Templar Trials Healer Build for Murkmire

Presented by @Horowonnoe

General Introduction

Is healing your passion? Do you think about healing even when you are DPSing? If so, then perhaps healing is what you should do : )

Healing is about – keeping your group mates alive. Once you have made sure they are alive and not going to die anytime soon – you start giving them buffs! Lots and lots of buffs. Some of your buffs double as healing skills so it makes the job of keeping the group alive a little bit easier. This guide i will try to go over most things you might need to know while healing.

The things mentioned here are good for Murkmire patch.

Another thing to note is that healing always happens in pairs. The healers builds should always be thought of as a team – not individually. So to do the best job you can, coordinate with your healing partner as well as look at the comp of the group. Depending on what kind of DPS you have in your group and what the tanks are running, you may or may not need to run certain skills.


Thank you my healer friends for helping me over the months to put together this guide.

Gear Sets

Sets you need to have in your inventory:

  • Vestments of Olorime
  • Jorvuld’s Guidance Set
  • Infallible Aether
  • Worm
  • Mending
  • Masters Restoration Staff
  • Maelstrom Restoration Staff
  • Asylum Restoration Staff (Perfected or non-perfected doesn’t matter. Difference is minimal)

Situational Sets for specific purposes that you might need, but not required (together with Olorime):

  • Sanctuary (When you need extra healing such as vCR execute or the new Black Rose Prison)
  • Gossamer
  • Willpower Restoration Staff
  • Powerful Assault (super super situational. Rarely if ever used.)

Monster Helms you should have in your inventory:

Monster sets you should definitely have at your disposal are the following:

  • Bogdan the Nightflame (great set for most situations. steady extra healing which benefits the group)
  • Earthgore (the 30second cooldown can be too long for some PVE situations, but in some places a situational burst heal can be better than a steady heal i.e.bogdans)
  • Sentinel of Rkugamz Set (Great set in theory, but in practice the stamina return spider wanders off and can be killed. Until that is fixed, not recommended.)

There are more sets that are useful, don’t feel limited to this list. See what your group needs and get an appropriate monster helm.

Weapon Traits, Enchants & How to use them

There are multiple permutations of staves you can run depending on your group comp. 

  • Infused, Powered or Charged restoration staff with weakening, crushing or shock or even fire enchant. Because why not. If you are not running shock wall (I will explain why in the next paragraph), you can also run weapon power glyph on your restoration staff for more pure healing power. Check if your tank is running weakening and if you should run it. These days tanks can have pretty good uptime on it.
  • If what you are looking for is high concussion uptime, run charged front/infused shock backbar. Front enchant can be whatever. That’s what gives highest concussed uptimes with lightning blockade. (Thanks Tabatta!)

Backbar should be an infused lightning staff. As of Murkmire patch and the changes to the glyphs, self buffing enchants (i.e Berserker enchant) can be procced from weapon abilities that do damage. I am looking at you shock wall! Hello : ) So in the situation that you are running blockade of lightning – and you should run it if you have stamina DPS in your group so they can get that sweet sweet offbalance – you can use a berserker enchant on your back bar to give you more healing power in general! It will carry over to your front bar and will have a chance to proc from every tick of the lightning blockade. This opens up more choices of different enchants you can run on your frontbar. However in situations where there are no stamina DPS (mini trials, etc), there is no need to run shock wall since magicka DPS do not spec in exploiter CP passive anymore.

Enchants on your armor – for large pieces have prismatic enchant (with hakeijo glyph), and for small pieces a max magicka enchant. Traits for large pieces – chest, legs and head is infused. Rest – divines. You can also do all magicka enchants if you prefer to have a higher magicka pool. I personally like having more health and stamina just for times when i have to block, sprint or dodgeroll mechanics. You can try and find your balance between tri-enchants and max magicka. 2 or 3 prismatic enchants I have found work best for me.

Enchants on your jewelry – All magicka recovery. But, cost reduction “feels” better you say? Sadly for us healers, we can’t just simply do what “feels better”. There is math behind things that work better. For a more in depth explanation why you should run all magicka regen enchants on your jewelry see Tabatta’s wonderful post here: https://tabatta.eu/magrec-vs-costred-healer-pov/ It has math and graphs and all the good stuff. Click away! You can also run spell damage enchants if you have enough regen. But if you find yourself running out at any time, I would suggest swapping back to regen.

Skills you should level and have available

Since there will be so many different variations on your bar setups, here is a list of skills you should work on leveling as a healer in an order of importance (somewhat). Try to level the essential skills first, then move on to more optimal skills as you gain more skill points, invest in your character, and so on.

