Templar Healer- Easy build-big heals
Main Role: Healer
Health, Magicka, Stamina
Weapon 1: Restoration Staff
Templar SkillPuncturing Sweep
Restoration Staff SkillHealing Springs
Restoration Staff SkillCombat Prayer
Templar SkillBreath of Life
Templar SkillRadiant Oppression
Templar SkillSolar Prison
Weapon 2: Restoration Staff
Templar SkillLuminous Shards
Templar SkillRitual of Retribution
Templar SkillChanneled Focus
Templar SkillBreath of Life
Templar SkillPracticed Incantation
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
I typically use suducer 5 piece set for the magica bonus then couple it up with magnus, Both of these sets are quite easy to forge since they don't require that many traits but still provide a lot of magica.
Although I admit there are a lot of other sets that might be better.
The foundation of this build is it's easy to cast a load of heals without running out of magica. It's biggest weakness is that it can be quite squishy but with a good tank and dps that's quite a small complaint, providing you position yourself well- away from any big AOES.
The first bar-
This is your more offensive bar, I rarely use puncturing sweeps unless we're being mobbed and they need that bit of extra offensive power. But it's a good self heal that uses little magica so i've found it's always better to have it and not need it than swap it out then miss it.
Healing springs is my default heal, it's cheap and has decent range, especially since they've nerfed BOF, the downside is it required your group to be close together which isn't always possible. As a default I try and throw a couple down, where the tank is fighting the mob then keep refreshing it as they move but be on standby for needing a bigger heal
Combat prayer- Not only does it do a nice little heal, it's the buffing power I keep it on for increasing attack damage and spell resistance by 8% it's not bad to top everybody up with this before a fight then again during, especially the tank.
BOF- Your standard of damn heal, when your in trouble and need the big heals you can keep spamming this, I can use it about 20+ times it succession with this build but try not to since it does cost a lot of stam. Use it if your group is spread out or below 50% health.
Radiant Oppression- Basically it's an execution. The cast time can make it dangerous to use, I typically save it for when the boss is on really low health to finish up the dungeon quicker. Always be prepared to roll to break up this to do a heal since that's the main focus.
Luminious Shards- can do a bit of AOE damage but for the main part it's about restoring your allies stamina and magica, if you all have mics great, get em to shout out when they need it otherwise, if you see a chance throw one near em and hope they pick it up.
Purifying ritual. I like to throw down one of these at the start of every fight and top up as needed, I like to run up to the mob then throw one down before retreating to make sure it's in the centre of the action.
I usually cast channeled focus straight away, since it gives me a nice defensive buff but mostly because it recovers 100 magica over every 0.5 seconds which just gives you even more juice to cast with. Don't be afraid about leaving it and casting another.
BOF- It's too valuable to not have on both bars, if you think you can handle not having it on both bars feel free to swap it out but I really don't think it's worth it not to have that instant big heal at your fingertips. I play on ps4 and I always keep it on L1 on both bars for familiar use.
Repentance, It's great for use mid battle to restore everybodies stam and health but also at end of battles. Try and keep track of the number of enemies being killed so you don't waste it. It's invaluble for boss's who summon mobs.
Solar Prison You can replace with meteor from the mages guild skill line if you have it, I've gone for this because of the synergy, which stuns all enemies as well as damages them. It's a nice AOE and adds that bit of damage you don't really have as a healer. Plus it can be great protection if your tank isn't on point.
Practiced incantation- Healing is only secondary with this one. It's the cast time that I mainly use for, when I do get low on magica -typically during a boss battle. Throwing down a channeled focus then using this is a pretty good way of getting your magica back. Of course try not to waste it but while your using it, it's very difficult for anybody to die, so it's a nice way of getting magica back while still healing.
It should be noted that whenever your not using spells you should be using the heavy attack on your resto staff to keep getting magica back. The only time when you shouldn't be doing this is when your interrupted key targets, like healers. That's it. Otherwise if your not using a spell, you should be using a heavy attack.
Champion Point Tips
The steed- I've not put many in this. Maybe one or two in spell shield then a few more in resistant. But it's a low priority
The lady- Light armour focus, I've put a few in this and sprinkled a few more in all the others but honestly it's not that useful
The Lord- Most of mine have gone into this one. I've put them in expert defender which is just so useful for weak guys like us, bastion, for if I ever decide to use a spell shield (I would swap out radiant oppression for ward ally) and quick recovery.
I've dumped the majority into Magician in the tower, since reducing the cost of spells is crucial
The lover- I've also put a few into Arcanst and a much smaller ammount into healthy
The Shadow- I've put one into tumbing and elusive but these can be missed
The Apprentice is where I've put most of mine again going for Blessed, with most of them and then elforborn with a few more (15) Then just putting one in spell erosion and elemental expert for a bit of defense
The atronach- I've put one in staff expert since I use the heavy attack on it A LOT. Then another in shattering blow, since why not. You don't have to, you could put more into the apprentice.
The Ritual- I've put one in precise strikes. Again it can be missed.