Dragonknight Healer
Turns every Ultimate into group Major Berserk and Major Protection, and is the only healer that gives the group Minor Brutality.
Overview
The Dragonknight is a surprise healer pick in Update 51. With Lead from the Front, every Ultimate you cast gives you and your group Major Berserk and Major Protection for one second per 15 Ultimate spent, so each Reviving Barrier is about 16 seconds of 10% more damage and 10% less damage taken for everyone.
Every Draconic Power cast gives the group Minor Brutality through Elder Dragon, and Update 51 made it a unique group buff that only Dragonknights bring. Blood of the Elder Dragon is your group heal and gives everyone it heals Major Fortitude and Minor Courage. Protect the Brood adds group Minor Protection.
Ardent Flame does the healing. Cauterize heals up to six allies every 3 seconds and gives you Major Savagery while slotted, and Fire Keeper is a ground heal that gives the group Minor Heroism and Minor Fortitude. The Storm Voice with the Booming Voice mastery turns your Ultimates into sustain.
Strengths
- Group Major Berserk and Major Protection on every Ultimate.
- Group Minor Brutality, Minor Courage and Minor Heroism with no extra slots.
- Strong sustain from The Storm Voice and Booming Voice.
Weaknesses
- The best buffs come from Ultimates, so the build is weaker until you have Ultimate.
- Cauterize and Fire Keeper are short-range, so stay with the group.
- No class cleanse.
Buffs and debuffs you bring in trials
Your group gets
Class Mastery
Pure-class characters with all three class lines at rank 50 can slot two Class Mastery passives (added in Update 50).
Every Ultimate gives the group Major Berserk and Major Protection for 1 second per 15 Ultimate spent: about 16 seconds per Reviving Barrier.
The Storm Voice also gives Health, Magicka and Stamina Recovery after each Ultimate. Sustain for a healer who casts a lot of them.
Skill Setups
Most healer builds have a Trial and a Dungeon setup. Trials stack 12 players, so ground heals reach everyone; in a 4-player dungeon the Dungeon setup leans on heals that follow people and puts Banner Bearer on both bars.
Written for 12-player trials, where the group stacks: ground heals like Illustrious Healing reach everyone at once. Only one healer in the raid needs Overflowing Altar, so agree with the other healer who brings it. On trial trash, pre-cast your heals over time and shields before the pull.
What this setup brings
Your group gets
| Slot | Skill |
|---|---|
| Front 1 | Radiating Regeneration Restoration Staff Cast time: InstantDuration: 10 secondsCost: 2,700 Magicka Sticky heal over time on the three lowest allies. Your main heal in dungeons, and what you cast between everything else. |
| Front 2 | Cauterize Ardent Flame Cast time: InstantDuration: 15 secondsCost: 4,050 Magicka Heals you or up to six allies every 3 seconds for 15 seconds, and gives you Major Savagery while slotted. |
| Front 3 | Combat Prayer Restoration Staff Cast time: InstantDuration: 10 secondsCost: 4,590 Magicka Burst heal in front of you, plus Minor Berserk and Minor Resolve for everyone it hits. The panic button. |
| Front 4 | Blood of the Elder Dragon Draconic Power Cast time: InstantDuration: 20 secondsCost: 4,320 Magicka Group heal that grows on wounded allies, with Major Fortitude and Minor Courage. As a Draconic Power cast it also gives Minor Brutality. |
| Front 5 | Illustrious Healing Restoration Staff Cast time: InstantRange: 28 metresDuration: 15 secondsCost: 3,510 Magicka Ground heal for a stacked group. Recast it every 6 seconds to keep the Master's Restoration Staff's resource restore going. |
| Front R | Reviving Barrier Support Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Group shield and heal over time for 30 seconds. Cast it before big damage, not after. |
| Back 1 | Overflowing Altar Undaunted Cast time: InstantDuration: 30 secondsCost: 4,050 Health Trials, one healer only: Minor Lifesteal on the boss, and a Blood Feast synergy that heals for 65% of Max Health. |
| Back 2 | Fire Keeper Ardent Flame Cast time: InstantRange: 22 metresDuration: 15 secondsCost: 351 Magicka / 1s Ground heal, stronger if you stand in it, that gives the group Minor Fortitude and Minor Heroism. |
| Back 3 | Elemental Blockade Destruction Staff Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka Area Concussion and Off Balance on the boss for the damage dealers. Cast it every third or fourth rotation. |
| Back 4 | Echoing Vigor Assault Cast time: InstantDuration: 16 secondsCost: 2,984 Stamina Big group heal over time for 16 seconds, and the Assault skill that triggers Powerful Assault. Recast it as it ends. |
| Back 5 | Protect the Brood Draconic Power Cast time: InstantDuration: 6 secondsCost: 4,050 Magicka Group Minor Protection for 20 seconds and less projectile damage. Your second Draconic Power cast for Minor Brutality. |
| Back R | Aggressive Horn Assault Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Major Force for the group's burn phase, and a Powerful Assault trigger. Call it out. |
Open the Trial setup in the Build Editor to change skills, gear and stats.
