burst heals. Always use your HoTs!


Setting up Your Healer

As healers, the stats most important to us are:

  • Max Magicka, which not only gives us more resources to cast our skills from, but also increases the healing power of our skills
  • Spell/Weapon Damage, which boosts not just our damage but also our healing power, much like Max Magicka does. (Spell and weapon damage are mostly equivalent)
  • Spell/Weapon Critical, which determines how often our heals randomly “crit” to do extra healing. (Spell and weapon crit are mostly equivalent)
  • Magicka Recovery, which passively restores magicka gradually over time

In general, there’s no need to build your healer very tanky. You’ve got lots of ways to recover; you’re a healer after all! Stay behind the group out of the worst of enemy attacks, and keep on pushing out heals to heal both your group and yourself, and you’ll be fine for the most part. Just focus on providing all the buffs and healing you can

Attributes

Healers universally use magicka as their primary resource pool, so drop all 64 of your attribute points into magicka. Your skills do more healing based on your Max Magicka value (or Stamina, whichever is higher), so it is ideal to build this value as high as possible

  • It’s possible to make a stamina-based healer, but so many staple healing skills are magicka-based that a magicka build is much more practical

Race

Race matters even less as a healer than it does for other roles, since it just affects your healing output by a small amount. Seriously, use whatever race you like. But if you want to optimize a little extra, consider one of these options

  • High Elves, Dark Elves, and Argonians have the highest magicka pools and stat bonuses and can put out a little bit stronger heals than the rest
  • Bretons have excellent magicka sustain, well suited for casting expensive healing skills without running out of resources

Mundus Stone

  • Use the Ritual Ritual (+8% healing output) to put out extra healing
  • Or use the Atronach (+310 magicka recovery) for extra sustain

Food/Drink

  • Witchmother’s Potent Brew is a great and well rounded option, providing a mix of Max Magicka for stronger heals, Max Health for extra survivability, and Magicka Recovery for extra sustain. I recommend this for most heal builds
  • Bi-Stat food like Solitude Salmon-Millet Soup is another possibility if you are not in need of magicka sustain. It provides larger amounts of Max Magicka and Max Health
  • Advanced option: Clockwork Citrus Filet is a very expensive option for very advanced healing. It provides large amounts of Max Magicka, Max Health, Magicka Recovery, and Health Recovery. Due to the high cost/rarity of ingredients, I do not recommend this option unless you’re doing very sweaty endgame content

Potions

  • Tri-stat potions (such as the Crown potions occasionally received for free in daily rewards) or Magicka potions are generally sufficient, especially if you have the Inner Light skill slotted providing the Major Prophecy buff
  • Spell Power potions are another good option that can act as an alternative source of Major Prophecy, as well as Major Sorcery

Champion Points

A rough progression of what CP nodes to start with after level 50. Fill each node completely before moving on to the next one

Warfare (blue)

Start with Precision, Eldritch Insight, and Blessed (in the Mastered Curation subtree) for some basic stat boosts, and then add the four slottables below. Once you’ve done that, add the non-slottable CP nodes in the Staving Death subtree, followed by the rest of the non-slottables throughout the tree in more or less any order

Slottables

  • Soothing Tide (enhances area heals)
  • Rejuvenator (enhances all healing)
  • Swift Renewal (enhances HoTs)
  • Enlivening Overflow (provides resource recovery for allies) or From the Brink (provides damage shields to dying allies)

Focused Mending (enhances single-target heals) can be very situationally useful for times when you need to apply a lot of focused single target healing, e.g. for tomb healing in Sunspire trial. But the above setup will be best for most scenarios

Advanced tip: Due to their respective 12 and 30 second cooldowns per target, both Enlivening’s and Brink’s effects do not stack or provide extra benefit when used by multiple people. Advanced trial groups will often assign just one healer to use each; one slots Enlivening and the other Brink

Fitness (red)

Start with all of the first three slottable nodes listed below, then take Sprinter, Hasty (in the Wind Chaser subtree), and Hero’s Vigor. Then add Tumbling, Defiance, Tireless Guardian, and Fortification as well as one of the fourth slottables listed below as soon as you can unlock it. Finally get the rest of the non-slottable CP throughout the tree in more or less any order

Slottables

  • Boundless Vitality (extra max health)
  • Fortified (resistances)
  • Rejuvenation (extra resource recovery)
  • any of: Celerity (movement speed), Expert Evasion (free dodge-roll every so often), Slippery (free automatic break-free every so often), Bracing Anchor (increases how much damage Blocking will block, but makes you move slowly)

Craft (green)

Green CP has essentially no effect on combat. Use whatever you find useful

  • Many people find the movement speed boosts from Steed’s Blessing (movement speed while out of combat) and Gifted Rider (mount speed) particularly handy

Gear

For some full gear setups, skip down to Example Gear Setups below

Basics

  • As a magicka based role, you’ll want mostly or all light armor to provide magicka recovery via the Evocation passive. I recommend all 7 pieces as light armor for this purpose
    • Some healers use a 6/1 build with one medium piece to get some stat variation from medium armor passives, as well as building up the passives in the Undaunted skill line. A 5/1/1 setup with both a medium and a heavy piece is also somewhat popular to max out Undaunted passives and get a little extra defense, though this is technically less optimal. The differences are minimal however; any of these options will do fine. (But remember that fewer armor types means fewer armor skill lines to level and spend skill points in!)
  • With its strong healing skills, a restoration staff is the obvious choice for our frontbar weapon
  • We’ll use a lightning staff on our backbar to provide the off-balance debuff via the Elemental Blockade skill. An ice staff can also be a good option, as it reduces enemy resistances and provides shields to allies instead; however, tanks typically use an ice staff and have these benefits covered
    • Running both bars as restoration staves is also okay, but not recommended. You will provide more utility to your group by using a destruction staff on one bar
  • Blue or purple quality gear is entirely adequate for the vast majority of content in the game. You can consider gold weapons for a bit of extra healing power, but gold upgrades to armor and jewelry provide only very slight benefit and are largely not worth the cost of the upgrade

