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Dragonknight Healer Build

  • Writer: stargold
    stargold
  • Mar 1, 2018
  • 3 min read

I’m not a theory crafter by any means, but I’ve been having a lot of fun with this build, so I wanted to share it. Any corrections, suggestions, and improvements are highly welcome!

Mag DK 'Buff Machine' healer build

Pros: Providing a lot of buffs and shields to our group, as well as utility for certain fights (talons/chains) Cons: No burst heals, only one AoE heal

Race: Argonian, Altmer, Breton Mundus: Atronach

Gear

We are using SPC and Jorvuld’s Guidance, with 1 heavy monster set helm for the HA/Undaunted passives. Example set-up:

Weapon 1: SPC lightning staff, decisive, shock/absorb magicka enchant Weapon 2: SPC restoration staff, powered OR master restoration staff, powered/infused, absorb magicka enchant

Head: Valkyn Skoria/Malubeth, heavy, divines, magicka enchant Chest: SPC, divines, magicka enchant Shoulders: SPC, divines, magicka enchant Waist: SPC, divines, magicka enchant Hands: Jorvuld’s Guidance, divines, magicka enchant Legs: SPC, divines, magicka enchant Shoes: Jorvuld’s Guidance, divines, magicka enchant

Necklace: Jorvuld’s Guidance, arcane, cost reduction glyph Ring 1: Jorvuld’s Guidance, arcane, cost reduction glyph Ring 2: Jorvuld’s Guidance, arcane, magicka regen glyph

Skills

Bar 1 i) Igneous weapons ii) Igneous shield iii) Cauterize iv) Elemental drain v) Flex spot (Harness magicka, WOE, purge, talons, chains) Ulti) Aggressive WH

Bar 2 i) Healing springs ii) Rapid regeneration/Quick siphon/Blood altar iii) Energy orbs iv) Combat prayer v) Healing ward Ulti) Reviving barrier/Standard of might

Buffs We are using Jorvuld’s Guidance, so we have an additional 40% duration to our group buffs; this means ~14 seconds of Major Force, ~11 seconds of Minor Beserk, and 42 seconds of Major Sorcery/Brutality, therefore, we are always trying to keep those buffs up. The lightning staff could be infused or charged, but I chose decisive to help with ultimate regeneration, so that we pop those WHs approximately every 1 min - 1 ½ min.

Healing We don’t really have class healing skills, so we mostly rely on warding our group members, and on the restoration staff skill line for heals. Cauterize is nice as a way to help with keeping SPC proc’ing, and it’s a cheap skill, so we can always have it active. When you know there is going to be a lot of incoming damage, first activate Igneous Shield (because it gives us Major Mending for ~8.5 seconds with Jorvuld’s Guidance), and then throw the healing springs. In trials, we replace rapid regen with quick siphon/blood altar (depending on whether the fight is single target/aoe) for the minor life-steal. Since we don’t have a burst heal like BoL or Enchanted Forest, we have to keep minor ward/resolve with Combat Prayer up as much as we can, as well as Obsidian Shield, because, even though we have Healing Ward slotted, it’s a) unreliable as a heal and b) an expensive skill.

Regeneration We use orbs in order to help with our group’s resource management, and we can also use the master restoration staff. We can slot Barrier on the resto staff bar for that extra 10% regen passive, and for emergency moments (it also regens allies’ ultimate and magicka), but we really don’t want to spend our ultimate points on anything other than aggressive WH. For our own resource management, we use HAs with absorb magicka enchantments, and we can also be a vampire for the extra 10% regen passive.

CPs I don’t have any rigid numbers for champion point allocation, for my own healer I went with Alcast’s guide, with the only difference being that I took the points from Thaumaturge, and split them between Elfborn and Blessed, and then I change the red constellations depending on the content.

Food: Max health and max magicka Potions: Essence of spell crit tripots

Passives

DK: Searing heat, Iron skin, Sealed armor, Eternal mountain, Battle roar, Mountain’s blessing, Helping hands Destruction staff: all of them Restoration staff: all of them Light armour: all of them Heavy armour: Resolve, Constitution, Juggernaut Racial: all of them Undaunted: Undaunted mettle, Undaunted command Fighter’s guild: Banish the wicked Support: Magicka aid Alchemy: Medicinal use

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