Hist Keeper - Warden Healer PVE Build
Written guide updated for the Waking Flame DLC: Q3 2021
Older video but the written guide is up to date.
This is the new PVE healer build for the Warden class. He is built for healing primarily but at the same time is built for pumping out some SERIOUS buffs with massive up times. This healer is designed (based on skills and monster set) to be CLOSE range, however of course with a swap out of a couple of things it can play ranged too (better up close though).
The warden has a massive bonus to healing especially with their main ultimate being so cheap a but also being close gives them the chance to offer very good protection for the group.
The trick to this build overall is to fully understand what YOU need to do as YOUR role in the group. It is not as simple as just spamming heals and passing content. You provide SO many buffs that increase the performance, recovery, and protection of the groups alongside your heals. It is about actively keeping those bonuses UP while keeping people alive at the same time! And one more major thing to note… you have GLYPHS on your weapons! USE THEM! Keep up light attacks and heavy attacks just like a DPS would!
The warden is the only class that has minor toughness in the game so keeping a heal up every 20 seconds+ is of course important!
The major ward and major resolve buff for 12 people is the ONLY one of its kind on ANY class in the game (everyone else has their own individual one instead). This also is a game-changer since YOU can buff their resists with a non-stacking major bonus so that now NO ONE in your group has to slot the skill. If no one has to slot a resist buff because you have it covered 100% of the time, your entire group can now change their setup to have +1 extra skill (if they were using major ward and major resolve before) in place of it.
You alone have just altered the tide of play by supplying something everyone needs. Perhaps they can slot an extra passive skill, or an extra damage skill, or the tanks can slot some extra cc, etc.
There are countless options. Above all this is something to consider when using the warden healer, “YOUR JOB” is to keep those buffs UP!
The same applies to every other buff you have too, minor toughness, minor ward, major ward, minor resolve, major resolve, minor intellect, minor endurance, minor berserk, major courage, (major force if using warhorn) ETC!
I’m pretty sure you get the idea, however, the Jorvulds set we are using adds to buff uptime to a ridiculous extent!
Every single minor or major buff we supply is increased by a whopping 40% duration time! So where most healers will have to of course have to keep uptime checks on their buffs (As you will too) YOURS last longer, which means casting them less often and spending more time actually healing! This ALSO applies to your OWN major mending buff from heavy attacks and/or healing low health targets!
Olorimes also giving the major courage buff goes up to a MASSIVE 42-second bonus. This particular set is a tricky one. I have seen SO many people fire this buff into the wall because they double bar it and it lands where buffs for themselves are placed or just didn’t realize the skills they use to make it proc. SO this setup is fully designed to take advantage of the WAY it fires so that YOU have full control of it! (Demonstrated in the video).
The monster set choice is again to further buff your group. There are many situations on large boss where the tank utilizes this set (Lord Warden) but because the boss is so big it just DOESN’T reach them. And some chosen tactics of players on bosses such as the Assembly General, the main tank is nowhere NEAR the group. So having the healer IN the bunch is a much more efficient way to utilize this awesome resist buff. There are choices as explained in the video of course however depending on the group.
And finally the Master’s Staff. This is not utilized enough and people assume you must double bar all sets. False. Due to Olorime only needing to fire from one place, we have a full front bar weapon to take advantage of.
So because of that, every single first cast of healing springs will give BACK stamina to the group. DPS and tanks ALL have extra stam return now for blocks, dodges, break frees, and also damage sustain (if they are stam DPS). A tank doesn’t get stam back while blocking…now they do!
The skills and gear are set up to perfectly take advantage of the relevant passives and bonuses from the OVERALL build. Everything is exactly where you need it (note there are some alterations discussed in the video).
BUFF your group, PROTECT your group, and they can focus on what they are doing instead of having to do your job for you 😉
Some valuable points for the build:-
Heavy attack to keep up magicka/major mending.
Really cheap ultimate only 90 points of cost and can be built back up incredibly fast!
Keep your buffs up (your buffs and heals protect you, the group AND your heals from these keep up minor toughness, 10% max hps)
Feed resources to your group!
Resist buff for the ENTIRE group! (12 people major ward and resolve)
Close ranged to take advantage of a HIGH resist monster set!
With all buffs you can give your close-ranged members up to 10k+ resistance EACH! while healing them!
- Group protection and/or group healing ultimates!
Longer duration on all major and minor buffs making for FAR better sustain and more room for actual heals rather than buffs not lasting long enough and having to overcast constantly.
HUGE healing done bonus from our sets, race, champion points and Mundus!
- Use either morph of Barrier!
Champion Points 2.0
The NEW Champion Points 2.0 introduced in the Q1 2021 DLC: Flames Of Ambition is quite possibly the BIGGEST change/addition to The Elder Scrolls Online since One Tamriel! And these were further altered in the Blackwood Chapter, giving us a lower base for capping out some of the essentials and also adding some more slotables!
Before it was a case of “I have limited points as a CP, so HOW should I spend them”? Now that is NOT the case as SUCH! Now, it is a case of, buy ALL the things, but which SLOTABLES should you take?