Gear Sets

Advanced healing almost always prioritizes gear that provides group buffs rather than putting out extra healing. Most of the best healing sets either boost your group’s dps or give them extra resources (which they can in turn use to deal more dps). Your skills will be plenty adequate for providing enough healing

However, you do not need advanced group buff sets to do perfectly adequate healing for much of the content in the game. If you’re just looking to do casual healing and not too worried about optimization, check out the first two tabs below

Many trial and arena sets have perfected versions that come from veteran mode. Perfected sets give just a single extra stat bonus (usually magicka recovery or max magicka for the sets listed here). While these bonuses are nice to have, they provide only a little extra healing or sustain and are not at all critical to the main function of the sets. Don’t feel you need to spend long hours farming for the perfected versions; normal, non-perfected sets will be plenty adequate for pretty much any content

These tabs below show good healing sets to consider for both new healers and advanced healers. See Example Gear Setups below for a few full setups

Starting Gear

Still leveling? Haven’t done much gear farming yet? No problem, you’ll still be able to heal most content just fine! Try these craftable sets. You can have them crafted for you by other guild members, or craft them yourself if you have the necessary skills. No set farming needed! You’ll want two of these sets, ideally Order’s Wrath and one of the others

These sets will be entirely adequate for a casual healer, but anyone wanting to push more challenging or highly organized content will want different options

Five Piece Sets

  • Order’s Wrath: Gives bonuses to our critical chance and critical healing so that our heals heal harder more often
  • Law of Julianos: Gives a big stat bonus for stronger heals
  • Armor of the Seducer: Makes our spells cheaper to keep up our magicka pool

Easy-to-Farm Gear

If you just want gear that’s relatively easy to farm but more interesting than crafted sets, give these a try! These sets come from basegame dungeons and the overland

Five Piece Sets

  • Spell Power Cure: One of the best and most popular healing sets in the game, providing a big group damage buff and conveniently coming from a basegame dungeon. Highly recommended for all healers to own. See Meta Trial Gear tab for more details
  • Winter’s Respite: Good beginner heal set. Just puts out some extra healing
  • Worm’s Raiment: Provides magicka recovery to your group
  • Sanctuary: Provides health recovery to your group

Advanced Gear

This section shows gear that is centered around putting out group buffs, but aren’t the ones usually used by optimized groups. Check out the Meta section first, but try these sets if you’re looking for something interesting that may not be just exactly what everyone else is using

Five Piece Sets

  • Saxhleel Champion: Gives your group the powerful Major Force buff for lots of extra damage whenever you cast your ultimate. Force normally comes from the Aggressive Horn skill, so this allows you to get the same buff while using a different ultimate, or greatly extend the buff if you use Horn anyway
    • Saxhleel is a heavy armor set, so it’s best used on weapons and jewelry pieces rather than armor. This way you can use light armor for your body pieces
  • Vestment of Olorime: An alternative Major Courage set to Spell Power Cure. Potentially provides Courage a little more consistently, but requires your group to stand in its circle to get the buff. Normally you should just use SPC
  • Hollowfang Thirst: Provides extra magicka and a healing buff to your group
  • Stone-Talker’s Oath: Provides extra magicka and stamina to your group

Monster Sets

  • Sentinel of Rkugamz: Provides resources and healing to nearby allies. This is a great basegame monster set to start out with. Small healing radius, so works best if the group is close together and staying in one place
  • Magma Incarnate: Puts out a couple of useful buffs, but only to a couple of people at a time. Can be useful in dungeons, where your group is small anyway, but is rather ineffective in trials
  • Nightflame: Provides some extra healing
  • Troll King: Provides some extra healing to allies who are dying
  • Chokethorn: Provides larger healing, but only to one group member. Better used in a dungeon than a trial

Meta Trial Gear

These are the sets most commonly used by most endgame groups

Five Piece Sets

  • Spell Power Cure: Provides the powerful Major Courage buff, increasing your group’s damage. This great buff makes this set a staple of most endgame groups
    • This is a relatively easy dungeon set to farm and highly recommended for all healers to own. For best results, put out lots of healing to proc the buff consistently, as it only procs from overhealing (i.e. healing people who already have full health)
    • Often paired with Pillager’s Profit in endgame trials, but really any set will do nicely
  • Roaring Opportunist: Provides the powerful Major Slayer buff to boost your group’s damage. Another staple of endgame trial groups. Often paired with Jorvuld’s Guidance to provide Slayer for longer
    • This set is very popular but comes from a trial, so it’s a bit more difficult to farm. RO requires a bit more finesse to use well than other sets do, since it needs to be procced with heavy attacks on a regular cooldown. If you’re not comfortable with healing yet enough to handle this extra task, you might consider a different set
  • Jorvuld’s Guidance: Causes buffs and shields you apply to allies to last longer. This set is normally used together with Roaring Opportunist to lengthen its Major Slayer buff. It will also extend your Horn ultimate’s Major Force buff as well as other buffs your skills are applying
  • Pillager’s Profit: Gives everyone in your group some ult whenever you use your own ultimate, allowing them to cast their ultimates more often
    • Also comes from a trial, but also very popular and powerful. For best results, cast your ultimate often; anytime your ult meter is sitting at full, that’s ult that your group isn’t getting!
  • Powerful Assault: Makes abilities from the Assault skill line also give your group a strong stat boost to increase their damage. Only affects 6 people at a time, so in a trial you’ll need two skill casts to hit everyone. Good in trials and excellent in dungeons
    • PA is a medium armor set, so it’s best used on weapons and jewelry pieces rather than armor. This way you can use light armor for your body pieces
  • Master Architect: An alternative to Roaring Opportunist, providing Major Slayer to six people whenever you use your ultimate. Only buffs six people, so in advanced trial groups MA is often worn by two people in order to buff everyone, requiring some significant group coordination. Most trial healers should just use RO, but in a dungeon MA works great for anyone

