Flower Power – Warden healing guide (Murkmire updated)

Flower Power – Warden healing guide (Murkmire updated)

Introduction Welcome to my warden PvE healing guide 🙂 ! This guide is meant to be a complement to my vCR kiting guide and I will present here the skills and gear I would use in general for a classic “trial” (that is, not CR […]

vCR kiting – Warden healing guide (Murkmire updated)

vCR kiting – Warden healing guide (Murkmire updated)

Introduction Welcome to my warden healing guide for Cloudrest. This guide is similar to my AS front kiting guide, as it focuses on one role : shard picker and kiter in CR. The build as pretty much entirely been designed by the amazing @Nick5262 <3, […]

Summerset Update – What is new for healers

Summerset Update – What is new for healers

The Summerset update finally came ! And with it, a lot of exciting changes for us healers. While I will update my healer guide soon (after some testings), I wanted to write this small post to discuss the main changes that are relevant to us healer. 🙂 The amazing Nick (@Nick5262) and I have been talking a lot lately, and so this discussion is partly the fruit of our incoming compendium.
Don’t forget to hover your mouse over the underlined link to get sets tooltips !

A new set : Vestment of Olorime

We healer finally get an alternative for Spell Power Cure ! The fifth piece of our faithful companion becomes a named buff, Major Courage, and we get a new set called Vestment of Olorime that gives the exact same buff. The condition on which it applies is pretty different though :

Casting ground effect abilities in combat will create a circle of might on the ground for 10 seconds. You and your allies in the circle gain Major Courage for 30 seconds, increasing your Weapon and Spell Damage by 258 for 30 seconds. This effect can occur once every 10 seconds.

The very interesting point of this set is that, contrary to SPC, you can have the buff on 12 players ! That means that we don’t need to have it on both healers, so we get basically a “free” extra healing set in a trial group :).

The buffing AoE is about the size of a templar’s rune – about 4m in radius. It appears when you cast any ground-targeted abilities, whether they are healing abilities or not !

  • For circular AoEs (springs, shards, ritual, rune, blood altar), the buffing AoE will be centered in the middle of the circle. That is, for springs or shards, it will be wherever you targeted these abilities. For ritual, rune and altar, the AoE will be centered on you.
  • Lightning blockade can also proc the set, but somehow the buffing AoE appears at weird location : if there is an enemy target in your blockade, the AoE will appear under it. If not, the AoE will appear right in front of you.
  • Combat prayer seems not to proc it.

The difference between the imperfected and perfected versions is quite small since the perfected set just gives an additional five-pieces max magicka bonus (1096 with a legendary set). 🙂

While you could think that the AoE will be too small so the set too hard to used, people have been reporting to get uptimes of 80%+ of Major Courage using this set. In particular, Nick had the opportunity to test it in vCR+1 and noticed uptimes of about 80-90% on every dds, even tho the fight is quite mobile.

Staves counting as two pieces of a set

In Summerset, two-handed weapons and in particular staves now count as two pieces in terms of set bonuses. That means that as healers we will finally be able to use monster set : 2 pieces from a monster set + 5 body pieces from set 1 + 3 jewels pieces and 2 staff pieces from set 2. In our opinion, the Asylum’s (Perfected) Restoration Staff still remains extremely interesting if used properly as it gives you a huge sustain and enables you to provide your group with lots of expensive orbs:). However, we will be able to enjoy the fact that some sets can be used only on your back bar : in particular, Jorvuld’s Guidance or Master Architect since they give buffs through the usage of horn, and Infallible Aether as the debuff can be applied from your back bar only.

Monster sets

As healers, we have several options to use depending on the situation ! I will list here the ones that seems the most interesting in a group environment.