In a 4-player group nobody stands still, so sticky heals that follow people (Radiating Regeneration, Echoing Vigor) do the work. Banner Bearer takes Illustrious Healing's slot and Protect the Brood's: the banner only stays up while it's on both bars. Trample takes Overflowing Altar's slot: three status effects on the pack, and Major Heroism so your Ultimate comes back faster.
What this setup brings
Your group gets
Enemies get
| Slot | Skill |
|---|---|
| Front 1 | Radiating Regeneration Restoration Staff Cast time: InstantDuration: 10 secondsCost: 2,700 Magicka Sticky heal over time on the three lowest allies. Your main heal in dungeons, and what you cast between everything else. |
| Front 2 | Cauterize Ardent Flame Cast time: InstantDuration: 15 secondsCost: 4,050 Magicka Heals you or up to six allies every 3 seconds for 15 seconds, and gives you Major Savagery while slotted. |
| Front 3 | Combat Prayer Restoration Staff Cast time: InstantDuration: 10 secondsCost: 4,590 Magicka Burst heal in front of you, plus Minor Berserk and Minor Resolve for everyone it hits. The panic button. |
| Front 4 | Blood of the Elder Dragon Draconic Power Cast time: InstantDuration: 20 secondsCost: 4,320 Magicka Group heal that grows on wounded allies, with Major Fortitude and Minor Courage. As a Draconic Power cast it also gives Minor Brutality. |
| Front 5 | Banner Bearer Scribed as Shocking Banner Cast time: InstantCost: 459 Magicka and 459 Stamina every two seconds Dungeons: scribed group buff banner. It only stays up while it's on both bars, so it takes slot 5 on each. |
| Front R | Reviving Barrier Support Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Group shield and heal over time for 30 seconds. Cast it before big damage, not after. |
| Back 1 | Trample Scribed as Magical Trample Cast time: 1.5 secondsDuration: 2 secondsCost: 3,046 Magicka Dungeons: scribed AoE that applies three status effects and gives you Major Heroism, so Reviving Barrier comes back faster. |
| Back 2 | Fire Keeper Ardent Flame Cast time: InstantRange: 22 metresDuration: 15 secondsCost: 351 Magicka / 1s Ground heal, stronger if you stand in it, that gives the group Minor Fortitude and Minor Heroism. |
| Back 3 | Elemental Blockade Destruction Staff Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka Area Concussion and Off Balance on the boss for the damage dealers. Cast it every third or fourth rotation. |
| Back 4 | Echoing Vigor Assault Cast time: InstantDuration: 16 secondsCost: 2,984 Stamina Big group heal over time for 16 seconds, and the Assault skill that triggers Powerful Assault. Recast it as it ends. |
| Back 5 | Banner Bearer Scribed as Shocking Banner Cast time: InstantCost: 459 Magicka and 459 Stamina every two seconds Dungeons: scribed group buff banner. It only stays up while it's on both bars, so it takes slot 5 on each. |
| Back R | Aggressive Horn Assault Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Major Force for the group's burn phase, and a Powerful Assault trigger. Call it out. |
Scribing
Scribed skill
Shocking Banner
Banner Bearer · Shock Damage / Druid's Resurgence / Heroism
- Cast time
- Instant
- Radius
- 8 metres
- Cost
- 459 Magicka and 459 Stamina every two seconds
Focus script: Increases damage done with direct damage by 6%.