Essentials (level these ASAP!):

  1. Healing Springs or Illustrious Healing (restoration staff, 1st skill) – your first healing skill – most accessible #1 priority. If you are new to healing, start out using springs. Once you are comfortable with your sustain, you can swap over to illustrious springs for more healing.
  2. Combat Prayer (restoration staff, #3 skill) – buffs your party by increasing their damage by 8% and gives them resistances against damage
  3. Breath of Life (restoring light, 1st skill) – your “oh shit” button basically
  4. Elemental Drain (destruction staff, 4th skill) – debuff your target and gives magicka back to your allies
  5. Energy Orb (undaunted, 5th skill) – a skill of multiple applications. It heals, gives resources back and the heals tic for every half a second. best heal in game! Orbs is love. Orbs is life.
  6. Aggressive Horn (alliance war > assault, ultimate) – also known as “my horn”, this is probably the ultimate you will be using 99% of the time. Essential! Even if you don’t like PVP, just suck it up and go get this skill. Super important.
  7. Extended Ritual (restoring light, 4th skill) – this morph lasts longer than the rit of retribution morph so i prefer it. It also gives you minor mending. Have this up at all times.
  8. Luminous Shards (aedric spear, 4th skill) – gives resources back. similar to orbs. also provides a synergy for tank. stays put. this skill and orbs share a cooldown for synergy use. you can only cast one shard at a time.

Important to have:

  1. Overflowing Altar (blood altar morph, undaunted skill line) – I like this as a long lasting passive AOE heal and an “oh shit” synergy for your group. It will appear to group members who are below 50% health and give them a massive 70% heal. It also provides a generous passive heal, since it gives minor lifesteal.
  2. Blockade of Storms (destruction staff, 2nd skill) – provides off-balance for your group when an enemy is concussed. You should run blockade if you have stamina players in your group. But if your group consists of all or mostly magicka DD’s, there is no reason to run shock wall at all since magicka players do not spec into exploiter CP anymore. You can also check with your tank if they are already running shock wall. In that case there might not be need for you to run it.
  3. Efficient Purge (alliance war – support #2) – There are many instances especially with newer content where there are a lot of purgeable damage over time (DOT) going out to your group. Sometimes a healer can’t purge it all and tanks need to help. Make sure to get this skill.
  4. Bone Surge (undaunted skill line) – a morph of bone shield skill. This is especially important in some of the new mini trials where more healing and more synergies are necessary. It also gives a powerful shield to allies and increases their healing taken. A very powerful skill.
  5. Stalwart Guard (alliance war support #2) – nice to have on some bosses to either give a dps buddy a boost. use this in fights where you are confident you can take the extra damage.
  6. Power of the Light (dawn’s wrath, #3) – this is a great skill to start running once you are comfortable with keeping up other buffs and want to push your healing game to the next level. It provides you with more ulti gen, debuffs the enemy with minor fracture/breach and (AND!) gives your entire group minor sorcery! Which just got buffed this patch from 5% to 10%. Minor sorcery increases your allies’ Spell Damage by 10% for 20 seconds. Run this skill if there is no stamplar in your group.
  7. Rapid Regeneration or Mutagen (restoration staff, #2) – mostly used in PVP or in veteran Asylum or Cloudrest where you are far away from the group as a healer.
  8. Ward Ally (restoration staff, 4th skill) – another “o shit” button for harder trials such as vMoL HM or vHoF where a large burst of damage can occur and you need to save someone within a split second
  9. Solar Prison (dawn’s wrath, ultimate) – the other ult that you need to have. you will use this as you are learning, but as your group becomes better, you will use this less and less. it reduces damage done by monsters by 30% Also in some groups a DPS will run this skill instead of a healer.
  10. Turn Undead (fighters guild #2) – can be used in high damage scenarios to help the group. You will rarely if ever be running this, however, nice to have.
  11. Inner Light (mages guild, #1) – used for extra crit and max magicka. I slot this when i have a spare spot on my bar.
  12. Channeled Focus (restoring light, #5) – helps with survivability and resource management in intense fight scenarios or where you need to endlessly pump out energy orbs.
  13. Barrier (alliance war, support ultimate) – I like to front bar this skill for more magicka regeneration. This is mostly slotted for the alliance war “Magicka Aid” passive which restores mana.

Passives you need to level:

  1. All of your class passives, all 3 trees
  2. All restoration staff and destruction staff tree passives
  3. All light armor passives
  4. All vampire passives except the first one
  5. Undaunted passives
  6. Medicinal use, alchemy passive
  7. All your racial passives
  8. Alliance war > support – magicka aid passive (BOTH POINTS!!)

Skills with situational uses but nice to have:

  1. Crushing Shock (destruction staff, #1) – interrupt skill. in case you need to interrupt a caster. occasionally a group leader might have you do that as a healer.
  2. Harness Magicka or Absorb Magic (light armor only active skill) – healers hardly ever use shields so i never use this. but you can level it if you want. who knows.
  3. Mist Form (vampire, 2nd skill) – useful in vAS for the kiter. but not necessary.

Not enough skills? You can level these too…

  • If you feel like you can level echoing vigor in the off chance you might want to run Powerful Assault. Or propelling shield, which you will most likely never use. Unless as a magicka dump in vSO or to help with twins fight in vMoL.


Rotation as a healer basically means, you keep up your buffs, HoTs (heals over time) and make sure nobody dies. You should coordinate with your healing partner which skills each of you will be running. This is to ensure good buff uptimes and efficient healing. You only have so many GCD’s (Global Cooldowns) to cast skills in order to have maximum uptime, so make sure you communicate!!

