ESO Empire

Dungeon Templar Healer

Stonethorn Patch

Build Introduction:
Welcome to the Dungeon Templar Healer build “Oracle” for The Elder Scrolls Online! While any Class can heal, Templars are usually a top pick amongst many new players. This is because one of the Templar Class Skill Lines “Restoring Light” is fully devoted to group support, offering strong burst heals, HoTs, cleanses, and much more.

This build has been tried and tested extensively just like the rest of the builds you will find on ESO Empire. Here you will find everything you will need to know about healing in Dungeons with a Templar, including Beginner and End Game Gear Setups, however, there is no one true “best setup” for Healers as you must adapt to your current situation. You will also find which skills are most effective and when you would use them. Healing in ESO is different from most other MMORPGs. It is a lot more fast paced since you must maintain your own resources, keep your group alive and buffed, and also apply de-buffs to your enemies. Luckily for you, Templars are one of the most beginner friendly Classes to learn how to fulfill the Healer role effectively on, while still being a top tier choice in late game content.

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Race

Breton

Increase Max Magicka by 2000

Increases Spell Resistance by 2310 and 100 Magicka Recovery. The Spell Resistance granted by the effect will be doubled if you are afflicted with Burning, Chilled, or Concussed.

Reduces the Magicka cost of your abilities by 7%

Argonian

Increase your Max Magicka by 1000. Whenever you drink a potion you restore 4000 Health, Magicka, and Stamina.

Increase your Max Health by 1000 and your Poison and Disease Resistance by 2310. Gain immunity to the diseased status effect.

Increase your Healing Done by 6%.

High Elf

Reduces damage taken by 5% while you are using an ability with a cast or channel time. Restores 645 Magicka or Stamina, based of whichever is lowest, after activating a Class ability. This effect can occur once every 6 seconds.

Increases Max Magicka by 2000

Increases your Spell Damage by 258

Breton – Bretons are highly recommended for Healers in ESO. They offer a lot of Magicka sustain through reducing the cost of your Magicka skills. The increased Spell Resistance helps immensely in end game content as there is typically a lot of Magic Damage being dealt. They also provide the highest Max Magicka boost available through Racial Passives.

Argonian – Argonians are also strong contenders for Healers. They give you a nice boost to both your Max Magicka and Max Health as well as give you the only Racial Passive in the game that increases your healing done. This allows for more forgiveness on your Restoration Staff trait, meaning you could more comfortably use something such as Precise or Decisive. And finally, the most unique passive that Argonians bring to the table is their potion passive, this gives you an absurd amount of sustain for all resources and allows for much better Stamina control for sets like Way of Martial Knowledge and Powerful Assault.

High Elf – High Elves are another decent choice for Healers that provide an increase to your Spell Damage. This in turn will increase your DPS, though this is not as important for Healers. Spell Damage will also increase the value of your heals slightly. They have good sustain, though only on the activation of Class skills. And since you do not use any channeled abilities, you will miss out on the damage reduction provided by the first passive. However, they also provide the highest Max Magicka increase that Racial Passives can give.

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Attributes

Magicka

64

Health

0

Stamina

0

It’s best to invest all available points into Magicka, this is because more than just your resource pools are affected by your Attributes. Your Max Magicka also increases how much damage and healing your skills do in combat which can be seen on a skill description in game. If you find that you are in need of more Health, I would suggest adding an additional Prismatic Glyph on your Head piece. Healers typically have around 18.5-20k Health with a food buff active.

While the bonus you get from Attributes may not seem like a big deal, it is important to note that your per Attribute value will continue to increase until you hit CP300.

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Mundus Stone

The Ritual
Eastmarch
Alik'r Desert
Malabal Tor

I highly recommend using The Ritual stone with a Dungeon Healer for the extra boost to healing. Above you will find where to find it on the map, though bare in mind that most Guild Halls have all Mundus Stones to save you some time. However, if you do somehow find yourself needing sustain, you can instead use The Atronach.

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Consumables

Purple CP150-160 Food

Purple CP150-160 Food is crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is best used if you already have great sustain, as it will boost your Health, Magicka, and Stamina stats higher than Witchmother’s Potent Brew will. You may find this food helpful if you are using Power of the Light instead of Purifying Light (Morphs of Backlash) from the Dawn’s Wrath skill line.

Bewitched Sugar Skulls

Bewitched Sugar Skulls is crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. Like Purple CP150-160 Food, it is best used if you already have great sustain, as it will boost your Health, Magicka, Stamina as well as your Health Recovery. You may find this food helpful if you’re using Power of the Light over Purifying Light (Morphs of Backlash) from the Dawn’s Wrath skill line. This is a min/max food and does not offer much more than Purple CP150-160 Food.

