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Templar Healer

The easy, strong default. Bright Harbinger gives the whole group Weapon and Spell Damage, Illuminate adds Armor, and Extended Ritual cleanses everyone.

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

Overview

The Templar is the healer most trial groups want first. Every Dawn's Wrath cast gives the group 2,974 Armor through Illuminate, and with the Bright Harbinger mastery it also gives them 300 Weapon and Spell Damage (600 for you). Purifying Light is the Dawn's Wrath skill that keeps both up: cast it on the boss whenever it ends, and it heals everyone near the target too.

Restoring Light does the rest. Extended Ritual cleanses you and heals the group for 30 seconds, and leaves a Purify synergy so allies can cleanse themselves. Radiant Aura costs nothing and gives the group Minor Fortitude, Intellect and Endurance for a full minute. Standing in your own Ritual gives you Minor Mending through Sacred Ground, and Bastion of Light heals you every second while you do.

Everything else is the shared healer kit: Radiating Regeneration, Combat Prayer and Illustrious Healing on the front, Echoing Vigor for Powerful Assault, Elemental Blockade for Off Balance, and Reviving Barrier and Aggressive Horn as your Ultimates.

Strengths

  • The biggest group damage buff a healer brings: Bright Harbinger stacks with everything.
  • Group Armor from Illuminate and a group cleanse from Extended Ritual.
  • Simple rotation with cheap, free or long-lasting buffs.

Weaknesses

  • Purifying Light has to be recast on a target every time it ends, or Bright Harbinger drops.
  • Its best heals are ground heals, so it's weaker when the group spreads out.
  • No class shield: Reviving Barrier is your only big one.

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).

  • 300 Weapon and Spell Damage for the whole group (600 for you) while Illuminate is up. The reason trial groups want a Templar healer.

  • Sacred Ground works in more places and heals you every second, and you gain a little Ultimate when that heal finds you at full Health.

Tip

Swap Bastion of Light for Devout Guardian if you'd rather have a recurring shield than self-healing.

Trial trash

Trash pulls are short and on the move, so what you can cast before the pull matters most, and shields beat stacking heals over time. Run a separate trash bar: Solar Barrage in Purifying Light's place, Ulfsild's Contingency (Damage Shield / Growing Impact / Protection) in Illustrious Healing's, Soul Burst (Damage Shield / Anchorite's Potency / Intellect and Endurance) in Radiant Aura's, and Trample (Immobilizing Strike / Off Balance) in Overflowing Altar's.

Pre-cast Solar Barrage, Combat Prayer, Echoing Vigor and Radiating Regeneration on the run, then Ulfsild's and Soul Burst just before the pack. Channel Trample into the pack for area Off Balance, drop Mystic Orb near the adds for the damage dealers, and keep refreshing shields until the pack is dead.

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
Mystic Orb2
Combat Prayer3
Purifying Light4
Illustrious Healing5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Overflowing Altar1
Extended Ritual2
Elemental Blockade3
Echoing Vigor4
Radiant Aura5
Aggressive HornR
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 2Mystic Orb

Undaunted

Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka

Leaves the Combustion synergy: every ally who takes it gets Magicka and Stamina. Cast it every 20 seconds.

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 4Purifying Light

Dawn's Wrath

Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 2,160 Magicka

Your Dawn's Wrath cast: keeps Bright Harbinger's Weapon and Spell Damage and Illuminate's Armor on the group, and heals around the target. Recast it when it bursts.

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 2Extended Ritual

Restoring Light

Cast time: InstantDuration: 30 secondsCost: 4,860 Magicka

Cleanses you and heals the group for 30 seconds, with a Purify synergy for everyone. Stand in it for Sacred Ground and Bastion of Light.

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 5Radiant Aura

Restoring Light

Cast time: InstantDuration: 60 secondsCost: Free

Free: a minute of group Minor Fortitude, Intellect and Endurance, and yours all the time while slotted.

Back RAggressive 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 Radiant Aura'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
Mystic Orb2
Combat Prayer3
Purifying Light4
Banner Bearer5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Trample1
Extended Ritual2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Aggressive HornR
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 2Mystic Orb

Undaunted

Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka

Leaves the Combustion synergy: every ally who takes it gets Magicka and Stamina. Cast it every 20 seconds.

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 4Purifying Light

Dawn's Wrath

Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 2,160 Magicka

Your Dawn's Wrath cast: keeps Bright Harbinger's Weapon and Spell Damage and Illuminate's Armor on the group, and heals around the target. Recast it when it bursts.

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 2Extended Ritual

Restoring Light

Cast time: InstantDuration: 30 secondsCost: 4,860 Magicka

Cleanses you and heals the group for 30 seconds, with a Purify synergy for everyone. Stand in it for Sacred Ground and Bastion of Light.

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 RAggressive 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 / 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.

  • Speed and snare immunity for very mobile fights, like Castle Thorn's last boss.

  • Major Expedition for the whole group. Costly, but in fights where the group has to move together one support usually runs it, and it's always handy on trash.

  • Scribed pull (Pull / Druid's Resurgence / Cowardice or Maim) to group up adds for the damage dealers.

  • A selfish pick: Major Expedition and Major Evasion on demand.

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

Passives

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

  • Every Dawn's Wrath cast gives the group 2,974 Armor for 20 seconds. Purifying Light keeps it up.

  • Up to 13% more healing on badly wounded allies.

  • Dawn's Wrath casts generate Ultimate, so each Purifying Light brings Reviving Barrier closer.

  • Minor Mending while you stand in Extended Ritual.

  • 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

  • Second trial healer: with the other healer on Pillager's, wear this and Jorvuld's Guidance. Fully charged Heavy Attacks give five allies Major Slayer.

  • Second trial healer, paired with Roaring Opportunist: every buff and shield you give lasts 40% longer.

  • Second trial healer, in place of Roaring Opportunist: Major Slayer for five allies on every Ultimate.

  • Second healer's monster set: shields and Critical Chance.

  • The offensive monster set, for a second healer once the group stops dying.

  • Mythic for an extra 260 group Weapon and Spell Damage while you stand still. It drains your recovery.

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. 1Keep Purifying Light on the boss. When it bursts, cast it again: that keeps Bright Harbinger and Illuminate on the group.
  2. 2Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing under the group every 6 seconds for the Master's staff.
  3. 3Recast Radiant Aura once a minute and Extended Ritual when its 30 seconds end, and stand in the Ritual when you can.
  4. 4Cast Mystic Orb on cooldown so damage dealers can take its Combustion synergy for resources.
  5. 5Drop Overflowing Altar on the boss if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
  6. 6Cast Reviving Barrier before big group damage, and save Aggressive Horn for the burn phase.

FAQ

What does the Templar healer bring to the group?

In trials it gives the group 11 buffs, including 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 does every trial want a Templar healer?

Bright Harbinger gives the whole group 300 Weapon and Spell Damage while Illuminate is up, and no other healer brings it. Keep Purifying Light on the boss so neither drops.