Monster Sets

These are the top three monster sets used by most endgame healers

  • Symphony of Blades: Provides your group with extra resources
  • Ozezan the Inferno: Provides extra resistances and a buff to incoming healing to your group
  • Nazaray: Makes debuffs on nearby enemies last longer whenever you use your ultimate. Frequently used by tanks, but occasionally worn by a healer instead. Commonly used to extend the powerful Major Vulnerability debuff, proccing the extension with an ultimate right after Vulnerability is applied

Arena Sets and Mythics

  • Grand Rejuvenation (Master/DSA restoration staff): This arena staff gives extra resources to your group when you cast Grand Healing (or a morph of it). Best general-use arena set for healers
  • Mender’s Ward (Blackrose restoration staff): This arena staff provides Major Vitality for extra healing to the one individual you’ve warded with Steadfast Ward (or a morph of it). Excellent for specific fights where one person needs a lot of healing, e.g. for tomb healing in Sunspire trial
  • Pearls of Ehlnofey: This mythic generates extra ult when you cast healing skills while your magicka is low. Generally only used in advanced content
  • Spaulder of Ruin: This mythic provides a damage buff to group members but at the expense of some of your own resource sustain. Use with caution!
    • Note that this mythic is a shoulder piece, so it will prevent you from wearing a full monster set

Traits and Enchantments

Just healing casually? You’ll be just fine with any traits and enchantments; whatever you have around will do fine. Most of your effectiveness as a healer comes from your sets, skills, and personal familiarity with healing. However, certain traits and enchants are more useful to a healer than others. If you’re looking to optimize your healer, set up as follows

  • Armor: Divines trait to boost your mundus effect, and Max Magicka glyphs to enhance your magicka pool
  • Jewelry: Infused trait to boost the enchantments, and either Spell Damage glyphs for stronger heals or Magicka Recovery or Reduce Spell Cost glyphs if you need extra sustain
    • Arcane trait is also a good option that’s cheaper to craft and unlock
  • Frontbar (restoration staff): Powered trait for extra healing output, and Weapon Damage glyph for stronger heals
  • Backbar (destruction staff): Infused trait to boost its enchantment, and Weakening glyph to weaken the enemy’s damage against your group
    • Crusher enchantment is another good option here, to lower the enemy’s resistances. Good tanks will normally have this debuff covered, but it can sometimes be helpful for healers to slot it anyway in case they don’t
    • Or try Absorb Magicka enchantment if you feel you need more magicka

Example Gear Setups

These are some example setups, showing some beginner setups as well as some of the most common endgame trial setups. Consider them as templates for your own builds. Don’t have correctly traited gear pieces? Prefer a different set than one of the listed ones? Just swap in what you’ve got!

These setups use optimized traits and enchantments, but again this sort of heavy optimization isn’t too critical. Using whatever you’ve got around will be perfectly fine for most content

For best results, do your best to use different buff sets from the other supports on your team. While some sets will still work at their full potential when used twice, there’s no use in providing, say, duplicate Major Courage buffs. Consider coordinating beforehand with the other healer (if in a trial) and perhaps even the tank(s), and if you’re wearing the same sets as someone else, swap to a different setup or ask them to do so if possible

Setup 1: Starting Gear

This setup uses the crafted gear listed above: Order’s Wrath and Law of Julianos. Wretched Vitality just provides a magicka recovery bonus to fill out our last two pieces

Use these traits if you’re leveling your character and want extra XP:

Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightWretched VitalityTrainingMax Magicka
Chest
Hands
Waist
Legs
Feet
LightOrder’s WrathTrainingMax Magicka
Neck
Ring
Ring
Law of JulianosArcaneMagicka Recovery
Front WeaponRestoration StaffLaw of JulianosTrainingWeapon Damage
Back WeaponLightning StaffLaw of JulianosTrainingWeakening


Use these to spec more toward a proper healing build:

Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightWretched VitalityDivinesMax Magicka
Chest
Hands
Waist
Legs
Feet
LightOrder’s WrathDivinesMax Magicka
Neck
Ring
Ring
Law of JulianosArcaneMagicka Recovery
Front WeaponRestoration StaffLaw of JulianosPoweredWeapon Damage
Back WeaponLightning StaffLaw of JulianosInfusedWeakening

Setup 2: Spell Power Cure + Pillager’s + Symphony (+ Master Resto or Pearls)

Here we have Spell Power Cure for its powerful Major Courage damage buff, and Pillager’s Profit to give our group extra ult to cast their ultimates more often. For our monster set, we have Symphony of Blades to give our group extra resources. You can also swap in another monster set, but Symphony is the one most commonly used with this setup

It doesn’t really matter which pieces are SPC and which are PP, as long as you have five of each. Below is an example setup; it does not need to be followed precisely

Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightSymphony of BladesDivinesMax Magicka
Chest
Hands
Waist
Legs
Feet
LightSpell Power CureDivinesMax Magicka
Neck
Ring
Ring
Pillager’s ProfitArcaneMagicka Recovery
Front WeaponRestoration StaffPillager’s Profit
or Grand Rejuvenation
PoweredWeapon Damage
Back WeaponLightning StaffPillager’s ProfitInfusedWeakening
  • For some extra group utility, you can add in the Master restoration staff (Grand Rejuvenation). If you do this, make sure that your backbar staff is PP rather than SPC. SPC needs to be active on both bars because it procs from healing, and so will not perform well if it’s not active on your resto bar. Do not backbar SPC
    • Also note that you’ll want to primarily cast only your backbar ultimate, since only that bar has PP active. Make sure whatever ultimate you’re planning to cast most often is on your backbar

Remember to always be putting out lots of healing to proc SPC’s buff. You want to have your group at full health as often as possible and keep on healing them while they’re full so that you’ll overheal them to trigger the buff

Also remember to be casting your ultimate often. Don’t just let it sit at full ult! Healers running PP will often cast ultimates whenever their ult meters fill even if the ultimates aren’t necessarily needed at the moment, just to keep triggering the PP bonus to give the group extra ult

Advanced tip: Due to the stated limit of 20 ult passed to group members, any ult beyond 400 (20 = 5% of 400) will not be distributed to them. For best results, consider always casting your ultimate before you reach 400 ult

Setup 2.1: Add in Pearls of Ehlnofey [Advanced]

We can add in the Pearls of Ehlnofey mythic to generate a bunch of extra ult. I only recommend this setup for fairly confident and experienced healers, as it requires significant extra resource management. Pearls is not worth running unless you are already very comfortable healing and using SPC and PP and are willing to put in extra effort to constantly keep your magicka low to proc the bonus

  • No arena weapon on this setup. Instead we’ll fit in the extra mythic piece by putting SPC on only our resto frontbar and PP on only our destro backbar
Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightSymphony of BladesDivinesMax Magicka
Chest
Hands
Waist
LightSpell Power CureDivinesMax Magicka
Legs
Feet
LightPillager’s ProfitDivinesMax Magicka
NeckPearls of EhlnofeyArcaneMagicka Recovery
Ring
Ring
Pillager’s ProfitArcaneMagicka Recovery
Front WeaponRestoration StaffSpell Power CurePoweredWeapon Damage
Back WeaponLightning StaffPillager’s ProfitInfusedWeakening


Remember, you’ll want to primarily cast only your backbar ultimate since that’s the only bar with PP active, and you’ll also want to make extra sure to stay on your frontbar most of the time to keep SPC’s buff up; only go to your backbar briefly to cast whatever HoTs and buff skills you’ve got there

Advanced tip: Make the best use out of Pearls by keeping your magicka meter low and casting lots of healing skills. This will proc Pearls as often as possible to give you lots of extra ult so you can cast your ultimate more often, which will in turn allow you to give your group more ult via PP

Setup 3: Roaring Opportunist + Jorvuld + Ozezan (+ Master Resto)

RO + Jorvuld is the popular “RO-JO” setup, giving great Major Slayer uptime. We’ll pair this with Ozezan for some powerful defensive buffs for the group. You can also swap in another monster set, but Ozezan is the one most commonly used with this setup

It doesn’t really matter which pieces are RO and which are JG; you just need five of each. Below is an example setup; it does not need to be followed precisely

Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightOzezan the InfernoDivinesMax Magicka
Chest
Hands
Waist
Legs
Feet
LightJorvuld’s GuidanceDivinesMax Magicka
Neck
Ring
Ring
Roaring OpportunistInfusedSpell Damage
Front WeaponRestoration StaffRoaring Opportunist
or Grand Rejuvenation
PoweredWeapon Damage
Back WeaponLightning StaffRoaring OpportunistInfusedWeakening
  • For some extra group utility, you can add in the Master restoration staff (Grand Rejuvenation). If you do this, make sure your backbar staff is RO rather than Jorvuld’s. We want 5 pieces of Jorvuld’s active at all times so it can continue extending your other buffs even while you’re on your frontbar. Also note that your RO heavies will need to be done on your backbar destro staff specifically in order to proc the set. This will be a little tricky, but adding in the DSA staff and confining RO to the backbar is the optimal way to use this setup

Remember, RO’s Slayer buff only buffs six people at a time. If you’re in a trial group, you’ll need to heavy attack twice to get everyone. The buff lasts for up to 12 seconds (or 16.8 with Jorvuld’s) but can only be reapplied every 22 seconds. For maximum buff uptime, do these heavies right as that 22 second cooldown falls off on its respective group members

Advanced tip: Consider using an addon like RoaringOpportunist to see the cooldowns on your screen. Watch the red timers to see when the 22 second cooldowns finish. One red timer shows the cooldown for one group of six people, and the other red timer shows the other six. Do your heavies right as each of these timers hits zero

  • Ignore the blue timers; they just show when the Slayer buff is actually active, but you can’t reapply the buff till the red 22 second cooldowns finish

Setup 4: Spell Power Cure + Powerful Assault + Symphony (+ Master Resto)

Here we have Spell Power Cure for its powerful Major Courage damage buff, and Powerful Assault for its big stat bonus for the group. For our monster set, we have Symphony of Blades to give our group extra resources. You can also swap in another monster set as well. This setup is excellent in dungeons; it will work well in trials too but is not as popular there. Make sure to slot an Assault skill (usually Echoing Vigor) and use it regularly in order to proc PA’s buff

Since PA is medium weight, it ideally belongs on your weapons and jewelry pieces. Use SPC on your armor pieces so that you will be wearing light armor. However, it’s okay if a piece or two is swapped. Below is an example setup

