INVIGORATE – TEMPLAR HEALER

INTRODUCTION

Welcome to my Templar Healer build for Dragon Bones patch. This build is aimed at End-Game PvE content but works as it is on basic overland content.

Here you can find info on how to setup your attributes, what gear you should use, how to set your skill bars and champion points.

 

 

STATS

Max Magicka: 34000 – 39000

Max Health: 16000 – 19000

Max Stamina: 9000 – 11000

Magicka Recovery: 1900 – 2500

Spell Damage: 1600 – 2400

Spell Critical: 40 – 60 %

 

RACE

ON-icon-Argonian

Argonian

ON-icon-Breton

Breton

ON-icon-Altmer

Altmer

ATTRIBUTES

64 Magicka, 0 Health, 0 Stamina

 

 

GEAR

HEALER GEAR.png

What weapon trait should I choose?

Powered is the go to choice for your Restoration Staff to achieve a huge buff in healing.

Precise can also work for the Restoration Staff if you feel like your heals are strong enough.

Infused is an good option if you have to give your group more concussion up time.

Always run Charged as a trait on your Backup Hand lightning staff to increase the chance to apply Off Balance to enemies.

Don’t have access to some of the recommended gear or want to use something else? Here’s other options you can go with such as:

You can switch Mending to Worm Cult or Master Architect.

You can use Jorvuld’s Guidance instead of any secondary support sets.

You can switch Mending to Master Architect to give a direct buff to group’s damage via ultimate’s.

You can switch Master Restoration Staff to Asylum or Maelstrom Restoration Staff.

Asylum Restoration can be more preferred option generally as it helps with your sustain more, but usually sustain isn’t an problem and you will find Master Restoration staff more beneficial to your group.

If you don’t have access to Master/Asylum/Maelstrom Restoration Staff or Maelstrom Lightning Staff, use random crafted staves with specific traits and enchantments.

Other:

Take note that only one healer in the group should use Mending or Worm Cult.

If you need more sustain, switch one of your recovery glyph’s to cost reduction.

Item Set Info:

Spell Power Cure

Mending

Worm Cult

Master Architect

Jorvuld’s Guidance

 

 

ABILITIES

INVIGORATE SKILLBARS

Front Bar

Extended Ritual, Combat Prayer, Breath Of Life, Healing Springs, Inner Light, Aggressive War Horn

Back Bar

Channeled Focus, Elemental Blockade, Elemental Drain, Luminous Shards, Energy Orb, Solar Prison

Healers skill bars change depending on the content you do, but this is the basic one which should get you through almost all the content.

 

Other abilities you will need?:

Extended Ritual

Harness Magicka

Mutagen

Efficient Purge

Energy Orb

Power Of The Light

 

If you’re new to the game or Templar class in general, I suggest you to read carefully what the different abilities do, how much they cost, whats their duration, cast time etc. so you understand how you should rotate your abilities and how they work.

 

 

CONSUMABLES

Food: Max Health & Magicka & Magicka Recovery Food: Clockwork Citrus Filet/Witchmothers Potent Brew

Potions: Essence Of Spell Power, Tri-Stat Potions

 

MUNDUS

atronachThe Atronach:

Increases your Magicka Recovery

 

 

 

SKILL ROTATION

As a healer, we don’t have a specific skill rotation, but there’s a few things you need to keep up doing over:

Before you enter combat, apply Channeled Focus to gain regeneration buff and little damage mitigation. Keep Channeled Focus refreshed whenever it runs out.

Apply Elemental Drain to larger mobs (+200 K Health) and on bosses. Refresh approx. every 15 seconds. It reduces target’s spell resistance by 5280 for 24 seconds and afflicts them with Minor Magickasteal, restoring 300 Magicka every second to everyone who’s damaging the target.

Try to keep up Power Of The Light on the boss as much as you can if you use it. It reduces target’s spell and physical resistance by 1320 for 6 seconds.

Use Combat Prayer every 5 seconds to your group members to give them Minor Berserk. When fight is static, this is your only heal you need.

Apply Elemental Blockade whenever possible to increase group’s off balance up time.

Throw Luminous Shards and Energy Orbs every time you cast Elemental Blockade to give some resources back to other group members, also throw them whenever asked and more if the fight is resource heavy.

Breath Of Life is your panic heal, use it when you need instant heals or when someone isn’t close enough to heal with your healing springs or combat prayer.

 

Theorized Rotation:

Elemental Drain, LA, Elemental Blockade, LA, Blazing Spear, Swap

LA, Power Of The Light, Combat Prayer, LA, Extended Ritual, Swap

Repeat

 

Explanation for Terms:

LA = Light Attack

HA = Heavy Attack

Swap = Switch Bars

 

PASSIVES

Racial: All Passives

Class:

  • Aedric Spear: All Passives
  • Dawns Wrath: All Passives
  • Restoring Light: All Passives

Restoration Staff: All Passives

Destruction Staff: All Passives

Light Armor: All Passives

Mages Guild: Magicka Controller

Fighters Guild: Banish The Wicked

Undaunted: All Passives

Vampirism (Optional): Supernatural Recovery, Undeath

Alchemy: Medicinal Use

 

CHAMPION POINTS

720 CP:

points-warrior

The Lord: 10 Quick Recovery

The Lady: 49 Hardy, 49 Elemental Defender, 48 Thick Skinned

The Steed: 56 Ironclad, 28 Spell Shield

points-mage

The Ritual: 31 Thaumaturge

The Atronach: –

The Apprentice: 37 Elemental Expert, 73 Elfborn, 23 Spell Erosion, 76 Blessed

points-thief

The Shadow: 31 Shadow Ward, 34 Tumbling

The Lover: 75 Arcanist, 56 Tenacity

The Tower: 44 Warlord

300 CP:

points-warrior

The Lord: –

The Lady: 27 Hardy, 27 Elemental Defender, 23 Thick Skinned

The Steed: 23 Ironclad

points-mage

The Ritual: –

The Atronach: –

The Apprentice: 32 Elemental Expert, 31 Elfborn, 37 Blessed

points-thief

The Shadow: –

The Lover: 64 Arcanist, 36 Tenacity

The Tower: –

 

 

CHANGE LOG

08/02/2018:

  • Updated build for Dragon Bones DLC.
  • Changes to Champion Points: 10 more points for each constellation.

 

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