Elder Scrolls Online

Tag: Heal

Necrotic Guardian – Necromancer healing guide (Dragonhold updated)

Necrotic Guardian – Necromancer healing guide (Dragonhold updated)

Introduction Welcome to my necromancer PvE healing guide :)! I will present here the skills and gear I would use in general for healing PvE content such as trials or 4-man dungeons and arenas. Some sections are kept short intentionally as my templar healing guide […]

Racial changes in Wrathstone: a healer point of view

Racial changes in Wrathstone: a healer point of view

In this post, we discuss the racial changes that happened in Wrathstone, and how it impacted our racial choice for PvE healing. For this, we consider the case of templar, warden and sorcerer healers, are those are the most relevant choices in the current meta.:) […]

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 :)!