Finalized Templar Heal Tank
Main Role: Healer
Health, Magicka, Stamina
Weapon 1: One Handed And Shield
Templar SkillHonor The Dead
Templar SkillBlazing Shield
Templar SkillChanneled Focus
Templar SkillPurifying Light
One Hand And Shield SkillRansack
Weapon 2: Restoration Staff
Restoration Staff SkillMutagen
Undaunted SkillSanguine Altar
Templar SkillRitual of Retribution
Templar SkillRadiant Aura
Undaunted SkillEnergy Orb
Werewolf SkillWerewolf Berserker
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
Five items of Armor of the Seducer set with three coming from jewelry and two coming from weapons being sword, shield, and restoration staff.
Five items of Kagrenac's Hope set coming from chest, hands, waist, legs, and feet.
Two items of Troll King set coming from head and shoulders.
Item Type, Traits, and Enchantments:
Sword - Defending and Glyph of Absorb Magicka
Shield - Nirnhoned and Glyph of Health
Restoration Staff - Powered and Glyph of Absorb Magicka
Helmet - Heavy, Infused, and Glyph of Magicka (My current build has a little over 40k health while on my backup weapon which is a restoration staff and a little over 41k health while on my main weapon which is sword and shield. I also hit the physical and spell resistance cap needed for maximum damage mitigation. That is why I made this Infused with a Glyph of Magicka. I felt the health and resistance needs of a tank were being met and decided to boost up magicka a bit to help with healing.)
Chest - Heavy, Reinforced, and Glyph of Health
Shoulders - Heavy, Reinforced, and Glyph of Health
Hands - Medium, Nirnhoned, and Glyph of Health (Medium and Nirnhoned to maximize the bonus from the Undaunted Mettle passive while trying to minimize physical and spell resistances lost from not wearing all heavy armor.)
Waist - Light, Nirnhoned, and Glyph of Health (Light and Nirnhoned to maximize the bonus from the Undaunted Mettle passive while trying to minimize physical and spell resistances lost from not wearing all heavy armor.)
Legs - Heavy, Reinforced, and Glyph of Health
Feet - Heavy, Reinforced, and Glyph of Health
Jewelry - Healthy and Glyph of Reduce Spell Cost
Food: Clockwork Citrus Filet or Witchmother's Potent Brew (poor man’s Clockwork Citrus Filet)
Potion: Essence of Immovability
Reasons for gear choice:
Armor of the Seducer helps with magicka resource regen and cost reduction. Also, Armor of the Seducer is a crafted set that only requires 3 traits thus making it fairly accessible to craft in jewelry.
Kagrenac's Hope has bonuses that work really well with this build. The resurrection time decrease set bonus stacks with the templar master ritualist passive making resurrecting allies very fast. Also, the increase spell damage set bonus increases healing values.
Troll King was picked as the monster set because it will always proc, it will proc on multiple allies, and it has no cool down. Also, races that have an increased health recovery passive will get even more health recovery from this set, and the health recovery will stack up with the health recover bonus given by Clockwork Citrus Filet. The thought behind using this set is for a chance to prevent an ally from dying. The bonus from this set alone is not going to be enough to keep an ally alive that is under attack, but it might buy enough time for you to heal them with the Honor the Dead skill. Also, if say the skill Mutagen procs the emergency heal for an alley below 20% health and they are still under 50% health the Troll King set bonus should also help make up for the lost heal ticks from Mutagen until Mutagen can be reapplied.
Main Weapon Skill Bar:
Honor the Dead is meant as an emergency save a low health party member skill. Honor the Dead became the better choice after the last Breath of Life nerf and the Honor the Dead refund buff with the Summerset dlc.
Blazing Shield could be swapped with Radiant Ward for a stronger shield.
Channeld Focus is needed for magicka sustain.
Purifying Light is an amazing skill in my opinion. My current build will copy a little over 10k worth of damage. Since this build does very low damage this is a nice way to help out with damaging the boss. Also, the six seconds of fairly high healing ticks every two seconds is also very nice.
