Nightblade Healer
The sustain and Ultimate battery. Every Siphoning cast feeds the group Magicka, Stamina and Ultimate, and your crits give everyone Minor Savagery.
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
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 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
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 | Funnel 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 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 | Merciless 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 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 | Refreshing 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 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 | Sap 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 R | Soul 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
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 | Funnel 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 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 | Merciless 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 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 | Refreshing 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 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 | Soul 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
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 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
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.
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.
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
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.
- 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
Merciless Resolve gives you Major Savagery and Sap Essence Major Brutality, so take Major Mending instead.
- 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 Funnel Health and Sap Essence often: every Siphoning cast feeds the group through Share the Spoils.
- 2Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
- 3Drop Refreshing Path where the group stands every 10 seconds.
- 4Drop Overflowing Altar if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
- 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.