

So keep it simple… lay down your HOTs (heal over time skills), use the big heals when you need to, and KEEP heavy attacking! Major mending all day long and never run out of resources! And unlike squishy healers, your survival is so high that you don’t have to do backflips and block all day long through trivial mechanics that would normally kill you! If you want to be a strong healer with a restoration staff, make SURE you heavy attack else you are NOT getting that 16% increase to ALL heals. And if you are not using heavies, then you are not utilizing the strength potential of your heals anyway and doing it wrong. During off-balance situations you can get back 30% from Restoration passives, 20% from heavy passives, and 50% from off balance all at once! That’s a LOT of REALLY easy resource management. Overall the potential gain from heavy attacks from a Restoration Staff, using heavy armor during off balance also, is insane. No squish, healing boosted, resources maintained! If we are heavy attacking we don’t need loads of recovery and the heavy armor gives us MORE back for doing so! One heavy attack means BIGGER heals and MORE resources. This means heavy first, heal second, will make for MUCH stronger healing. If you understand your restoration staff’s passives and utilize them properly, you will know that Major Mending (16% increase to the healing done) is what you get from a heavy attack with a Restoration staff. Light armor has passives to recovery and reduction to cost but you do NOT want to be spamming as a healer anyway. BOTH of which DO boost healing! While this is great, where does the heavy come into play? Well, the heavy armor improves your survival, compliments a couple of healing abilities in the Templar skill lines by having high health (rune focus for example heals more based on high health), has resistance and recovery bonuses for getting hit, and above all…adds 4% extra return from your heavy attack per piece! That’s right, 5x heavy armor pieces boost your ability to get BACK resources from your heavy attacks by 20% and make you stronger with NO negative effects towards healing done vs the light armor passives.

However! medium armor now DOES have a “healing done” bonus along with a “spell damage” bonus. This is really not that useful at all when you already have a low crit chance and are not building for crit as a rule (which we are not) Our crit is incredibly low so a tiny bonus won’t actually boost us overall and will fail more times than it is useful. The only one remotely beneficial would be the critical chance bonus but that is only 1% per piece anyway, and it relies on a dice roll, not a raw flat bonus.

There is not a SINGLE light armor passive in the game that boosts healing as a stat. Well, this is both FALSE and against the traditional expectation of a healer in MOST fantasy scenarios. In the Elder Scrolls Online people have assumed that a “healer” must be in LIGHT armor. Either way, when it comes to a war priest-type character, the healer is usually as tough as the tank! Making both supporting roles the hardest to kill since they are the ones responsible for your party’s survival! They are either medium armor with forest/nature type healing spells (a druid/shaman) OR they tend to be battle-hardened Templar/Cleric/Priest type characters with a LOT of protection and heavy armor, usually with a mace and shield or sometimes a two-handed mace.

If you have played fantasy RPGs or MMORPGs or even tabletop fantasy games in the last 20-30 years, you will know that MOST of the time, generally, HEALER-type characters follow one of TWO particular aesthetics.