Ransack was chosen to help make up for the physical and spell resistances lost while swapping to the backup weapon which is a restoration staff. Changing this to Pierce Armor will help magicka dps in the group do more damage to the boss which makes swapping Ransack for Pierce Armor something to consider.
Remembrance was chosen for an emergency group heal.
Backup Weapon Skill Bar:
The secondary bar is meant to be placed down as quickly as possible then swap back to the main bar to keep tanking the boss. Periodically refresh all the secondary bar skills during the fight with the boss as they expire.
Mutagen was chosen because it is a great heal over time with a built in emergency life saving heal.
Sanguine Alter was chosen because it provides healing while all enemies near it are taking damage. Also Sanguine alter last over 40 seconds meaning it will most likely still be up long after other skills have expired. In the heat of the moment it won’t always be easy to refresh all the backup bar skills. Also with this skill lasting so long that is a long time that the Blood Funnel synergy will be available to help save an ally who is in trouble and needs and emergency heal.
Ritual of Retribution was chosen because for two reasons. One it heals higher values per tick. Two is it damages enemies. The damage is not a lot. The damage it does to enemies is insignificant in terms of damage done. However, the skills Sanguine Alter and Radiant Aura return health and magicka while damaging enemies. This makes Ritual of Retribution the better choice because it will help keep yourself healed and it will help with magicka sustain.
Radiant Aura was chosen because it provides magicka while damaging enemies and thus helps with magicka sustain. It will also help allies with their magicka sustain and it is applied to multiple enemies when used. The Minor Fortitude, Minor Endurance, and Minor Intellect from Radiant Aura will help a little, but you won’t be spending much time on the backup weapon bar to really consider this when deciding if your resource regen is where you want it to be.
Energy Orb was chosen to help heal allies and to help allies with their own resource sustain. In some situations I have found this skill is more useful then Honor the Dead for healing allies. Multiple orbs will heal all allies nearby very quickly to full health.
Werewolf is really just there for solo play and fun. This build has very low dps, but in werewolf form the dps goes up fairly well especially when stacking Infectious Claws and light attacks. At least good enough dps to help normal overland questing and other various solo gameplay to go fairly quick and not feel frustratingly slow when trying to kill enemies by yourself. Also the next dlc (Wolfhunter) is going to make many changes to Werewolf that should improve the skill line and Werewolf in general. One major thing will be being able to use synergies and resurrect allies in Werewolf form. Though you won’t be much use in a group in Werewolf form since you can’t taunt enemies or heal allies. The passive stamina regen from Werewolf helps a little bit while swapped to the backup weapon bar, but it since you will not spend too much time on this bar this is not really something to consider when looking at your character’s resource regen.
The most obvious one is Werewolf. There are many good other ultimate choices including the always popular War Horn. Put any other ultimate you would like here.
One other flex spot would be swapping out Sanguine Alter and Radiant Aura for Siphon Spirit. This would give you a free skill slot to put anything else you would want. However, keep in mind that Siphon Spirit only applies to one enemy per use.
Werewolf vs Vampire vs clean:
Some people highly recommend being a Vampire to tank. Here is a link to a video for some explanations why people recommend it.
As for Werewolf I can say that one time in veteran Blessed Crucible I ended up soloing the Incineration Beetles as a Werewolf because the rest of the group was dropping dead in about one second flat. As a Werewolf I was able to do enough damage to be able to kill the beetles solo while keeping myself alive with Hircine's Bounty. As a magicka based character I was able to almost indefinitely spam Hircine's Bounty.
Though people claim you won’t feel the extra fire damage from being a Vampire if you are a tank, I don’t think I could have soloed the Incineration Beetles as a Vampire. However, there are many people that say Vampire is almost recommend for tanking. I would suggest trying both out and seeing how it works out for you.
As for being neither (clean), that is totally fine as well. Being clean will free up skill points to put into other skills.
Champion Point Tips
The following are recommendations.
