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Paradoxdruid’s Quick Healer Guide

You want to have a trial-ready Healer build, but you aren’t sure what you need to have ready? Check out this quick run-down of core healer skills, gear, and other pieces. You can see the full guides with much more details at Paradoxdruid’s ESO Guides: Builds and Rosters

Table of Contents

Guide Section Why Do I Want To Read This?
Healer Core Setup and Ideas A primer on how to build a Healer. (Start here!)
  Build Basics: Race, attributes, mundus, food, etc.
  The Most Common Gear Sets: The Gear sets you will probably be asked to run and why.
Green Balance Healer (SPC/PP) Build Skills, sets, and explanations of why skills are important for a Healer using the Green Balance line.
Restoring Light Healer (RO/JO or MA/PA) Build Skills, sets, and explanations of why skills are important for a Healer using the Restoring Light line.

Healer Core Setup and Ideas

There’s lots of ways to be a good healer. But you want a cheatsheet on something effective, so you can get back to playing?

The Build Basics

The Most Common Gear Sets

Gear Acronym Why Is It Used What is it paired with Where to Obtain
SPC Spell Power Cure provides the almost-unique buff Major Courage (+430 Weapon/Spell Damage). This ends up providing about +6% increased group damage.
• You always want it on your main healing bar / front bar, to maximize activations (“procs”).
Typically paired with PP, PA, or MA. Used with Symph or Ozezan monster set. White-Gold Tower (group dungeon in Imperial City)
PP Pillager’s Profit provides a unique bonus of extra ultimate for all group members. As such, you want to cast “large” ultimates (cast ultimate with high amount of ultimate built up).
• Because 5-piece bonus is only needed when Ult is cast, usually you want it active on the backbar, where you keep the Ultimate ability you will use.
Typically paired with SPC or MA. Dreadsail Reef (group trial in High Isle)
RO Roaring Opportunist provides Major Slayer, a critical damage boost that with good uptimes increases group damage from +5% to +8% over the entire encounter.
• It requires you to heavy attack– and to hit all 12 trial members, you must heavy attack twice. Addons can help time this for maximum uptime.
• Because 5-piece bonus is only needed when heavy attacking, usually you want it active on the backbar, to free up front bar for other effects.
Almost always paired with JO, to extend the duration of this critical buff. Kyne’s Aegis (group trial in Solitude)
JO Jorvuld’s Guidance extended buffs you apply by 40% duration, which is great under any circumstance, but synergizes well with RO to maximize Major Slayer uptimes.
• It must be on body and jewelry / always active, or bar-swapping will drop the extended effects.
Almost always paired with RO. Scalecaller Peak (group dungeon in Stormhaven)
MA Master Architect is another set that provides the critical Major Slayer buff, a critical damage boost that with good uptimes increases group damage from +5% to +8% over the entire encounter.
• However, MA can only target the effect to 6 players at a time, so in trials, it requires dividing the group in two and having two supports running MA (or WM) to keep the effect up on everyone.
• Duration is extended from casting “large” ultimates (cast ultimate with high amount of ultimate built up).
• Because 5-piece bonus is only needed when Ult is cast, usually you want it active on the backbar, where you keep the Ultimate ability you will use.
Commonly paired with PA, sometimes SPC Halls of Fabrication (group trial in Clockwork City)
PA Powerful Assault provides a unique boost to weapon/spell damage for the group, that can boost group damage by +3% to +4%. Often run on Tanks, sometimes on Healers.
• Activated by casting Assault skill line abilities, usually Echoing Vigor (though Trample will activate it, too). Because that’s usually a backbar ability, PA is usually only on the backbar.
Commonly paired with MA, sometimes SPC Tel’Var merchants in Imperial City or for gold from Guild Traders
WM War Machine is the medium-armor version of MA, usually run on tanks or a support DPS. Usually not run on Healers. Halls of Fabrication (group trial in Clockwork City)
Pearls Pearls of Ehlonfey is a mythic necklace that provides the wearer enhanced ultimate generation.
• Only activates if your Magicka is below 50%, so gets better the more you are able to sustainably spam abilities
Usually paired with PP to maximize utility / cast large ults / cast frequent ults Antiquity system
Master’s Resto • The Master’s Restoration staff (also called Grand Rejuvenation in-game) provides extra resource recovery and sustain for the group.
• It only needs to be active on your main healing bar / frontbar.
Typically paired with RO/JO, on the frontbar. Dragonstar Arena (group arena in Craglorn)

Green Balance Healer Build

Disclaimer: As always, the “right” abilities will depend on group composition (what skills the other tank and the healers are running), what content you are doing (mechanics, boss specific needs, are you going to need to chain things), and other factors. This is just a starting point!

Note: Just by having the Green Balance class line (specifically the maturation passive), all of your healing applies Minor Toughness to allies, an important and unique +10% max health buff.

