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What Craft Armour Set Is Best For A Dmg Mage/ Healer

 
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Craftable sets

The Reliever Healer Build is made for PvE Trials & Dungeons. Healing is a very difficult job, depending on how organized your group plays. There is no “best” setup for a healer build, always make sure to adjust the build to your needs. Templar Healers have always been a very popular class setup. Welcome to the Magicka Sorcerer Healer Build PvE “Surge” for Elder Scrolls Online. Make sure to bookmark the link as I will keep updating the build for each new Update of ESO. The Surge Healer Build is made for Dungeons. If you are new to the game I recommend reading the New Player Beginners Guide and the Sorcerer Beginners Guide first. Best healer set combo. As for healing sets spellpower cure is hands down the best healing set. The two sets you listed come in second and third. As for those sets, I believe kags is slightly better for a full heal set than julianos. It has better magica regen but slightly less spellpower and less crit. Mage/Dark Wizard Help Endgame Rainbow Mage Build Hi All! So i have been looking for endgame rainbow mage builds and want to make my own, but i just can't figure it out. Can you guys perhaps help. Welcome to the Ultimate mage loadout for Terraria Update 1.3. This video will show you the best magic weapons, the best magic armor, and the best magic accessories. I understand there is some. Equipment / Sets / Light Armor Sets Healing Mage is a Set in Elder Scrolls Online ( ESO ). It is a Light Armor Set that is part of One Tamriel, and has 4 Bonuses.

