OG has seen the emergence of many new healers looking to test their mettle against Trials, so we thought it'd be a good idea to provide all of the baby heals with a quick and easy guide on gear, skills, and what to expect! For this newsletter, we're focusing on the skills and a soft rotation.
For Trial healers, there are a few required skills and then there are skills which you can place on your bar, dependent upon your group composition, the other healer, and the overall situation. If you want to heal Veteran Hardmode content, you most likely will need to be a Templar healer; some of the skills mentioned come from Templar lines. These skills also rely on you running a Restoration Staff on one bar, and a lightning Destruction Staff on your other bar.
Required Skills –
Breath of Life: Restoring Light, Rushed Ceremony. This is your main "oh crap!" heal. It heals two people in front of you, one for a big heal (around 10k) and one for a small heal (around 5k). When the crap hits the fan, and you simply need to get an immediate quick heal out, this is your go to.
Healing Springs: Restoration Staff, Grand Healing. This is your main spammable heal. It heals a large circle, which you place, for approximately 2k every 1 second for 3 seconds. It also restores roughly 350 Magicka to you, for up to 3 people, and can stack on itself 3 times. Therefore, by spamming it and stacking it, you're healing everyone in the circle for about 6k every 1 second while restoring ~3200 Magicka per 3 stack.
Elemental Blockade: Destruction Staff, Wall of Elements. As a healer, in addition to simply healing, your job is to buff your allies and debuff your enemies. This is your main debuff. Elemental Blockade, with a lightning staff, sets Concussed enemies Off Balance. Enemies can get Concussed from lightning damage, from either your Sorcerer teammates, from the splash damage of Lightning Staff heavy attacks (not direct staff light or heavy attacks though), or from Elemental Blockade itself. Concussion itself applies Minor Vulnerability, increasing damage taken by 8% for 4 seconds. Additionally, the Off Balance effect temporarily stuns an enemy, causes the enemy to take 40% increased damage from the next heavy attack (40%), and knocks the enemy down.
Elemental Drain: Destruction Staff, Weakness to Elements. Both a debuff and a buff, Elemental Drain applies Major Breach and Minor Magicksteal. Major Breach reduces the enemy Spell Resistance by 5200 for 24 seconds, which can be huge given the current meta to run mostly Magicka damage dealers in Trials. It is important to note that a Tank taunt, "Pierce Armor" can also cause Major Breach. Minor Magicksteal returns 300 Magicka every 1 second, to every person damaging the enemy, for 24 seconds. Again, given the current Trial composition meta, this is an absolute must in ensuring your Magicka DPS are able to sustain. Only one healer needs to run Elemental Drain, as it does not stack. You can also cast this skill ahead of time, as it does not pull.
Radiant Aura: Restoring Light, Restoring Aura. Like Elemental Drain, this skill applies Minor Magicksteal, however, it does it as an AOE to all enemies within your range rather than to a single target. It also increases your Health, Stamina, and Magicka Recovery by 10% simply by being slotted. The downside is it only lasts 18 seconds, instead of 24 seconds. Most importantly, never ever cast this before your Tank has pulled the room because it WILL pull every enemy it effects (though it is not a taunt). When casting this spell, prepare to go on the defense a little with your healing.
Aggressive Horn (Ultimate): Assault, War Horn. During a Trial, both Healers and both Tanks usually have an Aggressive Warhorn rotation going on. Not only does Aggressive Warhorn increase your Maximum Magicka, Stamina, and Health by 10% for 30 seconds but most importantly, it increases the Critical Damage done of your allies by 15% for 9.5 seconds. It is because of this insane damage boost, that, ideally, you want a Warhorn going off every 10 seconds.
Other Important Skills –
These skills can all be important, dependent upon your group composition and what the other healer is running.
Luminous Shards: Aedric Spear, Spear Shards. This skill is an aimable spear which does AoE damage, but most importantly which gives a synergy that restores approximately 4000 Magicka or Stamina (whichever's maximum is higher) to the player which synergizes it. It also restores about 2000 Magicka or Stamina (whichever's maximum is lower) as well. If you are the Tank healer, this skill is an absolute must. You aim it right where the tank is standing, let it rip, and bam, your Tank now has 6000 total resources back.
Energy Orb: Undaunted, Necrotic Orb. Energy Orb is a spammable healing ball which you project forward in a straight line. Not only does it heal about 1000 health every 0.5 seconds when it passes people, but it can be synergized with to both heal and restore resources. By synergizing with the orb, the player is healed for about 6000 Health, and nearly 4000 Magicka or Stamina (whichever's maximum is higher) is restored to them. If you're the group healer, you can choose between this and Luminous Shards. Shards are more precise, and easier to synergize, while Energy Orbs can be spammed out in front of you so that more than one player can synergize at the same time.
