Psijic Pages

Subclass Healer

A dungeon healer: Siphoning and Daedric Summoning for Reviving Barrier almost on cooldown, Banner Bearer and Trample for the group. For 4-player content only.

Update 52 (PTS)PvE · HealerSubclassedIntermediateLast 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

This is the healer for veteran hard mode dungeons, arenas and no-death runs, and it works on any class. Everything is built around Ultimate. Nightblade's Siphoning builds it (Transfer on every Siphoning Attacks cast, and Catalyst on every potion), and Sorcerer's Daedric Summoning makes it cheaper (Power Stone) and adds Summon Charged Atronach for burst windows. Once the group has its heals and buffs, more Ultimate is the only thing left to give, so you can keep a big Reviving Barrier on everyone or an Atronach on every burn.

The third line is your choice, and its skill takes Overflowing Altar's slot. If you're a Nightblade or Sorcerer, borrow Curative Runeforms for the most utility or Green Balance to be safer. Any other class has to keep its own line here: Templars use Restoring Light, Wardens Green Balance, Arcanists Curative Runeforms, Dragonknights Ardent Flame (Fire Keeper in Altar's slot) and Necromancers Bone Tyrant (Necrotic Potency for Ultimate on add-heavy fights).

This build is for 4-player groups only: in a trial a pure-class healer brings far more. That's why it has one Dungeon setup and isn't ranked against the trial healers on the tier list.

Strengths

  • Reviving Barrier or the Atronach for nearly every big moment of a fight.
  • Works on any class, so you can heal on your favourite character.
  • Siphoning Attacks makes sustain almost a non-issue.

Weaknesses

  • Not for trials: no Class Mastery, so no unique group buffs like Bright Harbinger or Bountiful Harvest's Heroism.
  • Borrowed lines have to be levelled from scratch, and Banner Bearer and Trample need their grimoires and scripts.
  • Trample takes up a big share of your casts, so the rotation is busy.

Buffs and debuffs you bring in trials

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 changes to Siphoning, Daedric Summoning, Restoring Light, Curative Runeforms or Green Balance healing 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.

Choosing your lines

Keep Siphoning whatever you do: it's where the Ultimate comes from. Daedric Summoning can go if the group is missing Minor Brutality or Minor Savagery and you need Dark Magic, Aedric Spear or Draconic Power instead; the build still works, with fewer Ultimates.

Skip Grave Lord on Necromancers: in dungeons the tank's Archdruid Devyric usually covers Major Vulnerability, and Glacial Colossus costs a line and an Ultimate slot.

Skill Setups

This build is for 4-player dungeons only, so it has one Dungeon setup. For trials, pick a pure-class healer from the tier list.

SiphoningDaedric SummoningCurative Runeforms

The pick for the most utility when your class can borrow it. Zenas' Empowering Disc takes Overflowing Altar's slot and gives everyone in it Minor Courage, Fortitude, Intellect and Endurance, so Banner Bearer takes the Heroism affix instead of Courage. Intricate Runeforms makes Reviving Barrier 10% cheaper on top of Power Stone.

Banner Bearer goes on both bars (it only stays up that way) and Trample keeps Major Heroism on you. In low-pressure moments go Trample, Combat Prayer, Echoing Vigor, Mystic Orb; when the group takes damage, go Radiating Regeneration, Echoing Vigor, Combat Prayer, and still squeeze in Trample when you can.

What this setup brings

Front bar

Restoration Staff · Spell Power Cure

Radiating Regeneration1
Mystic Orb2
Combat Prayer3
Siphoning Attacks4
Banner Bearer5
Summon Charged AtronachR

Back bar

Lightning staff · Powerful Assault

Zenas' Empowering Disc1
Trample2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Reviving BarrierR
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 4Siphoning Attacks

Siphoning

Cast time: InstantCost: 4,000 Health

Sustain and Ultimate: while it's up your damage restores Magicka and Stamina, and every cast builds Ultimate through Transfer. Cast it twice in a row when you run low.

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 RSummon Charged Atronach

Daedric Summoning

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

Front-bar Ultimate for burst windows: its synergy gives the group Major Berserk, 10% more damage. Power Stone makes it cheaper.

Back 1Zenas' Empowering Disc

Curative Runeforms

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

Group Minor Courage, Fortitude, Intellect and Endurance for anyone in it, and for 10 seconds after they leave.

Back 2Trample

Scribed as Pestilent Trample

Cast time: 1.5 secondsDuration: 2 secondsCost: 3,046 Stamina

Your top priority when nothing is dying: Major Heroism for faster Barriers and Atronachs. Pre-cast it before the pull, away from the boss.

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 RReviving Barrier

Support

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Cast it before every big hit. Siphoning and Power Stone bring it back far sooner than on a pure-class healer.

