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

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

Introduction

Welcome to my PvE healing guide :)! This build aims to be as general as possible, whether you are new to healing in ESO or you want to improve your healing game play, or just read different thoughts. While this is not going to be crazy different compared to the other guides out, I will try to give as much new insights as possible!:)

With Elseweyr, nothing changed except for the choice of gear. Therefore, I’ve updated the gear section as well as the CPs.

This build is designed to heal trials, but can be also used to heal 4-man content. It will be organized as follow (click on the links for quick travel):

1. Race
2. Attributes
3. Food and Potions
4. Mundus
5. Gear/Sets
6. Champion Points
7. Passives
8. Skills
9. Stats
10. Healing Best Practices

Make sure to hover your mouse pointer over the underlined sets and skills to see the tooltips :)!!

 

1. Race

While I will write down a fully detailed analysis of the race changes happening in Wrathstone, here is the short version:

    1. Breton now has a really much better sustain than any of the other “standard” healing races, making it the better choice in any situation in my opinion as they can easily spec more into damage if needed and still have an amazing sustain. The +2k spell resistance is also a huge boost to your survivability, which is a key point for a healer!
    2. High elves do not have any sustain passives anymore, but a nice spell damage one which enables them to spec a lot into magicka regen while keeping nice pools of offensive stats.
    3. Argonians make very good healers as they have a max magicka bonus, a healing done/received bonus and magicka recovery through the potion passive. The (effective) stamina recovery they get is also really nice for survivability. However, they are in my opinion a bit behind the other two as there is little to no content which requires, pure, raw healing, and Argonians don’t have any offensive passives.

2. Attributes

I aim at getting about 18.5k in health with food and gear on, unbuffed. Depending on your food and gear, you may want to adjust those, but with my new setup I run 64 points in magicka (on a breton).

3. Food and Potions

I like to use Max Magicka Max Health blue food, as I usually have enough sustain to do so.

In some fights where you really want to boost your magicka recovery, you might want to use Clockwork Citrus Filet (Max Health, Max Magicka, Magicka recovery or Health recovery) or Witchmother’s Potent Brew if you can’t afford the filet.

 

As for potions, we are using Spell Power potions (Lady’s smock, Corn Flower, Water Hyacinth), to get major prophecy on both bars and major sorcery. Make sure to have three points in the alchemist passive “Medicinal use” to get 100% on those two buffs :)!

Potion.

 

4. Mundus

On a healer, you need to use the Atronach for some extra magicka recovery.

Depending on your gear and food, you may have too much magicka regen and want to use the Mage for added healing done and magicka pool, or the Ritual if you want really raw healing power.

5. Gear/Sets

Our main set : Olorime

With the Summerset update, we have finally an alternative to the famous Spell Power Cure set !(drops in White Gold Tower). This new set is called Vestment of Olorime, and can be found in normal (for the imperfected version) or vet (for the perfected version) Cloudrest. Note that the perfected version gives only an additional 1096 Max Magicka bonus, so is absolutely not required.

While our good old SPC buff was applicable to only 6 people, the buff given by Olorime can be applied to 12 people ! Therefore, only one healer needs it. The condition on which it applies is the following :

Adjust your setup with your partner

Since staves now count as two pieces, it is now possible to have run 2 pieces from a monster set + 5 body pieces from set 1 + 3 jewels pieces and 2 staff pieces from set 2, and that on your restoration bar too. However, the Asylum’s (Perfected) Restoration Staff still remains extremely powerful in my opinion, and shouldn’t be swapped out if possible.

Therefore, we will now have the following setup :
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.

  • Head and Shoulders : Monster Set (see list below).
  • Body Pieces (Chest, Legs, Hands, Waist, Feet) : set 1.
  • The Asylum’s (Perfected) Restoration Staff front bar.
  • Jewels (Necklace, two Rings) and Lightning Staff back bar : set 2.

I will organize this section as follow : first, we will review the monster sets that are viable for a healer, then our main sets to use in addition with Olorime, then how to put them together. Finally I will discuss traits and enchantments.


Monster Sets

Here is the list of the most promising ones aswell as the situations in which they will be useful.

Must-haves:

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.

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. Note that the totem spawns on the person that “procced” the set.

Symphony of blades

When you heal an ally whose primary resource is under 50%, you grant them Meridia’s Favor, restoring a lot of resources to them for 6 seconds, with a 18 seconds cooldown. This newly introduced monster set seems to be really promising in fights where people can’t really be stacked to profit from Sentinel.

Useful:

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.

Earthgore

Earthgore has been nerfed with Elseweyr and now heal only one target. It can still be useful in 4-man content, but is definitely “meh” in trials.

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 … :).