NameEffect
Adept Rider2 items: Adds 1487 Armor
3 items: Adds 1487 Armor
4 items: Adds 1206 Maximum Health
5 items: While mounted you gain Major Evasion, reducing damage from area attacks by 25%. Dismounting spawns a dust cloud at your position for 12 seconds that deals 1436 Physical Damage every 1 second to enemies who stand inside it. You and group members inside the dust cloud gain Major Evasion. Dust cloud can be created once every 12 seconds.
Alessia's Bulwark2 items: Adds 1487 Armor
3 items: Adds 1206 Maximum Health
4 items: Adds 1487 Armor
5 items: When you take damage from a melee attack, you have a 15% chance to reduce the attacker's Weapon Damage by 10% for 5 seconds.
Ancient Dragonguard2 items: Adds 1206 Maximum Health
3 items: Adds 129 Weapon Damage, Adds 129 Spell Damage
4 items: Adds 833 Weapon Critical, Adds 833 Spell Critical
5 items: Adds 300 Weapon Damage and Spell Damage while your Health is above 50%. Adds 3460 Physical Resistance and Spell Resistance while your Health is 50% or less.
Armor Master2 items: Adds 1206 Maximum Health
3 items: Adds 1487 Armor
4 items: Adds 1487 Armor
5 items: While you have an Armor ability slotted, your Maximum Health is increased by 5%. When you use an Armor ability, your Physical Resistance and Spell Resistance is increased by 5332 for 10 seconds.
Armor of the Seducer2 items: Adds 129 Magicka Recovery
3 items: Adds 1096 Maximum Magicka
4 items: Adds 129 Magicka Recovery
5 items: Reduces the cost of your Magicka Abilities by 10%.
Ashen Grip2 items: Adds 1206 Maximum Health
3 items: Adds 129 Weapon Damage
4 items: Adds 833 Weapon Critical
5 items: When you deal direct melee damage, you have a 10% chance to breathe fire to all enemies in front of you for 1118 Flame Damage. This effect can occur once every 4 seconds.
Assassin's Guile2 items: Adds 833 Spell Critical
3 items: Adds 833 Weapon Critical
4 items: Adds 129 Spell Damage, Adds 129 Weapon Damage
5 items: Increases the duration of your alchemical poisons by 4 seconds.
Clever Alchemist2 items: Adds 1206 Maximum Health
3 items: Adds 1206 Maximum Health
4 items: Adds 129 Weapon Damage, Adds 129 Spell Damage
5 items: When you drink a potion during combat you feel a rush of energy, increasing your Weapon Damage and Spell Damage by 661 for 15 seconds.
Coldharbour's Favorite2 items: Adds 1096 Maximum Magicka
3 items: Adds 1096 Maximum Stamina
4 items: Adds 129 Spell Damage, Adds 129 Weapon Damage
5 items: When you heal yourself or an ally, summon Cadwell's noble mount, Honor, who after 2 seconds, casts a healing spell on you and allies around him that heals for 12190 Health over 4 seconds.When you damage an enemy, summon Cadwell's noble mount, Honor, who after 2 seconds, explodes, damaging enemies around him for 12190 Magic Damage over 4 seconds.Honor can only be summoned every 10 seconds.
Daedric Trickery2 items: Adds 1206 Maximum Health
3 items: Adds 1096 Maximum Stamina
4 items: Adds 1096 Maximum Magicka
5 items: While in combat you gain one of 5 random Major Buffs for 10 seconds every 20 seconds. Eligible buffs are Expedition, Protection, Mending, Heroism, or Vitality.
Daring Corsair2 items: Adds 129 Stamina Recovery
3 items: Adds 129 Magicka Recovery
4 items: Adds 833 Weapon Critical, Adds 833 Spell Critical
5 items: Reduce the cost of your Weapon abilities by 10% Magicka or Stamina. After casting a Weapon ability, you gain Minor Heroism for 8 seconds, generating 1 Ultimate every 1.5 seconds while in combat. This effect can occur every 8 seconds.
Death's Wind2 items: Adds 1487 Armor
3 items: Adds 1206 Maximum Health
4 items: Adds 1206 Maximum Health
5 items: When you take melee damage while you are under 35% Health, you knockback and stun all enemies within 8 meters of you for 4 seconds. This effect can occur once every 30 seconds.
Eternal Hunt2 items: Adds 1096 Maximum Stamina
3 items: Adds 129 Stamina Recovery
4 items: Adds 129 Stamina Recovery
5 items: When you use Roll Dodge, you leave behind a rune that detonates when enemies come close, dealing 7335 Poison Damage and immobilizing them for 1.5 seconds.
Eyes of Mara2 items: Adds 129 Magicka Recovery
3 items: Adds 1096 Maximum Magicka
4 items: Adds 129 Spell Damage
5 items: Reduces the cost of your Restoration Staff abilities by 15%.
Fortified Brass2 items: Adds 1206 Maximum Health
3 items: Adds 1487 Armor
4 items: Adds 1487 Armor