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

Pestilent Trample

Trample · Disease Damage / Assassin's Misery / Heroism

Cast time
1.5 seconds
Target
Area
Radius
5 metres
Duration
2 seconds
Cost
3,046 Stamina
Disease Damage

Focus script: Deals 6,233 Disease 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.

Major Heroism for you, a Diseased status on the pack, and Assassin's Misery's extra status effects for the damage dealers.

Open the Dungeon setup in the Build Editor to change skills, gear and stats.

Playing this variant

SiphoningDaedric SummoningGreen Balance

The pick for survivability. Budding Seeds takes Overflowing Altar's slot: a heal every second while it grows, and a Harvest synergy that's handy for the tank. Maturation gives Minor Toughness to everyone you heal. Skip this line if your tank is a Warden, since its buffs overlap.

Banner Bearer goes on both bars (it only stays up that way) and Trample keeps Major Heroism on you. In low-pressure moments go Trample, Combat Prayer, Echoing Vigor, Mystic Orb; when the group takes damage, go Radiating Regeneration, Echoing Vigor, Combat Prayer, and still squeeze in Trample when you can.

What this setup brings

Front bar

Restoration Staff · Spell Power Cure

Radiating Regeneration1
Mystic Orb2
Combat Prayer3
Siphoning Attacks4
Banner Bearer5
Summon Charged AtronachR

Back bar

Lightning staff · Powerful Assault

Budding Seeds1
Trample2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Reviving BarrierR
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 4Siphoning Attacks

Siphoning

Cast time: InstantCost: 4,000 Health

Sustain and Ultimate: while it's up your damage restores Magicka and Stamina, and every cast builds Ultimate through Transfer. Cast it twice in a row when you run low.

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 RSummon Charged Atronach

Daedric Summoning

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

Front-bar Ultimate for burst windows: its synergy gives the group Major Berserk, 10% more damage. Power Stone makes it cheaper.

Back 1Budding Seeds

Green Balance

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

Heals every second while it grows, then blooms for a big heal, with a Harvest synergy. For stacked heal checks like Bal Sunnar's last boss.

Back 2Trample

Scribed as Pestilent Trample

Cast time: 1.5 secondsDuration: 2 secondsCost: 3,046 Stamina

Your top priority when nothing is dying: Major Heroism for faster Barriers and Atronachs. Pre-cast it before the pull, away from the boss.

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 RReviving Barrier

Support

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Cast it before every big hit. Siphoning and Power Stone bring it back far sooner than on a pure-class healer.

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

Pestilent Trample

Trample · Disease Damage / Assassin's Misery / Heroism

Cast time
1.5 seconds
Target
Area
Radius
5 metres
Duration
2 seconds
Cost
3,046 Stamina
Disease Damage

Focus script: Deals 6,233 Disease 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.

Major Heroism for you, a Diseased status on the pack, and Assassin's Misery's extra status effects for the damage dealers.

Open the Dungeon setup in the Build Editor to change skills, gear and stats.

Playing this variant

  • Keep Budding Seeds under whoever takes the most damage, and recast it as it blooms.
SiphoningDaedric SummoningRestoring Light

The Templar version. Extended Ritual takes Overflowing Altar's slot: a long-range heal over time for the group, a cleanse for you, and a Purify synergy every ally can take. Mending adds up to 13% healing on wounded allies.

Banner Bearer goes on both bars (it only stays up that way) and Trample keeps Major Heroism on you. In low-pressure moments go Trample, Combat Prayer, Echoing Vigor, Mystic Orb; when the group takes damage, go Radiating Regeneration, Echoing Vigor, Combat Prayer, and still squeeze in Trample when you can.

What this setup brings

Front bar

Restoration Staff · Spell Power Cure

Radiating Regeneration1
Mystic Orb2
Combat Prayer3
Siphoning Attacks4
Banner Bearer5
Summon Charged AtronachR

Back bar

Lightning staff · Powerful Assault

Extended Ritual1
Trample2
Elemental Blockade3
Echoing Vigor4
Banner Bearer5
Reviving BarrierR
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 4Siphoning Attacks

Siphoning

Cast time: InstantCost: 4,000 Health

Sustain and Ultimate: while it's up your damage restores Magicka and Stamina, and every cast builds Ultimate through Transfer. Cast it twice in a row when you run low.

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 RSummon Charged Atronach

Daedric Summoning

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

Front-bar Ultimate for burst windows: its synergy gives the group Major Berserk, 10% more damage. Power Stone makes it cheaper.

Back 1Extended Ritual

Restoring Light

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

Heals the group for 30 seconds and leaves a Purify synergy. Stand in it for Sacred Ground's Minor Mending.