Using 1 heavy piece and 1 light (with 5 light pieces from another set) seems to give the best compromise between high stats and sustain.


Having said all this, let us now review our healing “arsenal”. For each set, I will indicate if it can be worn only back bar or if it should be up on both bars :). I’ll start with the essential sets and mention later the one that are less useful.

The essentials

 Infallible Aether (Infallible Mage)

  • Drops in Craglorn trials – Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia.
  • Applies minor vulnerability to any target you heavy attack. While the tooltip says that a “fully-charged” heavy attack is needed, in practice, only the first tick of your restoration/lightning heavy attack will apply the debuff.
  • Can be used only on your back bar (if so, you need to heavy attack on your back bar to apply the debuff :D).
  • This set should pretty much always be in your group, as it makes sure you have the highest uptime on minor vulnerability. It’s really nice in 4-man content. In a trial, you should be able to apply the debuff with a very high uptime alone, so only one healer will wear it.

 Jorvuld’s Guidance

  • Drops in Scalecaller Peak.
  • Increases the duration of all your minor and major buffs, as well as the damage shields you apply, by 40%.
  • You want to use this set mostly to increase the duration of the Major Force bonus from Aggressive Horn. It’s also a pretty nice completement to Olorime.
  • Can be used only on your back bar as your horn should be on your back bar.

Useful sets

Torug’s

  • Craftable.
  • Decreases weapon enchantment cooldown and increases potency by 30%.
  • While this used to be mostly a tank set, this set is now very useful to have on a healer, as it allows your tank to run another set such as Claw of Yolnahkriin.
  • You want to have it active on a bar on which you have an infused crusher enchantment, and keep that up. While it can be back barred only, I prefer having it active on my front bar.

Ebon

  • Drops in Crypt of Hearts I&II.
  • Increases you and your teammates max health.
  • Again, Ebon used to be a tank set. However, wearing it on a healer enables to free up a set on the tank.
  • Wear it using the Ghastly eye bowl drink (max magicka, magicka recovery) to compensate for the loss of magicka recovery and the gain of max health. You need to wear it on two body pieces + three jewels, as Ebon on weapons is currently still bugged.

Hircine

  • Drops in Selene’s Web.
  • Provides your group with a constant 4% stamina cost reduction.
  • Must be used on both bars.
  • This set is very useful if you have a group full of stamina DDs, as it is the case in most “traditional” trials such as vAA, vHRC, vHoF, vMoL and vSunspire.

 

Worm Cult

  • Drops in Vault of Madness.
  • Provides your group with a constant 4% magicka cost reduction.
  • Must be used on both bars.
  • Using (or not using) this set will depend on the number of magicka dds you have in your group and if they need or not the additional sustain. You need only one of this, so if your healing partner is wearing it, you should not.

(Perfected) Eye of Nahviintaas

  • Drops in Sunspire.
  • Whenever an ally activates one of your synergies, they get 12% cost reduction on all their (non-ultimate) abilities for 3s, with a 6s cooldown.
  • Must be used on both bars.
  • While this set is inferior to Hircine (or Worm Cult) if your team is full stamina (or magicka), it can be stacked with those sets to help the sustain of your group.

Mending (healing mage)

  • Drops in Aetherian Archive.
  • Provides a substantial damage mitigation when you use AoE heals (springs, ritual, prayer, etc) close to enemies (<10m). While the tooltip says “reduce weapon damage”, it actually reduces ALL the damage from the target. The reduction is equivalent to 10-15% damage mitigation on bosses, and 20-30% damage mitigation on trash pulls.
  • Something that needs to be reminded imo is that the range of this debuff, 10m, is quite small ! I recommend tracking the debuff (Healing Bane) – using, for example, Srendarr – to make sure you are applying it.
  • Must be used on both bars.
  • This set will be used if and when you need damage mitigation, and if you are able to apply the debuff (that is, in some boss fights, you will rarely or never be at a 10m range). Again, only one is needed, so if your healing partner is using it, you should not. You should however aim at using it only when necessary.

Sanctuary

  • Drops in The Banished Cells I&II.
  • Must be used on both bars.
  • While this additional healing is generally an overkill, it is actually helpful in the new Cloudrest trial, in particular in the execute, as your group receives a really strong healing debuff.

 


Let us now review how to organize this sets for our trial healer. I always aim at getting around 2.2-2.3k magicka recovery, and as much max magicka/ spell damage as possible. This is how I chose the number of magicka recovery glyphs vs. spell damage glyphs on my jewels, as well as the trait on the jewels (I sometimes use an infused magicka recovery glyph in order to fine tune my recovery). 