Gear SlotTypeSetTraitEnchant
Head
Shoulders
LightSymphony of BladesDivinesMax Magicka
Chest
Hands
Waist
Legs
Feet
LightSpell Power CureDivinesMax Magicka
Neck
Ring
Ring
Powerful AssaultInfusedSpell Damage
Front WeaponRestoration StaffPowerful Assault
or Grand Rejuvenation
PoweredWeapon Damage
Back WeaponLightning StaffPowerful AssaultInfusedWeakening
  • For some extra group utility, you can add in the Master restoration staff (Grand Rejuvenation). If you do this, make sure that your backbar staff is PA rather than SPC. SPC needs to be active on both bars because it procs from healing, and so will not perform well if it’s not active on your resto bar. Do not backbar SPC
    • Also make sure to put your Assault skill on your backbar so that it will proc your backbarred PA

Remember to always be putting out lots of healing to proc SPC’s buff. You want to have your group at full health as often as possible and keep on healing them while they’re full so that you’ll overheal them to trigger the buff


Skills

This section will not attempt to list all possible healing and utility skills, just the best ones. If a skill isn’t listed in this section, that’s most likely because it’s usually unnecessary, or because there’s another skill that will do something similar but better. But if you like those skills anyway, don’t let that stop you from slotting them!

Also remember to put skill points into your passives! A lot of those have great bonuses that will boost your healing power, your magicka regeneration, and other useful stats

For some full skill setups, skip down to Class Setups below

Basic Skill Types

These types represent the main goals your skills accomplish. Some skills do multiple of these, e.g. some skills provide both buffs and healing, or provide both a burst heal and a HoT. A few examples are listed with each listing; these are just a few good examples and not at all a comprehensive list

  • Burst Heals : These skills do a big burst of damage right when you cast them. Useful when you need to quickly heal someone who is dying, or when all your other skill timers are ticking and you just want to put out some extra healing. You usually just want one or two of these on your skill bars; having additional burst heal skills isn’t very useful
    • Examples: Combat Prayer, Healthy Offering, Summon Twilight Matriarch, Enchanted Growth
  • Heals over Time (HoTs): These skills do small amounts of healing every second or two for longer periods of time, usually 10 to 20 seconds. Even though they don’t do as much healing per second as burst heals, they add up to huge amounts of healing over the long period they’re running. You should usually slot several HoTs for maximum healing; using three or even four is common
    • Most HoTs are cast on the ground, so they’ll heal everyone standing in the circle or rectangle where you cast them. Anyone not standing in the area will not be healed, so take care that you aim these ground heals correctly onto the group
    • A few HoTs are “sticky” heals which are applied to allies directly, rather than being confined to an area on the ground. As long as people are near you when you cast the skill, the healing will continue ticking on them even if they move away afterward
    • Examples: Illustrious Healing, Echoing Vigor, Cinder Storm, Extended Ritual
  • Buff/Debuff Skills: These skills provide buffs to the group or debuff enemies to make your group do more damage or protect them from damage. Alternatively, they may provide just you with a buff to make you do more healing
    • Examples: Aggressive Horn, Zenas’ Empowering Disc, Expansive Frost Cloak, Fetcher Infection, Vibrant Shroud, Inner Light
  • Utility Skills: These skills are used to provide some other useful purpose for the group, e.g. cleansing debuffs, providing shields to negate future damage, or providing synergies to give allies extra resources, healing, or buffs
    • Examples: Renewing Animation, Efficient Purge, Energy Orb

In large groups, you should use mostly area heals most of the time. While single target heals are often stronger, they generally perform poorly in trials since they only heal one person out of twelve; you don’t want to keep just one person alive while the rest of your team dies! Save single target heals for situations where you really do need to focus healing on one specific individual, e.g. for tomb healing in Sunspire trial

Generic Skill Setup

Skills marked as FLEX can be swapped out for other skills as desired or needed. I highly recommend keeping all non-flex skills

Advanced healers will often swap out skills throughout a dungeon or trial to provide different support for different fights. However, most healers will do just fine keeping more or less the same skills on all the time

Frontbar







Combat PrayerIllustrious HealingRadiating Regeneration[Class burst heal flex]Inner LightReviving Barrier
  • Combat Prayer: Provides excellent Minor Berserk and Minor Resolve buffs for group damage and resistance, as well as an AoE burst heal. Because of these buffs, this skill belongs on essentially all healing setups. Combat Prayer will be our main spammable heal because of its AoE burst
  • Illustrious Healing or Healing Springs: Excellent ground HoT. Also a staple healing skill that belongs on almost any healing setup. Use Illustrious for a longer heal or Springs for extra magicka
  • Radiating Regeneration (FLEX): Applies a sticky HoT to three allies. Excellent in dungeons and somewhat good in trials, especially when people are moving around too much to stay in your ground heals
    • This skill’s sticky heal is extra useful because it will continue healing people even if they move away from you. However, it only hits three targets, so in trial content it will do relatively little healing. If your group is moving around a lot, this skill can be good to slot since it will keep on healing them, but otherwise you might consider swapping this skill out for something else
  • Class burst heal (FLEX usually): All classes have a (usually) single target burst heal of some sort that can fit in this spot. Combat Prayer will suffice for most of your burst healing needs, but if you need a larger single target heal, you can slot your class burst here
  • Inner Light (FLEX): This is just a passive bar-buffer skill that provides Major Prophecy crit boost and expands your magicka pool. Don’t cast it; it’s just there for passive buffs
  • [Ultimate] Reviving Barrier or Replenishing Barrier: Huge shields for your whole group. Very useful in tough spots where people are taking lots of damage. Use Reviving for extra healing, or Replenishing to get extra magicka and ult back
    • Slotting Barrier on our frontbar will also give us extra magicka recovery via the Magicka Aid passive