Back 2Trample

Scribed as Pestilent Trample

Cast time: 1.5 secondsDuration: 2 secondsCost: 3,046 Stamina

Your top priority when nothing is dying: Major Heroism for faster Barriers and Atronachs. Pre-cast it before the pull, away from the boss.

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 RReviving Barrier

Support

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Cast it before every big hit. Siphoning and Power Stone bring it back far sooner than on a pure-class healer.

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

Pestilent Trample

Trample · Disease Damage / Assassin's Misery / Heroism

Cast time
1.5 seconds
Target
Area
Radius
5 metres
Duration
2 seconds
Cost
3,046 Stamina
Disease Damage

Focus script: Deals 6,233 Disease 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.

Major Heroism for you, a Diseased status on the pack, and Assassin's Misery's extra status effects for the damage dealers.

Open the Dungeon setup in the Build Editor to change skills, gear and stats.

Playing this variant

  • Recast Extended Ritual as it ends, and tell the group to take Purify when a debuff needs cleansing.

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.

  • Group Major Expedition. Very costly, so cast Siphoning Attacks often to afford it.

  • Scribed pull (Pull / Druid's Resurgence / Cowardice) when adds need grouping.

  • In place of the Atronach when a pure Dragonknight already gives Major Berserk.

  • Advanced setup: Damage Shield / Anchorite's Potency / Courage in Altar's slot for Minor Courage and Ultimate, with Banner set to Heroism.

  • If you're a Vampire and the tank is a Warden giving Major Heroism: replaces Trample, and spam it for Ultimate.

Passives

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

  • Siphoning casts build Ultimate.

  • Drinking a potion gives you Ultimate. Potion Speed glyphs make it happen more often.

  • 15% cheaper Ultimates.

  • Curative Runeforms variant: Reviving Barrier costs 10% less.

  • Green Balance variant: Minor Toughness for everyone you heal.

  • Restoring Light variant: up to 13% more healing on wounded allies.

  • 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.

  • 24% more Magicka Recovery and 12% cheaper Magicka skills from 6 Light pieces. Why every healer here wears Light.

Gear

The Maximum Defense setup for safe hard modes and no-death runs: about 36k Health with a Heavy Armor of the Trainee chest, a Medium Powerful Assault pair of legs and Death Dealer's Fete. Spell Power Cure on three body pieces and the resto staff gives the group Major Courage. Jewellery carries Potion Speed glyphs, since every potion is Ultimate through Catalyst. New to it? Start with Spell Power Cure on the five body pieces, Powerful Assault on the jewellery and Ozezan with the Master's staff.

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)

Infused
ShouldersOzezan the Inferno

Light (monster)

Divines
ChestArmor of the Trainee

Heavy

Infused
HandsSpell Power Cure

Light

Divines
WaistSpell Power Cure

Light

Divines
LegsPowerful Assault

Medium

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%.

1 piece · Starter zones

Only 1 of 3 pieces, so the top bonus is off.

  • (1 item)Adds 1454 Maximum Health.
  • (2 items)Adds 1454 Maximum Magicka.
  • (3 items)Adds 1454 Maximum Stamina.

5 front / 3 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.

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.

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

  • The advanced setup: 260 group Weapon and Spell Damage, paired with Blessing of the Potentates. Heavy on Stamina, which Siphoning Attacks covers.

  • Advanced setup, on the necklace and resto staff: 15% cheaper Ultimates on top of Power Stone.

  • No-scribing setup: Major Heroism in place of Trample, if you haven't unlocked it yet.

  • Beginner setup: the Master's staff. Move Mystic Orb to the back bar in Altar's slot and slot Illustrious Healing on the front.

  • Stretches the tank's Major Vulnerability when they wear Archdruid Devyric.

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. 1Pre-cast Trample (away from the boss) and Combat Prayer before the pull; open with Echoing Vigor once combat starts, since Powerful Assault only triggers in combat.
  2. 2Keep Trample's Major Heroism up whenever the group is healthy, along with Combat Prayer, Echoing Vigor and Mystic Orb.
  3. 3When damage comes in, go Radiating Regeneration, Echoing Vigor and Combat Prayer, and cast Reviving Barrier before the next big hit.
  4. 4Cast Siphoning Attacks whenever you run low, even twice in a row, and drink potions on cooldown for Catalyst.
  5. 5Save Summon Charged Atronach for burn phases and ask a damage dealer to take its synergy.

FAQ

What does the subclass healer bring to the group?

In trials it gives the group 11 buffs, including Major Courage and Major Berserk. The full list is under Overview.

Is the subclass healer good in trials?

It works, but subclassing turns Class Mastery off, so a pure Templar, Warden or Arcanist brings more to a trial. The subclass healer is at its best in dungeons, where its fast Reviving Barrier matters most.