5 items: Adds 3460 Armor
Grave-Stake Collector2 items: Adds 1096 Maximum Magicka
3 items: Adds 1096 Maximum Stamina
4 items: Adds 1206 Maximum Health
5 items: Enemies you damage have a 10% chance to drop a grave-stake for 6 seconds after they die. When you touch the grave-stake restores 6500 Stamina and Magicka. Only one grave-stake can appear at a time.
Hist Bark2 items: Adds 1487 Armor
3 items: Adds 129 Health Recovery
4 items: Adds 1206 Maximum Health
5 items: While you are blocking you gain Major Evasion, reducing damage from area attacks by 25%.
Hunding's Rage2 items: Adds 833 Weapon Critical
3 items: Adds 1096 Maximum Stamina
4 items: Adds 833 Weapon Critical
5 items: Adds 300 Weapon Damage
Innate Axiom2 items: Adds 1096 Maximum Magicka
3 items: Adds 1096 Maximum Stamina
4 items: Adds 833 Spell Critical, Adds 833 Weapon Critical
5 items: Adds 400 Spell and Weapon Damage to your Class abilities.
Kagrenac's Hope2 items: Adds 1096 Maximum Magicka
3 items: Adds 129 Magicka Recovery
4 items: Adds 1206 Maximum Health
5 items: Adds 222 Spell Damage, Decreases the time it takes to resurrect an ally by 25%. When you successfully resurrect an ally, you restore 1720 Magicka.
Kvatch Gladiator2 items: Adds 833 Weapon Critical
3 items: Adds 833 Weapon Critical
4 items: Adds 129 Weapon Damage
5 items: When your target is under 25% Health, add 1800 Weapon Damage to your Light and Heavy Attacks.
Law of Julianos2 items: Adds 833 Spell Critical
3 items: Adds 1096 Maximum Magicka
4 items: Adds 833 Spell Critical
5 items: Adds 300 Spell Damage
Magnus' Gift2 items: Adds 1096 Maximum Magicka
3 items: Adds 129 Magicka Recovery
4 items: Adds 129 Spell Damage
5 items: When you cast a Magicka Ability, you have an 8% chance to negate that ability's cost.
Mechanical Acuity2 items: Adds 129 Weapon Damage
3 items: Adds 129 Spell Damage
4 items: Adds 1096 Maximum Stamina, Adds 1096 Maximum Magicka
5 items: When you deal direct damage, you have a 15% chance to gain unerring mechanical vision for 5 seconds, causing your attacks to always be a Critical Strike. This effect can occur once every 18 seconds.
Might of the Lost Legion2 items: Adds 1096 Maximum Stamina
3 items: Adds 1096 Maximum Magicka
4 items: Adds 129 Weapon Damage, Adds 129 Spell Damage
5 items: After successfully blocking, you gain Empower, increasing the damage of your Light Attacks by 40% for 3 seconds.
Morkuldin2 items: Adds 1096 Maximum Stamina
3 items: Adds 129 Stamina Recovery
4 items: Adds 129 Weapon Damage
5 items: When you deal damage with a Light or Heavy Attack, you have a 10% chance to summon an animated weapon to attack your enemies for 15 seconds. The animated weapon's basic attacks deal 4108 Physical Damage.
Naga Shaman2 items: Adds 4% Healing Taken
3 items: Adds 4% Healing Done
4 items: Adds 1096 Maximum Magicka
5 items: When you cast a damage shield ability, you gain Minor Mending and Minor Vitality for 6 seconds, increasing your Healing Done and healing received by 8%. This effect can occur once every 6 seconds.
New Moon Acolyte2 items: Adds 833 Weapon Critical, Adds 833 Spell Critical
3 items: Adds 129 Weapon Damage, Adds 129 Spell Damage
4 items: Adds 1487 Physical Penetration, Adds 1487 Spell Penetration
5 items: Adds 481 Weapon Damage and Spell Damage. Increases the cost of your active abilities by 5%.
Night Mother's Gaze2 items: Adds 833 Weapon Critical
3 items: Adds 129 Weapon Damage
4 items: Adds 833 Weapon Critical
5 items: When you deal Critical Damage you apply Major Fracture to the enemy, reducing their Physical Resistance by 5280 for 6 seconds.
Night's Silence2 items: Adds 1096 Maximum Stamina
3 items: Adds 129 Stamina Recovery
4 items: Adds 833 Weapon Critical
5 items: Ignore the Movement Speed penalty of Sneak.
Noble's Conquest2 items: Adds 1206 Maximum Health
3 items: Adds 1096 Maximum Stamina
4 items: Adds 4% Healing Taken
5 items: When you interrupt a casting enemy, you heal for 4300 Health and apply Minor Vulnerability to the enemy for 10 seconds, increasing their damage taken by 8%.
Nocturnal's Favor2 items: Adds 129 Stamina Recovery
3 items: Adds 1206 Maximum Health
4 items: Adds 1206 Maximum Health
5 items: Whenever you successfully Dodge, heal yourself for 4000. This effect can occur every 2 seconds.
Oblivion's Foe2 items: Adds 129 Health Recovery
3 items: Adds 129 Stamina Recovery