Witchmother's Potent Brew

Witchmother’s Potent Brew is a crafted drink in ESO, and can only be found otherwise in Guild Stores crafted by another player. I would only recommend using this food if you are having issues with your Magicka sustain in which I would suggest swapping to the Atronach Mundus Stone first. If you’re looking for a step up from Witchmother’s Potent Brew but still need the Magicka Recovery, try Clockwork Citrus Filet. However, it is expensive.

Essence of Magicka

Essence of Magicka are generic potions found in ESO as they can drop from a variety of sources. You will often come across plenty of these during a regular play session. Use these during non-Veteran content to help you get into the habit of using a potion on cooldown and to give yourself a quick bump to your Magicka resource pool.

Essence of Spell Power

Essence of Spell Power are crafted potions in ESO, and can only be found otherwise in Guild Stores crafted by another player. I highly suggest using only these potions in all content as they provide sustain and necessary buffs. If Gold is an issue, try using the generic Essence of Magicka instead.

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Gear Setup

End Game Setup

Set Name Trait Enchantment Weight/Type

Head

Divines

Increase Max Magicka

Heavy

Shoulders

Divines

Increase Max Magicka

Medium

Chest

Infused

Increase Max Health/Stamina/Magicka

Light

Hands

Divines

Increase Max Magicka

Light

Waist

Divines

Increase Max Magicka

Light

Legs

Infused

Increase Max Health/Stamina/Magicka

Light

Feet

Divines

Increase Max Magicka

Light

Necklace

Arcane

Increase Spell Damage

Jewelry

Ring

Arcane

Increase Spell Damage

Jewelry

Ring

Arcane

Increase Spell Damage

Jewelry

Front Bar

Decisive

Increase Weapon/Spell Damage

Restoration Staff

Back Bar

Infused

Shock Damage

Lightning Staff

Symphony of Blades – Increases sustain for the entire group and is widely used in late game content, though it can be difficult to obtain. With the release of the Greymoor expansion, Symphony of Blades was adjusted to now target players individually on cooldown. This change made it much more worth running than anything else in group content for Templar Healers. However, if you are running with a very high DPS group in non-DLC Dungeons, this Monster Set may not be as useful since the fights won’t last long anyway. If this is the case, then you could instead use a Magicka DPS set, such as Grothdarr or Maw of the Infernal.

Spell Power Cure – Provides Major Courage which is a great buff to your group, and it will even increase the value of your heals. It is very important to keep your HoTs up as it requires you to over heal your target to receive the benefits. This should be quite easy as long as you make sure Illustrious Healing and Radiating Regeneration remain active.

Master Architect – A solid set for running Dungeons as a Healer. It increases your DPS even while on the Front Bar, however, this set truly shines when you use Aggressive Horn on the Back Bar. If you save Ultimate until the beginning of a boss fight, you will typically have around 500 Ultimate. If used then, not only would the group get the usual buffs of Aggressive Horn, they would also receive Major Slayer for about 36 seconds. The best part about using Master Architect on a Healer is that even if you use a defensive Ultimate on your Back Bar such as Reviving Barrier, the group will still get an offensive boost. While using this set, Minor Heroism potions are highly recommended, as they will allow you to use your Ultimate more often.

(Perfected) Grand Rejuvenation – There is not much to say about this Restoration Staff, other than that I would highly recommend getting one for your Healer. Even the non-Perfected version will still be worth it as will increase the sustain of your group members that stay inside of your Illustrious Healing.

Just Starting Setup

Set Name Trait Enchantment Weight/Type

Head

Divines

Increase Max Magicka

Heavy

Shoulders

Divines

Increase Max Magicka

Medium

Chest

Infused

Increase Max Health

Light

Hands

Divines

Increase Max Magicka

Light

Waist

Divines

Increase Max Magicka

Light

Legs

Infused

Increase Max Magicka

Light

Feet

Divines

Increase Max Magicka

Light

Necklace

Arcane

Increase Spell Damage

Jewelry

Ring

Arcane

Increase Spell Damage

Jewelry

Ring

Arcane

Increase Spell Damage

Jewelry

Front Bar

Powered

Increase Weapon/Spell Damage

Restoration Staff

Back Bar

Infused

Shock Damage

Lightning Staff

Sentinel of Rkugamz – An amazing Monster Set for if you are looking to start replacing your beginner gear while still being a good choice in late game content. Easy to obtain, easier to proc, and reliable in Dungeon boss fights as long as your group cooperates. I would highly recommend grabbing and using this set until you are confident enough to tackle Veteran Depths of Malatar for the Symphony of Blades set.

