Hist Keeper - Warden Healer PVE Build
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 along side 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 20seconds+ is of course important!
The major ward and major resolve buff for 12 people is the ONLY one of it’s 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 for 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 whooping 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 42second 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 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 no where 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. Dure 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 setup 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!
1) Betty Netch
2) Combat Prayer
3) Expansive Frost Cloak
4) Inner Light
5) Illustrious Healing
Ultimate – Permafrost/warhorn/Barrier
1) Enchanted Growth
2) Energy Orb
3) Sanguine Altar
4) Lotus Blossom/Regeneration
5) Budding Seeds
Ultimate – enchanted Forest
- 75 Blessed
- 72 Elfborn
- 1 Spell Erosion
- 47 Staff Expert
- 75 Thaumaturge
- 75 Tenacity
- 75 Arcanist
- 44 Warlord
- 72 Tumbling
- 4 Shadow Ward
- 19 quick recovery
- 64 hardy
- 64 elemental defender
- 51 thick skinned
- 72 ironclad
Lower Champion Points
If you are lower than maximum champion points do NOT worry! This will work no matter what and of course the more cps you get the more effective it will be, however some hints on what to do at lower cps. I get questions about 300cps, 401 cps, 12 cps? we could be here all day but here are somethings i personally would recommend to prioritize in your damage areas..
Firstly be sure to get 30 points into Blessed, this will allow you access to the 9% critical chance passive and give you a push to your heals. Then get push to finish blessed and elfborn evenly. Finally push for Spell Erosion, thaumaturge and Staff expert to increase the potency of your heavy attacks for higher passive heals from them.
As far as the resists are concerned (red trees) get 15 points into quick recovery asap for the res bonus passive and then from there BALANCE your resists between hardy, elemental defender and thick skinned until you have a good even base and just drip them in boosting it as you go until you are maxed.
For the green trees be sure to spread tenacity and mooncalf as evenly as possibly and boost them both to 75, then after work on dodge roll costs (tumbling) and break free costs (warlord).
Poisons, Potions & Food
Potions really are up to you but they DO offer recovery/sustain while give a burst of stamina/mag/health back at the same time depending on the choice of potion. I would highly recommend using Tripots if you can afford them BUT you can of course use trash magicka or stamina pots depending on how comfortable you are with your resources.
Food is very simple, Max health and max magicka food all day long. Your sustain with the betty is insane!
Tri-pots – Columbine + Mountain Flower + Bugloss + Lorkhan’s Tears
Food: – 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)
Clockwork Citrus Filet – Red Meat(1), Lemon(1), Perfect Roe(1), Frost Mirriam(1)
Witchmother’s Potent Brew – Nightshade(1), Bervez Juice(1), (Rice(1), Small Game(1)
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 along side the Argonian race for max healing potential of that type. 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 jewellery and the staff on the BACK bar (explained in the video in detail).