The two biggest mistakes of a beginner healer are either not running any / enough support skills or trying to run too many and ending up with a low uptime.

Below are things you should keep up at all times, in somewhat of an order, but not exactly, since as a healer your rotation is very situation based.

Skills, Buffs, Debuffs (things to keep up at all times):

  1. Minor Magickasteal / Major Breach – This is usually applied by elemental drain. It debuffs the enemy, allowing your allies to do more damage and at the same time returns them magicka.
  2. Combat Prayer – This gives a set of three buffs to your group members. It increases their damage by giving them minor berserk, as well as reduces their damage they receive. Note: If your team consists entirely of nightblades, you don’t really need to run this skill or keep it up 100% since nightblades get the minor berserk buff from their normal rotation. Also most people in veteral Cloudrest don’t expect healers to run prayer.
  3. Energy Orbs – These are your spammable. Send out orbs any spare moment you get. These are not only one of the best heal in game, but they also return resources and stick around for a long time. Plus they look beautiful.
  4. Power of the Light – If you are running POTL, this is the skill you would really need to focus on to get a good uptime. Since it scales from max stamina, your copied damage as a healer will be negligible. Refresh this skill shortly before it runs out to ensure maximum uptime.
  5. Extended Ritual – A long lasting heal over time you can put down, as a background heal. It provides you with Minor Mending buff therefore increasing your healing done by 8%!  It also has the handy synergy “purify” that removes a negative effect from an ally and gives them a synergy to boot, helping with their sustain (via the undaunted passive). A good skill to keep up since it lasts so long and is easy to maintain.
  6. Overflowing Altar – If you are running overflowing altar, try to make sure its up, especially if you know there is a lot of damage incoming. Place it down early so when the damage hits, its already there and your allies have the synergy available.
  7. Healing Springs – A very strong HoT. Layer this on top of everything else as needed. But don’t spam springs. SPC is not a thing anymore : )

Spammables & things to do while buffs are up (orbs basically):

  • Spam orbs basically. Or prayer. Spam prayer and orbs.
  • You can use Vigor if you are one of those interesting people that like running Powerful Assault set.
  • Shards! A static resource return. Or if you are spamming orbs, there might not be a need to run shards. Your choice.
  • If you are running IA, then make sure you keep a good uptime by heavy attacking the boss every few secs to ensure that the debuff doesn’t run out.

Q&A and notes and stuff

I am out of Magicka, HELP!

You should pretty much never be out of magicka. If you are – use channeled focus and heavy attack. If you have all 3x regen glyphs and one of them infused, it shouldn’t be possible to run out of magicka.

Attribute Points

I put most of my attribute points into magicka, while making sure i have around 17-18k health without ebon. That seems to work for most situations and trial scenarios.


Atronach or Ritual – I prefer ritual personally. You can start out running Atronach and when you become more comfortable with your magicka use/regen, switch to Ritual since it provides a stronger heal.

Racial Passives

Your character’s race is kind of important in ESO. Even as a healer. At the moment the three most optimal races for healing are Breton, Argonian and High Elf.


  1. Witchmother’s or Clockwork Citrus Filet are BiS for healing with this particular setup. You can also run Bi-food if you are very comfortable with your resources.

Potions:  Spellpower potions. Use on cooldown pretty much. In some trials you might want to use tri-pots especially if you are running POTL.


  • Be a vampire. That magicka regen is sweet and the damage you gain from being a vamp doesn’t matter in most cases since you can outheal it. If absolutely needed, use the Bloody Mara food and go down to stage 3.
  • There is a great addon called JoFrames which helps to see everyones shields/regen/health.
  • Purge Tracker addon is useful to have in many of the trials.
  • Make sure you have BOTH Magicka aid passives unlocked from Alliance war support skill line. That helps, a lot.
  • I use Untaunted addon to track my ele drain/vulnerability uptimes. Its really nice.

Guild Rules

These are designed to make sure everyone enjoys their experience while playing with us.

  1. This is a game, we are here to have fun. Our guild is here to help you accomplish your objectives, and keep things fun.
  2. Download and install Discord (at least listen even if you don’t speak).
  3. Please keep the chat in Discord and Guild Chat at a comfortable level.
  4. Join up with us during the regularly scheduled PvP/PvE times, as noted on this website.
  5. When we PvP – we work together.
  6. STAY ON THE CROWN and listen to instructions from the officers and the group leader.
  7. Work on your builds, and ask for help if needed!

About Anthem & Applying

Anthem started off as a small Aldmeri Dominion focused pvp guild running small organised events and slowly grew into a cross faction alliance guild that centres itself around trials, dungeons, pvp events of all three factions & trading.

We’re proud to say we do a little bit of everything but still keep our core focus on hard end game pve content such as vet trials as well as organised AD pvp and we’re accepting of everyone regardless of your experience, background or knowledge.

If you think you’d like like to apply to our little family on eso, then feel free to send an in game mail to any of the officers or message them in game to find out more.

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