Everyone has a priority in life. Yours is keeping your allies alive. They need you to survive, they count on you to help them to keep fighting without being worried about their health. Always keep an eye on your group member health bar but, do not forget to watch yours. If you die, everyone is probably going to die shortly afterwards. Your first tool to heal and keep everyone alive: Grand Healing, the first ability from the Restoration Staff skill line.
It creates a circle on the ground which restores health to your allies who are inside it. You choose where to place the circle.

I also recommend to change something in your settings:
In Gameplay, check « Casting Ground Abilities ». If it is on « Automatic » or « Off », turn it to « On ».

It will cast automatically your area ground skill. If you turn it off, you have to cast the skill twice, which is a waste of time! Once to activate the skill, and a second time to cast it on the ground. Take the habit to use « Casting Ground Abilities » as soon as possible. I strongly recommend to morph it to Healing Springs. The circle on the ground will end after three seconds, which is enough, and you restore magicka for each ally in the circle up to three.
The other morph gives you one more second on healing. It is not worth it! Three seconds are enough, and when it is not, one more second will not be enough too. It is better to cast it twice in a row than having one extra second.

If Healing Springs is your main tool to heal, you still have other options: Steadfast Ward, the fourth ability from the Restoration Staff skill line. It generates a shield which protects the ally who has the lowest health. It is more like an emergency skill that you use when someone is about to die. You cast the shield, making sure your ally (or yourself, because the shield can save your own life if you are the one with the lowest health) is protected while you cast another skill to heal them.
Here, both morph are equal. The shield from Healing Ward heals when it expires. With Ward Ally, you will generate two shields: one for yourself and one for an ally but without the healing effect when they expire. If I have to recommend one morph, I would say that Healing Ward could be better because it heals. Also, I like Ward Ally because you protect yourself at the same time, that leaves you time to heal without being worried about your own survival.
Regeneration, the second ability from the Restoration Staff skill line. Contrary to Grand Healing, which heals instantly a big amount of health, Regeneration applies a healing over time. It means the targets will be healed for a smallest amount of health every second over twenty seconds. As for Steadfast Ward, both morph are equal: Rapid Regeneration heals more over time but the heal over time from Mutagen is immediately consumed if the targets are low on health.
If you play a Nightblade or a Templar, you have other options to keep a heal over time on you and your allies: Funnel Health or Extended Ritual.

War Horn, the ultimate ability from the Assault skill line. Morph it to Aggressive Horn to grants Major Force to you and your allies, increasing critical strike by 15% for eight seconds. If the DD hits the enemies harder, it means they will be defeated faster. More short the fight is, easier it is!

Last but not least: Necrotic Orb, the last ability from the Undaunted skill line. Energy Orb is the best morph, as it heals. The damage from the other morph, Mystic Orb, is not worth it. Energy Orb is not simply a yellow ball that moves on a straight line and heals in its way: when your allies activate the synergy, they restore their stamina or their magicka, depending on which pool is the higher.
Restoring your allies resources is one of your priority as a healer. Do not forget to cast some orbs every twenty seconds to your allies.

You do not have to count on your skills only to heal your allies. Some gears have effect that occurs when you heal a friendly target: Earthgore makes appear a bloody cloud which heal your allies under it, Sentinel of Rkugamz summons a dwemer spider which restores stamina and health.

Second step for being an effective healer: buff and debuff.

Now you know how to keep you and your allies safe, it is time to set up your gear. As a healer, you have to help your allies to deal more damage and increase their resistance. Combat Prayer, morph of Blessing of Protection which is the third ability from the restoration staff skill line, grants Minor Berserk, Minor Resolve and Minor Ward, three buffs which increase your and your allies damage done, physical resistance and spell resistance for eight seconds.

Like Earthgore and Sentinel of Rkugamz, there are gears that help you to buff your allies: Spell Power Cure and Vestment of Olorime. Both apply Major Courage, increasing damage done to you and friendly targets.
The buff does not stack, meaning the bonus from Major Courage will not be add up. You have to wear Spell Power Cure or Vestment of Olorime, but never both at the same time!

A healer have to debuff the enemies too. If, by buffing, you increase something for friendly targets, by debuffing, you will decrease something on enemy targets. Elemental Drain, the fourth ability from the Destruction Staff skill line, decreases the spell resistance and apply Minor Magicka steal. When someone else deals damage to the target with Minor Magicka steal, they restore a bit of magicka.

Usually, healers have a Lightning Staff in addition to the Restoration Staff. With a Lightning Staff, your Elemental Blockade, the second ability from the Destruction Staff skill line, becomes Blockade of Storm. It put the enemies in the area off-balance, increasing the damage done by the players who have unlocked Exploiter, a passive from the Champion Points blue tree. Only Blockade of Storm apply off-balance.
The fire and the ice effects are different. As for the buff, you have gears to debuff, like Infallible Mage. It applies Minor Vulnerability, increasing damage taken, to the target that you have attacked with a fully-charged Heavy Attack.

