EVERYBODY GETS A HEAL!
Main Role: Healer
Health, Magicka, Stamina
Weapon 1: Restoration Staff
Restoration Staff SkillHealing Springs
Templar SkillRadiant Glory
Restoration Staff SkillBlessing of Restoration
Templar SkillLuminous Shards
Templar SkillBreath of Life
Templar SkillPracticed Incantation
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
-5-piece Seducer--staves, (heavy) chest, sash, (heavy) legs, and feet.
-5-piece Worm Cult--jewelry, gloves, and shoulders.
-1-piece Chokethorn (light) monster set--head.
The chest is health enchanted, but the rest is all magicka enchanted, including jewelry (magicka recovery). Both weapons are enchanted to drain magicka.
All armor in divines trait (except for the monster hat, which I have yet to get in divines. Jewelry in arcane.
*NOTE* I do have a divines Chokethorn shoulder. If I feel that the group does well enough without needing the magicka cost reduction from Worm Cult, I switch to 2-piece Chokethorn set and 4-piece Worm Cult.
The reasoning behind this entire getup is to be able to spam healing. Very little spell damage with these sets, so the only damage you will probably be doing is helping out with radiant glory when a boss is nearly defeated and if your group can stand without a few heals during that time.
This build is completely oriented around magicka recovery and cost reduction--to focus on using skills without heavy attacking every 2 seconds. My active race for this build is actually an imperial (bad choice, but I stuck with it), but I believe a Breton would be leagues superior in terms of spammability with all healing. Argonians would also be useful.
Healing Springs is the BEST way (in my unprofessional opinion) to keep a small or large PVE group alive for extended amounts of time, so this is the centerpiece of the skill set. On top of this, ritual of retribution and echoing vigor are the go-tos for extra HoT. Breath of life is obviously important, but I save this and blessing of restoration for only if there is emergency distanced need of healing, or if there are especially hard-hitting adds/bosses (as these moves combined add physical, spell, and critical resistance).
In terms of rotation, playing healer is always a bit more tricky to keep a rotation in order. I choose to start off (once a tank or dps has started fighting) by throwing out a shards to help with immediate resources, and then I either jump straight into healing springs (with an occassional Blessing of Protection) or, if it is a more difficult group of adds, I put out 1 healing springs, (swap) vigor, ritual, aura, and my protective circle, and then I swap back to throw down more shards. This method keeps those HoTs reaching everyone as well as (with aura, shards, and my circle) keeping resources alive for everyone.
If I were to change one thing about this build, it would be switching out the Worm Cult set for Spell Power Cure, as the most recent nerf to Worm Cult took away from a little (though not much, in group settings) of its usefulness.
The strengths of this build are resources, obviously, as well as the amount of healing over time it can put out without taking a breath (of life). If it is put in any setting where the group all has the max health it should realistically have, this healer build will never let someone die.
The weaknesses are low spell damage--meaning that, besides champion points or passives, there is nothing giving you insane increments in sudden healing-- and minimal self-defense. An option, if with this build you find yourself dying to critical hit more times than a group will. e okay with, is to exchange the move Vigor with the move Bone Shield--to add on a shield with that stamina that you are obviously not using for anything else.
Champion Point Tips
I don't have specific numbers (every person will be different on preferred CP anyways). I focus all blue champion points on 1. increased healing and 2. increased spell damage/critical. I focus all green points on magicka recovery/restoring magicka by heavy attacks, with a bit extra added into health recovery and decreased roll dodge cost (just in case... can anyone say "Spindleclutch 1 last boss on vet"?). All reds are focused primarily on 1. Physical resistance, 2. Direct damage/DoT resistance, and 3. Critical resistance.