4 items: Adds 129 Magicka Recovery
5 items: Your Soul Trap ability gains 1000 Weapon Damage and Spell Damage.
Orgnum's Scales2 items: Adds 129 Health Recovery
3 items: Adds 1206 Maximum Health
4 items: Adds 1206 Maximum Health
5 items: While you are under 60% Health, your Health Recovery is increased by 50%.
Pelinal's Aptitude2 items: Adds 1206 Maximum Health
3 items: Adds 129 Stamina Recovery
4 items: Adds 129 Magicka Recovery
5 items: Your Spell and Weapon Damage both become the highest of the two values.
Redistributor2 items: Adds 1206 Maximum Health
3 items: Adds 1096 Maximum Stamina
4 items: Adds 1096 Maximum Magicka
5 items: When you heal yourself while you are at full Health, you heal an ally within 15 meters of you for 2347 Health. This effect can occur once every 3 seconds.
Senche-raht's Grit2 items: Adds 4% Healing Done
3 items: Adds 1206 Maximum Health
4 items: Adds 4% Healing Taken
5 items: After being damaged by a damage over time ability, increase your Healing Received by 6% and your Physical Resistance and Spell Resistance by 2585 for 3 seconds.
Shacklebreaker2 items: Adds 129 Weapon Damage
3 items: Adds 129 Spell Damage
4 items: Adds 129 Stamina Recovery, Adds 129 Magicka Recovery
5 items: Adds 2000 Maximum Stamina, Adds 2000 Maximum Magicka
Shalidor's Curse2 items: Adds 841 Maximum Health
3 items: Adds 4% Healing Taken
4 items: Adds 841 Maximum Health
5 items: While you are under 50% Health, dealing damage with a Light Attack heals you for 390 Health.
Sload's Semblance2 items: Adds 1096 Maximum Magicka
3 items: Adds 1096 Maximum Stamina
4 items: Adds 129 Spell Damage, Adds 129 Weapon Damage
5 items: Damaging an enemy has a 10% chance to fire a Shadow Pearl at them, dealing 3% of the target's Maximum Health as Oblivion Damage every 1 second for 6 seconds. The Shadow Pearl cannot be reflected. Effect can occur every 6 seconds.This can deal a maximum of 3000 Oblivion Damage per tick.
Song of Lamae2 items: Adds 1487 Armor
3 items: Adds 1487 Armor
4 items: Adds 1206 Maximum Health
5 items: When you take damage while you are under 30% Health, you deal 3870 Magic Damage to the attacker and heal for 3870 Health. This effect can occur once every 30 seconds.
Spectre's Eye2 items: Adds 1487 Armor
3 items: Adds 1096 Maximum Magicka
4 items: Adds 1206 Maximum Health
5 items: When you cast a Magicka Ability you gain Major Evasion for 5 seconds, reducing damage from area attacks by 25%. This effect can occur once every 10 seconds.
Tava's Favor2 items: Adds 1206 Maximum Health
3 items: Adds 129 Stamina Recovery
4 items: Adds 129 Magicka Recovery
5 items: When you dodge an attack, you receive the blessing of Tava, generating 9 Ultimate over 3 seconds.
Torug's Pact2 items: Adds 129 Spell Damage
3 items: Adds 1206 Maximum Health
4 items: Adds 1487 Armor
5 items: Decreases weapon enchantment cooldown and increases non Oblivion Damage enchantment potency by 30%.
Trial by Fire2 items: Adds 1206 Maximum Health
3 items: Adds 1487 Armor
4 items: Adds 4% Healing Taken
5 items: When you take elemental damage, gain 7727 Resistance to that element for 4 seconds. You can only be resistant to one element at a time.
Twice-Born Star2 items: Adds 1206 Maximum Health
3 items: Adds 1096 Maximum Stamina
4 items: Adds 1096 Maximum Magicka
5 items: You can have two Mundus Stone boons at the same time.
Twilight's Embrace2 items: Adds 1206 Maximum Health
3 items: Adds 833 Spell Critical
4 items: Adds 129 Spell Damage
5 items: Increases your healing received by 10%.
Vampire's Kiss2 items: Adds 129 Health Recovery
3 items: Adds 1206 Maximum Health
4 items: Adds 4% Healing Taken
5 items: When you kill an enemy, you heal for 5160 Health over 6 seconds.
Varen's Legacy2 items: Adds 1206 Maximum Health
3 items: Adds 1096 Maximum Stamina
4 items: Adds 4% Healing Taken
5 items: When you block an attack, you have a 10% chance to cause your next direct damage area of effect attack to deal an additional 3450 damage.
Vastarie's Tutelage2 items: Adds 1096 Maximum Stamina
3 items: Adds 1206 Maximum Health
4 items: Adds 1096 Maximum Magicka
5 items: Adds 129 Magicka Recovery, Adds 129 Stamina Recovery, When you resurrect an ally, you and your ally gain 258 Weapon Damage and Spell Damage and 10% cost reduction to non-Ultimate abilities for 10 seconds.
Check out how to build the best Healer in Elder Scrolls Online