  • Earthgore : having been reworked for Summerset, it now provides a really strong HoT for 6s on a quite large area. In our opinion, it will be nice in situations where there is a bit of movement and people are a bit scattered (typically Asylum Sanctorium). While this set is nice, we definitely think it is not a one-size-fits-all. In particular, what I don’t like with this set is that the triggering threshold (healing people under 50%) is kinda high, so it means it will probably proc at moments where it’s not really needed and then be unavailable for 35s.
  • Sentinel of Rkugamz : this set has a chance to proc a cute lil dwemer spider whenever you heal someone, creating an AoE with a five-meter radius. Allies in this AoE will get a quite strong heal and an insane stamina regen (with a 100% uptime, it gives an effective stamina recovery of more than 500!). This set will be quite strong in instances where people can be stacked enough so everyone – and in particular your stamina dds – can enjoy the AoE. It still requires some testings tho, as the little spider can be apparently killed quite easily.
  • Nightflame : whenever you heal someone, you get a small chance to proc a totem that will create a five-meter-radius healing AoE. The healing it does is really strong, and this AoE can be up 100% of the time. While this will definitely not be useful in every situation, it can help in fights where you take an insane amount of damage. In particular, it is quite good during the execute of vCR, when Z’maja applies a healing debuff to your group.
  • Lord Warden : this set has a chance to spawn an eight-meter-radius AoE centered on your position that will give almost 4k spell and physical resistance to you and allies within it, whenever you take damage. While it is usually used by tanks, it could be useful in cases where the tanks can’t “cover” the entire group with its AoE, so maybe in some trash pulls.
  • Blood Spawn : when none of the sets above are useful, Blood Spawn seems like an interesting option. It gives you a chance to regen ultimate (and gain some resistances) whenever you take damage. Of course, this should not be used in combat where healers take very little damage instances … 🙂

What to do with all this?

We now have monster sets, three sets that needs to be active on both bars (Mending, Worm, Olorime, potentially also Twilight Remedy and Sanctuary) and three sets that can be slotted only back bar (Jorvuld, IA, Master Architect). In our opinion, Mending should be used only in fights where it’s really useful (see upcoming article !), and Worm is not an essential set as if your healers can provide a sufficiently large number of synergies, the cost reduction it provides is not needed. Therefore, Mending and Worm will (almost) never need to be worn together. So here is how we think healers will set themselves up for trials :

Healer 1 : preferably a more “ranged” healer for a maximal control of the position of the Olorime’s AoE.

Healer 2 : preferably a more “melee” healer.

About traits, enchantments, buff food

I will keep this section short as it will be discussed at greater length either in my healing guide or in another post in collaboration with Nick. With these big changes, and in particular with the fact that Olorime brings two additional magicka recovery buffs compared to SPC, we will most likely change our setup in order to avoid over-stacking regen and get the best stats/healing output. Our early “playing with stats” tests show that blue food may be the best option available this patch, with some changes to our gear enchantments and traits.

Summerset also brings new jewel traits, and in particular the infused traits that increase the strength of the enchantment on that jewel by 60%. On your spell damage jewels, the infused trait will provide more raw healing (or damage) than the arcane trait. However, you also need to consider that a bigger magicka pool means a better sustain, so you might still prefer Arcane. This will depend on your preferences and play style as well as on your race, since Argonians for example benefit more from a greater magicka pool.


I hope this was interesting, stay tuned for my upcoming update of my PvE healing guide and the healing Compendium featuring Nick :)!


Infused vs. Arcane or Robust with Spell or Weapon Damage enchants (Murkmire updated)

Infused vs. Arcane or Robust with Spell or Weapon Damage enchants (Murkmire updated)

With the Summerset update, we have new jewelry traits appearing. In particular, in this post, I will talk about Infused and how it compared to Arcane (respectively Robust) using a spell (respectively weapon) damage enchantment. I consider each dd class, magicka and stamina, as well […]

Concussed in PvE – a healer point of view

Concussed in PvE – a healer point of view

In this post, I will discuss the concussed status effect, its importance for your group and how, as a healer, you should modify your gameplay to keep it up as much as possible. 🙂 Concussed ? how to apply it ? Concussed is a status […]

Front Kiting in vAS – Healplar Guide (Murkmire Updated)

Front Kiting in vAS – Healplar Guide (Murkmire Updated)


Welcome to this new guide ! It will be a bit peculiar because it will be solely focused on how to front kite in vAS – that is, in front of Saint Olms, behind the main tank – as a templar. I will discuss several setups you can use, but more importantly, how to kite properly in vAS hm, and how to avoid dying.