Olorime Healer

Using Olorime, your best option is to pair it with Jorvuld’s guidance. Indeed, using Jorvuld, even if it’s only back bar, enable you to boost the duration of the Major Courage buff. Indeed, if you are of your back bar when an ally walks into your buffing AoE, he or she will get 42s of buff that will not be overwritten if you swap front bar. In my opinion, in the majority of cases, it is not worth losing stats putting Olorime back bar to keep Jorvuld on both bar.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestOlorime
LightDivinesTristat
LegsOlorime
LightDivinesTristat
HandsOlorime
LightDivinesMagicka
WaistOlorime
LightDivinesMagicka
FeetOlorime
LightDivinesMagicka
NecklaceJorvuld's GuidanceArcaneSpell damage
Ring 1Jorvuld's GuidanceArcaneSpell damage
Ring 2Jorvuld's GuidanceArcaneSpell damage
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponJorvuld's Guidance Lightning StaffDecisiveShock

Another option would be to pair Olorime with either IA or Master Architect.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestOlorime
LightDivinesTristat
LegsOlorime
LightDivinesTristat
HandsOlorime
LightDivinesMagicka
WaistOlorime
LightDivinesMagicka
FeetOlorime
LightDivinesMagicka
NecklaceIA or Master ArchitectArcaneSpell damage
Ring 1IA or Master ArchitectArcaneMagicka Recovery
Ring 2IA or Master Architect ArcaneMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponIA or Master Architect Lightning StaffDecisiveShock

Finally, it is worth mentioning again that if you absolutely need to use Olorime with a set that needs to be worn on 5 pieces (Worm, Mending or Sanctuary), you can use a Olorime Lightning Staff and have it active only on your back bar :).

Non-Olorime Healer

With one healer using Olorime, the second healer has now tons of options ! While it wouldn’t be worthwhile (or possible) to list them all here, I will list my prefered setups.

An aggressive setup : IA+Jorvuld. With Summerset, the destruction Asylum Staff will most likely not be used anymore. Therefore, a healer using IA will help a lot the uptime of Minor Vulnerability in your group. Using IA on both bars is preferred as it gives better stats than Jorvuld.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestInfallible Aether
LightDivinesTristat
LegsInfallible Aether
LightDivinesTristat
HandsInfallible Aether
LightDivinesMagicka
WaistInfallible Aether
LightDivinesMagicka
FeetInfallible Aether
LightDivinesMagicka
NecklaceJorvuld's GuidanceArcaneSpell damage
Ring 1Jorvuld's GuidanceArcaneMagicka Recovery
Ring 2Jorvuld's GuidanceArcaneMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponJorvuld's Guidance Lightning StaffDecisiveShock

Supportive setups: Worm+IA or Jorvuld. If your group has a lot of magicka dds, the support brought by worm will be appreciated. If your group needs the Minor Vulnerability support, you should pair it with IA.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestWorm
LightDivinesTristat
LegsWorm
LightDivinesTristat
HandsWorm
LightDivinesMagicka
WaistWorm
LightDivinesMagicka
FeetWorm
LightDivinesMagicka
NecklaceInfallible AetherArcaneSpell damage
Ring 1Infallible AetherArcaneMagicka Recovery
Ring 2Infallible AetherInfusedMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponInfallible Aether Lightning StaffDecisiveShock

Otherwise, Jorvuld is a strong option.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestWorm
LightDivinesTristat
LegsWorm
LightDivinesTristat
HandsWorm
LightDivinesMagicka
WaistWorm
LightDivinesMagicka
FeetWorm
LightDivinesMagicka
NecklaceJorvuld's GuidanceArcaneSpell damage
Ring 1Jorvuld's GuidanceArcaneSpell damage
Ring 2Jorvuld's GuidanceArcaneMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponJorvuld's Guidance Lightning StaffDecisiveShock

Master Architect can also be used, with the same jewelry enchants as IA :).

 

Defensive setups: Mending (or Sanctuary)+Jorvuld (or IA). This setup is great for add pulls or boss fights where mending is required.

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestMending
LightDivinesTristat
LegsMending
LightDivinesTristat
HandsMending
LightDivinesMagicka
WaistMending
LightDivinesMagicka
FeetMending
LightDivinesMagicka
NecklaceJorvuld's GuidanceArcaneSpell damage
Ring 1Jorvuld's GuidanceArcaneSpell damage
Ring 2Jorvuld's GuidanceArcaneMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponJorvuld's Guidance Lightning StaffDecisiveShock

You can also use IA instead of Jorvuld on those boss fights, using different jewel enchantments (in add pulls, IA can be trickier to use).