Ritual of Retribution: Restoring Light, Cleansing Ritual. Ritual of Retribution is a multi-purpose skill. It removes 2 harmful effects from the caster, heals anyone standing in it for about 1200 Health every 2 seconds for 12 seconds, hurts any enemies standing in it for about 1000 Magic Damage every 2 seconds for 12 seconds, AND it can be synergized to cleanse all harmful effects in addition to a burst heal for about 5000 Health. Therefore, not only can it clear any negative status effects, but it also heals your allies and damages the bad guys. It's a perfect skill example of the role of a Healer in ESO. Personally, I always run Ritual of Retribution, but some people prefer alternative skills.
Channeled Focus: Restoring Light, Rune Focus. Great for personal "oh crap!" situations, Channeled Focus can help any healer pull themselves out of a scary situation. Lasting for 8 seconds, you cast a rune beneath your feat which increases your spell and physical resistance by 5280 and which restores 120 Magicka every 0.5 seconds. Coupled with Radiant Oppression, Channeled Focus can really help if the going gets tough and you find yourself having to do more than just heal. The downside is that the rune only affects you.
Combat Prayer: Restoration Staff, Blessing of Protection. Combat Prayer is a small heal but most importantly, it's the best buff a Healer can give their team. For Combat Prayer, you slam your staff down in front of you, and anyone in the rectangle in front of you is affected. It heals for around 5000 Health, but it increases the damage done by anyone effected by 8% while also increasing their Physical and Spell Resistance by 1320, all for 8 seconds. For any boss where you're hard stacking, as the healer you can stand in the rear and cast this spell, giving a sizeable boon to your entire team.
Mutagen: Restoration Staff, Regeneration. The best heal over time in the game, Mutagen gives 2 nearby allies a 20-second HoT for roughly 15,000 Health. If an effected ally falls below 20% the Mutagen is consumed immediately for about 5000 Health with the removal of 1 harmful effect. It can be spammed repeatedly, and can essentially cover your entire team with a powerful HoT. Though this skill is most used in PvP, you do find it on the bar of some Trial healers, given the built in Breath of Life.
Harness Magicka: Light Armor, Annulment. One of the best anti-Magicka shields in the game, this skill can be essential in Magicka heavy enemy territories like Veteran Aetherian Archive. The shield lasts for 6 seconds and can absorb roughly 11,000 damage. Up to three times, when spell damage is absorbed, it also restores 933 Magicka (a number which is then increased by 6% per piece of Light Armor worn; as Healers, in all light armor, that means a 42% boost for roughly 1325 Magicka restored instead). This is not a skill I'd have on your bar all the time, but that can be essential for specific fights. For example, on the final boss of the AA trial, Healers are charged with popping Magicka mines. For that fight, a shield like this is essential.
Radiant Oppression: Dawn's Wrath, Radiant Destruction. Radiant Oppression is arguably the most powerful execute in the game. It takes 2.9 seconds to cast and starts with dealing ~8500 Magic Damage over those 3 seconds. However, for enemies under 50% Health it can do up to 330% more damage AND the higher your Magicka when casting, the more damage it deals (up to an additional 20% damage). As Trial Healers want to stack their Magicka Recovery as high as possible, that usually means you're operating with a fairly full Magicka bar which means loads of damage for anyone under 50% health! Sometimes it comes down to the Healer and a few DPS, and this can make the difference between winning and losing.
Solar Prison (Ultimate): Dawn's Wrath, Nova. Solar Prison is a damage dealing and damage mitigating ultimate. For damage dealing, it does roughly 2500 AoE Magic Damage for 10.4 seconds and can be synergized to do an additional 9500 AoE Magic Damage plus a stun for 5 seconds. The best part, however, is that it reduces the damage done by all enemies within its area by 30%. For battles where it's your team versus the clock and big damage is happening in a consistent flow, its damage mitigation can be the difference between life and death. If you've already got a steady supply of Warhorns, that's Solar Prison's time to shine.
What does this look like put together? For my Destruction Staff bar set-up with Elemental Drain, Radiant Oppression, Ritual of Retribution, Elemental Blockade, Breath of Life, and Solar Prison. On my Restoration Staff bar set-up, I have Radiant Aura, Luminous Shards, Combat Prayer, Healing Springs, Breath of Life, and Aggressive Warhorn. Breath of Life is double barred because sometimes you simply don't have the extra second to bar swap. I run both Elemental Drain and Radiant Aura, because in certain mobs, your Tank doesn't taunt the mob your team is fighting, and I find the Major Breach to be handy. However, as hopefully seen with this guide, a lot of these skills can be switched out to various alternatives, to get the most bang for your buck.
Rotation wise, I always lay down my basic buffs and debuffs first – Elemental Drain/Radiant Aura, Ritual of Retribution, Combat Prayer, Elemental Blockade – and then I begin spamming Healing Springs. If someone's health dips too low, I switch to Breath of Life and give them a singular health boost. After 8 seconds, I recast Combat Prayer and Elemental Blockade, followed by Ritual of Retribution, and then Elemental Drain/Radiant Aura. In other words, I do the reverse order of my initial cast. Luminous Shards and Energy Orbs are thrown out approximately every two rotations.
Have questions? Feel free to ask FilteredRiddle or SavageFire any and all questions about Trials healing.