SPC skill bar

Class Lines Skill Bars Typical Sets Notes
Green Balance (Warden),
Siphoning (Nightblade),
Curative Runeforms (Arcanist)
FB: Illustrious Healing, Warding Burst, Radiating Regen, Budding Seeds, Combat Prayer, Soul Siphon

BB: Siphoning Attacks, Elemental Blockade, Echoing Vigor, Chakram of Destiny, Energy Orb, Glyphic of the Tides

SPC skill bars
SPC (FB)/MA (or PP) (BB)/Pearls/Ozezan or the Blind • Typical Ult: Glyphic of the Tides
• May drop Radiating Regen for Overflowing Altar
• If paired with ROJO healer, SPC/PA also can work
• Siphoning ability on each bar for +6% resources
Warding Burst: Damage Shield / Anchorite’s Potency / Minor Expedition

Front Bar

Icon Name Explanation
illustrious Illustrious Healing This is one of your primary ground heal over time (HoT) spells; it should always be up for the group. It smart targets, unlike the other morph.
budding seeds Budding Seeds This is your other primary ground HoT. This also provides a good healing synergy. Often, you will keep this ability focused on the MT, so they have a synergy available to restore resources.
combat prayer Combat Prayer Your main healing spammable and probably most-cast ability. It heals everyone in a large rectangle in front of you, as well as providing Minor Resolve (~3% damage reduction) and Minor Berserk (5% damage increase). If in doubt, spam this during heal checks.
warding burst Warding Burst This provides a useful damage shield for HoTs to heal the group under, and with Anchorite’s Potency gives you and the group ultimate generation.
  Flex Spot:  
  radiating Radiating Regeneration: This is a good semi-spammable for keeping magicka low and to provide a sticky heal when folks need to leave group for mechanics.
  contingency Warding Contingency: With Damage Shield and Growing Impact, this skill can give groupwide Minor Protection (5% damage reduction) or Minor Mag & Stam recovery, if a healer with Restoring Light isn’t providing it.
  offering Healthy Offering: This is a strong heal for single-target heal checks like Tombs, and will generate ultimate from passives.
  altar Overflowing Altar: One healer should always be running this strong heal and provider of massive heal synergy, preferably near the Tank.
soul siphon Ultimate: Soul Siphon This serves two purposes. Passively slotted, it gives you +6% Mag and Stam, +3% self-healing. Second, it’s a good “oh shit” button if you or especially the group is taking too much damage, to buy some breathing room.

Back Bar

Icon Name Explanation
orb Energy Orb A very strong HoT and source of an essential recovery synergy. It should always be up and active, usually aimed and near to tanks. (can switch with flex spot FB)
blockade Blockade of Lightning This is an important debuff skill. It sets concussed enemies (sourced from Tank’s Ele Sus) off balance, and procs the Crusher or Weakening enchantment on your BB staff. Skill can be dropped sometimes, if you have a DPS with off-balance Knife skill, or just need barspace for Altar or situational skills.
vigor Echoing Vigor A very strong sticky HoT (so good to cast before dps run off to do mechanics) that is Stamina based, to help manage resources.
chakram Chakram of Destiny A good spammable shield skill. It also generates Crux, which increases all your healing by up to 12%. (can switch with flex spot FB)
siphoning Siphoning Attacks A passive skill that keeps up the +6% Mag & Stam when you bar swap, and any damage you deal (like, constantly from Blockade) heals you and restores resources. Can also be cast to restore resources when low.
glyphic Ultimate: Glyphic of the Tides One of the strongest HoT effects in the game, and importantly it ticks every 1 second, when many heals tick every 2 seconds. Great for heal checks like vKA Falgravn HM 3rd floor. It also boosts group damage more than Pearlescent Ward or Xoryn’s set effects; worth casting anytime group is fighting even if they don’t need the heals.

Situational Healer Skills

Icon Name Explanation
barrier Reviving Barrier BB ultimate This serves two purposes. First, it passively gives +10% Magicka recovery. Second, it is a very strong shield and HoT for heavy damage moments, and is very useful for groupwide damage checks.
thicket Healing Thicket A strong extra HoT. Importantly, it’s very cheap to cast, so if you need spammable extra healing, like vSE Ansuul HM, it’s worth considering.
zenas Zenas’ Empowering Disc Minor Courage and Mag & Stam recovery is very nice, but only hits six targets. Useful for dungeons or trials with split Bosses like vLC Garg/Scorp.
purge Efficient Purge Purges harmful effects which can make some fights easier, such as in the first boss in vHoF. Many effects you would expect to be purgable in other trials… aren’t.
ele sus Elemental Susceptibility For some trials, healers will need to slot this to debuff side adds, such as Protectors in vAS+2. Applies Major Breach, and will proc Off-Balance if your Blockade of Lightning is on the target.
leashing soul Leashing Soul Sometimes healers need to taunt; using a Pull skill allows you to taunt without fear of stealing taunt from the Boss and you can apply Major Cowardice or Major Maim to reduce enemy damage.
trample Trample An alternative source of Major Heroism instead of the Pearls of Ehlnofey Mythic.
guard Mystic Guard Powerful damage reduction for a Tank, used in certain boss fights, like vDSR Twins HM.