Bastion - 20
Heavy Armor Focus - 100 (To reach 33.5k physical defense cap when holding a shield and under the effects of channeled focus)
30 spent however you want. 30 points gives Bulwark bonus.
Around 30 points into Spell Shield (To reach 33.5k spell defense cap when holding a shield and under the effects of channeled focus)
Arcanist – 100 to help with magicka sustain
Shadow Ward – 75
Tumbling – as much as you can.
Warlord – as much as you can.
Blessed - 100
Elfborn – 20 (This build doesn’t crit much, but that doesn’t mean it will never crit.)
Mundus Stone: The Atronach
Here are some gear flex spots:
This build is really just a very tanky healer build. In order to achieve the 50% damage mitigation cap of 33.5k physical and spell resistance I have placed 100 points into the Heavy Armor Focus champion passive skill, around 30 points into the Spell Shield champion passive skill, and over 30 points into the Lady constellation to get the Bulwark passive. I am also wearing all legendary quality gear besides jewelry. This in combination with the Rune Focus skill puts me right at the 33.5k physical and spell resistance damage mitigation cap. I have seen on forums 32.5k to 33.5k claimed as the physical and spell resistance need to hit the damage mitigation cap. Since I don’t know the actual number I played it safe and just made sure to reach the highest number. I currently have 575 champion points to work with. If you don’t have around 500 champion points or can’t get all your gear besides jewelry to legendary quality then you probably will not be able to hit the damage mitigation cap. If this is the case or you simply don’t want to have to put so many points into Heavy Armor Focus (which would be understandable) then I would suggest swapping out Troll King for a different monster set. There are 3 monster sets that give physical and spell resistance from set bonuses.
The monster set I would recommend would be the Pirate Skeleton set. The reason I recommend this set is because of the three sets the Pirate Skeleton set is the easiest to acquire a helmet. Of the three sets the Pirate Skeleton set is in the easiest dungeon. Also, the Pirate Skeleton set is in a dungeon that comes with the base game so no dlc required to get it. In addition the Pirate Skeleton set is a helmet that most players in a random group assigned through the activity finder are willing to give away to anyone who request it, at least that has been my experience. If you do end up using the Pirate Skeleton set one thing to consider it also trying to acquire the Reactive Armor set.
I believe the debuff from the Pirate Skeleton set will proc the damage reduction bonus of the Reactive Armor set. Just something to consider.
One thing to remember with the Mighty Chudan set is that the bonus it gives is specifically labeled as Major Ward and Major Resolve. This means it won’t stack with Rune Focus for resistances. Because of this for this build I can’t recommend the Mighty Chudan set. If you are really struggling to reach 33.5k resistances you could craft the Fortified Brass set.
The five item set bonus for the Fortified Brass set is not listed as Major Ward and Major Resolve and it also doesn’t give the same values as Major Ward and Major Resolve. Because of this I believe it will stack with the Rune Focus skill, though I have not tested this.
This build is a magicka based build. I only have 10k stamina. Because of this you must make good use of your stamina. Since you are the tank and healer there will be no resources coming your way from a healer such as the synergy from Luminous Shards. Magicka sustain shouldn’t really be a problem with this build, however stamina sustain can be a bit of a problem. Be sure to watch your stamina bar and fill it quickly with heavy attacks if it gets low. The build is only using one stamina based skill and it is relatively cheap. I find that I usually don’t have a problem with running out of stamina, but it can happen if you are not careful. I suggest relying on Sun Shield to prevent damage to your health bar over trying to perma block with your shield. You really only block the very large hits. My relatively large amount of champion points has also allowed me to put a lot of points into Shadow Ward and some points into Tumbling and Warlord. This helps with stamina sustain. Also wearing one piece of medium armor helps give a little stamina sustain with the Wind Walker and Athletics medium armor skill passives.
For a detailed look at my build look here:
One thing with the above link is some of the skill descriptions are dated and inaccurate.
I find that The Unofficial Elder Scrolls Pages seems to always be the most up to date with their skill descriptions.