 SetWeightTraitEnchantment
HeadMonster SetHeavyDivinesTristat
Shoulders Monster Set
LightDivinesMagicka
ChestMending
LightDivinesTristat
LegsMending
LightDivinesTristat
HandsMending
LightDivinesMagicka
WaistMending
LightDivinesMagicka
FeetMending
LightDivinesMagicka
NecklaceInfallible AetherArcaneSpell damage
Ring 1Infallible AetherArcaneMagicka Recovery
Ring 2Infallible AetherInfusedMagicka Recovery
Main bar weaponAsylum Perfected Restoration Staff
PoweredWeapon Damage enchant
Off bar weaponInfallible Aether Lightning StaffDecisiveShock

 


Traits, enchantments and weapons

Armor traits and enchants

  • Using blue food, I prefer to use divines on all my body pieces, with three prismatic enchantments on  big pieces (head, chest, legs) for the extra health and the extra stamina (having stamina is really important on a healer!), and a magicka enchantment on the rest. If you are argonian, you may use more magicka enchantments.

Restoration staff trait and enchant

  • You should have multiple staves depending on your group and the situation.
    • Infused with a crusher/weakening glyph or a damaging glyph: if your tanks struggle with keeping one of those up and you’re not comfortable using those enchant only back bar, you can run them front.
    • Powered with a weapon damage or absorb magicka or weakening glyph : the extra 9% healing is a really strong choice if you need raw healing. I like it a lot in CR in particular as there is a lot of incoming damage, or in SO on trash. However, it is overkill in a lot of situation.
    • Charged (with any enchant listed above): if you wanna have a really high uptime on concussed, charged front bar with an infused shock enchant back bar (procced by lightning blockade) is the way to go. This is in particular really good on trash. However, I think this is a bit overkill when IA is being used in a boss fight.
    • Decisive (with any enchant listed above): decisive brings you extra ult regen, but as the amount is kinda negligible, I prefer usually to run the traits listed above.
    • Note: precise provides you an effective increased in healing because you will have a higher crit chance, however, your healing done will still be lower on average than with a powered staff.

Lightning staff trait and enchant

  • You should have multiple staves that you will use depending on the situation.
    • Decisive with a shock glyph : decisive brings you extra ult regen and the shock enchantment enables you to give some extra concussed. I use that staff if I don’t need the two other options under :).
    • Infused with a weakening/crusher glyph : if your tanks can’t give good enough uptimes on those debuffs, you have to help them and wear it. Your staff MUST be infused, otherwise you risk overwriting the tanks’ enchantments.
    • Infused with a shock glyph : if your group doesn’t have enough concussed, this will really help. This patch, I prefer infused to charged on the back bar for concussed, because this glyph will be procced on your front bar via blockade, and infused is actually carried to your front bar (meaning that it will keep on proccing the enchant every 2s when your blockade is up), while charged is not. Therefore, while charged would give a slightly better uptime if you were to spend all your time on your back bar, infused gives you twice as much chance of proccing concussed whenever you swap to your front bar.

Jewels traits and enchants

  • About jewels trait and enchantment : If you are new to healing, I would advise using more magicka regen and less spell damage glyphs until you learn sustaining on a healer (see the Best Practices section :)). Infused on spell damage jewels gives slightly more healing power than Arcane, but a bit less sustain because of the smaller magicka pool. You should adjust those depending on how you fee !

 

6. Champion Points

Keep in mind that green cps will also depend on your playstyle and on the content you are doing.

Green tree

Arcanist 75
Tenacity 75

Warlord 40

Shadow Ward 46
Tumbling 34

 

Red tree

 vHRC/vSO/vHOFvAA/vMoLvASvCRvSunspire
Ironclad6681727266
Spell Shield3275755755
Thick Skinned5620236666
Elemental Defender5664646464
Hardy49192300
Quick Recovery111101119
Bastion001300

 

Blue tree

Blessed 76
Elfborn 73
Spell erosion 23
Elemental expert 32

Staff expert 9
Master-at-arms 13

Thaumaturge 44

(If you really feel like you need to push your healing done, you can remove blues CPs from the damage perks and stack 100 points in blessed and elfborn. However, I find that it is overhealing in most cases)

7. Passives

For this build, the following passives are essential :

  • All Aedric spear, dawn’s wrath and restoring light passives.
  • All Destruction Staff, Restoration Staff passives.
  • Light Armor passives.
  • Fighter’s guild : Intimidating Presence, Banish the wicked III.
  • Mage’s guild : Magicka Controller II, Might of the guild II.
  • Undaunted : Undaunted Command II, Undaunted Mettle II.
  • Support (Alliance war) : Magicka Aid II. (Go Go PvP :D!!!)
  • All your racial passives.
  • Alchemy : Medicinal Use III.

Vampire ? Being a vampire stage two gives you 10% increase in magicka regen, which is always a nice bonus. The extra damage mitigation on stage 3 is also really nice. As on magsorc, I recommend being a vampire and using Scalecaller peak skin for beauty (who wants to be healed by a fugly character?).