Backbar







Energy OrbEchoing Vigor[Class HoT]Elemental BlockadeInner LightAggressive Horn
  • Energy Orb: Provides healing as well as a synergy that one person can take to restore resources and health. This useful synergy makes it a staple of most healing builds
  • Echoing Vigor: Applies a strong sticky HoT, which will continue healing teammates even if they move away. Costs stamina, so can help keep from overspending magicka
    • Affects only 6 people at a time; in a trial, cast twice to heal everyone. Despite this drawback, the strength and sticky feature of Vigor make it very worth slotting on just about any heal build
  • Class HoT: All classes have a HoT skill of some sort that will fit well in this spot
  • Elemental Blockade: Provides some damage as well as special effects depending on what staff you have equipped. A lightning staff provides the Off Balance debuff, which many dps setups can exploit for extra damage. An ice staff provides armor debuffs on the enemy as well as shields for your group
  • Inner Light (FLEX): Discussed above. This slot can also be used for another healing or utility skill
  • [Ultimate] Aggressive Horn: Provides powerful buffs in the form of Major Force and stat boosts for your allies. Staple healing ultimate, though some classes have other powerful ultimates that are good alternatives
    • You can also just slot Barrier here again if you’re planning to only ever cast Barrier

Additional generic skills

These skills are a little less universally useful, but can be great to slot depending on your group and the particular fight

  • Ring of Preservation: Strong ground HoT but has a very small radius. Only use if you’re in a group that can stay stacked together well. Also provides Minor Protection buff to mitigate some damage from your group. Costs stamina, which can help keep your magicka pool up
  • Overflowing Altar: Provides healing via its Lifesteal debuff, as well as a synergy that one person can take for a huge burst heal. Costs health rather than magicka, so can help keep from overspending magicka
    • Advanced tip: Like all named debuffs, Lifesteal cannot be stacked multiple times onto enemies. Advanced groups will typically have one and only one healer slot Altar to avoid redundancy
  • Dampen Magic: Big shield for yourself. Usually unnecessary, but can be useful in some kiting roles where you might be taking extra damage
  • Elemental Susceptibility: Shoot this at an enemy to reduce its resistances with Major Breach, as well as apply several status effects for a little extra damage. Occasionally useful if your tank is not providing Breach, or if something the tank can’t reach needs Breach
  • Crushing Shock: A ranged interrupt. Normally tanks and dps will be handling interrupts, but occasionally it can be useful for a healer to use one

Niche use skills

These skills are typically only used for specific fights at fairly advanced levels. Most healers will probably rarely or never need them, but for the sake of completeness I’m listing them here

  • Healing Ward: A big shield and HoT for one ally. Usually unnecessary, but can be very useful when one person in particular needs lots of healing, e.g. for tomb healing in Sunspire trial
  • Efficient Purge: Cleanses effects like debuffs and sticky DoTs from group members. Usually unnecessary, as you can heal your group through most effects that this skill would cleanse; however, some advanced content does have effects that require a cleanse
  • Mystic Guard: Protects one teammate by transferring some of the damage they’re taking to you. Only rarely necessary, but occasionally useful in very advanced content where someone (usually a tank) is taking very high damage. This skill will cause you to take extra damage, so use with caution. Must be slotted on both bars, or else the guard will fall off when you switch bars

Class Setups

All classes are capable of being strong healers. Some classes provide more group utility than others, and so are more often sought for endgame healing roles, but others will still do an entirely adequate job

Arcanist

Arcanists are able to provide lots of extra group damage with their Domain and Rune of the Colorless Pool skills. They also have a unique channeled heal Remedy Cascade







Combat PrayerIllustrious HealingRadiating RegenerationEvolving RunemendInner LightReviving Barrier






Energy OrbEchoing VigorZenas’ Empowering DiscElemental BlockadeTidal ChakramAggressive Horn

Here we’ve added:

  • Evolving Runemend (FLEX): Single target burst heal. Also applies a small HoT
  • Zenas’ Empowering Disc or Reconstructive Domain: Provides the group with Minor Courage damage buff as well as resource regeneration buffs. Use Reconstructive to add a HoT, or Zenas’ for better buff management
  • Tidal Chakram or Chakram of Destiny (FLEX): Applies a damage shield to four targets to absorb some incoming damage. Use Tidal for some extra healing if you have crux, or Destiny for some extra shielding and to create crux to use for another skill like Curative Surge

Additional flex skills

Dragonknight

Dragonknights are usually considered one of the least optimal or user-friendly heal classes, but they’re still able to provide strong healing and some buffs for the group







Combat PrayerIllustrious HealingRadiating RegenerationObsidian ShardInner LightReviving Barrier






Energy OrbEchoing VigorCinder StormElemental BlockadeIgneous WeaponsAggressive Horn

Here we’ve added:

  • Obsidian Shard (FLEX): The DK’s burst heal. Shoot this at an enemy to heal two teammates near the enemy
  • Cinder Storm: The DK’s ground HoT. Strong healing but has a small radius, so works best when your group is standing together nicely
  • Igneous Weapons (FLEX): Provides the group with Major Sorcery and Brutality damage buffs

Additional flex skills

  • Fragmented Shield: We’d mainly use this for the Major Mending buff to boost all of our healing. Also gives us a big shield
  • Cauterize: Gives one ally a big heal once every five seconds. Potentially nice extra healing in dungeons, but not too useful in trials. Also gives you Major Prophecy/Savagery crit boost
  • Engulfing Flames: Debuffs enemies to strengthen any flame damage the group is doing against them