Worm’s Raiment – An easy to farm set for beginner Healers that is best used when you have Magicka DPS to help with group Magicka sustain. Even if you do not have Magicka DPS, it will still help you and your Tank.

Sanctuary – A solid set for Healers looking to get started in Veteran Dungeons as it is easy to obtain and always reliable. Sanctuary is a good set to have on hand for content that you may find difficult to heal.

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Alternative Sets

Easy to obtain | Challenging to obtainHard to obtain

Kagrenac’s Hope – A decent choice for beginners and understandably alluring. But using this set can lead to bad habits, as Healers do not usually resurrect fallen group members in most content unless absolutely necessary. This set would be most commonly used in Veteran Blackrose Prison.

Way of Martial Knowledge – Also known as ‘MK’, this set is very effective in Dungeons, especially against bosses when paired with Powerful Assault. With these sets combined, you would typically want to use Echoing Vigor as it provides an extra HoT on your group and you can easily get your Stamina below 50% for MK, not to mention that the duration of Echoing Vigor lines up perfectly with Powerful Assault. It can take some time getting use to managing your Stamina efficiently, but deadly when mastered.

Jorvuld’s Guidance – Increases the duration of all Minor and Major buffs by 40%, this is very useful for Healers as your main focus is not only healing, but also making sure you are giving your group those buffs. Also provides some very good 2-4 piece set bonuses. Paired with Master Architect, Major Slayer can last up to 50 seconds.

Hollowfang Thirst – A great set to have on hand in Dungeons. While it does not boost the damage of your group, it increases their Magicka sustain as well as buffs them with Minor Vitality, increasing their healing received by 8%. Requires you to critically heal or damage a target to spawn the orb, so you may find using the Precise trait on your Restoration Staff instead of Powered or Decisive will help you proc this set every time the cooldown ends.

Powerful Assault – You would usually wear this set when combined with Way of Martial Knowledge to help with draining your Stamina below 50%. Provides a nice Spell and Weapon Damage boost to your group which will also increase the value of your heals. This set is also used by Tanks in Dungeons that may not have Roar of Alkosh, so be sure to communicate with your group with which sets you are using.

Nightflame – If you need heavier healing than what Sentinel of Rkugamz can provide, then I would recommend using this set. It has a decent proc chance and can heal everyone standing within the radius of the totem. However, if your group seems to be always spread out, you may find this to not be as effective.

Earthgore – Not as commonly used since it only benefits one member of your group, but it is still useful in some content for a panic moment such as Veteran Blackrose Prison. It’s a great last second heal and not something you should ever heavily rely on because it has a longer cooldown than some other healing Monster Sets.

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Skills

Front Bar

Power of the Light – Applies Minor Breach and Minor Fracture to an enemy which will increase the amount of damage that your group does to it. You typically want to target the enemy that poses the highest threat to let your group know that they should be attacking it. It also deals a bit of burst damage when the skill ends.

Illustrious Healing – This is a very strong HoT ability, make sure you have this on the group at all times. Especially if you’re using Spell Power Cure.

Radiating Regeneration – A great HoT for Dungeons that when combined with Illustrious Healing, you should have no problem keeping your group alive. Since this ability can only target 3 players, you should be activating it twice per cooldown so that everyone receives the HoT.

Combat Prayer – A great burst heal for if someone in your group gets low that also buffs them with Minor Berserk and Minor Resolve. Minor Berserk will increase their damage and Minor Resolve will increase their resistances. Keep these buffs on your group as much as you can.

Inner Light – Provides extra Magicka on the Front Bar which will increase overall damage and healing slightly. Also grants you Major Prophecy which will allow your heals to critically strike more often.

Ultimate: Reviving Barrier – Only use this Ultimate over Aggressive Horn when you really need a moment to breathe. Having this skill slotted on the Front Bar will also provide some Magicka Sustain, depending on how far into the Alliance War skill line you are, up to 10%.

Back Bar

Elemental Drain – Applies Major Breach and Minor Magickasteal to an enemy, increasing group DPS and Magicka sustain of the entire group.

Energy Orb – Rapidly heals the group as it travels and provides a synergy to restore resources to all member who activate it. Although this skill is expensive to cast, try to keep it up as often as possible.

Elemental Blockade – Using a Lightning Staff on your Back Bar with a Shock Damage enchantment will easily apply the Off Balance status effect to enemies, increasing the damage they will take. This skill will proc your enchantment for you even while on your Restoration Staff.

Extended Ritual – A great HoT with a long duration. Provides a synergy to group members inside the heal, allowing them to cleanse themselves of negative effects along with providing a good burst heal.