This guide will be organized as follows :

0. Glossary
1. Front Kiter : your role
2. Setups
3. Champion Points
4. Kiting Best Practices

For each setup, I will discuss food and attributes, as they vary with the gear used. Make sure to hover your mouse pointer over the underlined sets and skills to see the tooltips :)!

0. Glossary

In order to make the rest of the guide clearer, let’s start by reminding the name of the bosses and abilities that will interest us as a front kiter.

  • Saint Olms is the main boss (that looks like a big mechanical dragon). He will cast regularly Exhaustive Charges, big lightning AoEs that go on the person(s) the furthest away from him, in front of him. Not only they do a lot of damage, but they drain heavily your magicka everytime you take a tick inside. You will also have to avoid his Scalding Roar, that is the steam breath cone he does in front of him. Of course, you will also have to kite the Storm of the heaven.
  • Saint Felms is the melee mini-boss. He will use Teleport Strikes every ~20s, jumping three (or two as we will see later) times on the furthest away player. These AoEs do a bit of damage, apply a nasty bleed that you must purge, and Minor Maim (which is why they should not go on the dds).
  • Saint Llothis is the ranged mini-boss. Regularly, he will do a poison cone on a random player called Defiling Blast that does a lot of damage and applies a healing debuff.

1. Front Kiter : Your Role

As a front kiter in vAS (or even nAS), you will have several missions !

  • Kiting the Exhaustive Charges, ensuring that these AoEs don’t go on your main tank.
  • In case you’re doing vAS+1 or +2 with Saint Felms, kiting Saint Felms’ Teleport Strikes.
  • Keeping yourself up because it will be a huge pain to res you in your kiting position :D.
  • Keeping the main tank up by providing him with healing and synergies !
  • Debuffing everything you can to make the entire trial easier.
  • As much as possible, buffing and healing the dds – that is when they are close enough to you.

With any of the setups below, you want to use tristats potions because you will be needing that stamina back during the fight !

2. Setups

I tried different setups for vAS, so I will list them here so you can choose whatever you prefer. With Summerset, the group healer can keep up Major Courage for the entire group using Olorime, so you don’t need to worry about it. 🙂

\alpha) Heavy armor setup – Beginner – Shalk+Torug’s


This is the first setup I used, it’s the setup used by Radiant Depression from Chimaira. It’s using 5 heavy pieces, 2 light, so it’s very tanky, that’s why it’s beginner friendly :). NB : Of course, feel free to use whatever body pieces you have, not necessarily the ones I put in the table below.

HeadEarthgore LightDivinesMagicka
ShouldersEarthgore LightDivinesHealth
HandsTorug HeavyDivinesMagicka
WaistShalk HeavyDivinesHealth
FeetShalk HeavyDivinesHealth
NecklaceShalk HealthyMagicka Recovery
Ring 1Shalk HealthyMagicka Recovery
Ring 2Shalk HealthyMagicka Recovery
Main bar weaponTorug's Restoration Staff
Off bar weaponTorug's Lightning StaffInfusedWeakening

We are using the Shalk exoskeleton set for that minor heroism bonus that will enable you to get many ultimates. This will boost your survivability because you will regen your Light’s Champion ultimate really fast, and enable you to boost more your group with more horns if you don’t need to use Light’s Champion. Our second set, Torug’s Pact will enable us to apply a super potent weakening debuff on the boss. We use Earthgore monster set : it will help you, your main tank and your group whenever it procs.