8. Skills

IMPORTANT : on all the setups, I will note the flex spots in teal and I will show towards the end of this section the several skill you can use on flex spots : as you will see, there are a lot of them ! Healers should always adapt their bars to the content, so you don’t really have ONE setup that fits everything :). Keep in mind that some skills that I listed as “flex spots” are really important, they are just not used on every fight.

First setup : elemental drain

Front bar : restoration staff

  • Inner light : +5% max magicka (and +2% from Magicka Controller II) to increase your healing done ! (kinda flex spot, but try to keep it)
  • Breath of Life : an instant, very strong heal in a cone in front of you. This is one of the reason why templar is a really strong healing class. This morph gives a second, smaller heal that is omnidirectional, so it’s a must have. Make sure not to overuse it tho, it is expensive and only heals two people. It should only be your “oh shit!” life saving key.
  • Illustrious healing : this should be your most important healing source. It’s a strong AoE heal that is stackable : make sure your dds are inside of it, and make sure to yell on them if they aren’t :D.
  • Energy Orbs : these will give back resources to your dds and your tank, and produce insane healing. Try to use as much as possible. They are really expensive tho, if you are using an Asylum staff, try to use orbs while the cost reduction is active – that is, after prayer. The healing is really strong and the synergy really helpful so you should keep on using this skill, but you can slot it back bar if you need the spot front bar.
  • Combat Prayer : one of your most important skills, buffs up to six allies with Minor Berserk (+8% damage) and also some resistances. Make sure to keep it up 100% 🙂 (see Healing Best Practices section).
  • ULTIMATE : Replenishing Barrier. It can be a panic ulti if you really need it, but you want it mostly because of the 10% extra magicka recovery from your Magicka Aid passive. I chose this morph because, most of the time, you want it to stop a burst of incoming damage, so you don’t need the extra HoT of the other morph, while this morph will give you back some precious ultimates so you can use your next horn asap :).

Back bar : lightning staff

  • Lightning Blockade : as of this patch, it is preferable for all dds to wear fire blockade, so you should keep Lightning Blockade up for off balance. It’s also a great tool to proc your back bar enchantment (note that it doesn’t proc weapon damage enchantments, so make sure to weave on front bar!). As long as it is up on a target that is being drained, it will also proc minor magickasteal for you. If one dd is using it or if your tanks can keep up blockade for 100%, and if you really need the spot, can be unslotted.
  • Elemental Drain : applies major breach to the target (that should already be applied by puncture) and also minor magickasteal, which is a really important debuff for your magicka dds (and for your tanks, and for yourself!). You should be able to keep that up 100% alone, so use only one in the group : if your partner is already using it, you speak with him/her and unslot it.
  • Power of the Light : applies minor breach and fracture to the target for 9s, and gives minor sorcery to you and your group for 20s through the “Illuminate” passive – that buff should be up 100%. If you have a stamplar in your group, do NOT use this skill as it is still buggy (in a sense that the damage “explosions” do not stack, so you’d ruin the damage of your stamplar) ! Having a dawn’s wrath skill slotted for ult regen is nice (“Prism” passive), but if you need the slot you can remove it.
  • Ritual of Retributions/ Extended Ritual: a nice heal over time that procs your “Sacred Ground” passive (minor mending if you are standing in your ritual) and is a good way to keep spc up. Also provides for the “purify” synergy. Keep it up 100% ! I prefer the morph Ritual of Retributions as the duration is long enough imo, and I like that it does a bit of damage, as it is a great way to get magicka back if you are hitting a target that is being drained :).
  • Channeled Focus : a really amazing skill that gives you major resistances and a nice magicka recovery boost. It also procs your “Sacred Ground” passive. If you need the slot, have enough recovery, and can go without the major resistances, you can unslot it. I try to keep it on my bars as much as I can.
  • ULTIMATE : Aggressive Horn. Gives +10% max resources to your group for 30s as well as Major Force for 10s. Note that these buffs durations are all increased by 40% using Jorvuld’s Guidance. You must keep it up in a rotation with your healing partner and the tanks.

Second setup : altar

If your healing partner is already using elemental drain, here is what you can slot !

Front bar : restoration staff

  • Inner light (kinda flex spot, but try to keep it).
  • Breath of Life.
  • Illustrious healing.
  • Energy Orbs.
  • Combat Prayer.
  • ULTIMATE : Replenishing Barrier.