Signature script: Increases Health, Magicka, and Stamina Recovery of other group members by 139.
Affix script: Grants Minor Heroism, generating 1 Ultimate every 1.5 seconds.
Shocking Banner: 6% more direct damage and recovery for the group, plus Minor Heroism. This build already gives Minor Courage, so the affix takes Heroism.
Scribed skill
Magical Trample
Trample · Magic Damage / Assassin's Misery / Heroism
- Cast time
- 1.5 seconds
- Target
- Area
- Radius
- 5 metres
- Duration
- 2 seconds
- Cost
- 3,046 Magicka
Focus script: Deals 6,233 Magic Damage to all enemies.
Signature script: Afflicts enemies with the Concussion, Sundered, and Hemorrhaging status effects.
Affix script: Grants you Major Heroism for 10 seconds, generating 3 Ultimate every 1.5 seconds.
Magical Trample: Concussion, Sundered and Hemorrhaging on the pack for Exploiter and status-effect sets, and Major Heroism for your own Ultimate.
Open the Dungeon setup in the Build Editor to change skills, gear and stats.
Flex skills
Swap these in when the fight or your group calls for it.
Back-bar Ultimate for heavy damage phases: a shield for 133% of each ally's Max Health. It also triggers Lead from the Front.
Ground heal that restores your Magicka for each ally it touches, if you don't wear the Master's staff.
Group cleanse; the Dragonknight has none of its own.
Passives
The passives that shape this build. They come with the skill lines, so there's nothing to slot.
Each Draconic Power cast gives the group Minor Brutality, a unique buff since Update 51.
Health, Magicka and Stamina back for every point of Ultimate you spend.
8% more healing taken for you.
5% more healing from Restoration Staff skills while it's equipped.
A fully charged Heavy Attack with the staff gives you Major Mending for 4 seconds.
32% more Magicka Recovery and 16% cheaper Magicka skills from 8 Light pieces. Why every healer here wears Light.
Gear
The first trial healer. Pillager's Profit turns every Ultimate you cast into Ultimate for up to 11 others. Powerful Assault on the jewellery and back staff gives the group Weapon and Spell Damage each time you cast Echoing Vigor. Ozezan the Inferno gives Minor Vitality with every heal, and the Master's Restoration Staff (Grand Rejuvenation) restores Magicka and Stamina to everyone your Illustrious Healing touches. All 7 pieces are Light for the most Magicka Recovery; the back staff carries Weakening so the boss hits a little softer.
Pick a set for each block. The build's recommended gear is selected to start with.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Your group gets
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Ozezan the Inferno Light (monster) | Divines / Infused |
| Shoulders | Ozezan the Inferno Light (monster) | Divines |
| Chest | Pillager's Profit Light | Divines / Infused |
| Hands | Pillager's Profit Light | Divines |
| Waist | Pillager's Profit Light | Divines |
| Legs | Pillager's Profit Light | Divines / Infused |
| Feet | Pillager's Profit Light | Divines |
| Neck | Powerful Assault Jewellery | Infused |
| Ring 1 | Powerful Assault Jewellery | Infused |
| Ring 2 | Powerful Assault Jewellery | Infused |
| Front: main hand | Grand Rejuvenation Restoration staff (two-handed) | Decisive |
| Back bar | Powerful Assault Lightning staff (two-handed) | Infused |
Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.
