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Arcanist Healer

The shield-and-buff healer. Ink-Scribe's Verve gives the group Major Force from your healing, and one disc covers Minor Courage, Fortitude, Intellect and Endurance.

Update 52 (PTS)PvE · HealerPure classIntermediateLast reviewed 2026-10-27

Update 52 (PTS) version

This page is the Update 52 version of this healer build. 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.

Overview

The Arcanist healer turns healing into group damage. With Ink-Scribe's Verve, healing or overhealing a large amount gives you and your group Major Force for 10 seconds, so your group no longer depends on Horn for it. One Arcanist per group is enough.

Zenas' Empowering Disc gives everyone who steps in it Minor Courage, Minor Fortitude, Minor Intellect and Minor Endurance. Chakram of Destiny shields up to four allies and builds Crux, and Evolving Runemend is a strong single-target heal that builds more. Every Arcanist cast also gives the group Minor Evasion through Circumvented Fate.

Cruxweaver Armor gives you Major Resolve, and with the Erudite's Rigor mastery it gives the group Major Vitality and puts Minor Cowardice on whatever hits you. Glyphic of the Tides is the back-bar Ultimate: heal it and it heals the group, and at full Health it gives them Major Protection.

Strengths

  • Group Major Force without a Horn, from healing you were doing anyway.
  • Four group buffs from one disc, plus group Minor Evasion and Major Vitality.
  • Strong shields with Chakram of Destiny and Intricate Runeforms.

Weaknesses

  • Crux management: Runemend and Chakram build it, and your heals are stronger with it up.
  • Allies have to stand in Zenas' Empowering Disc to get its buffs.
  • Major Force needs a lot of healing, so it can drop in quiet phases.

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).

  • Heal a large amount and you and your group get Major Force for 10 seconds. One per group is enough.

  • Cruxweaver Armor gives the group Major Vitality and attackers Minor Cowardice, and you gain Ultimate per Crux.

What changes in Update 52

Update 52 is on the PTS (patch 12.2.0, from 26 October 2026) and goes live on 19 January 2027. This version follows the first PTS week, so numbers can still move. Skill and set tooltips on this page still show the live Update 51 text.

Class. No Arcanist changes in Update 52.

Traits. Decisive rises to 68% on two-handed weapons (from 55%), so the Decisive front staff gives noticeably more Ultimate. Infused armour goes up to 40% (from 25%), which makes the Infused chest and legs a bigger Magicka glyph. The gear table stays as written until PTS numbers settle.

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
Evolving Runemend2
Combat Prayer3
Chakram of Destiny4
Illustrious Healing5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Overflowing Altar1
Zenas' Empowering Disc2
Elemental Blockade3
Echoing Vigor4
Cruxweaver Armor5
Glyphic of the TidesR
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 2Evolving Runemend

Curative Runeforms

Cast time: InstantCost: 4,590 Magicka

Strong heal on one ally that generates Crux. Cheaper for each Crux you hold.

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 4Chakram of Destiny

Curative Runeforms

Cast time: InstantDuration: 6 secondsCost: 4,320 Magicka

Shields you or up to four allies and generates Crux. Recasting on a shielded ally gives a stronger shield.

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 2Zenas' Empowering Disc

Curative Runeforms

Cast time: InstantDuration: 20 secondsCost: 3,780 Magicka

Group Minor Courage, Fortitude, Intellect and Endurance for anyone in it, for 10 seconds after they leave. Drop it where the group stacks.

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 5Cruxweaver Armor

Soldier of Apocrypha

Cast time: InstantDuration: 30 secondsCost: 2,700 Magicka

Major Resolve for you. With Erudite's Rigor it gives the group Major Vitality and puts Minor Cowardice on your attackers.

Back RGlyphic of the Tides

Curative Runeforms

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

Heal the glyphic and it heals the group and grants Weapon and Spell Damage; at full Health it gives Major Protection. Cheaper than Horn.

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 Cruxweaver Armor'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
Evolving Runemend2
Combat Prayer3
Chakram of Destiny4
Banner Bearer5
Reviving BarrierR

Back bar

Lightning staff · Powerful Assault

Trample1
Zenas' Empowering Disc2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Glyphic of the TidesR
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 2Evolving Runemend

Curative Runeforms

Cast time: InstantCost: 4,590 Magicka

Strong heal on one ally that generates Crux. Cheaper for each Crux you hold.

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 4Chakram of Destiny

Curative Runeforms

Cast time: InstantDuration: 6 secondsCost: 4,320 Magicka

Shields you or up to four allies and generates Crux. Recasting on a shielded ally gives a stronger shield.

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 2Zenas' Empowering Disc

Curative Runeforms

Cast time: InstantDuration: 20 secondsCost: 3,780 Magicka

Group Minor Courage, Fortitude, Intellect and Endurance for anyone in it, for 10 seconds after they leave. Drop it where the group stacks.

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 RGlyphic of the Tides

Curative Runeforms

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

Heal the glyphic and it heals the group and grants Weapon and Spell Damage; at full Health it gives Major Protection. Cheaper than Horn.

Scribing

Scribed skill

Shocking Banner

Banner Bearer · Shock Damage / Druid's Resurgence / Heroism

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.

Heroism

Affix script: Grants Minor Heroism, generating 1 Ultimate every 1.5 seconds.

Shocking Banner: 6% more direct damage and recovery for the group, plus Minor Heroism. This build already gives Minor Courage, so the affix takes Heroism.

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.

  • Chakram morph that spends Crux to turn the shield into a heal over time.

  • Runemend morph that gives Minor Heroism to allies under 50% Health.

  • Channelled beam heal for big group damage; spending Crux also restores resources.

  • Back-bar Ultimate in place of Glyphic when nobody else brings Horn.

Passives

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

  • 4% more healing for each Crux you hold. Keep Crux up.

  • 10% stronger, 10% cheaper shields.

  • Every Arcanist cast gives the group Minor Evasion: 10% less area damage.

  • Magicka and Stamina every time you generate Crux.

  • 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 buffs and shields, which helps Chakram and the disc.

  • Trials with a second healer on Pillager's: Major Slayer for five allies from your Heavy Attacks.

  • Monster swap: crit heals shield the target and give them Minor Force.

  • Mythic for organised trials: your Ultimate goes to the group instead, and you gain Minor Heroism.

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. 1Build Crux with Evolving Runemend and Chakram of Destiny, and keep it: your heals are 4% stronger per Crux.
  2. 2Drop Zenas' Empowering Disc where the group stacks every 20 seconds, and keep Cruxweaver Armor up for group Major Vitality.
  3. 3Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing every 6 seconds for the Master's staff.
  4. 4Shield whoever is about to take a mechanic with Chakram of Destiny.
  5. 5Drop Overflowing Altar if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
  6. 6Cast Reviving Barrier before big damage, and Glyphic of the Tides where the group will stand for the next 15 seconds.

FAQ

What does the Arcanist healer bring to the group?

In trials it gives the group 12 buffs, including Major Force 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.

Do I still need Aggressive Horn with an Arcanist healer?

Not for Major Force: Ink-Scribe's Verve gives it to the group from your healing. That's why the back-bar Ultimate is Glyphic of the Tides. Slot Horn only if the group needs its Max Magicka and Stamina.