Necromancer

Necromancers have a great source of group utility in their Glacial Colossus ultimate, which provides a powerful debuff to let the group deal more damage. They also have a unique resurrection ultimate Renewing Animation that can instantly rez multiple allies







Combat PrayerIllustrious HealingRadiating RegenerationBlood SacrificeInner LightRenewing Animation






Energy OrbEchoing VigorBraided TetherElemental BlockadeSpirit GuardianGlacial Colossus

Here we’ve added:

  • Blood Sacrifice (FLEX): The necro’s burst heal. Heals two allies if a corpse is available, or just one if not. The Minor Defile debuff is usually not a concern since you’ll normally be healing yourself plenty enough to not worry about it
  • Braided Tether or Mortal Coil: The necro’s area HoT. Heals along a tether reaching from you to the corpse consumed. Use Braided to expand the healing area, or Coil for extra resources
  • Spirit Guardian or Intensive Mender (FLEX): Applies a big heal periodically, but only to one person. Also useful for activating the Undead Confederate passive which gives you extra resources
  • [Ultimate] Renewing Animation (FLEX): Instant resurrect for three dead allies. Incredibly useful when lots of your team is dead and you don’t have time to rez manually
  • [Ultimate] Glacial Colossus: Applies the powerful Major Vulnerability debuff to enemies, causing them to take much more damage

Additional flex skills

  • Necrotic Potency: Generates ult from corpses. This skill has the potential to generate huge amounts of ult if many enemies are dying around you
  • Unnerving Boneyard: Provides the big Major Breach resistance debuff to enemies so they take more damage

Nightblade

Nightblades offer great group utility with their Twisting Path skill, which provides both resources and a speed buff. They’re also able to generate large amounts of ult through their Catalyst passive by drinking potions, allowing them to cast ultimates more often than other classes to buff the group







Combat PrayerIllustrious HealingRadiating RegenerationHealthy OfferingInner LightReviving Barrier






Energy OrbEchoing VigorRefreshing PathElemental BlockadeRelentless FocusAggressive Horn

Here we’ve added:

  • Healthy Offering: The nightblade’s burst heal, healing one teammate. We use this mostly for the Minor Mending buff to increase all our healing, and for Magicka Flood passive for a stat boost. The health drain is usually not a concern since you’ll normally be healing yourself plenty enough to not worry about it
  • Refreshing Path: The nightblade’s ground HoT. Also grants resources and Major Expedition movement speed buff to your team
  • Relentless Focus (FLEX): Passively provides a spell damage buff to increase your healing. Don’t cast this skill; it’s just there for the passive buff

Additional flex skills

  • Lotus Fan: Applies Minor Vulnerability debuff to make enemies take more damage. Also causes you to jump in toward the enemy, so use with caution
  • Funnel Health: Shoot this at an enemy to give two group members a sticky HoT. Potentially useful in dungeons, but doesn’t heal enough people to normally be worth slotting in trials
  • Siphoning Attacks: Sustain option. Provides you with extra resources and health
  • Mass Hysteria: Applies Major Cowardice to enemies to weaken their damage. Only used rarely in very high damage fights, as typical healing skills are usually adequate to keep everyone alive
  • [Ultimate] Soul Harvest: Advanced healers often slot this passively on the frontbar to allow proccing the Hemorrhage passive to give the group a crit bonus; however, many groups will be better off with having Barrier available instead. Don’t cast it; it’d just be there for the passive buff

Sorcerer

Sorcerers can provide lots of extra group damage with their Charged Atronach ultimate, which provides the Major Berserk buff via a synergy. They also have a pet that uniquely provides a huge 360 degree burst heal that can heal allies even if they’re standing behind you

This setup uses the Matriarch pet for that burst heal utility:







Combat PrayerIllustrious HealingRadiating RegenerationSummon Twilight MatriarchInner LightReviving Barrier






Energy OrbEchoing VigorElemental BlockadeSummon Twilight MatriarchVibrant ShroudSummon Charged Atronach

This setup leaves off the Matriarch, leaving us more room for other skills:







Combat PrayerIllustrious HealingRadiating Regeneration[Burst heal flex]Inner LightReviving Barrier






Energy OrbEchoing VigorPower SurgeElemental BlockadeRegenerative WardSummon Charged Atronach

Here we’ve added:

  • Summon Twilight Matriarch (FLEX): Strong 360 degree burst heal, healing two allies. Also deals a good amount of damage passively while summoned. Slot this on both bars, or else the pet will unsummon when you bar swap
  • Vibrant Shroud (FLEX): Area burst heal, also giving you Minor Vitality for extra healing power and applying Major Maim to enemies to weaken their attacks. We also use this skill to proc the Exploitation passive which gives the group a crit chance bonus
  • Power Surge (FLEX): The sorc’s area HoT. Puts out healing every time your other heals crit, but only up to every 3 seconds. Also provides Major Sorcery/Brutality for an extra stat bonus. This is not a very strong heal and can be replaced with something else as needed
  • Regenerative Ward (FLEX): Gives the group extra resources, and gives you a damage shield
  • [Ultimate] Summon Charged Atronach: On top of doing lots of damage, provides a synergy to give your group the powerful Major Berserk buff for a big damage boost

Additional flex skills

  • Dark Conversion: Sustain option. Provides you with extra magicka
  • Bound Aegis: Just a filler skill we can use for a bigger magicka pool. Don’t cast it; it’s just there for the passive buff
  • Boundless Storm: Gives you the Major Expedition speed boost as well as Major Resolve resistance buff. Sometimes useful for kiting and any other situations where you want to move fast

Templar

Templars are generally considered one of the most capable, user-friendly, and beginner-friendly healing classes. They can provide extra resources to the group and have a number of strong healing skills and passives, including a cleanse synergy