What the sets do
2 pieces · Scrivener's Hall (veteran) + Undaunted chest
- (1 item)Adds 129 Magicka Recovery.
- (2 items)Overhealing yourself or an ally grants them 4272 Armor for 1.1 seconds. Healing yourself or an ally grants them Minor Vitality for 1.1 seconds, increasing their healing received and damage shield strength by 6%.
5 pieces · Dreadsail Reef
- (2 items)Adds 4% Healing Done.
- (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
- (4 items)Adds 1096 Maximum Magicka.
- (5 items)Casting an Ultimate ability while in combat grants 2% of Ultimate spent as Ultimate to up to 11 other group members within 12 meters every 2 seconds over 10 seconds. Group members can only be affected by this set once every 45 seconds.
Full bonus on the back bar only.
- (2 items)Adds 1206 Max Health.
- (3 items)Adds 1096 Max Stamina.
- (4 items)Adds 129 Weapon and Spell Damage.
- (5 items)When you cast an Assault ability in combat, you and up to 5 group members within 12m gain 307 Weapon and Spell Damage for 15 seconds.
2 pieces · front bar · Dragonstar Arena (veteran)
- (2 items)The initial heal of Grand Healing invigorates you and group members affected for 6 seconds, restoring 224 Magicka and Stamina every 2 seconds.
The defensive dungeon healer. Spell Power Cure on four pieces and the resto staff gives Major Courage to anyone you overheal, and sticky heals keep it on the whole group. Powerful Assault moves to a Medium chest, two jewellery pieces and the back staff, and Death Dealer's Fete on the last ring adds Max Health, Magicka and Stamina so a 4-player group's healer survives what a trial healer never sees.
Pick a set for each block. The build's recommended gear is selected to start with.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Your group gets
Enemies get
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Ozezan the Inferno Light (monster) | Divines / Infused |
| Shoulders | Ozezan the Inferno Light (monster) | Divines |
| Chest | Powerful Assault Medium | Divines / Infused |
| Hands | Spell Power Cure Light | Divines |
| Waist | Spell Power Cure Light | Divines |
| Legs | Spell Power Cure Light | Divines / Infused |
| Feet | Spell Power Cure Light | Divines |
| Neck | Powerful Assault Jewellery | Infused |
| Ring 1 | Powerful Assault Jewellery | Infused |
| Ring 2 | Death Dealer's Fete Jewellery | Infused |
| Front: main hand | Spell Power Cure Restoration staff (two-handed) | Decisive |
| Back bar | Powerful Assault Lightning staff (two-handed) | Infused |
Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.
What the sets do
2 pieces · Scrivener's Hall (veteran) + Undaunted chest
- (1 item)Adds 129 Magicka Recovery.
- (2 items)Overhealing yourself or an ally grants them 4272 Armor for 1.1 seconds. Healing yourself or an ally grants them Minor Vitality for 1.1 seconds, increasing their healing received and damage shield strength by 6%.
Full bonus on the back bar only.
- (2 items)Adds 1206 Max Health.
- (3 items)Adds 1096 Max Stamina.
- (4 items)Adds 129 Weapon and Spell Damage.
- (5 items)When you cast an Assault ability in combat, you and up to 5 group members within 12m gain 307 Weapon and Spell Damage for 15 seconds.
6 front / 4 back · White-Gold Tower
Full bonus on the front bar only.
- (2 items)Adds 1096 Maximum Magicka.
- (3 items)Adds 1096 Maximum Magicka.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you overheal yourself or an ally, you give the target Major Courage for 5 seconds which increases their Weapon Damage and Spell Damage by 430.
1 piece · Antiquities: Blackwood
- (1 item)Gain a stack of Escalating Fete every 2 seconds in combat, up to 30. Each stack adds 88 Maximum Health, Magicka and Stamina. You lose a stack every 4 seconds out of combat.
Alternative sets
Trials with a second healer on Pillager's: your Ultimates also give five allies Major Slayer, on top of Lead from the Front.
Body swap: 40% longer buffs and shields.
