Black Marsh Warden
Main Role: Healer
Health, Magicka, Stamina
|~1700||~39000 - ~41000||N/A|
Weapon 1: Restoration Staff
Warden SkillEnchanted Growth
Restoration Staff SkillCombat Prayer
Restoration Staff SkillHealing Springs
Warden SkillBudding Seeds
Mages Guild SkillInner Light
Warden SkillNorthern Storm
Weapon 2: Destruction Staff
Light Armor SkillDampen Magic
Destruction Staff SkillElemental Blockade
Warden SkillArctic Blast
Destruction Staff SkillElemental Drain
Warden SkillBlue Betty
Assault SkillAggressive Horn
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
Since you are a healer, you're always going to want Spell Power Cure, in Divine if you can. You will also need to have 5 piece Worm's Raiment and 5 piece Mending (Healing Mage) to run with your Spell Power Cure, both in Divines. You may also want to consider running SPC with 5 piece Necropotence along with your Spell Power Cure to have a larger Magicka pool for stronger base heals if you find your team needs better heals than reduced damage. For weapons, Precise or Powered traits would be great for your Restoration staff is a good idea and you will want to use a Sharpened or Precise Shock Destruction Staff for your Blockades and trash clearing with heavy attacks.
Also shoutout to Infalliable Aether and the Maelstrom/Master Weapons, if you have them then use them. Otherwise you can stick to randoms. You shouldn't have to use Magicka poisons to sustain as a Warden but don't be afraid to if you find yourself need to purge more often in Halls of Fabrication.
In a Trials settings, a Warden Healer can provide so much more to team composition than a secondary Templar Healer now that Orbs and Shards share the same cooldown if your team heavily utilizes synergies and/or Roar of Alkosh. You will want to keep Budding Seeds on whoever needs them, no different than a Templar throwing Shards, especially on the Alkosh user. You will want to keep Enchanted Growth on the entire team along with Combat Prayer because you offer everyone both Minor Intellect and Minor Endurance, allowing your team as much as 30% total resource recovery in addition to their Majors offered from using potions. Warhorn for this build was placed on the backbar and Inner Light on the front bar to maximize total Magicka for your base heals, especially if you plan on using Necropotence since you will want to keep Blue Betty active on yourself perpetually throughout the Trial and/or Dungeon.
Good ability alternatives include Efficient Purge for Halls of Fabrication, Crushing Shock for Veteran Cradles of Shadows/White Gold Tower/Halls of Fabrication/Hel Ra Citadel... wherever you need to interrupt something without your DPS sacrificing damage done. You may want Harness Magicka instead of Dampen but as long as you are an Argonian you should have zero sustain concerns.
While we're talking about races, if you are an argonian you shouldn't have to put any attribute points into Health as long as the sets you are wearing allow you up to 17k total health with food. If you are another race adjust accordingly, I reccomend High Elf and Breton for good racial alternatives.
Champion Point Tips
Championpoints [630 CP]
100 Blessed, 100 Elfborn, 10 Spell Erosion
100 Arcanist, 64 Tenacity
49 Hardy, 49 Elemental Defender, 48 Thick Skinned
61 Ironclad, 3 Spell Shield
Championpoints [300 CP]
61 Blessed, 40 Elfborn, 1 Spell Erosion
49 Arcanist, 49 Tenacity
23 Hardy, 23 Elemental Defender, 23 Thick Skinned