Guardian Angel
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
- | -ALL OF IT >:D | - |
Skills
Bar 1
Weapon 1: Restoration Staff
Templar Skill
Honor The Dead
Restoration Staff Skill
Healing Springs
Templar Skill
Ritual of Rebirth
Restoration Staff Skill
Combat Prayer
Mages Guild Skill
Inner Light
Templar Skill
Remembrance
Bar 2
Weapon 2: Restoration Staff
Templar Skill
Channeled Focus
Templar Skill
Spear Shards
Templar Skill
Repentance
Templar Skill
Purifying Light
Restoration Staff Skill
Steadfast Ward
Templar Skill
Solar Disturbance
Armor Types
Light Armor | Medium Armor | Heavy Armor |
7 | 0 | 0 |
Gear and Item Set Info
YOU'LL NEED ALL THE MANA YOU CAN GET! Though you have three great mana regen morphs... the light armor really helps with this build because it'll make you feel alot more comfortable when it comes to mana conservation.
General Info
As you can see, this build is pure support/heals. It is all about maxing out your allies combat potential. First bar you have Honor The Dead, an emergency heal for anyone about to die with a hefty mana reward if you save them.Second is Healing Springs, an okay AoE heal over time that'll reward you mana for healing up to three allies at a time. Third is Ritual of Rebirth. This is your main and very powerful AoE heal. It has a bit of a cast time so put down Healing Springs before you start casting to heal lots and not waste any valuab letime. Fourth is Combat Prayer. an ally buff and cone heal you need to keep up with to give your friends an everlasting edge of armor and damage. Your fifth skill is Inner Light Because more mana and critical heals. Your ult on the first bar will be Remembrance. It's just a really op channeled heal that can't be interrupted, protects allies by 20%, AND costs only ultimate, no mana.
Second Bar
Okay, now you're good on heals, time for some coordinated assists. First spell here is Channeled Focus. This bad boy will give nearby allies some magic and melee resist that adds up to a whopping 5210! It ALSO restores magicka whe you're in it's vincinity. Second skill is Spear shards. This CC skill will give your tank the ability to have a synergy that restores a ton of his/her stamina while it disorients your foes. you can morph it to either give mana also, or do more damage and stun instead of disorientate.Your third skill is Repentance, Which will take the dead bodies your team leaves behind, and...absorb them...? Oh well...Your team and you get health and stamina instantly and gives them increased regeneration. also, while Repentance is slotted, you passively regen magicka, stamina, and health 10% faster. Ah, the fourth skill...Purifying light. This guy will store a large percentage of damage to the target you cast it on, and then explode for it! After it explodes, it leaves an AoE heal. Good stuff. The fifth skill on this bar can be Inner light,or Steadfast ward. Steadfast ward will really help the healers that don't have the fastest reflexes, as it shields the ally with the least health,and when morphed will heal them for the ramaining shield left after the duration. Be warned, If you don't have Inner Light on the second bar, you'll have to re-toggle itwhenever you switch. which is a big hassle imo. If you can't stand this but need steadfast ward. then just take Siphon spirit, For another mana regenerator, or Quick siphon, for no mana regen but also no cast time. Fianlly, your second ultimate Solar Disturbance. This is an awesome looking synergy DoT AoE that allies can activate to do deadly burst damage and stun enemies for 5 seconds, OP.
Champion Point Tips
Magic Magic Magic Magic....Crit
As a trail/VDSA healer I recommend switching
-Honour the Dead with Breath of life, you will heal 2 additional targets for 50% of the heal on the primary target. In other words: twice the healing power. Just a bit more mana hungry.
-Dump Ritual of Healing, the cast time means your target dies before your heal goes off, unless you are perfect in pre-casting.
– With Ritual of Healing (or Ritual of Death as my guild calls it) out of the way, there is now room for Structured Entropy, so you do not have to waste valuable tri-stat potion CD for Spell power potions. passive 8% health bonus, mages guild passives and active of 20% spell power bonus for 14 seconds. Also minor self-heal-over-time.
On the first bar Ult I am not certain. While it heals a small group (up to 6 people) for a nice amount, and (with passives) you gain armour/spell resist/damage reduction, you will be slowed to a crawl and most end game line damage effects (winters reach anyone?) will still kill you. Personally I use Nova/Ice comet when dropping ultimates.
I have to get some more testing in, but DW or sword n board with Torugs Pact 2 set will give you a nice power boost until you got that fabled Masters Staff.
Finally keep Inner light on both bars, in case of weapon swaps you do not lose out on the buffs.
Almost forgot:
Bretons are really well suited for all kinds of Templar styles that do not involve stamina.
I just put argonian because I am one. I thought about making a breton healer, but i’m already late into game and hey i honestly love swimming fast! xD. Breton has better passives, yes, but i think i’ll be just fine as an argonian 😀 No mana trouble yet.
This was a great review, I found it easy to read…Some of the other builds i have read were quite confusing with their bar descriptions, Thankyou and thanks to, to Geeves… for his comments.