Attributes and comsumable

For food, in order to provide a bit of extra regen as we are in heavy armor, we are using Clockwork Citrus Filet – or Witchmother’s Brew if you can’t afford the filet. Our attributes will be the same as usual – 52 points in Magicka, 12 points in Health for me, as a Breton. You can also put all your points in Magicka if you feel comfortable enough. The skills I used for this setup where the following :



Let’s go quickly through their utilities !

Front bar

  • Structured entropy is there to boost a bit your HPs and to provide you with major sorcery, that you do not otherwise as we are using tristats potions. Keep it up on any target.
  • Breath of Life, Healing Springs and Rapid Regeneration are there for your own survivability as well as your main tank’s. I prefer Rapid Regen as the hot is stronger than Mutagen, but use the morph you like best.
  • Your Ritual of Retributions is extremely important in this fight as it will be your purge.
  • ULTIMATE : Use Light’s Champion when you get high incoming damage, or if you’re really low on resources and unsure of when the next incoming damage will be. Otherwise, try to use as much Aggressive Horn as possible.

Back bar

  • Channeled Focus is there to buff your resistances and your magicka regen.
  • Luminous Shards are to be used on your main tank and your dds for resources.
  • I use Power of the Light to proc my dawn’s wrath passives (Prism and Illuminate) as well as to provide a valuable armor debuff to the main boss. If you are not comfortable with kiting, you can use either Purifying Light or Reflective Light to proc those passive and save your stamina.
  • Finally, Elemental Drain needs to be applied to Saint Felms, and to the mini bosses and ordinated protectors when they are in range.
  • ULTIMATE :  Aggressive Horn should be used as much as possible. Be aware that you need to get close to the group before using it – see kiting best practices.

As I said above, this setup is very beginner friendly. It’s a nice way to try front kiting “safely”, however, it doesn’t bring as much utility to the group as the setups below, so you should aim at using one of the two under. 🙂

\beta) Light armor setup : Infallible Aether + Jorvuld’s Guidance

Attributes and consumable

On the following setup, we are using 6 pieces of Light armor, which makes us (way) less tanky but enables us to use a damage shield : Dampen Magic. With any of these setups, we will be using Max Magicka, Max Health food (such as the Solitude Salmon-Millet soup). Indeed, compared to the previous setup, we will be in light armor and therefore will enjoy lower costs for our spells, so the extra regen is not needed.

For our attributes, put 64 points into Health as you will be very squishy otherwise. As a rule of thumb, I aim at getting around 28k HPs unbuffed, since the incoming damage as back kiter can be really high.

Gear and stats

We use Infallible Mage (or Infallible Aether) set on jewels and body pieces : it will be really helpful for your group as you will get really high minor vulnerability uptimes, and Jorvuld’s Guidance to boost your warhorns on body pieces and lightning staff. As you don’t need to have Jorvuld active on your front bar (since it would literally buff nothing :3), on front bar, we are using a Maelstrom’s restoration staff that will help our sustain by giving you back a bit of magicka. We are also using Earthgore monster set : it will help you, your main tank and your group whenever it procs.

HeadEarthgore LightDivinesHealth
ShouldersEarthgore HeavyDivinesMagicka
HandsInfallible AetherLightDivinesMagicka
FeetInfallible AetherLightDivinesMagicka
NecklaceInfallible AetherArcaneSpell damage
Ring 1Infallible AetherArcaneMagicka Recovery
Ring 2Infallible AetherArcaneMagicka Recovery
Main bar weaponMaelstrom's Restoration StaffInfusedWeakening enchant
Off bar weaponJorvuld's lightning staffDecisiveShock

Jorvuld’s Guidance will make your major force from horns last longer. It is, in my opinion, a better boost for the group than using Shalk, as Shalk would get you more horns, but shorter. As using horn as front kiter is not that easy, I prefer giving less horns that last longer. 🙂 I use one spell damage glyph on the jewels as Jorvuld’s gives already a lot of regen.


