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Templar Class
Build Overview
Templars, the Holy Warriors of the Elder Scrolls Universe, wield very potent Healing abilities in addition to their very respectable offensive arsenal. Magicka Templars who have devoted themselves to the art of mending are able to Heal, Cure, and Empower their allies like none other Healing Class can. They have very potent AoE and Single Target heals, and very strong harmful effect Dispel abilities in their arsenal. This makes the Healer Templars one of the most desired additions to every Dungeon and Trial group. Important note: Argonian and Breton are currently the best two races for Healer Magicka Templars.
We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.
Pros | Cons |
Strong Single Target Heals | Templar's Group Utility spells were nerfed recently |
Good AoE Heals | |
Great Group Support | |
Doesn't run out of resources easily |
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Attributes Priority
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Primary Skillset
[Restoration Staff - Primary Healing Bar]
Rapid Regeneration (Weapon: Restoration Staff, morphed from Regeneration) - heals You or up to two friendly Targets for 5115 Health over 16.5 seconds. This is a great Heal over Time spell great for negating sustained incoming Damage. This could be swapped for the Mutagen if an encounter warrants it. | |
Breath of Life (Templar: Restoring Light, morphed from Rushed Ceremony) - arguably the best Healing spell in the game. It heals a friendly Target for 1236 Health and the other injured friendly Target for 397. As it often happens, high Magicka cost is the balancing factor of this spell, and it should be used cautiously because of that. | |
Healing Springs (Weapon: Restoration Staff, morphed from Grand Healing) - heals you and all friendly Targets around for 248 Health, and an additional 744 Health over 3 seconds. Every friendly Target healed causes you to regain 260 Magicka; this effect is capped at three Targets healed. Solid AoE Healing ability paired with a resource regeneration mechanic. | |
Combat Prayer (Weapon: Restoration Staff, morphed from Blessing of Protection) - heal yourself and all friendly Targets in front of you for 617 Health, all healed Targets also gain 8% increase to Damage Done and 1320 increase to Physical and Spell Resistance. Great offensive and defensive buff combined with a minor AoE Heal, which helps your group in two very important aspects: Damage Output and Survivability. | |
Extended Ritual (Templar: Restoring Light, morphed from Cleansing Ritual) - cleanses up to 5 harmful effects from the caster, and heals all friendly Targets within a 12m radius for 138 Health every 2s for 18s. Allies can also activate the Purify synergy, healing themselves for 667 Health and cleansing all negative effects currently active on them. This is a great AoE healing and cleansing ability, with a minor drawback of relying on your Allies to dispell negative effects themselves, and we all know how much attention a statistical DPS player pays to things other than dealing Damage... | |
Ultimate: Solar Prison (Templar: Dawn's Wrath, morphed from Nova) - you call down a fragment of the Sun itself, dealing 414 Magic Damage to all Enemies in range every second for 8 seconds; every damaged Target deals 30% less damage. Allies can also activate the Gravity Crush, Stunning all enemies in the affected area for 5 seconds, and dealing 1613 Damage to them. Very strong damage mitigation and emergency stun cooldown, great for AoE encounters and Damage-heavy boss phases. |
Secondary Skillset
[Lightning Staff - Support/Buff/Offensive Bar]
Luminous Shards (Templar: Aedric Spear, morphed from Spear Shards) - you bring down the Divine Wrath, dealing Magic Damage to all enemies within the area, and then more Magic Damage over 8 seconds. While active, allies can activate synergy of the Blessed Shard, and restore 3960 Magicka or Stamina (the highest percentage is always chosen), and 1980 of the lower attribute. Good support ability which helps with your group's Sustain; it is also quite helpful when a large group of mobs has to be dealt with quickly. | |
Elemental Blockade (Weapon: Destruction Staff, morphed from Wall of Elements) - you create an Elemental Barrier with a help of your Staff. All enemies within it will take 198 Magic Damage every Second. This ability has bonus effects based on an Element: Fire blockade deals more Damage to Burning enemies, Frost blockade slows Targets and immobilizes chilled Enemies, and Storm blockade throws concussed enemies off balance. Use this to help your DPS friends deal with their Targets quicker; it will speed up your group's progress by quite a lot. | |
Purifying Light (Templar: Dawn's Wrath, morphed from Backlash) - deals moderate Magic Damage to your Target, and accumulates all Damage received by the Target for 6 seconds; after the 6 seconds, 20% of the accumulated Damage is dealt to the Target (for a maximum of 4774 Damage). After the effect ends all nearby allies are Healed for 327 Health every 2 seconds for 6 seconds. Good support Healing ability combined with a nice DPS bonus, useful during Boss Encounters. | |
Elemental Drain (Weapon: Destruction Staff, morphed from Weakness to Elements) - reduces the Spell Resistance of your Target by 5280 for 21 seconds and causes all friendly Targets to regenerate 300 Magicka every second for the duration when attacking the same Target. Very strong debuff and Sustain cooldown; just make sure to attack your Target after casting this in order to capitalize on the Magicka Regeneration. | |
Channeled Focus (Templar: Restoring Light, morphed from Rune Focus) - you place a defensive rune on the ground. If you stay in its influence area, you will regenerate 240 Magicka every second and gain 5280 Physical and Spell Resistance; this effect persists for up to 8 seconds after leaving the rune. Physical and Spell Resistance buffs are 50% stronger while you remain within the Rune. This helps with your Sustain massively and makes you much harder to kill if you remain inside the Rune's area of influence. | |
