Psijic Pages

Healing Fundamentals

Every healer build on this site does the same few jobs. Learn them once and every class makes sense.

Update 52 (PTS) version

This page is the Update 52 version of Healing Fundamentals. Update 52 is on the PTS until January 19, 2027, so numbers can still move. Skill and set tooltips still show the live Update 51 text; hover one that changes to see what's new. For what works in game today, switch to Update 51 in the version picker (top right, or in the menu on phones). The full list is in the Update 52 patch notes.

  • Traits. Decisive goes up to 68% on two-handed weapons, so a Decisive staff feeds more Ultimate, and Infused armour to 40%, which makes Infused body pieces a bigger Magicka glyph.
  • Templar. Purifying Light lasts 30 seconds on monsters, but Bright Harbinger and Illuminate only 20 from each cast, so keep recasting it about every 20 seconds. Prism now triggers from any Templar skill.
  • Necromancer. Glacial Colossus goes back to 175 Ultimate and its Major Vulnerability lasts 12 seconds.
  • The shared healer kit below doesn't change.

The healer's job

A good group barely notices its healer, because nobody is low on Health. Most of a healer's value is everything else they do, roughly in this order:

  1. 01

    Keep the group alive

    Heals over time before damage lands, burst heals and shields when it does.

  2. 02

    Buff the group

    Sets and skills that make every damage dealer hit harder.

  3. 03

    Debuff the boss

    Off Balance, Vulnerability and Breach so the group's damage lands harder.

  4. 04

    Feed Ultimate

    Cast Ultimates often and give the group Ultimate with sets like Pillager's Profit.

Keeping the group alive

Heal before the damage, not after it. Keep heals over time rolling on the group so big hits land on full Health bars, and save burst heals and shields for the moments the fight tells you about. Every healer on this site starts from the same Restoration Staff kit and adds its class on top:

SkillIts job
Radiating RegenerationSticky heal over time on three allies. Your filler.
Combat PrayerBurst heal in front of you, plus Minor Berserk and Minor Resolve.
Illustrious HealingGround heal for a stacked group, and what the Master's staff needs.
Echoing VigorHeal over time for the group, and the cast that procs Powerful Assault.
Overflowing AltarMinor Lifesteal on the boss and a Blood Feast synergy. One healer per trial.
Elemental BlockadeWith a lightning staff: Concussion and Off Balance on the boss.
Reviving BarrierThe healer Ultimate: a big group shield and heal.

Sustain

Healers run out of Magicka, not Health. A fully charged staff Heavy Attack restores Magicka and, through Essence Drain, gives you Major Mending. Weave one in whenever the group is healthy.

Buffing the group

This is where healers differ. Every build gives Minor Berserk and Minor Resolve from Combat Prayer and Powerful Assault from Echoing Vigor. On top of that, each class brings something only it has: the Templar's Bright Harbinger, the Warden's group Major Heroism from Bountiful Harvest, the Dragonknight's Lead from the Front. The buffs you'll see across these builds:

The core sets

Spell Power Cure and Powerful Assault are the two sets every healer needs, and both are free to get. In trials, Pillager's Profit on the body turns every Ultimate you cast into Ultimate for the group. Powerful Assault on jewellery and the back staff adds group Weapon and Spell Damage, Ozezan the Inferno is the monster set, and the Master's Restoration Staff (Grand Rejuvenation) restores resources to everyone your Illustrious Healing touches. Wear all seven pieces as Light armour: Evocation gives you the Magicka Recovery. See Item Sets for the full list.

Debuffing the boss

A lightning staff on the back bar with Elemental Blockade keeps the boss Concussed (Minor Vulnerability) and sets it Off Balance, which damage dealers with the Exploiter Champion Point hit harder. Overflowing Altar adds Minor Lifesteal. Some classes add more: the Necromancer brings Major Vulnerability and Major Breach, the Warden Major Brittle with an ice staff.

Good to know

Put a Weakening enchant on your back staff: the boss hits a little softer whenever that staff hits it. Your resto staff takes Berserker, for stronger heals.

Trials and dungeons

Every healer build has a Trial and a Dungeon setup. Trials have 12 players who stack, so ground heals reach everyone at once and only one healer needs Overflowing Altar. In 4-player dungeons people move, so sticky heals do the work, Banner Bearer goes on both bars, and Spell Power Cure replaces Pillager's Profit for group Major Courage.

Pure class or subclass?

Pure class keeps your Class Mastery, which is where the unique group buffs come from, so a pure-class healer brings more to a trial. Subclassing trades that for faster Ultimates and more flexible lines, which suits dungeons. See the Subclass Healer for the dungeon build, the DPS Healer for one that heals and deals damage, and the Healer Tier List to compare every class.