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Nightblade Healer

The sustain and Ultimate battery. Every Siphoning cast feeds the group Magicka, Stamina and Ultimate, and your crits give everyone Minor Savagery.

Update 51PvE · HealerPure classAdvancedLast reviewed 2026-10-27

Overview

The Nightblade healer keeps the group's bars full. With Share the Spoils, every Siphoning cast through Transfer gives you and your group Magicka, Stamina and Ultimate. Funnel Health and Sap Essence are both Siphoning skills, so you trigger it all fight.

Merciless Resolve sits on the front bar for its passive: with an Assassination skill slotted, Hemorrhage gives you and your group Minor Savagery whenever you crit, and Update 51 made that a unique group buff. Merciless Resolve also gives you Major Savagery while slotted, and Sap Essence gives you Major Brutality, so your potion can be a Mending potion instead.

Above and Beyond adds 25% Critical Healing, so every crit heal lands much harder. Refreshing Path gives the group Major Expedition, Minor Intellect and Endurance and heals everyone in it, and Soul Siphon is a big group heal with Major Vitality on a short cooldown.

Strengths

  • Group Magicka, Stamina and Ultimate on every Siphoning cast.
  • Group Minor Savagery, which only a Nightblade brings since Update 51.
  • Huge crit heals, and a cheap 150-cost Ultimate in Soul Siphon.

Weaknesses

  • Funnel Health has to hit an enemy, and Sap Essence heals most when it hits several.
  • Merciless Resolve is slotted for its passive, not cast, which costs a slot.
  • Fewer group damage buffs than a Templar or Arcanist.

Buffs and debuffs you bring in trials

Class Mastery

Pure-class characters with all three class lines at rank 50 can slot two Class Mastery passives (added in Update 50).

  • Every Siphoning cast gives you more Ultimate and gives the group Magicka, Stamina and Ultimate.

  • 25% more Critical Damage and Critical Healing, with a higher cap.

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

Front bar

Restoration Staff · Grand Rejuvenation

Radiating Regeneration1
Funnel Health2
Combat Prayer3
Merciless Resolve4
Illustrious Healing5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Overflowing Altar1
Refreshing Path2
Elemental Blockade3
Echoing Vigor4
Sap Essence5
Soul SiphonR
SlotSkill
Front 1Radiating 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 2Funnel Health

Siphoning

Cast time: InstantRange: 28 metresDuration: 10 secondsCost: 2,700 Magicka and 2,700 Health

Damages an enemy and heals you or three allies every 2 seconds. A Siphoning cast for Share the Spoils.

Front 3Combat 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 4Merciless Resolve

Assassination

Cast time: InstantRange: 28 metresCost: 1,890 Magicka

Slotted, not cast: it turns on Hemorrhage's group Minor Savagery and gives you Major Savagery.

Front 5Illustrious 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 RReviving 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 1Overflowing 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 2Refreshing Path

Shadow

Cast time: InstantDuration: 10 secondsCost: 3,510 Magicka

Group Major Expedition, Minor Intellect and Endurance, and healing every second for anyone in it.

Back 3Elemental 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 4Echoing 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 5Sap Essence

Siphoning

Cast time: InstantDuration: 30 secondsCost: 3,510 Magicka

Group heal that grows with each enemy hit, and Major Brutality for you. Your second Siphoning cast.

Back RSoul Siphon

Siphoning

Cast time: 0.5 secondsDuration: 4 secondsCost: 150 Ultimate

Big group heal and Major Vitality for 150 Ultimate, with a Soul Leech synergy. A Siphoning cast too.

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 Sap Essence'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

Front bar

Restoration Staff · Spell Power Cure

Radiating Regeneration1
Funnel Health2
Combat Prayer3
Merciless Resolve4
Banner Bearer5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Trample1
Refreshing Path2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Soul SiphonR
SlotSkill
Front 1Radiating 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 2Funnel Health

Siphoning

Cast time: InstantRange: 28 metresDuration: 10 secondsCost: 2,700 Magicka and 2,700 Health

Damages an enemy and heals you or three allies every 2 seconds. A Siphoning cast for Share the Spoils.

Front 3Combat 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 4Merciless Resolve

Assassination

Cast time: InstantRange: 28 metresCost: 1,890 Magicka

Slotted, not cast: it turns on Hemorrhage's group Minor Savagery and gives you Major Savagery.

Front 5Banner 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 RReviving 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 1Trample

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 2Refreshing Path

Shadow

Cast time: InstantDuration: 10 secondsCost: 3,510 Magicka

Group Major Expedition, Minor Intellect and Endurance, and healing every second for anyone in it.

Back 3Elemental 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 4Echoing 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 5Banner 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 RSoul Siphon

Siphoning

Cast time: 0.5 secondsDuration: 4 secondsCost: 150 Ultimate

Big group heal and Major Vitality for 150 Ultimate, with a Soul Leech synergy. A Siphoning cast too.

Scribing

Scribed skill

Shocking Banner

Banner Bearer · Shock Damage / Druid's Resurgence / Courage

Cast time
Instant
Radius
8 metres
Cost
459 Magicka and 459 Stamina every two seconds
Shock Damage

Focus script: Increases damage done with direct damage by 6%.

Druid's Resurgence

Signature script: Increases Health, Magicka, and Stamina Recovery of other group members by 139.