Back bar : lightning staff

  • Lightning Blockade : If one dd is using it or if your tanks can keep up blockade for 100%, and if you really need the spot, can be unslotted.
  • Power of the Light :  If you have a stamplar in your group, do NOT use this skill as it is still buggy !
  • Ritual of Retributions/ Extended Ritual.
  • Sanguine Altar/ Overflowing Altar : applies minor lifesteal to every target in a 28m radius, and provides with a Blood Funnel synergy that enables your allies to get back a significant amount of their health. It’s really nice for tanks as it can improve their alkosh uptime. It requires a bit of adaptation tho as it has a channel time ! In 90% of the cases, I prefer the Sanguine Altar morph as it lasts longer and is cheaper, but the Overflowing Altar morph is useful in cases where there are healing debuff.
  • Channeled Focus : If you need the slot, have enough recovery, and can go without the major resistances, you can unslot it. I try to keep it on my bars as much as I can.
  • ULTIMATE : Aggressive Horn.

The famous flex spots

With so many flex spots in the bars above, you may wonder what you would have to use ! I will list these flex spots from the most to the less important.

  1. Efficient Purge : Purge is absolutely unavoidable in some fights (vMoL 2nd boss, vHoF 1st and 4th bosses). On vHoF 1st boss, I try to slot it front bar and to purge every other skill. On the other instances, having it back bar is enough. You want this morph because it reduces tremendously the cost of the skill.
  2. Luminous Shards : In some cases, you want to use shards in addition of energy orbs because they can be targeted directly at players. They are also cheaper than orbs, gives back a bit of the other resource and do a bit of damage. Slot them on your back bar if you need them.
  3. Reflective Light or Purifying Light : if you already have a stamplar in your group (so you can’t use Power of the Light), as it should be the case in most well-coordinated group, but you still have a free spot and want the ultimate regeneration (3 ultimate if you use a Dawn’s wrath ability every 6s with “Prism” passive), you can use either of these skills. It will also help you improve your group Minor Sorcery uptimes through the “Illuminate” passive.
  4. Stalwart Guard : there are many situations were you can afford to guard a group member, giving you and said member Minor Force. You wanna use that on a ranged dd, as stamina dds already have their own minor force. It also gives you 10% additional magicka recovery with the Magicka Aid passive, as it is a Support skill.  It requires you and your bonded to stay close tho : if you know the damage taken is insane, or if you know you may have to move a lot through a fight, don’t use guard. As it needs to be double slotted, when using guard, I remove inner light and a back bar flex skill.

  5. Harness Magicka or Dampen Magic : having a shield can be useful, even for a healer 🙂 ! Use it if you know you are gonna take damage that can one hit you (otherwise you just heal it up :D), for example in vMoL hm if you get the void+meteor combo. I prefer Dampen Magic as on a healer, I don’t really need the magicka return from Harness since I’m using the shield very sparingly.
  6. Ward Ally or Healing Ward : provides a damage shield for an ally (and for yourself if you use Ward Ally). Can be vaguely useful in some cases, for example vHoF 2nd boss if your tank is not that experienced and get steamed often.

ULTIMATE FLEX SPOT : Solar Prison(Nova). In a situation where I know there will be insane incoming damage, I slot Nova instead of Barrier on the front bar. Nova gives Major Maim to the enemies inside (reducing their damage done by 30%), and it also gives a sweet synergy :p. It is mainly useful in vHoF hm, or in vAA hm if you group doesn’t have enough dps. Can be also used in some trash pulls.

Note : Illustrious Healing vs. Healing Springs ? I’ve been testing a lot the illustrious healing morph lately, and found that it gives me more time to buff the group and provide synergy than healing springs. However, the extra cost definitely requires an adaptation time, so I would suggest people to run healing springs until they are more familiar with the content they are trying to heal.

 

9. Stats

Olorime+IA

10. Healing Best Practices

Your job

As a healer, you have several responsibilities :

  • Keeping yourself alive : a dead healer cannot heal and can be a pain to res.
  • Keeping your teammates alive : that’s kind of obvious :D. Keep in mind that when a dd fucks up, he or she loses dps, when you fuck up, you lose a group member (no pressure). Still, do not overheal too much or you will most likely miss out on your other missions :).
  • Buffing your group : one of the particularities of eso is that as a healer, you have access to more healing than needed (provided your group members are also trying to make your life easier). You will also have to provide buffs for them.
  • Debuffing enemies will also be partly your role (along with tanks) with elemental drain, lightning blockade, quick siphon, mending, IA and crusher/weakening if you are using that. The more difficult the fight is, the harder it will be to keep these debuffs up but try your best :)!
  • Providing resources to your group through synergies such as orbs or shards.
  • Making sure everyone is in the right place : this is related to point 2, 3 and 5. An efficient healer do just enough healing to keep his group alive while buffing and providing as much synergies as possible. But for that to be possible, you need people to help you by standing in a way that makes it easier to heal and buff them. So imo, it is also your job to tell people that they are not in their correct position.