Ultimate: Aggressive Horn (Alliance War: Assault, morphed from War Horn) - increases Stamina, Magicka, and Health of all Group members by 10% for 30 seconds, and Critical Strike Damage by 15% for 8 seconds. Very strong Group-wide DPS cooldown, and one of the strongest Ultimates in the Game. This ability is especially great for execute phases because it increases your Group's Damage output massively. Do not forget that the 10% stat increase also greatly affects your Healing Done. |
Notable Passive Skills
Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Magicka Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character. | |
Prism (Templar: Dawn's Wrath) - your Dawn's Wrath abilities grant you an additional 3 Ultimate; this effect has a 6-second internal cooldown. This will help you increase the Aggressive Horn's uptime, and as such, it cannot be overlooked. | |
Illuminate (Templar: Dawn's Wrath) - your Dawn's Wrath abilities now also grant you and your group a 10% Spell Damage buff for the 20s. Very strong passive if you have other Magicka users in your Group. | |
Restoring Spirit (Templar: Dawn's Wrath) - Reduces the resource (Stamina, Magicka, and Ultimate) cost of all your abilities by 4%. This will increase your Sustain greatly. | |
Mending (Templar: Restoring Light) - your Restoring Light abilities Heal up to 12% more Health, depending on your Targets current HP amount. This passive will help you Heal severely wounded Teammates. | |
Evocation (Armor: Light Armor) - increases your Magicka recovery by 2% for every piece of Light Armor equipped, and reduces the cost of your Magicka-based abilities by 4%. Greatly increases your Magicka recovery, which lets you spam Heals more liberally. | |
Prodigy (Armor: Light Armor) - increases your Spell Critical by 2191 when you have at least 5 pieces of Light Armor equipped. This will let you Crit with Heals more often, which is very good. | |
Restoration Master (Weapon: Restoration Staff) - increases your Healing Done with Restoration Staff spells by 5%. Very good Heal increase for 3 of your main Healing abilities. | |
Restoration Expert (Weapon: Restoration Staff) - your Healing spells cast on Targets below 30% Health are 15% more effective. This will greatly help you in keeping your Group members alive. | |
Essence Drain (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff increases your Healing Done by 25% for 3 seconds. You also heal yourself or a nearby ally for the 30% of the damage inflicted by the final hit of a fully-charged Heavy Attack. This may be really good if you will find time for Heavy Attacks. | |
Cycle of Life (Weapon: Restoration Staff) - Completing a Heavy Attack with your Restoration Staff grants you 30% additional Magicka. Good in prolonged engagements, when you need to restore some extra Magicka. | |
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. This will boost your Resource pool, and improve your Sustain by a bit. |
Gear
Recommended Items and Sets: | ||
Chest: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Infused | Glyph: Prismatic |
Legs: Perfect Vestment of Olorime Set | ||
Gloves: Light | Trait: Infused | Glyph: Prismatic |
Gloves: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Boots: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Belt: Perfect Vestment of Olorime Set | ||
Type: Light | Trait: Divine | Glyph: Magicka |
Head: Earthgore Set | ||
Type: Medium/Heavy | Trait: Infused | Glyph: Prismatic |
Shoulder: Earthgore Set | ||
Type: Heavy/Medium | Trait: Divine | Glyph: Magicka |
Necklace: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Spell Damage |
Ring 1: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Magicka Recovery |
Ring 2: Healing Mage Set | ||
Type: Jewelry | Trait: Arcane | Glyph: Magicka Recovery |
Weapon 1: Grand Rejuvenation Set | ||
Type: Restoration Staff | Trait: Decisive | Glyph: Absorb Magic Enchant |
Weapon 2: Healing Mage Set | ||
Type: Lightning Staff | Trait: Charged | Glyph: Shock Damage Enchant |
Sets used in this build: | ||
Perfect Vestment of Olorime: A Light Armor, Weapons, and Jewelry, bound on pickup Trial set, and a part of the Summerset Chapter. It comes in Imperfect and Perfect versions; Perfect gives additional Magicka Bonus, however, the 5-item bonus is exactly the same for both versions. The set can be acquired in the Cloudrest mini-Trial. Perfect Vestment of Olorime is regarded as one of the strongest Healer sets currently available because it lets you maintain a 100% uptime of the Major Courage.
Earthgore: A Helm and Shoulder Medium, Heavy, and Light Armor Monster set. It requires the Horns of the Reach DLC and can be obtained from the last Boss of the Veteran mode Bloodroot Forge in Craglorn (Helm), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Weights and Traits of these set items are RNG-based. The set grants the following bonuses:
Healing Mage: a Light Armor, Jewelry and Weapons, bound on pickup Trial set which can be acquired from the Aetherian Archive. Regarded as one of the better Healer sets, it is a part of the One Tamriel. Wearing this set will grant you:
Grand Rejuvenation - this Master Weapon set is made up by a single piece and can be obtained from veteran Dragonstar Arena. All Master weapons are bound on pickup, and give bonuses unique to their type; the Master's Restoration Staff Staff will grant you:
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Champion Points
High priority |
The Apprentice: Blessed, Elfborn The Steed: Ironclad The Lover: Arcanist, Tenacity |
Medium priority |
The Apprentice: Elemental Expert The Lady: Elemental Defender, Hardy, Thick Skinned The Shadow: Shadow Ward The Tower: Warlord The Steed: Spellshield |
Low priority |
The Ritual: Thaumaturge The Apprentice: Spell Erosion The Shadow: Tumbling |
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END NOTE This is the initial version of the best Healer build in ESO - the Magicka Templar. If you would like to see more detailed information added let us know in the comments below. We plan to add customization options for certain encounters and alternative gear options in the foreseeable future. |
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