Combat PrayerIllustrious HealingRadiating RegenerationBreath of LifeInner LightReviving Barrier






Energy OrbEchoing VigorExtended RitualElemental BlockadePurifying LightAggressive Horn

Here we’ve added:

  • Breath of Life (FLEX): The templar’s burst heal. Heals two targets
  • Extended Ritual: The templar’s ground HoT. Also provides a cleanse to yourself and a synergy for a teammate to receive a cleanse too
  • Purifying Light: Shoot this at an enemy to get an area HoT. This will also proc the Illuminate passive which gives your group the Minor Sorcery stat boost

Additional flex skills

Warden

Wardens are the most sought healers in endgame trials because of their many sources of group buffs. They can provide extra resistances, increased health pools via their Maturation passive, extra resource regeneration, and debuffs to increase group damage







Combat PrayerIllustrious HealingRadiating RegenerationBudding SeedsInner LightReviving Barrier






Energy OrbEchoing VigorExpansive Frost CloakElemental BlockadeEnchanted GrowthAggressive Horn

Here we’ve added:

  • Budding Seeds: The warden’s ground HoT; also does a big burst heal at the end of its timer. Strong heal but has a short timer, so needs to be recast often for best results. Also provides a synergy for one person to get an extra HoT
  • Expansive Frost Cloak: Provides Major Resolve to the whole group, giving extra resistances. Staple warden heal skill
  • Enchanted Growth (FLEX): The warden’s area burst heal. Also provides resource regeneration buffs for allies

Additional flex skills

  • Fetcher Infection: Debuffs an enemy wth Minor Vulnerability to take more damage
  • Blue Betty: Sustain option. Gives you extra magicka and Major Sorcery/Brutality stat boost, and cleanses a debuff from you occasionally
  • Deceptive Predator: Provides you with Major Expedition speed boost and some damage reduction. Sometimes useful for kiting and any other situations where you want to move fast
  • [Ultimate] Wild Guardian: Advanced healers often slot this passively on the frontbar for extra resources via the Flourish passive; however, many groups will be better off with having Barrier available instead. Don’t summon or cast it (it will just unsummon on your other bar anyway); it’d just be there for that passive buff

Quick Guide to Skill Casting

  • Remember, there is a one second global cooldown (GCD) for casting skills. After you cast a skill, you are unable to cast another skill for one second. Therefore it is ideal to cast skills on a consistent rhythm of one skill per second, the maximum speed allowed by the GCD. Consider using a metronome to get accustomed to this rhythm
    • Naturally, casting this frequently will burn through a lot of resources, but any second where you’re not casting a skill is a second wasted where you could have been! If your group isn’t in need of a healing skill every second, consider slotting a damage skill or two. See Sustain Tips below if you’re running out of resources
  • Also remember to weave a light attack between each skill. Along with dealing extra damage, this will cause you to generate ult and also assist in applying your weapon enchantments, which are activated by light attacks and weapon skills. A successful weaver will cast one skill and one light attack in each one-second interval

Rotation

Your goals in your rotation are:

  • Keep your HoT and buff timers running at all times
  • Cast a useful skill on every one-second GCD

Watch your skill timers! Make sure you can see timers visible for both your frontbar and backbar skills; there are several addons that will make timers clearer and easier to read than the basegame UI offers, so consider checking out such addons

  • Whenever one of your HoT or buff timers has run out or is about to, cast that skill again to keep it running!
  • Whenever your cooldowns are all still running, hit Combat Prayer for some extra just-in-case burst healing, or just cast a damage skill if you feel you’re putting out enough healing
    • Try to avoid recasting HoTs before their timers expire, unless your group has moved. This will not provide any additional healing

You should spend most of your time on your resto staff frontbar. Just go to your backbar briefly to refresh skill timers

Casting skills infrequently is one of the biggest things that holds back most healers from putting out lots of healing. Dealing with mechanics and staying out of enemy attacks can take some time to get used to, but once you’re familiar with the fight, pushing your healing skills as close to that one-cast-per-second rhythm as possible will let you put out huge amounts of healing. In many cases, pushing out that extra healing will save you from the attacks you might have died from anyway


Sustain Tips

Try to avoid heavy attacking for extra magicka when possible. A heavy or two once in a while is okay, but doing many heavy attacks takes lots of time away that you could be using to cast skills. Better to improve your sustain in other ways whenever possible. (Of course, if you’re wearing Roaring Opportunist, you absolutely should be doing some heavies to proc it, but try not to do many extra!)

Healers tend to use a lot of magicka. Running out? Check on these items, which should be done fairly universally by all healers

  • Have you bought all your passives? Your Light Armor and class skill lines have a number of passives that will give you extra magicka
  • Are you using all light armor? If not, consider doing so for that big sustain passive
  • Do you have CP points in the Rejuvenation passive (red tree)?
  • Are you using food with a magicka recovery buff, like Witchmother’s Potent Brew?
  • Are you using a potion with a magicka recovery buff?
  • If you’re using Roaring Opportunist, are you heavy attacking occasionally to proc it?
  • Do you have Echoing Vigor slotted, and are you double-casting it if you’re in a trial? Vigor costs stamina, so every cast of Vigor is avoiding using magicka
  • Are you using your HoTs on cooldown? HoTs cost less magicka than burst heals and will help you save some magicka

If you’re still running out of magicka, you can try these additional options

  • Use magicka recovery glyphs on your jewelry
  • Some class skills give magicka when you cast them. Consider slotting one; these skills are mentioned above in the class skills section
  • Try an additional non-magicka skill, like Overflowing Altar or Ring of Preservation

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