You can find all our Pocket ESO Builds right here: Best ESO builds

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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What Craft Armour Set Is Best For A Dmg Mage/ Healer Youtube

Attributes Priority

  1. Magicka -This attribute determines the strength of your Healing spells and increases your total Magicka pool, which is imperative for proper resource management. All your points should be allocated here.
  1. Health - Increases your total Health, and Healing received. This stat is good for those at the receiving end of your Heals (Tanks, mainly), but not for you. You should completely avoid spending your points for this attribute.
  1. Stamina - Increases your total Stamina, improves your Stamina-based abilities, and boosts your Damage done with Axes, Swords, Maces, Daggers, and Shields; you need none of the above, so you should skip Stamina completely.

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]Nickel dmg complex structure.

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.

What Craft Armour Set Is Best For A Dmg Mage/ Healer Full

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.
What Craft Armour Set Is Best For A Dmg Mage/ Healer

Gear

Recommended Items and Sets:
Chest: Perfect Vestment of Olorime Set
Type: LightTrait: InfusedGlyph: Prismatic
Legs: Perfect Vestment of Olorime Set
Gloves: LightTrait: InfusedGlyph: Prismatic
Gloves: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Boots: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Belt: Perfect Vestment of Olorime Set
Type: LightTrait: DivineGlyph: Magicka
Head: Earthgore Set
Type: Medium/HeavyTrait: InfusedGlyph: Prismatic
Shoulder: Earthgore Set
Type: Heavy/MediumTrait: DivineGlyph: Magicka
Necklace: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Spell Damage
Ring 1: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Magicka Recovery
Ring 2: Healing Mage Set
Type: JewelryTrait: ArcaneGlyph: Magicka Recovery
Weapon 1: Grand Rejuvenation Set
Type: Restoration StaffTrait: DecisiveGlyph: Absorb Magic Enchant
Weapon 2: Healing Mage Set
Type: Lightning StaffTrait: ChargedGlyph: 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.

  1. (2 items) Adds 129 Magicka Recovery
  2. (3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%
  3. (4 items) Adds 129 Magicka Recovery
  4. (5 items) Adds 1096 Maximum Magicka & Ground-based effect abilities cast apply a circle of might on the ground for 10 seconds. Standing inside the circle grants you and your allies Major Courage, which increases your Weapon Damage and Spell Damage by 258 for 30 seconds. This effect has a 10-second internal Cooldown.

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:

  1. (1 item) Adds 2% Healing Done
  2. (2 items) When you heal a friendly target that is under 50% Health you conjure a pool of quenching blood underneath them, which soaks up enemy placed effects instantly and heals all friendly targets in the area for 30000 Health over 3 seconds. This effect has a 35-second internal Cooldown.

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:

  1. (2 items) Adds 129 Magicka Recovery
  2. (3 items) Adds 1096 Maximum Magicka
  3. (4 items) Adds 2% Healing Done
  4. (5 items) When you use an area of effect heal ability, you reduce the Weapon Damage of all enemies within 10 meters of you by 430 for 3 seconds.

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:

  1. (1 item) The initial heal of Grand Healing restores 258 Stamina to each friendly target affected.

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

What Craft Armour Set Is Best For A Dmg Mage/ Healer 3

What

What Craft Armour Set Is Best For A Dmg Mage/ Healer Of God


Buying ESO Gold with real money is a hassle-free way to get all the items you need for your character.

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.

What Craft Armour Set Is Best For A Dmg Mage/ Healer Free

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