Courage

Affix script: Grants Minor Courage, increasing Weapon and Spell Damage by 215.

Shocking Banner: 6% more direct damage and recovery for the group, plus Minor Courage (215 Weapon and Spell Damage).

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
Magic Damage

Focus script: Deals 6,233 Magic Damage to all enemies.

Assassin's Misery

Signature script: Afflicts enemies with the Concussion, Sundered, and Hemorrhaging status effects.

Heroism

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.

  • Ground heal that restores your Magicka for each ally it touches, if you don't wear the Master's staff.

  • Swap for Merciless Resolve if someone else covers Minor Savagery: sustain and Ultimate from Siphoning.

  • Back-bar Ultimate in place of Soul Siphon when nobody else brings Horn.

Passives

The passives that shape this build. They come with the skill lines, so there's nothing to slot.

  • With Merciless Resolve slotted, your crits give the group Minor Savagery for 20 seconds.

  • 3% more healing for each Siphoning skill slotted: three here.

  • Siphoning casts generate Ultimate. Share the Spoils shares it.

  • 15% more Health, Magicka and Stamina Recovery.

  • 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.

Body

Body

Chest, hands, waist, legs and feet

Jewellery & back bar

Jewellery & back bar

Neck, both rings and the back-bar staff

Front-bar staff

Front-bar staff

Restoration Staff

Monster set

Monster set

Head and shoulders

Slots

SlotSetTrait
HeadOzezan the Inferno

Light (monster)

Divines / Infused
ShouldersOzezan the Inferno

Light (monster)

Divines
ChestPillager's Profit

Light

Divines / Infused
HandsPillager's Profit

Light

Divines
WaistPillager's Profit

Light

Divines
LegsPillager's Profit

Light

Divines / Infused
FeetPillager's Profit

Light

Divines
NeckPowerful Assault

Jewellery

Infused
Ring 1Powerful Assault

Jewellery

Infused
Ring 2Powerful Assault

Jewellery

Infused
Front: main handGrand Rejuvenation

Restoration staff (two-handed)

Decisive
Back barPowerful 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.

3 front / 5 back · Imperial City Tel Var merchants

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.

Front-bar staff

Front-bar staff

Restoration Staff

Monster set

Monster set

Head and shoulders

Slots

SlotSetTrait
HeadOzezan the Inferno

Light (monster)

Divines / Infused
ShouldersOzezan the Inferno

Light (monster)

Divines
ChestPowerful Assault

Medium

Divines / Infused
HandsSpell Power Cure

Light

Divines
WaistSpell Power Cure

Light

Divines
LegsSpell Power Cure

Light

Divines / Infused
FeetSpell Power Cure

Light

Divines
NeckPowerful Assault

Jewellery

Infused
Ring 1Powerful Assault

Jewellery

Infused
Ring 2Death Dealer's Fete

Jewellery

Infused
Front: main handSpell Power Cure

Restoration staff (two-handed)

Decisive
Back barPowerful 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%.

3 front / 5 back · Imperial City Tel Var merchants

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

  • Monster swap: your crit heals shield the target and give them Minor Force. Above and Beyond makes you crit a lot.

  • Body swap: 40% longer buffs and shields.

  • Monster swap when the group still runs dry.

  • Trials with a second healer on Pillager's: Major Slayer for five allies from your Heavy Attacks.

Champion Points

Slottable stars only. Spend passive points in each tree along the path to these stars.

Warfare
  1. Soothing Tide

    Stronger area heals. Almost every heal you cast is one.

  2. Swift Renewal

    Stronger heals over time: Radiating Regeneration, Echoing Vigor and the class HoTs.

  3. Enlivening Overflow

    Overheals give allies Health, Magicka and Stamina Recovery. Healers overheal all the time.

  4. From the Brink

    A shield on anyone you heal below 25% Health. It saves people from the next hit.

Fitness
  1. Bastion

    Stronger shields from Reviving Barrier, Ozezan and class shields.

  2. Rejuvenation

    Recovery for all three resources.

  3. Shield Master

    Cheaper damage shields.

  4. Boundless Vitality

    Max Health, so one-shot mechanics don't kill you.

Craft
  1. Steed's Blessing

    Run between pulls faster.

  2. 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.

  • Magicka Recovery, if you still run out.

  • More Critical Chance, so more heals crit.

  • movementThe Steed

    Speed and Health Recovery, for fights with a lot of running.

Attributes

64 Magicka

Every heal and shield you cast scales from Max Magicka. Food and Boundless Vitality give you enough Health.

Food

Potions

Gameplay

  1. 1Cast Funnel Health and Sap Essence often: every Siphoning cast feeds the group through Share the Spoils.
  2. 2Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
  3. 3Drop Refreshing Path where the group stands every 10 seconds.
  4. 4Drop Overflowing Altar if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
  5. 5Cast Reviving Barrier before big damage, and Soul Siphon when the group drops low.

FAQ

What does the Nightblade healer bring to the group?

In trials it gives the group 11 buffs, including Major Expedition and Major Vitality. 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 is Merciless Resolve slotted if I never cast it?

With an Assassination skill slotted, Hemorrhage gives the group Minor Savagery whenever you crit, and Update 51 made that a unique buff only Nightblades bring. Merciless Resolve is the cheapest Assassination skill to slot, and it gives you Major Savagery too.