Magicka Warden Healer Build “Blossom” Horns of the Reach
Table of Contents
- Resource Management
- Trials & Dungeons Setup
- Update Log
Welcome to the Warden Healer Build “Blossom” for Elder Scrolls Online. Make sure to bookmark the link as I will keep updating the build for each new Update of ESO. The Blossom build is created for Trials & Dungeons. It features the new Warden Class.
Warden as a Healer has some pretty strong heals and they make overall really good Healers. It will take time to get used to it but once you know it will work like a charm. You have to make sure to get used to where you direct your heals, because most of your heals are area based, for example like conal heals. It is also very important that you play around with the skills a bit to get used to them and see what kind of stuff the Warden can dish out. Wardens also have really great defensive abilities like Frost Cloak that give damage mitigation to group members. Using Healing Ward makes our Heal over Time abilities even stronger as the shield bolsters your group members health and it can refill back to full.
- Warden Healer
- Light Armor
- Various Gearsetup
- Strong healing
- Good sustain
The Blue Netch helps quite a lot already with sustain, so thats the first thing you need to remember to keep up. Restoration Staff heavy attacks return a ton of resources. Heavy Attacks got 30% more resource return, combine that with 15% more from Tenacity CP Perk and another 30% from the Restoration Staff Passives and you get insane numbers! Other than that for me the sweetspot was with two Magicka Recovery Glyphs and the Witchmothers Brew Drink. Just make sure to invest some points into Health.
- Blue Betty
- Witchmothers Brew Drink
- Magicka Recovery Glyph
- Heavy Attacks
Trials & Dungeons Setup
Gear Setup 1
As a Templar Healer it is very imporant to talk to your buddy to adjust your gear. In a Raid you should always have Wormcult & Healing Mage set present. So most of the times Healer 1 (Wormcult & Spellpower Cure) and Healer 2 (Mending & Spellpower Cure). In the end it is up to you with what sets you go, I will list a few good sets here that you can choose from.
|Weapon 1||Master||Resto Staff||Infused/Powered||Base|
|Weapon 2||Maelstrom/Master/ random||Lightning Staff||Charged||Base|
Gear Setup 2 Beginner
|Weapon 1||Torug’s Pact||Resto Staff||Infused/Powered||Spelldamage|
|Weapon 2||Torug’s Pact||Lightning Staff||Charged||Shock|
Where can I get the gear?
Wormcult: Vaults of Madness
Spellpower Cure: White Gold Tower
Healing Mage: Aetherian Archive
Sanctuary Set: Banished Cells
Kagrenacs Hope: Craftable In the Earth Forge (You must have completed the Fighters Guild quest line to have access to craft this Set. Requires 8 Traits to craft pieces of this Set)
Willpower: Imperial City Vaults, Guildstore
Master Resto Staff: Veteran Dragonstar Arena
Maelstrom Lighting Staff: Maelstrom Arena
Torug’s Pact: Craftable (Requires 3 Traits)
Kena: White Gold Tower
Wardens have really strong heal over time abilities, which help tremendously. Especially if we combine it with Healing Ward that bolster our Health to heal back to full in no time.
- Why a Shock staff & Elemental Blockade? Blockade of Shock can set enemies “Off-Balance” when they the enemy is concussed. In the Championtree The Ritual, the 75 Points perk allows you to deal 10% more damage to off-balanced enemies. Concussion comes from all types of lightning attacks or abilities. Now you only have to make sure that your damage dealers actually have 75 points in Thaumaturge!
- Why Northern Storm & Betty Netch? Northern Storm gives us a total of 8% extra magicka when slotted and we use Aggressive Warhorn most of the times anyway, so its only there because of the extra Magicka. Netch is on the frontbar because if we have a Companion ability slotted we gain 12% more Magicka and Stamina Recovery.
- Enchanted Growth: This is mainly here to apply Minor Intellect and Minor Endurance to the group and it also can apply Major Toughness.
|Restoration Staff Mainbar||Shock Staff bar|
|Slot 1: Blue Betty||Slot 1: Budding Seeds|
|Slot 2: Combat Prayer||Slot 2: Elemental Blockadel|
|Slot 3: Healing Springs||Slot 3: Elemental Drain|
|Slot 4: Healing Ward||Slot 4: Energy Orb|
|Slot 5: Inner Light||Slot 5: Enchanted Growth|
|Ultimate: Northern Storm||Ultimate: Aggressive Horn|
Other useful skills:
- Efficient Purge: Cleanses Negative Effects!
- Mutagen: Can be a nice heal over time.
- Harness Magicka: If you do need a shield to bolster incoming damage, then use this skill.
There is also a few more, in the end make sure you feel comfortable with your build so you can do your best keeping your group alive!
Championpoints [660 CP]
75 Blessed, 61 Elfborn, 6 Spell Erosion, 37 Elemental Expert
34 Shadow Ward
75 Arcanist, 75 Tenacity
49 Hardy, 49 Elemental Defender, 48 Thick Skinned
61 Ironclad, 3 Spell Shield
Championpoints [300 CP]
61 Blessed, 40 Elfborn, 1 Spell Erosion
49 Arcanist, 49 Tenacity
23 Hardy, 23 Elemental Defender, 23 Thick Skinned
Witchmothers Brew Drink (Max Health, Max Magicka, Magicka Recovery)
The Attronarch ( Increased Magicka Recovery)
(Spell-crit, Spell Damage, Magicka)
(Cornflower, Ladys Smock, Water Hyacinth)
In case you are still unsure on how to mix the ingredients together, you can check out a alchemy simulator here: Alchemy Simulator
You will need the following passives:
Animal Companions, Winters Embrace, Green Balance, Light Armor, Destruction Staff, Restoration Staff, Fighters Guild, Mages Guild, Racial, Vampire, Undaunted, Alchemy: Medicinal Use
I highly recommend being a Vampire for the extra 10% Magicka and Stamina recovery!
01.09.2017 Added Build for Horns of the Reach DLC