Everything before was a passive bonus with huge diminished returns, awkward calculations, and was messy to all players for the most part. The new system underlines NO diminished returns, no majorly confusing passives, and the ability to buy EVERY single passive available for tanking, DPS, and healing on the SAME character with enough points to spare for buying slotables. Being able to slot 4x special slotables from each tree when there are an abundance of them means you are only limited by your CHOICES, not by your CP.
Buy all the passives, CHOOSE which slotables to take vs the situation, and the rest of the points are spare. Or are they? Well here is the crunch…Once you go over 1800ish (depending on slotable choices, some are more expensive in the Craft tree) you basically have every single passive available PLUS 4 slotables per tree…
If you JUST wanted to focus on combat alone (all red and blue passives and 4 slotables for each one) you only actually need around 1600cp to be completely maxed in those areas. And if you wanted to go FULL glass cannon, only really focusing on one damage type you can achieve your max potential for that as low as 900 or so! You won’t have any resistances or healing bonuses from the Warfare (blue) tree doing this, but you can at least cap out the hard-hitting stuff, right? And this is considering slotables too so there is no harm in actually deliberately specing for a couple of damage resistance slotables instead even at THIS stage.
For tanking it is even easier! Push for your slotables and stack your resistance passives and it is game over! The rest are just a bonus!
So what’s next? Well, if you have higher champion points you can buy more slotables and switch stuff per situation as and when needed. If you don’t, then if you want to swap it will cost you gold for respecing. So in a nutshell, 1650-1800 (depending on build) is you’re pretty much done! Anything else is convenient due to not needing to spend gold swapping things you already have access to! How cool is that?
No matter what, THESE are the most important parts of the Champion Points 2.0 system. So this is your main FIRST goal when pushing for the build. You need to slot these even if they are not max level. However, there are swap-outs for situations as explained in the video.
BLUE (Warfare) are important for resistance, heals, and damage. Red (Fitness) are important for resources, health, and Crowd Control counters. Green (Craft) are literally quality of life! (aka your choice so not THAT important for combat).
It doesn’t matter what level you are at anymore, you can play ALL content regardless of your champion points level because during Flames of Ambition all players/characters had their base stats improved to make everyone somewhat more balanced at lower levels.
However, as mentioned above, the slotables are your main goal. Unlock the prerequisite passives to unlock access to your slotables if there are any…fill them up, and then just grab the remaining passives as you go.
300, 600, 900 champion points are not really important as checkpoints anymore for optimization. Just fill as you go, because ALL characters can have ALL passives with NO negative effects unlike before!
What should I aim for with this build?
- From The Brink
- Salve Of Renewal
- Soothing Tide
Maximizing the main focus of the build making it REALLY tough early on!
- Liquid Efficiency
- Treasure Hunter
- Steed’s Blessing
These really are up to you but these are most useful IN content for loot and movement if not in combat
What you do with this tree is NOT make or break for mechanics or combat in general just quality of life.
- Boundless Vitality
- Peace of Mind
Pushing for armor and health bonuses alongside high recovery. You can, of course, switch to survival instincts instead if you don’t want the Peace of Mind bonus but that is up to you.
The video below explains how the changes work in more detail. Of course, over time, additions will be and have already been made to the system but the main BASE of it is the same.
Poisons, Potions, & Food
You can use Tristat pots for a combination of the above and some health back OR if you are really fancy and going for the squishier mode as mentioned in the video…you can make spell pots.
Food is very simple, the highest level food you can consume with 2 stats only, MAX health and MAX magicka. There are 3 variations of recipes but all are the same in the stats they give so your choice of which one you use.
Columbine + Mountain Flower + Bugloss + Lorkans Tears
Lady Smock + Water Hyacinth + Cornflower + Lorkhan’s Tears
Minstral Banana-Bunny Hash – Small game(1) + Bananas(2) + Seasoning(3)
Melon-Baked Parmesan Pork – White Meat(1) + Melon(2) + Cheese(3)
Solitude Salmon-Millet Soup – Fish(1) + Tomato(2) + Millet(3)
If you would like to make your own potions, I now have a fully functioning potion maker on the website. Here you can TEST any combination of potion or poison you like and check the outcome without having to know the combinations in-game! Check here for the App, working on Android and IOS – Potion Maker
Below is a chart showing the overall gear set-up, noting the optimal set requirements in terms of weight, enchants and of course, traits!
We are using the Ritual mundus stone for as much healing done as possible alongside the Argonian race for max healing potential of that type. All 64 Attribute points go into Magicka.
You can of course use other races. High Elf, Khajiit, Dark Elf, and Breton are also good choices.
NOTE: The gear can be in any order BUT you must have 3 pieces of Olorime on the body and/or jewelry and the staff on the BACK bar (explained in the video in detail).
|ring 1||vestment of olorime||jewelry||arcane||spell damage|
|ring 2||vestment of olorime||jewelry||arcane||spell damage|
|necklace||vestment of olorime||jewelry||arcane||spell damage|
|weapon 1||Master's / Willpower||restoration staff||powered||weapon / spell dmg|
|weapon 2||vestment of olorime||restoration staff||powered||reduce cost weapon / spell dmg|