Warden Trials Healer Build for Murkmire

Presented by @Dessolate

General Introduction

Are you tired of healing on  a templar, like everybody else? Or maybe you want to try healing for the first time! Whatever your reason maybe, if you are looking for a in depth guide on warden healer you are certainly in the right place! The thing to note about Warden healer though, it is a lot to manage. Let me say that again. It is a *LOT* to manage. At any given time in a raid i am keeping track of at a minimum 7 skills between all the buffs. So this is not for the faint of heart, but it is well worth it.

The things mentioned here are good for Murkmire patch.

Credits:

The entire collective of both my healing friends, and members of the healing community for both teaching me warden healer, and perfecting the 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
  • Meritorious Service (Almost exclusive to first boss vHoF)

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. Blue Betty (Animal Companions #4 skill) – This is your primary source of getting magicka back.   You want this skill to be up at all times, during the entire combat phase.  This skill also gives you  Major Sorcery which increases spell damage 20%, eliminating the need of the spell power pots.
  4. Elemental Drain (destruction staff, 4th skill) – debuff your target and gives magicka back to your allies
  5. Budding Seeds ( Green Balance #2) This skill is used by the group as a instant heal synergy when they activate it, but for you as a healer it is your primary source for precisely applying Olorime, as well as giving the tank another alkosh synergy
  6. 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.
  7. 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.
  8.  Northern Storm ( Winter’s Embrace ulti) – This skill is most of the time on your FRONT BAR  only. The reason being is that the skill  has a passive that while slotted, increases magicka by 8%. It is used on occasion though, during large trash pulls, or high damage moments in a boss fight.
  9. Enchanted Growth (Green Balance #1) – This skill is your #2 source of magicka outside of the normal regen like heavy attacks and synergies.  It will provide a initial heal of 2.4k, and all allies infront of you when you cast it (Like Combat Prayer ) will get a increase to their magicka and stamina regen by 10% for 20 seconds. Making it a really nice buff for your DPS.

Important to have:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Ice Fortress (Winter’s Embrace #1) – Use this skill during high damage phases, like starfall in vHRC last boss. This skill will provide you a 8% damage mitigation for 24 seconds.  And all your allies around you will get Physical and Spell resistance boosted by 5.2k for 24 seconds.
  6. 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.
  7. 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
  8. Deceptive Predator (Animal Companions #5) – This skill gives you 10 seconds of Minor Evasion, reducing your AOE damage taken as well as 10 seconds of Major Endurance and  4  seconds of Major Expedition which provides a stamina regen boost of 20% for 10 seconds, and speed boost of 30% for 4 seconds . This skill is especially used in fights like vAS and vCR where you will be on the move a lot as a healer.
  9. Enchanted Forest(Green Balance ulti) – This skill is rarely used, but is still good to have for both 4 man content and high damage phases.  This is the cheapest healing ulti in the game, but only heals a limited number of people. It is useful the most in content like the triplets in vHOF, where everybody comes into the center occasionally, and massive damage is taken at that time. It is good to use this skill then to mitigate that damage some.
  10. Inner Light (mages guild, #1) – used for extra crit and max magicka. I slot this when i have a spare spot on my bar.
  11. Ring of Preservation (Fighters Guild #2) – Another rarely used skill but still nice to have.  This both midigates the damage of all inside it, but also decreases costs of dodge roll and increases stamina regen. Most useful in fights like melee healing in vAA last boss, or going downstairs in vHRC second boss.
  12. 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”

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. Betty Netch – This skill is absolutely essential to keep up at all times. It is your number 1 source of magicka.
  5. Enchanted Growth – I keep this skill on cooldown as well, as another source of magicka regen for both me and the DPS i am supporting.
  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.
  • Budding Seeds! This skill is a good instant burst heal for the DPS or Tank, but most importantly, it is your primary source of placing olo, as well as another synergy for the tank to use to keep up alkosh.
  • 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. Between Betty Netch, Enchanted Growth, Synergies and the occasional heavy attack, you should have ample magicka. 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.

Mundus

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.

Food:

  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: I use two potions personally as a Warden Healer.  Tristat (Health, Magicka and Stamina regen) and Imovable potions (Grants immune to knockdown and health/stamina regen)

Notes:

  • 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.

If you’re just here to browse, then feel free to take advantage of our guides section, written by some of our top members with years of experience on eso.

Want to submit a build?

Please contact either @Horowonnoe or @Dessolate in game or on discord to submit your PVE or PVP build for the website.

Other Good Online Resources