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 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 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 about every 20 seconds, 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 about every 20 seconds, or Bright Harbinger drops: since Update 52 it lasts 30 seconds on monsters, but Illuminate only 20.
- 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
Your group gets
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
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. Purifying Light (a Backlash morph) now lasts 30 seconds on monsters, but Illuminate and Bright Harbinger still last 20 seconds from each cast, so keep recasting it about every 20 seconds rather than when it ends. Its heal changes too: instead of healing over 10 seconds after the burst, it heals you and nearby allies when its damage hits, once every 6 seconds, and it costs 3,240. Prism now triggers from any Templar skill, so Extended Ritual and Radiant Aura build Ultimate too. Solar Barrage becomes a toggle, which makes it a weaker flex pick for Illuminate.
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.
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
Your group gets
| Slot | Skill |
|---|---|
| Front 1 | Radiating 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 2 | Mystic 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 3 | Combat 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 4 | Purifying 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. Since Update 52 it lasts 30 seconds on monsters, but Illuminate only 20, so recast it about every 20 seconds. |
| Front 5 | Illustrious 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 R | Reviving 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 1 | Overflowing 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 2 | Extended 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 3 | Elemental 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 4 | Echoing 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 5 | Radiant 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 R | Aggressive 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
| Slot | Skill |
|---|---|
| Front 1 | Radiating 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 2 | Mystic 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 3 | Combat 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 4 | Purifying 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. Since Update 52 it lasts 30 seconds on monsters, but Illuminate only 20, so recast it about every 20 seconds. |
| Front 5 | Banner 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 R | Reviving 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 1 | Trample 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 2 | Extended 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 3 | Elemental 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 4 | Echoing 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 5 | Banner 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 R | Aggressive 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
Focus script: Increases damage done with direct damage by 6%.
Signature script: Increases Health, Magicka, and Stamina Recovery of other group members by 139.
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
Focus script: Deals 6,233 Magic Damage to all enemies.
Signature script: Afflicts enemies with the Concussion, Sundered, and Hemorrhaging status effects.
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.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Your group gets
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Ozezan the Inferno Light (monster) | Divines / Infused |
| Shoulders | Ozezan the Inferno Light (monster) | Divines |
| Chest | Pillager's Profit Light | Divines / Infused |
| Hands | Pillager's Profit Light | Divines |
| Waist | Pillager's Profit Light | Divines |
| Legs | Pillager's Profit Light | Divines / Infused |
| Feet | Pillager's Profit Light | Divines |
| Neck | Powerful Assault Jewellery | Infused |
| Ring 1 | Powerful Assault Jewellery | Infused |
| Ring 2 | Powerful Assault Jewellery | Infused |
| Front: main hand | Grand Rejuvenation Restoration staff (two-handed) | Decisive |
| Back bar | Powerful 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.
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.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Ozezan the Inferno Light (monster) | Divines / Infused |
| Shoulders | Ozezan the Inferno Light (monster) | Divines |
| Chest | Powerful Assault Medium | Divines / Infused |
| Hands | Spell Power Cure Light | Divines |
| Waist | Spell Power Cure Light | Divines |
| Legs | Spell Power Cure Light | Divines / Infused |
| Feet | Spell Power Cure Light | Divines |
| Neck | Powerful Assault Jewellery | Infused |
| Ring 1 | Powerful Assault Jewellery | Infused |
| Ring 2 | Death Dealer's Fete Jewellery | Infused |
| Front: main hand | Spell Power Cure Restoration staff (two-handed) | Decisive |
| Back bar | Powerful 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%.
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.
- Soothing Tide
Stronger area heals. Almost every heal you cast is one.
- Swift Renewal
Stronger heals over time: Radiating Regeneration, Echoing Vigor and the class HoTs.
- Enlivening Overflow
Overheals give allies Health, Magicka and Stamina Recovery. Healers overheal all the time.
- From the Brink
A shield on anyone you heal below 25% Health. It saves people from the next hit.
- Bastion
Stronger shields from Reviving Barrier, Ozezan and class shields.
- Rejuvenation
Recovery for all three resources.
- Shield Master
Cheaper damage shields.
- Boundless Vitality
Max Health, so one-shot mechanics don't kill you.
- Steed's Blessing
Run between pulls faster.
- 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.
- sustainThe Atronach
Magicka Recovery, if you still run out.
- critsThe Thief
More Critical Chance, so more heals crit.
- movementThe Steed
Speed and Health Recovery, for fights with a lot of running.
Attributes
Every heal and shield you cast scales from Max Magicka. Food and Boundless Vitality give you enough Health.
Food
Max Health and Max Magicka. Your heals scale from Magicka, and the Health keeps you alive.
- sustainGhastly Eye Bowl
Max Health and Magicka Recovery, if you run out of Magicka.
- StaminaBewitched Sugar Skulls
Max Health, Magicka and Stamina, if you block or dodge a lot.
- also goodClockwork Citrus Filet
Max Health and Magicka with Health and Magicka Recovery.
Potions
Restores Magicka and gives Major Brutality and Major Savagery: stronger heals and more crits.
- UltimateHeroism potion
Minor Heroism for more Ultimate, so Reviving Barrier comes back sooner.
- defenceArmor potion
Major Resolve, for fights where you keep getting caught.
Gameplay
- 1Keep Purifying Light on the boss and recast it about every 20 seconds. Since Update 52 it lasts 30 seconds on monsters, but Bright Harbinger and Illuminate only last 20 from each cast.
- 2Keep Radiating Regeneration and Echoing Vigor rolling, and recast Illustrious Healing under the group every 6 seconds for the Master's staff.
- 3Recast Radiant Aura once a minute and Extended Ritual when its 30 seconds end, and stand in the Ritual when you can.
- 4Cast Mystic Orb on cooldown so damage dealers can take its Combustion synergy for resources.
- 5Drop Overflowing Altar on the boss if you're the trial's Altar healer, and Elemental Blockade every third or fourth rotation.
- 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.