Here are some tips to perform these duties as well as possible :).

Buff and debuff tracking

First and foremost, make sure to use a buff and debuff tracker to get better uptimes.

For buffs, I recommend Srendarr that can be customized in a very efficient way. I use it to track my ground targeted AoEs (springs, lightning blockade, ritual, channeled focus), the buffs coming from my rune (I track Major Ward/Resolve as the magicka regen buffs doesn’t have a name), and one of the most important buff : Minor Berserk (combat prayer).

I also recommend Warhorn Tracker that has the advantage over Srendarr that it tracks horns even if you didn’t get buffed by the horn.

For debuffs, I like to use Untaunted to track elemental drain, quick siphon, minor vulnerability, off-balance, off-balance immunity and crusher/weakening. While you can do this with Srendarr, I find that Untaunted is better when you have more than one target to debuff. While you can do without such trackers, they will make your job much easier.

Make sure to download Combat Metrics to check your uptimes afterwards and see where you can improve :).

NB : You can see yourself in Combat Metrics the Minor Berserk uptimes your dds got. Go to the “healing received” section (yes, it’s weird), select a player’s name and check out their “Debuffs (out)”.

If you are using Olorime, I recommend using the Olorime addon that gives you a really nice countdown whenever you proc the AoE : when it reaches 0, you know that a new proc is available. This way, you can control precisely your proc and avoid accidentally proccing the set at an awkward place.

Positioning

As a healer, knowing a fight is really important : casting preemptively AoE heals will ensure that your group members stay alive even through large incoming damage phases.

Your own positioning is equally important to make sure you get as much buffs as possible. Ideally, you want to be in a position where you can cast two prayers every 8s on two groups of ~6 people, to make sure everyone gets the Minor Berserk buff. Why casting two prayers even when you are two healers ? Because prayer targeting is really stupid – it doesn’t go necessarily on people that don’t have the buff -, and if you both cast two prayers you reduce the chances to get one dd ignored by the buff :). Minor Berserk is a big deal for a damage dealer, so you should aim at 85%+ prayer. If you are using mending, your positioning must be changed so that you are always applying the debuff to the enemies.

Communicating

Communication is key : do tell that ranged dd that he is constantly staying out of your springs. Make people form two groups if they are too stacked. If you have to constantly use Breath of Life on a dd standing far away or taking damage that could be easily avoided, you will inevitably lose uptimes on your buffs and debuffs. With experience, you will learn when you can give buffs and synergies and when you have to focus on healing.

Keep your priorities

There is no “healing rotation”, just general rules. As I said above, I try to recast prayer twice in 8s to keep minor berserk up. Keep your ritual down at all time and make sure to stay in it – if possible – to proc minor mending. Springs are your best heal when people are properly positioned, and I try to always have one down when I go back bar to reapply buffs/debuffs.

Remember that your orbs provide a huge heal as well as a synergy : use them as much as you can, they will fly through your group and heal them like hell, and your group members can use them if they need resources.

In case of a long hard-hitting incoming damage (typically, vAA hm execute solo healing, or vHoF hm execute), I try to use three springs in between skills, while keeping up Combat Prayer, Minor Lifesteal/Magickasteal and Ritual (for that minor mending buff :)).

Sustaining

In eso, there are no fights where the damage incoming is constantly huge : there will always be some short (or not) periods of time where you can heavy attack if necessary. With experience, as you learn to know the fight, you will learn when you can heavy attack safely. Make sure to heavy attack on your restoration staff for the +30% magicka restored with the Cycle of Life passive (and that 3s Major Mending with Essence Drain :D).

A healer without any magicka cannot heal, so make sure to monitor your resources regularly and act preemptively ! You don’t want to be out of magicka when huge damage is incoming. If you are using channeled focus, you don’t necessary need to have it down 100% : again, monitor your magicka and use it when you see it dropping – or when you want the major resistances buffs, of course.

Finally, a short note on stamina. Having or not having stamina on a healer can be the difference between life and death. You need to block certain mechanics to avoid one hits, and you need to break free from others to keep on healing you and your teammates.

We are using 3 tristats glyphs that are buffing a bit our stamina pool, but you need to learn to manage this pool : avoid mechanics that can stun you if you can ; if you can’t avoid them, blocking is much cheaper than getting stunned and having to break free ; finally, do not block cast all the time as this will empty your stamina pool very fast. Learn to block only when it’s really needed, so that the rest of the time, you can get some stamina regen.

Outro

I hope this was helpful, as always please shoot me if you have questions ! 🙂 I’d like to recommend a youtube channel from healers that I really appreciate : make sure to check it out to see beautiful healing in action.