Monster swap when the group runs dry on Magicka or Stamina.
Don't: you can't cast Ultimates with it, and Lead from the Front needs you to.
Champion Points
Slottable stars only. Spend passive points in each tree along the path to these stars.
- Soothing Tide
Stronger area heals. Almost every heal you cast is one.
- Swift Renewal
Stronger heals over time: Radiating Regeneration, Echoing Vigor and the class HoTs.
- Enlivening Overflow
Overheals give allies Health, Magicka and Stamina Recovery. Healers overheal all the time.
- From the Brink
A shield on anyone you heal below 25% Health. It saves people from the next hit.
- Bastion
Stronger shields from Reviving Barrier, Ozezan and class shields.
- Rejuvenation
Recovery for all three resources.
- Shield Master
Cheaper damage shields.
- Boundless Vitality
Max Health, so one-shot mechanics don't kill you.
- Steed's Blessing
Run between pulls faster.
- Gifted Rider
Faster mount.
Good swaps
More Weapon and Spell Damage for heals. Swap it for From the Brink once your group stops dropping low.
Minor Heroism on allies you heal below 50%. Swap it in when nobody else gives the group Heroism.
Armor, in place of Bastion when you don't slot Reviving Barrier or another big shield.
Movement speed for fights with a lot of running. Swaps for Shield Master.
Race
Max Magicka, Weapon and Spell Damage, and casting restores your lowest resource.
- UltimateNord
Ultimate when you take damage, and a sturdier healer in progression.
- sustainBreton
More Magicka Recovery and cheaper Magicka skills, if you run dry.
- also goodDark Elf
Max Magicka and Stamina, if you already have one of the others.
Mundus
8% more healing done. Divines on the armour makes it bigger.
- sustainThe Atronach
Magicka Recovery, if you still run out.
- critsThe Thief
More Critical Chance, so more heals crit.
- movementThe Steed
Speed and Health Recovery, for fights with a lot of running.
Attributes
Every heal and shield you cast scales from Max Magicka. Food and Boundless Vitality give you enough Health.
Food
Max Health and Max Magicka. Your heals scale from Magicka, and the Health keeps you alive.
- sustainGhastly Eye Bowl
Max Health and Magicka Recovery, if you run out of Magicka.
- StaminaBewitched Sugar Skulls
Max Health, Magicka and Stamina, if you block or dodge a lot.
- also goodClockwork Citrus Filet
Max Health and Magicka with Health and Magicka Recovery.
Potions
Restores Magicka and gives Major Brutality. Cauterize already gives you Major Savagery, so a Mending potion is just as good.
- UltimateHeroism potion
Minor Heroism for more Ultimate, so Reviving Barrier comes back sooner.
- defenceArmor potion
Major Resolve, for fights where you keep getting caught.
Gameplay
- 1Cast Reviving Barrier and Aggressive Horn as often as you can: every Ultimate is group Major Berserk and Major Protection. Time them with the group's burn and big hits.
- 2Keep Cauterize up and recast Blood of the Elder Dragon every 20 seconds for Major Fortitude, Minor Courage and Minor Brutality.
- 3Recast Protect the Brood every 20 seconds and Fire Keeper under the group.
- 4Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
- 5Drop Overflowing Altar if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
FAQ
What does the Dragonknight healer bring to the group?
In trials it gives the group 14 buffs, including Major Berserk, Major Protection, Major Fortitude and Major Force. The full list is under Overview.
What's the difference between the Trial and Dungeon setups?
Trials have 12 players who stack, so the Trial setup uses ground heals and Overflowing Altar. In 4-player dungeons people move more, so the Dungeon setup leans on sticky heals, slots Banner Bearer on both bars, and swaps Pillager's Profit for Spell Power Cure.
Why heal on a Dragonknight?
Lead from the Front turns every Ultimate into group Major Berserk and Major Protection, and Elder Dragon gives the group Minor Brutality, which only Dragonknights bring since Update 51.