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Sorcerer Healer

The shield healer. Calculated Defense gives the group 6% Weapon and Spell Damage, and Exploitation adds group Offensive Penetration from every Dark Magic cast.

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

Overview

The Sorcerer healer protects with shields and buffs damage on the side. With Calculated Defense, starting a Sorcerer skill gives you a brief shield, and if it holds, you and nearby group members get 6% more Weapon and Spell Damage for 20 seconds. Sphere of Influence adds a small shield and recovery whenever you shield yourself or an ally.

Dark Magic carries the group buffs. Every Dark Magic cast gives the group 2,974 Offensive Penetration through Exploitation. Vibrant Shroud is the cast that keeps it up: a group heal with Minor Vitality that also puts Major Maim on enemies. Daedric Refuge lays five wards that shield whoever walks over them.

Power Surge gives you Major Brutality and makes your crit heals heal everyone around you, and Regenerative Ward shields you and gives the group Minor Intellect and Endurance. Summon Charged Atronach is the back-bar Ultimate: Concussion on the pack and a Charged Lightning synergy that gives the group Major Berserk.

Strengths

  • Group Weapon and Spell Damage from Calculated Defense, and group Penetration from Exploitation.
  • Lots of shields, made stronger by Bastion and Sphere of Influence.
  • Major Maim on enemies and a Major Berserk synergy.

Weaknesses

  • Calculated Defense only pays out when its short shield doesn't break, so it's weaker when you take a lot of damage.
  • Shields cost a lot of Magicka.
  • The Charged Lightning synergy needs an ally to take it.

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).

  • Start a Sorcerer skill for a brief shield. If it holds, you and nearby group members get 6% Weapon and Spell Damage for 20 seconds.

  • Each shield you give adds a small extra shield and Health, Magicka and Stamina Recovery.

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
Vibrant Shroud2
Combat Prayer3
Power Surge4
Illustrious Healing5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Overflowing Altar1
Daedric Refuge2
Elemental Blockade3
Echoing Vigor4
Regenerative Ward5
Summon Charged AtronachR
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 2Vibrant Shroud

Dark Magic

Cast time: InstantDuration: 4 secondsCost: 4,860 Magicka

Group heal with Minor Vitality, and Major Maim on enemies in front of you. Your Dark Magic cast for Exploitation.

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 4Power Surge

Storm Calling

Cast time: InstantDuration: 33 secondsCost: 4,050 Magicka

Major Brutality for 33 seconds, and your crit heals also heal everyone around you.

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 2Daedric Refuge

Dark Magic

Cast time: InstantDuration: 15 secondsCost: 5,400 Magicka

Five wards that shield you or allies who trigger them. Another Dark Magic cast.

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 5Regenerative Ward

Daedric Summoning

Cast time: InstantDuration: 10 secondsCost: 3,780 Magicka

Shields you and gives the group Minor Intellect and Endurance for 10 seconds.

Back RSummon Charged Atronach

Daedric Summoning

Cast time: InstantRange: 28 metresDuration: 15 secondsCost: 200 Ultimate

Concussion on everything near it, and a Charged Lightning synergy that gives the group Major Berserk. Call the synergy.

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 Regenerative Ward'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
Vibrant Shroud2
Combat Prayer3
Power Surge4
Banner Bearer5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Trample1
Daedric Refuge2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Summon Charged AtronachR
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 2Vibrant Shroud

Dark Magic

Cast time: InstantDuration: 4 secondsCost: 4,860 Magicka

Group heal with Minor Vitality, and Major Maim on enemies in front of you. Your Dark Magic cast for Exploitation.

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 4Power Surge

Storm Calling

Cast time: InstantDuration: 33 secondsCost: 4,050 Magicka

Major Brutality for 33 seconds, and your crit heals also heal everyone around you.

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 2Daedric Refuge

Dark Magic

Cast time: InstantDuration: 15 secondsCost: 5,400 Magicka

Five wards that shield you or allies who trigger them. Another Dark Magic cast.

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 RSummon Charged Atronach

Daedric Summoning

Cast time: InstantRange: 28 metresDuration: 15 secondsCost: 200 Ultimate

Concussion on everything near it, and a Charged Lightning synergy that gives the group Major Berserk. Call the synergy.

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.

Passives

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

  • Every Dark Magic cast gives the group 2,974 Offensive Penetration for 20 seconds.

  • 15% cheaper Ultimates: Barrier and Atronach come back sooner.

  • 5% less damage taken while a Daedric Summoning skill is active.

  • 6% cheaper skills outside Core Combat.

  • 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

  • Body swap: 40% longer shields, which suits this build best of all.

  • Trials with a second healer on Pillager's: Major Slayer for five allies whenever you cast an Ultimate.

  • Monster swap when the group runs dry on Magicka or Stamina.

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

  • Restores Magicka and gives Major Brutality and Major Savagery: stronger heals and more crits.

  • Minor Heroism for more Ultimate, so Reviving Barrier comes back sooner.

  • Major Resolve, for fights where you keep getting caught.

Gameplay

  1. 1Cast Vibrant Shroud every 10 seconds for Exploitation, Minor Vitality and Major Maim.
  2. 2Keep Power Surge up so your crit heals splash onto the group.
  3. 3Drop Daedric Refuge where the group will stand, and recast Regenerative Ward every 10 seconds.
  4. 4Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
  5. 5Drop Overflowing Altar if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
  6. 6Cast Summon Charged Atronach on the boss for the burn and ask a damage dealer to take its synergy.

FAQ

What does the Sorcerer healer bring to the group?

In trials it gives the group 10 buffs, including Major Berserk. 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.

How do I keep Calculated Defense's damage buff up?

Its brief shield has to hold, so start a Sorcerer skill when you're not about to be hit. Vibrant Shroud every 10 seconds does that, and also keeps Exploitation's group Penetration up.