Stileanima (NA)



21 thoughts on ““Tabatta Heal Me!” – Healplar PvE Guide (Elsweyr Updated)”

  • I looked for a lot of healing guides in the last time from very good healers, because i want to write a german guide for my guild, but i must say your guide is BY FAR the best! 🙂 Very detailed but not totaly overwhelming with informations. The Visuals of the Guide/Website is very appealing too ^^ So please keep it updated for next patches 🙂

    • Hello 🙂 Thank you a lot for your kind words, really glad that you appreciate the guide ! I hope your german version will help some people too :D.

  • Tiny mistake:
    “Using 1 heavy piece and 1 light (with 5 light pieces from another set) seems to give the best compromise between high stats and sustain.” Olorime)
    Afaik changes only happened to light attacks, which are not healing and the dps is not really important from healer?

    Can’t you still get the most out of witchmothers (its purple food so in the end you should get more out of it) + juggling around infused armor + spell dmg enchants to still hit your limit on attribute + recovery?
    Maybe going to Mage / Ritual depending. (With 3 infused / 4div atronach gives 327 so switching from Bistat to Witchmother’s could be equalized with swapping to Mage?
    Might be stronger on argonian, since you can live with 1 tristat there.

    • Hello !

      For your first point, getting extra stats from using 6 light/ a heavy also increases our healing done ! So it is interesting, even for healers.

      For your second point, I tried {bistat food+ setup described here+ atronach} vs. {citrus filet + 3 infused tristats + a few attribute points in health (to get the same hp pool) + mage mundus} and the stats were best in the 1st setup (even tho the difference was really small). My friend Nick tried on his argonian and agreed.
      Strictly speaking using the second setup with the ritual would be more healing done, but you would lose some sustain because your magicka pool would be smaller. Also I find that I like more my setup because I can swap food around even during a raid without much problems – if for example I want more sustain, while switching mundus would be not as convenient :D. But in the end it comes down to personal preference.

  • Very thorough guide, bound to help me loads!
    I see you use a 5-set armor for Olorime – what are your thoughts on using Olorime on your backbar to have the placement of the proc more manageable, and instead use the secondary sets with 100% uptime?

    • Hi, and thanks a lot! Yes it’s also possible to only backbar Olorime, personally I prefer to have it double barred as much as possible tho because I find it easy enough to control with illustrious healing, so I only back bar it if the set I’m running it with cannot be back barred at all. 🙂

      • I guess you’re using the olorime addon to control the timing right?
        Currently I’m around 340cp and handle the easier trials easily, and yesterday did vHRC first time. I noticed running out of magicka quite often (also due to the group not blocking correctly). While I don’t mind using pots, I think a lot has to do with my frequency of heavy attacks. Next to buff food and mundus stone choice, do you ha often in general to keep magicka up?
        I’m a bit hesitant to do it often as I might miss crucial heals, but obviously you can’t heal when out of magicka.

        • Yes exactly, once you get the hang of it, that add-on makes it pretty easy to control the proc!
          “While I don’t mind using pots” -> I always run with spell power potions and keep them up all the time, cause the extra regen it gives is high (and it also provides major intellect, which gives 20% extra regen), so make sure you do that too! In general, I don’t have to heavy attack that much, probably around once a minute or less. If you’re struggling a bit, I would suggest you to try running more regen (on your jewel glyphs, or maybe switching food, or mundus if you’re not running the Atronach already, as you pointed out), and find a “comfortable” spot :).

  • Hey! Thanks for the in-depth healer guide!
    In that Superstar screenshot, are those stats after being buffed with food and potions or without them?

  • On your discussion article about jewel traits you come to the conclusion that:
    “As healers, we don’t have as many magicka modifiers as a magicka damage dealer, which makes Infused better than Arcane in a group.”
    Racial changes roughly changed % mag to spell dmg, or fixxd magicka values, so it should not have shifted the result.
    But you still run full arcane or only infused mag recovery on your healer? Why is that?
    Do you find your magicka pool too small to sustain otherwise?

    • Hi, this is correct, infused is, in practice, better than arcane for healers, with spell damage glyphs. However, I did not swap because the difference is very small, probably not even of the order of a percent overall (the percentage showed in my table is the relative difference in the pool provided by ONE jewel, not the relative difference in hps/dps). Hence:
      – Keeping arcane enables me to have a bigger magicka pool so slightly better sustain,
      – Keeping arcane enables me to save my transmutes which are a pain to farm :D.

    • Hi! So, running 6 light/1 heavy gives you a tad more sustain, while 5/1/1 gives you a tad more resources. I personally prefer the sustain option, but both are viable!

  • Hello!
    Is it possible to use the bloody altar and the elemental drain at the same time? Or they will not work and replace each other?

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