Restoring Light Healer Build

Disclaimer: As always, the “right” abilities will depend on group composition (what skills the other tank and the healers are running), what content you are doing (mechanics, boss specific needs, are you going to need to chain things), and other factors. This is just a starting point!

ROJO skill bar

Class Lines Skill Bars Typical Sets Notes
Siphoning (Nightblade),
Restoring Light (Templar),
Flex (typically Curative Runeforms or Daedric Summoning)
FB: Illustrious Healing, Extended Ritual, Radiating Regeneration, Combat Prayer, Warding Burst, Soul Siphon

BB: Siphoning Attacks, Elemental Blockade, Echoing Vigor, Radiant Aura, Energy Orb, Reviving Barrier

ROJO skill bars
• RO (BB)/JO (body)/ Master’s Resto (FB)/ Symphony of Blades

• MA (body)/PA (FB)/Pearls
• Typical Ult: Reviving Barrier
• May drop Radianting Regen for Overflowing Altar
• Siphoning ability on each bar for +6% resources
Warding Burst: Damage Shield / Anchorite’s Potency / Minor Expedition

Front Bar

Icon Name Explanation
illustrious Illustrious Healing This is one of your primary ground heal over time (HoT) spells; it should always be up for the group. It smart targets, unlike the other morph.
ritual Extended Ritual Your other primary ground HoT. Extremely strong and long-lasting, and also provides a group-wide synergy for resource recovery.
combat prayer Combat Prayer Your main healing spammable and probably most-cast ability. It heals everyone in a large rectangle in front of you, as well as providing Minor Resolve (~3% damage reduction) and Minor Berserk (5% damage increase). If in doubt, spam this during heal checks.
warding burst Warding Burst This provides a useful damage shield for HoTs to heal the group under, and with Anchorite’s Potency gives you and the group ultimate generation.
  Flex Spot:  
  radiating Radiating Regeneration: This is a good semi-spammable for keeping magicka low and to provide a sticky heal when folks need to leave group for mechanics.
  contingency Warding Contingency: With Damage Shield and Growing Impact, this skill can give groupwide Minor Protection (5% damage reduction) or Minor Mag & Stam recovery, if a healer with Restoring Light isn’t providing it.
  offering Healthy Offering: This is a strong heal for single-target heal checks like Tombs, and will generate ultimate from passives.
  altar Overflowing Altar: One healer should always be running this strong heal and provider of massive heal synergy, preferably near the Tank.
soul siphon Ultimate: Soul Siphon This serves two purposes. Passively slotted, it gives you +6% Mag and Stam, +3% self-healing. Second, it’s a good “oh shit” button if you or especially the group is taking too much damage, to buy some breathing room.

Back Bar

Icon Name Explanation
orb Energy Orb A very strong HoT and source of an essential recovery synergy. It should always be up and active, usually aimed and near to tanks. (can switch with flex spot FB)
blockade Blockade of Lightning This is an important debuff skill. It sets enemies Concussed (to get off-balance with Tank’s Ele Sus cast), and procs the Crusher or Weakening enchantment on your BB staff. Skill can be dropped sometimes, if you have a DPS with off-balance Knife skill, or just need barspace for Altar or situational skills.
vigor Echoing Vigor A very strong sticky HoT (so good to cast before dps run off to do mechanics) that is Stamina based, to help manage resources.
radiant Radiant Aura A super-long lasting buff that provides important Minor Mag & Stam recovery for the group.
siphoning Siphoning Attacks A passive skill that keeps up the +6% Mag & Stam when you bar swap, and any damage you deal (like, constantly from Blockade) heals you and restores resources. Can also be cast to restore resources when low.
barrier Ultimate: Reviving Barrier This serves two purposes. First, it passively gives +10% Magicka recovery. Second, it is a very strong shield and HoT for heavy damage moments, and is very useful for group-wide damage checks.

Situational Healer Skills

Icon Name Explanation
atronach Ultimate: Summon Charged Atronach A powerful ult that also provides a synergy to give groupwide Major Berserk (+10% damage).
zenas Zena’s Empowering Disc Minor Courage and Mag & Stam recovery is very nice, but only hits six targets. Useful for dungeons or trials with split Bosses like vLC Garg/Scorp.
purge Efficient Purge A few trials require this skill to purge harmful effects, notably vHoF. Many effects you would expect to be purgable in other trials… aren’t.
ele sus Elemental Susceptibility For some trials, healers will need to slot this to debuff side adds, such as Protectors in vAS+2. Applies Major Breach, and will proc Off-Balance if your Blockade of Lightning is on the target.
leashing soul Leashing Soul Sometimes healers need to taunt; using a Pull skill allows you to taunt without fear of stealing taunt from the Boss and you can apply Major Cowardice or Major Maim to reduce enemy damage.
trample Trample An alternative source of Major Heroism instead of the Pearls of Ehlnofey Mythic.
guard Mystic Guard Powerful damage reduction for a Tank, used in certain boss fights, like vDSR Twins HM.