Cleric Build
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
-16 | -34 | -12 |
Skills
Bar 1
Weapon 1: Restoration Staff
Templar Skill
Breath of Life
Restoration Staff Skill
Ward Ally
Mages Guild Skill
Inner Light
Restoration Staff Skill
Siphon Spirit
Templar Skill
Purifying Light
Templar Skill
Solar Prison
Bar 2
Weapon 2: Restoration Staff
Restoration Staff Skill
Mutagen
Templar Skill
Channeled Focus
Fighters Guild Skill
Ring of Preservation
Templar Skill
Ritual of Retribution
Undaunted Skill
Sanguine Altar
Templar Skill
Remembrance
Armor Types
Light Armor | Medium Armor | Heavy Armor |
7 | 0 | 0 |
Gear and Item Set Info
As a Healer, during Group Excursions, I wear set armor that aids me in healing in some way. As a mage with a restoration staff, there are 11 slots for gear, meaning it is possible to wear 2 full sets of 5. While trying to find the best full sets that aid me as a magic user/healer, I found that, while there are many sets geared towards such, of those more widely available there were only 2 that you could actually wear full sets of 5 - sets have a finite number of pieces and and sometimes there are overlaps. I wear the following : Head - Sanctuary Shoulders- Healer's Habit Chest - Healer's Habit Hands - Healers Habit Waist - Anything you want - Aim for divines trait & magicka enchantment light armor Legs - Sanctuary Feet - Healer's Habit Necklace - Healer's Habit Ring - Sanctuary Ring - Sanctuary Staff - Sanctuary The Sanctuary set only drops at levels VR1-VR5. Healer's Habit starts at level VR13. The Sanctuary set bonus allows for 12% increases heals for allies within 10m. Because the set is underlevelled (at VR1-5) make sure to equip them all at VR5 and to improve them as much as possible. (Though in a group dungeon your allies may be spread out too far at times to take advantage of the bonus much.) Healer's Habit increases healing done by 8%. Other sets, like Prayer Shawl, Stendarr's Mercy, etc, would work as well. Just keep in mind that with a change in pieces, you'll have to reconfigure your available slots and set bonuses. As a Healer, I would personally stick to light armor for increased magicka related bonuses, though I have seen secondary healers using medium & heavy armor.
General Info
I never wanted to be a Healer and didn't understand what a Healer was used for until my first Veteran dungeon (Banished Cells.) Since I was a templar, the group made me heal, but I really hadn't built my character for it (I was so used to soloing). One of the dps guys kept dying, and he got so frustrated, he screamed at me and kicked me from the group. It got under my skin and I spent the next 3 days respecing my skills and training and morphing every skill that benefited allies in some way. I really wanted to do everything to keep allies alive in case we ever grouped again and I could shove my new skills in his face. Lol. So, I chose every passive ability I could to aid me in healing, or increase my magicka. My boon is The Ritual, which increases healing done. I also maxed out provisioning. It felt in line with a Healer to help aid everyone in every way. I pass out food/drink that increases health/stamina to my Group members at the beginning of a dungeon. And, as a Healer, it's important to always stay near the rest of the group for your heals to work, but enough away from the fights to not die quickly. Personally, I drop the majority of the boosts in the second bar quickly before switching back to the main bar for heals. Also, it's a good idea to cast Purifying Light on the boss often to heal the tank, especially when taking on crowds and you're needed to heal the dpsers. If you're looking to do more damage, you could switch in Blazing Shards to give the tank more stamina while doing damage. There are also other Restoration Staff abilities that are also quite useful you could swap in for anything. I tend to like to drop boosts and buffs that increase the group's healing rate and armor rating so that I can free up time and magicka in case of longer battles.
Champion Point Tips
For the Champion points, I still tend to go for perks that will help me keep everyone alive longer. I drop Thief points in the tower to get up to the 75 point Mara's Gift perk, so that in the event that I die, allies will still gain one last heal before I am resurrected. Mage points I drop in Appprentice so that I can get up to the 120 point perk Arcane Well so that I can restore allies' magicka. Warrior point have thus far gone all into The Lady. Though, it may seem wise to place them in The Lord. (If only for the resurrection perks. Most of my Group members that have resurrected me have resurrected me with almost no magicka, half health, and half stamina. If the dps and tanks aren't investing in resurrection, I figure I'm going to have to at some point.)