Front bar

  • Inner light gives a bit of extra max magicka, and major prophecy on front bar, which we don’t get otherwise because we are using tristats potions.
  • Breath of Life, Healing Springs and Rapid Regeneration are there for your own survivability as well as your main tank’s. I prefer Rapid Regen as the hot is stronger than Mutagen, but use the morph you like best.
  • Your Ritual of Retributions is extremely important in this fight as it will be your purge.
  • ULTIMATE : Use Light’s Champion when you get high incoming damage, or if you’re really low on resources and unsure of when the next incoming damage will be. Otherwise, try to use as much Aggressive Horn as possible.

Back bar

  • Dampen Magic needs to be used preemptively to protect you from suffering heavy damage – see kiting best practices. I prefer this morph to harness magicka, as the stronger shield is more useful imo.
  • Channeled Focus is there to buff your resistances and your magicka regen.
  • Energy orbs are to be used on your main tank and your dds for resources. I prefer them to shards for this setup because we do have enough sustain to spam them and have one up on the main tank pretty much nonstop, and the healing they provide is really nice.
  • I use Power of the Light to proc my dawn’s wrath passives (Prism and Illuminate) as well as to provide a valuable armor debuff to the main boss. If you are not comfortable with kiting, you can use either Purifying Light or Reflective Light to proc those passive and save your stamina.
  • Finally, Elemental Drain needs to be applied to Saint Felms, and to the mini bosses and ordinated protectors when they are in range.
  • ULTIMATE :  Aggressive Horn should be used as much as possible. Be aware that you need to get close to the group before using it – see kiting best practices.

Other light armor setsups

Other possibilities with 5 light and 2 heavy pieces, if you’d like a bit more tankiness, are : IA + Plague Doctor, IA + Fortified Brass, IA + Shalk, IA+ Shacklebreaker. However, I would recommand getting used to IA+Jorvuld directly, because in the end it will bring more utility to your group.

\gamma) IMPORTANT NOTE : about traits

  • For body pieces, if you have trouble managing your stamina, you may consider using some well-fitted pieces. The sprinting and roll-dodging cost reduction will help ! I prefer running full divines as I have no stamina problem. Infused for big pieces is also a possible option, trading a bit of regen for a bit of extra resources.
  • For jewels, with the Summerset patch, we have access to a new, really interesting trait : swift, increasing our movement speed by 6% (for a gold jewel). I have been experimenting with it a bit, and found that using two swift jewels was really comfortable without being a huge sacrifice of resources, so I’d recommend to try out and see if you enjoy it !:)

3. Champion Points

While my blue CPs are the same as in my “standard” healing setup, I change my green and red CPs when I’m going in AS.

Green tree :

Sprinter 47

Arcanist 75
Tenacity 75

Shadow Ward 40
Tumbling 33

In AS, you (almost) never have to break free so points in Warlord are kinda useless. I put a significant amount of point in Sprinter as I usually sprint to go out of AoEs – see kiting best practices.

Red tree :

Iron Clad 72
Spell Shield 75

Hardy 23
Thick Skinned 23
Elemental Defender 64

Bastion 13

Almost all your incoming damage is counted as direct, magical damage, the exception behind the bleed from Felms which is a  physical DoT (and the jumps from Olms), which is why we keep a teeny tiny bit in hardy and thick skinned.

Blue tree :

Blessed 76
Elfborn 73
Spell erosion 23
Elemental expert 32

Staff expert 9
Master-at-arms 13

Thaumaturge 44

4. Kiting Best Practices

Going out of AoEs

Try to learn to sprint to go out of the AoEs (Exhaustive Charges by Olms or Teleport Strikes by Felms) rather than dodging. It has a lower stamina cost, and if you time it properly you won’t take a damage tick. When I say “time it properly”, that means you shouldn’t start sprinting too soon as the AoE will follow you, so train to get a feel of when to move. 🙂 Note : When Felms is enraged, in order to avoid taking damage from his AoE, I roll-dodge as soon as I hear the sound of raidnotifier. Most of the time, I don’t take a single tick of damage.