Last step for being an effective healer

For your weapons, go Powered for your Restoration Staff, as it increases the healing done, and Charged for the Lightning Staff. It increases the chance of applying a status effect, meaning the enemies in the Blockade of Storms will be off-balance very often. You can enchant your restoration staff with a magicka damage glyph. Use a shock damage glyph for your lightning staff, which will help to apply a status effect to the enemies.

For your gear, I recommend to use Infused for head, chest and legs, because it will increase the effectiveness of your enchantment, and Divines for hands, waist, feet and shoulders, because it will increase the effectiveness of your Mundus Stone.
For all your gear, use an enchantment which adds more magicka. For the jewels, Arcane is a very good trait for healers, but you can use Infused if you want to increase the enchantment of your rings and necklace. You can also use an enchantment which decreases the cost of your magicka abilities, which increases your magicka recovery or which increases your spell damage. Just use whatever you feel comfortable for your own resources management.

Mundus Stone

The Atronach adds more magicka recovery, which is very important for healers, as it helps to manage your own magicka pool. If you feel comfortable with it, you can use the Mage to increase your maximum magicka or The Ritual to increase your healing done.


You have the choice between these types of food/drink:
Blue type, to increase your maximum health and magicka,
Purple type, like Witchmothers Pttent Brew (drink) to increase your maximum health and magicka but also your magicka recovery.
Yellor type, like Clockwork Citrus Filet to increase maximum health, health recovery, magicka and magicka recovery.


Spell critical potions, which restores instantly magicka, increases your magicka recovery, your spell damage and your critical spell damage.
To craft it, you need the following reagents: Cornflower, Lady’s Smock and Water Hyacinth.

Last step for being an effective healer: Your Race.

Each race has racial passives which increase a statistic, like your maximum magicka, your healing done, etc.

  • Argonian: increases your maximum magicka by 3%, your maximum health by 9%, your healing done by 5%. And whenever you drink a potion, you restore 4620 health, magicka and stamina.
  • High Elf: increases magicka recovery by 9%, maximum magicka by 10%.
  • Breton: increases your maximum magicka by 10% and reduces the magicka cost of your abilities by 3%.

Bonus: a build for every class

A healer using: Spell Power Cure, The Worm’s Raiment and NightflameIn your Restoration Staff bar, be sure to have Combat Prayer, Healing Springs and Steadfast Ward (Healing Ward or Ward Ally). You can also use Regeneration (Rapid Regeneration or Mutagen). In your Lightning Staff bar, be sure to have Blockade of Storm, Elemental Drain and Energy Orbs. You can slot Energy Orbs in your restoration staff bar, but I recommend having healing skills in both bar. Your skills that are not from the restoration skill line can be slotted in the lightning staff bar.

For your ultimate, be sure you have Aggressive Horn in one bar. I prefer to slot it in my lightning staff bar, but it totally depends on your build.
A quick rotation (but take into account that I do not speak about class skill): Elemental Drain on enemies before the fight starts. If you use Regeneration, cast it before the fight too. If you have Vestment of Olorime, Healing Springs then Combat Prayer. If you do not have Vestment of Olorime, Combat Prayer
only. Blockade of Storm. Energy Orbs. Use Aggressive Horn whenever it is ready for. Repeat from the beginning! Depending on what the second healer is using, this is how I set up my Weapon bars:

For beginners:
Gear Set Weight Trait Enchantment
Head Chokethorn Heavy/Light Infused Magicka
Shoulders Chokethorn Medium/Light Divines Magicka
Hands Kagrenac’s Hope Light Divines Magicka
Chest Kagrenac’s Hope Light Infused Magicka
Legs Kagrenac’s Hope Light Infused Magicka
Feet Kagrenac’s Hope Light Divines Magicka
Necklace Sanctuary Arcane Reduce spell cost
Ring Sanctuary Arcane Reduce spell cost
Ring Sanctuary Arcane Reduce spell cost
Restoration Staff Sanctuary Powered Magicka drain
Lightening Staff Sanctuary Charged Shock damage
    •  Kagrenac’s Hope adds spell damage, which increases your healing done. Healing scales on spelldamage and maximum magicka. This set is craftable after finishing the Fighters Guild quest line.
    •  Sanctuary increases your healing done by 12% for you and up to eleven group members. You
      fin dit in the Banished Cells I and II.
    • When you heal a friendly target,  Chokethorn has a 15% chance to summon a strangler which
      heals you or an ally. You find it in Elden Hollow I for the helmet and in Maj al-Ragath’s chest for the shoulders.

