Psijic Pages

Warden Healer

The Update 51 trial pick: Bountiful Harvest gives the group Major Heroism from your Green Balance heals, and an ice staff keeps Major Brittle on the boss.

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

Overview

The Warden healer feeds the whole group Ultimate. With the Bountiful Harvest mastery, overhealing with a Green Balance skill gives your group Major Heroism, and Budding Seeds heals every second while it grows, so the Heroism keeps rolling. Nobody in the group needs Trample for Heroism with a Warden around.

The back staff is an ice staff. Frost Elemental Blockade keeps enemies Chilled, and Tundra's Maw turns Chilled into Major Brittle: 20% more Critical Damage taken, for the whole group's damage dealers. Update 51 fixed Tundra's Maw cleansing itself, so you don't need Serpent's Disdain any more.

Green Balance and Winter's Embrace cover the group's defence. Enchanted Growth gives everyone it heals Minor Intellect and Endurance, Expansive Frost Cloak gives the group Major Resolve, and Maturation gives Minor Toughness to everyone you heal.

Strengths

  • Group Major Heroism, so every Ultimate in the group comes back faster.
  • Major Brittle on the boss from the ice staff, with no extra slot.
  • Group Major Resolve and Minor Toughness: the group's tankiest healer.

Weaknesses

  • Heroism only comes from overheals, so it fades when nobody takes damage.
  • The ice staff gives up the lightning staff's Off Balance and Concussion.
  • Budding Seeds and Enchanted Growth are short-range, so stay near the group.

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).

  • Your Green Balance overheals give the group Major Heroism for 3 seconds, at most every 2 seconds, plus Magicka and Stamina. Budding Seeds keeps it rolling.

  • Chilled enemies get Major Brittle. Frost Blockade keeps the boss Chilled.

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
Budding Seeds2
Combat Prayer3
Enchanted Growth4
Illustrious Healing5
Reviving BarrierR

Back bar

Ice staff · Powerful Assault

Overflowing Altar1
Expansive Frost Cloak2
Elemental Blockade3
Echoing Vigor4
Mystic Orb5
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 2Budding Seeds

Green Balance

Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 2,430 Magicka

Heals every second while it grows, then blooms: steady Green Balance overheals that keep Bountiful Harvest's Major Heroism on the group.

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 4Enchanted Growth

Green Balance

Cast time: InstantCost: 4,590 Magicka

Cone heal that gives everyone it hits Minor Intellect and Endurance for 20 seconds.

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 2Expansive Frost Cloak

Winter's Embrace

Cast time: InstantDuration: 20 secondsCost: 2,430 Magicka

Group Major Resolve for 20 seconds. Recast it as it fades.

Back 3Elemental Blockade

Destruction Staff

Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka

Frost: keeps enemies Chilled, so Tundra's Maw puts Major Brittle on them for the group.

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 5Mystic 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.

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 Mystic Orb's: the banner only stays up while it's on both bars. Mystic Orb takes Overflowing Altar's slot.

What this setup brings

Front bar

Restoration Staff · Spell Power Cure

Radiating Regeneration1
Budding Seeds2
Combat Prayer3
Enchanted Growth4
Banner Bearer5
Reviving BarrierR

Back bar

Ice staff · Powerful Assault

Mystic Orb1
Expansive Frost Cloak2
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 2Budding Seeds

Green Balance

Cast time: InstantRange: 28 metresDuration: 6 secondsCost: 2,430 Magicka

Heals every second while it grows, then blooms: steady Green Balance overheals that keep Bountiful Harvest's Major Heroism on the group.

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 4Enchanted Growth

Green Balance

Cast time: InstantCost: 4,590 Magicka

Cone heal that gives everyone it hits Minor Intellect and Endurance for 20 seconds.

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 1Mystic Orb

Undaunted

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

Dungeons: Mystic Orb moves here from back slot 5. Bountiful Harvest already gives you Heroism, so you don't need Trample.

Back 2Expansive Frost Cloak

Winter's Embrace

Cast time: InstantDuration: 20 secondsCost: 2,430 Magicka

Group Major Resolve for 20 seconds. Recast it as it fades.

Back 3Elemental Blockade

Destruction Staff

Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka

Frost: keeps enemies Chilled, so Tundra's Maw puts Major Brittle on them for the group.

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).

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.

  • Single-target heal that heals again every time the target is hit. Good on the tank.

  • Major Savagery and healing Light and Heavy Attacks, if you want to Heavy Attack for sustain.

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

  • Self and ally heal from Winter's Embrace, for fights where you take a lot of damage.

Passives

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

  • 5% more Green Balance healing for each Green Balance skill slotted.

  • Every heal gives the target Minor Toughness: 10% Max Health.

  • Green Balance overheals restore your Magicka and Stamina. Bountiful Harvest builds on it.

  • Major Mending for you when you heal someone under 40% Health.

  • 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.

  • 28% more Magicka Recovery and 14% cheaper Magicka skills from 7 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

Ice 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

Ice 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 buffs and shields, which helps keep Frost Cloak and Enchanted Growth up.

  • 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.

  • Body swap for trials: Max Magicka and Stamina for 11 others that lasts through death.

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 Budding Seeds under the group: it heals every second while it grows, which keeps Major Heroism on everyone.
  2. 2Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
  3. 3Recast Expansive Frost Cloak and Enchanted Growth every 20 seconds.
  4. 4Keep frost Elemental Blockade on the boss so it stays Chilled and has Major Brittle.
  5. 5Cast Mystic Orb on cooldown, and drop Overflowing Altar if you're the trial's Altar healer.
  6. 6Cast Reviving Barrier before big group damage, and save Aggressive Horn for the burn phase.

FAQ

What does the Warden healer bring to the group?

In trials it gives the group 11 buffs, including Major Heroism, Major Resolve 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.

Does the group still need Trample with a Warden healer?

No. Bountiful Harvest gives the group Major Heroism whenever your Green Balance heals overheal, which Budding Seeds does every second while it grows. That's why the Dungeon setup keeps Mystic Orb instead of Trample.