You should try to “stack” the AoEs as much as possible : of course, you can’t really stack Exhaustive Charges (going back inside would probably kill you :D), but you can try to keep them as close as possible. If you get a Teleport Strike and then another AoE, try to shield, go back inside the Teleport Strike, take the other AoE and run out. This way, the AoEs will be as stacked as possible.

Keeping your main tank and yourself alive

Try to keep rapid regen up on you and on as many group members as possible at all time, and keep some springs up on your main tank when he is taking damage. Of course, if you are taking heavy damage, use breath of life. Use Light’s Champion as a life saver if you find yourself in a bad situation : it’s a really huge boost to your survivability.

Use your damage shield (Dampen Magic) preemptively : I always make sure to have my shield up during Storms of the Heaven, because unexpected damage can be dangerous in those phases, and I cast it when I see that Felms just teleported on the back kiter, because I know he will jump on me next. Then, block whatever damage you can block, mainly the defiling blast from Llothis.

Make sure to purge (using ritual) when needed ! Mainly, whenever I take a Teleport Strike, I go out and use ritual asap. I also purge the fire dot from the shalks as it can hurt you quite a bit, and of course, you should purge “Trial by Fire”, the huge fire AoE, during execute.


I recommend using RaidNotifier and track on EVERYONE the Defiling Blast and the Teleport Strikes. The fact of having it on everyone is especially important as you’ll be able to act preemptively. For example, Llothis poison cone on your main tank can almost one hit you if you’re at the end of the cone and you didn’t block/shield. Seeing the teleport strikes alert on your back kiter will help you improve your positioning. Of course, you should also track the Exhaustive Charges : you’ll get some kind of a bell sound when the AoE is targeted on you.

Positining is key

Position yourself properly : this will be the difference between life and death. In particular, a mistake I was making very often when starting out was, when I was reaching the “end” of my kiting area (position 3 on the pictures below), I would cross immediately to go back to the middle (right of position 1 on the pictures below) and get caught by the steam breath of Olms (first picture).

Don’t get roasted

In order to avoid that, I recommend two things. First, try to avoid getting yourself in that situation by re-positioning yourself properly during the storm phases – that is, you want to try to start a new “kiting phase” with as much room as possible (second picture). Second, if you still get that situation, once you get your last AoE (number 3 on the pictures below), don’t cross immediately but rather get closer to the tank (purple dot, third picture) and wait. Olms will probably do a few light attacks, and then, two things can happen : either he will do his steam breath, in which case you can wait safely till it’s over, then cross, or he will do an exhaustive charge, in which case you should sprint as fast as possible to the middle.

If you ever see a steam cone forming behind you, you should always roll dodge rather than sprint, because the roll dodge will save you from the potentially deadly first tick.

Gust of Steam

During Olms’ big jumps (Gust of Steam), you want to hug the walls of your area. If you can, position yourself near the exit or the entrance to cast a few springs on the dds there when it’s safe (that is, when Olms is jumping on the other side), but be aware that it is not always possible. Do not go completely entrance or exit, as a dd would, because you want to be in position to kite an exhaustive charge as soon as the jumps are over ! If you are doing a +1 or +2 with Felms, and if he is about to use Teleport Strikes, you should be in position in the back of the room.

Debuffing as much as you can

As front kiter, you have several debuffs to apply.

