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