Harbinger of Life
Main Role: Healer
Health, Magicka, Stamina
Weapon 1: Destruction Staff
Templar SkillBreath of Life
Destruction Staff SkillForce Pulse
Destruction Staff SkillElemental Drain
Templar SkillLuminous Shards
Templar SkillPurifying Light
Support SkillReviving Barrier
Weapon 2: Restoration Staff
Restoration Staff SkillMutagen
Templar SkillChanneled Focus
Restoration Staff SkillCombat Prayer
Templar SkillRitual of Retribution
Restoration Staff SkillSiphon Spirit
Assault SkillSturdy Horn
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
I wear 2 full sets of 5 with random staves.
First, I wear 5 pieces of Spell Power Cure. Jerkin, Gloves, Sash, Breeches, & Boots. Infused Jerkin & Pants, Divines Gloves, Sash, & Boots. All legendary, all with Max Magicka enchantments.
The 2nd set varies, as I have farmed 3 possible off-sets that I like for varying reasons - All the same. 2 Rings, Necklace, Hat (Infused) & Shoulders (Divines.) The armor is legendary, the jewelry is either blue or purple.
First is Worm's Raiment. The 5 piece bonus is a reduced magicka cost for up to 12 group members - a major boon for Trial groups.
Second, is Infallible Aether. The 5 piece bonus is a valuable debuff to enemies.
And, Third, is Twilight Remedy. The 5 piece bonus is a massive heal and buff.
All 4 of these sets are wonderful for healers, and any combination of these would make for a solid healer. I must say that more often I wear Spell Power Cure & Infallible Aether. If only because I think that to be a highly effective/efficient Healer, you're best served by wearing 1 buffing set of gear and 1 debuffing set of gear. It really is the way to aid DPS as a Healer. Healers shouldn't really do DPS so much as aid DPS.
All of these sets will require extensive farming (for specific traits) of relatively hard end-game content (White-Gold Tower & Trials). However, they really are worth snagging. You can either wear them with subpar traits while you finish your farming or find a suitable place-holder set.
Keeping with the 1 buffing & 1 debuffing suggestion, you could always run something like Sanctuary (for a group buff) and Mending Mage (for an enemy debuff). It really is just up to you while you farm for the above-listed gear.
I keep my staves (legendary staves with absorb magicka enchantments, Powered Restoration & Precise Destruction) as unaffiliated with any set for when I finish my VDSA farm and snag an infused Master Restoration Staff & Ice Staff.
My Healer is really meant for tackling Trials at the moment, which is why he wears the sets that he does and has the stats that he has. All gear sets have been chosen for their support potential - in Trials, support is just as important as base healing. Because he wears 7 light armor, he is squishy. Yet, this will allow you to squeeze the most out of your heals.
His Spell damage is about 2100, and his critical is about 50%. Because of this, his recovery isn't as high as most Healers would like. Thus, I became a Vampire and keep myself at either stage 2 or 3 (depending on how much fire I will run across). I maxed out the skill line and invested in all passives. This will increase your magicka recovery - mine is currently about 1600. You must remember to feed (or drink Double Bloody Mara) when your Vampirism progresses too far.
For food, I use max Health & Magicka food - Solitude Salmon Millet Soup. You could use Orzorga's Red Frothgar if you're worried about your magicka recovery, but you'll lose about 500 max health and 5300 max magicka in exchange for about 550 magicka recovery - not worth it in my eyes.
I also use crafted potions. I use Essence of Health potions that restore health & magicka, and increase the recovery rate of both. I can't get used to not having a health potion hotlisted (I use the potions when I'm in trouble, BoL when my group is in trouble.) Having them restore magicka just does double-duty for my Healer. You can absolutely craft yourself restore magicka & increase spell damage & crit potions. Both are absolutely valid.
The very first thing I do is cast Mutagen enough to put the HoT on everyone in my group before we're even in battle - this way my Spell Power Cure has a chance to proc on everyone when they first begin to attack. (If I am in a Trial setting and am the only Healer, I don't slot Mutagen, I slot Healing Springs instead and do the same thing.)
Then I throw out Ritual of Retribution for the buff to my healing, and cycle through my more DPS-adjacent skills - Siphon Spirit, Purifying Light, and Elemental Drain.
I throw these three on as many enemies as I can before I orient myself back to Healing. Combat Prayer is an effective heal and buff, and I try to use it to heal if I can - I really try not to use Breath of Life if I can help it.
Keep Channeled Focus up to buff your resistances and restore your magicka if you're ever low (it can happen with PUGs or in stressful Vet Trials) and remember to throw out a heavy attack every now and then. (For the useful debuff if wearing Infallible Aether, and to restore your magicka.)
Force Pulse is there on your main bar for a reason - use it. In veteran content, the Healers ability to dish some damage may save your group (It's also excellent at closing those portals in Veteran White-Gold Tower). But, really, every Healer needs to have 1 spammable, instant-cast, damaging skill on them.
Reviving Barrier is there, and really, I only use it when my group is in trouble, or I'm low on/out of magicka. It will buy you time to recover/restore your magicka while keeping everyone alive.
Your main weakness is going to be that you are incredibly squishy - with about 16.1k max health and really low Physical Resistance. You will always need to be mindful of your location and mechanics and stay out of any AoE damage.
And, really - these are the skills that work for me. You may like different morphs, or indeed, different skills altogether. Work in whatever you want, just be sure to provide buffs, debuffs, HoTs, and burst heals.
Champion Point Tips
Blue Champion Points:
100 into Blessed, 87 into Elf born
Green Champion Points:
100 into Magician
87 into Arcanist
Red Champion Points:
There is more give here, as almost all will help by making you less squishy. Since you're a Vampire, you may want to go heavy into Elemental Defending to counteract your weakness to Fire. But, spend them however you want.