  • Keep elemental drain up on Olms, and on all the mini-bosses and the ordinated protector that are close to you. Do not worry about the protectors that are too far away : the back kiter should take care of them.
  • If you have IA slotted, keep minor vulnerability up as much as possible on Olms, and on the minis and protectors when you can reach them. Applying the minor vulnerability debuff on the mini bosses when they are stacked is quite important to make sure they die in AoEs as fast as possible :).
  • Proc your weakening enchant as much as possible on Olms. It is not necessary to keep it up 100%, but make sure to apply it when large damage is incoming for your group : during the storms, and during the fire phase in execute. It makes a really big difference for your damage dealers that aren’t as tanky as you !
  • Keep Power of the light up as much as possible, without running out of stamina.

Buffing and healing your group as much as possible

That’s kind of the obvious healing role. As a front kiter, you are not able to do so everytime, unfortunately. When you are close to your group, try to spam a bit rapid regen to hit a few dds, as the HoT will help them a lot. It is especially important if you are using the SPC setup as rapid regen is a really nice tool to keep the buff up. 🙂 You can also put some springs if you see dds take damage close to you.

Using warhorn

As you get more comfortable with kiting, you should aim at using Light’s Champion only as a last resort, and use Aggressive Horn the rest of the time to buff your group. Be aware that the range of your horn is only 20m : you don’t want to use it in your “normal” kiting position, otherwise you’ll hit only your main tank and yourself most of the time.

That means you should come towards the group to use horn, and that must not be done at any time. Indeed, you must make sure that : a) Felms is not about to use Teleport Strikes, b) Olms is not about to use Exhaustive Charge, c) A storm is not about to start (and of course d) no one else is about to use his horn … :D). When these three (four) conditions are met, you can sprint toward you group, past the main tank, and use your horn. Make sure to also ask your dds not to stay needlessly away from Olms so that they get as much uptime as possible.

Making Felms jump twice

Finally, something you can do to indirectly buff your group damage is to talk with your back kiter and make sure Saint Felms will use Teleport Strikes only two times instead of three, as much as possible.

The idea behind this is that Felms should jump the first time on your back kiter, then second on you, and if you and your back kiter are then sufficiently far away, then Felms will not jump a third time.

In order to do that, your back kiter should take the first AoE a bit forward, then dash to the wall behind to be as far as possible from you (positions 1 and (3) on the picture below). However, you also should also be positioned carefully : try to take that teleport strikes in the middle area, and very close to the wall (in the purple area on the picture below). Generally, I wait for the “Teleport Strikes on <back kiter>” notification from Raidnotifier, and then sprint as fast as possible against the wall, in the middle. Again, you should not put yourself in danger to do so (so avoid getting roasted by scalding roar in the process :)), but try to do it as much as possible !


I want to stress again that the most important thing you have to do is staying alive. It can be insanely hard to res a front kiter. Make sure to speak with your teammates beforehand, and decide who will come to res you if shit happens. You don’t want 4 dds to come and drop like flies because they do not position themselves properly and stack exhaustive charges all over (it’s fun to see, but it’s not fun if you want to complete the trial :D).

Ideally, you want one dd to come and kite as close as possible to the wall, while another dd comes and try to stay a bit closer to the tank to res you (make sure to tell him not to stay in Scalding Roar too, again, fun to see but really not helpful). Of course, that depends where you died. You can also have one dd alone do the res : between each exhaustive charges, there is enough time to do one res. Make sure not to res too fast in an AoE : if you see that it’s not safe, ask your savior to stay and kite a bit to make sure AoEs don’t go on your main tank.

Here is a video of me front kiting, so you can see the game play a bit more

I hope this has been helpful, if you have questions make sure to let me know :)! With practices, you can have really nice uptimes to help your group there !



“Tabatta Heal Me!” – Healplar PvE Guide (Murkmire Updated)

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Templar healer – race comparison

Templar healer – race comparison

Have you always wondered what are the pros and cons of the different main healing races, that is, Breton, High Elf, Argonian ? I often read “High Elf is the best for sustain, Breton has also good sustain but a bit less, Argonian is best […]