Channeled Focus – Provides Major Resolve while active which will increase your resistances. This buff is further increased by 50% while standing inside the rune. Also grants extra Magicka sustain while active.

Ultimate: Aggressive Horn – Increase the Max Magicka and Max Stamina of your group by 10% as well as apply the Major Force buff which increases Critical Damage dealt by 15%. In Dungeons, both you and your Tank will typically be using this Ultimate for boss fights. So make sure you discuss with them beforehand about who will use it first, as it does not stack.

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Alternative Skills

Breath of Life

Breath of Life (Morph of Rushed Ceremony) from the Restoring Light skill line is a strong burst of healing to only be used when absolutely necessary. While it is the best burst heal in the Templar Class skill line, you should not get in the habit of relying on it. Practice keeping your HoTs up, and only use Breath of Life in content that you find very difficult.

Solar Prison

Solar Prison (Morph of Nova) from the Dawn’s Wrath skill line is used to apply Major Maim in a huge area when your group really needs the damage mitigation. Puts out a decent amount of damage and gives one of your group members the opportunity activate a synergy that deals great burst damage.

Efficient Purge

Efficient Purge (Morph of Purge) from the Support skill line is a high cost ability that allows you to remove Negative Effects from yourself and your group. While this skill is not run often, it is recommended due to being irreplaceable in the areas it is needed. It has use in Dungeons where you will need to remove strong Flame and Poison DoTs.

Crushing Shock

Crushing Shock (Morph of Force Shock) from the Destruction Staff skill line is a great skill to use when you require a ranged interrupt. You can also use this skill while your HoTs and DoTs are active to add to your group DPS and allow your Tank to save some Stamina since they will not have to Bash as often.

Overflowing Altar

Overflowing Altar (Morph of Blood Altar) from the Undaunted skill line applies Minor Lifesteal to all enemies in the area as well as provides a synergy, allowing your group to choose when they may need a burst heal. Best used on big pulls of enemies.

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Champion Points

Below is a general overview for CP810

The Mage Constellation

The current allocation of Mage Champion Points is optimized for strong healing while still being able to do some DPS with your DoT abilities. As a Healer, your main job is to buff and heal your group as well as debuff the enemies. However, being able to contribute to the overall DPS of your group can speed up the pace of a Dungeon. That being said you should never prioritize DPS over buffing and healing your group.

The Thief Constellation

The current allocation of Thief Champion Points is optimized for great passive Magicka Recovery while also being able to gain bursts of Magicka on Heavy Attacks. Points spent into Warlord, Sprinter, Tumbling, and Shadow Ward ensures you can be agile on the battlefield when you need to be. If you find that you need to break free more often than you are blocking or roll dodging, you can always shift points around yourself.

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Rotation

Healers do not typically follow a rotation except in long boss fights. During add pulls, you generally want to pre-buff and open with Area of Effect skills. Below you will find a general guide to what you should be doing in Dungeon fights.

Step 1:    Pre-buff the group with Radiating Regeneration and Combat Prayer, then swap to your Lightning Staff and use Channeled Focus. If entering a boss fight and Aggressive Horn is up now is the time to use it. Make sure you and your Tank communicate on who will use it first, as it is best alternated between the two of you.

Step 2:    Apply all Back Bar buffs and debuffs. This includes Elemental Blockade, Extended Ritual, and Elemental Drain on a few of the more threatening enemies. Now is also a great time to use an Energy Orb for some extra healing and group sustain before you swap bars.

Step 3:    Re-apply Combat Prayer if the duration is out, you want to ensure this skill remains up 100% of the time if possible. Use Illustrious Healing on the group for a great AoE HoT effect, and use Power of the Light on all threatening enemies so they die faster. On boss fights, make sure Power of the Light remains on the boss at all times.

Step 4:    If the add fight is taking a little longer, make sure Elemental Blockade, Illustrious Healing, Combat Prayer, and Radiating Regeneration remain active while also providing your group with Energy Orbs.

Notes

Breath of Life is not slotted due to most Dungeons not requiring a strong burst heal that Combat Prayer can not handle. If you are doing content that you find to be more difficult to heal, slot Breath of Life instead of Inner Light.

During boss fights, keep Power of the Light and Elemental Drain on the boss at all times. Power of the Light debuffs the boss with Minor Fracture and Minor Breach while also offering a nice burst of damage after the effect ends. Elemental Drain debuffs the boss with Major Breach and Minor Magickasteal, providing your group with increased damage and Magicka sustain.

Prioritize using Aggressive Horn over Reviving Barrier if you can manage to do so as it increases the damage dealt by everyone in your group. Reviving Barrier should only be used as a last ditch effort.