For expert:

Gear Set Weight Trait Enchantment
Head Earthgore Heavy/Light Infused Magicka
Shoulders Earthgore Medium/Light Divines Magicka
Hands Vestment of Olorime Light Divines Magicka
Chest Vestment of Olorime Light Infused Magicka
Legs Vestment of Olorime Light Infused Magicka
Feet Vestment of Olorime Light Divines Magicka
Necklace Jorvuld’s Guidance Arcane Reduce spell cost
Ring Jorvuld’s Guidance Arcane Reduce spell cost
Ring Jorvuld’s Guidance Arcane Reduce spell cost
Restoration Staff Jorvuld’s Guidance Powered Magicka drain
Lightening Staff Jorvuld’s Guidance Charged Shock damage
  •  Jorvuld’s Guidance increases the duration of all Minor and Major buff by 40%. Major Courage
    from Vestment of Olorime will end after twelve more seconds, Major Force from Aggressive
    Horn will end after four more seconds… You fin dit in Scalecaller Peak (Dragon Bones DLC).
  • With Vestment of Olorime, when you cast a ground ability (Grand Healing, for instance, but donot forget it does not concern Combat Prayer), you create a circle for ten seconds that grantsMajor Courage for thirty seconds to you and friendly targets who are in, even after leaving it.You fin dit in Cloudrest (Summerset chapter).
  • Earthgore 2% healing done and when you heal a friendly target, you have a 50% chance ofconjuring a bloody cloud above his head which heals over six seconds. You fin dit in BloodrootForge for the helmet (Horn of the Reach DLC) and in Urgalarg Chief-bane’s chest for the shoulders.

In addition to the sets above, here is a list with other good Healer sets that you can use (depending on what the second healer is wearing and what the trial/dungeon will require):

* Spell Power Cure – White Gold Tower
* The Worm’s Raiment – Vaults of Madness
* Gossamer – Cradle of Shadows (Requires Shadows of the Hist DLC)
* Healing Mage (Mending) – Aetherian Archive
* Nightflame – Veteran Elden Hollow II
* Torug’s Pact – Craftable (Requires 3 Traits)
* Molag Kena – White Gold Tower
* Master’s Restoration Staff – Veteran Dragonstar Arena
* Maelstrom’s Lightning Staff – Maelstrom Arena
* Maelstrom’s Restoration Staff – Maelstrom Arena

Heavy and Medium or all Light?
Going with one Heavy and one Medium help with your health pool and your recovery when you use activate a synergy because of the Undaunted passives. I recommend to see what fits better with your play style.

Front bar, back bar?
Since Summerset Chapter, staves count as two items set. It means that you are able to use a complete set on your front bar and another one on your back bar, and wearing a Monster set without loosing a bonus. You can use Spell Power Cure or Vestment of Olorime on your front bar and back bar a Maelstrom’s Lightning Staff. Usually, you do not need to haveVestment of Olorime or Spell Power Cure on both bar: just be sure having the skills you use to apply the effect on the right bar. The Maelstrom’s Lightning Staff will increase your damage done when you do a Light Attack.
I recommend to « weave », which means doing a Light Attack before casting a skill. If you do not have a Maelstrom’s Lightning Staff, a Torug’s Pact will be enough to start with: the first bonus adds more spell damage, which will increase your damage done with Blockade of Storm and the healing done by your healing
skills on this bar.

Championpoints [810]

The Ritual
81 Thaumaturge
The Atronach
44 Master-at-Arms, 11 Staff Expert
The Apprentice
64 Elemental Expert, 61 Elfborn, 9 Spell Erosion
The Shadow
56 Tumbling, 56 Shadow Ward
The Lover
100 Arcanist
The Tower
56 Warlord, 2 Sprinter
The Lord
The Lady
49 Hardy, 49 Elemental Defender, 48 Thick Skinned
The Steed
81 Ironclad, 43 Spell Shield

Championpoints [600]

The Ritual
44 Thaumaturge
The Atronach
44 Master at Arms, 11 Staff Expert
The Apprentice
56 Elemental Expert, 37 Elfborn, 8 Spell Erosion
The Shadow
20 Tumbling, 20 Shadow Ward
The Lover
100 Arcanist, 23 Tenacity
The Tower
37 Warlord
The Lord
The Lady
42 Hardy, 42 Elemental Defender, 40 Thick Skinned
The Steed
52 Ironclad, 24 Spell Shield

Championpoints [300]

The Ritual
31 Thaumaturge
The Atronach
20 Master at Arms
The Apprentice
27 Elemental Expert, 20 Elfborn, 2 Spell Erosion
The Shadow
The Lover
49 Arcanist, 49 Tenacity
The Tower
2 Warlord
The Lord
The Lady
23 Hardy, 23 Elemental Defender, 23 Thick Skinned
The Steed
31 Ironclad


  • Aedric Spear: All passives
  • Dawns Wrath: All passives
  • Restoring Light: All passives
  • Restoration Staff: All passives
  • Destruction Staff: All passives
  • Light Armor: All
  • Heavy Armor: Juggernaut
  • Fighters Guild: All
  • Mages Guild: All
  • Undaunted: All
  • Racial: All
  • Alchemy: Medicinal Use
  • Psijic Order: Optional

Guide written by @Shanjijri and @ScarletWitchie