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Skill points

You can get 541 skill points in the game (9.0.5. Nekrom)!
  • Skyshards: 175
  • Level: 64
  • DLC: 149
  • AvA Ranks: 50
  • Veteran Dungeons: 0
  • Group Dungeons: 24
  • Public Dungeons: 16
  • Mainstory Quests: 14
  • Quests (All Zones): 49
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Build Planer is on Patchlevel 9.3.5

Cro Heals

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Alliance
[build_planer.no_alliance_selected]
Race
High Elf
Class
Necromancer
Mundusstone
The Ritual - Increases healing effectiveness by 8% (13% with 7 Legendary Divine Traits)
Skill points
0 / 541
Champion points
0 / 3600
Likes
2
Patch level
Patch 7.2.5
  • Class
    • Please select a class in the top menu.
  • Weapon
    • Two Handed
    • One Hand and Shield
    • Dual Wield
    • Bow
    • Destruction Staff
    • Restoration Staff
  • Armor
    • Light Armor
    • Medium Armor
    • Heavy Armor
  • World
    • Legerdemain
    • Soul Magic
    • Werewolf
    • Vampire
    • Scrying
    • Excavation
  • Alliance War
    • Assault
    • Emperor
    • Support
  • Guild
    • Thieves guild
    • Dark Brotherhood
    • Fighters Guild
    • Mages Guild
    • Undaunted
    • Psijic-Order
  • Racial
    • Please select a race in the top menu.
  • Craft
    • Alchemy
    • Blacksmithing
    • Clothing
    • Woodworking
    • Provisioning
    • Enchanting
    • Jewelcrafting

Build description

Cro healer used for trials content. I have used a ton of variations of this build mostly in relation to the skill bar setups, but this is my go to for vet trial setups, for hard modes I modify as needed (more below). Jewelry enchants would be different were I using a breton or argonian, but since I am a high elf I go with 2 Mag recovery & 1 spell damage, for breton or argonian I would instead use 1 mag recovery & 2 spell damage. Frontbar enchant from the research I've done is a matter of preference, I went with frost as it can help improve brittle uptime.

Skill bar changes for certain scenarios:

Typically the most flexible slot in my experience is necrotic potency, while you will lose a lot of ulti-gen it is definitely a skill you can do without in many scenarios. Empowering grasp can be dropped if you are kiting and not with the group as you won't be able to hit anyone with it. Resistant flesh can be dropped if you don't need a single-target heal, but if you do go without it I would recommend taking off sustained by suffering and adding Necro-rez to the front bar to keep the living death passive "Near Death Experience" active. Blessing of protection should be swapped to combat prayer if no one in group is running Kinra's, but the wider radius, bigger heal, and better uptime on minor resolve is definitely preferable IMO. Renewing Undeath can be used in place of purge but requires a body to proc the purge effect which makes it somewhat unreliable, you can use your spirit guardian if you time it correctly, but efficient purge just tends to be easier to use.

vKA: First Boss - Slot Purge in for Necrotic Potency
Last Boss - Slot Remote Totem in for Necrotic Potency (gives group minor protection which helps a lot on bottom floor), you can add the Vateshran resto in this fight and it will greatly improve group sustain, slot quick siphon in for Resistant flesh or necrotic potency (move empowering grasp to backbar if swapping for potency).

vSS: Ice Tombs/Cages - Slot Healing Ward in for empowering grasp, make sure to equip vBRP Resto on frontbar

vCR+3: Group - ROJO w/ Spaulder - Move Energy Orb to frontbar for resistant flesh (slot necro-rez for passive), slot blood altar and bone surge into backbar in place of energy orb/necrotic potency. You could also just slot bone surge in place of resistant flesh though I prefer to move orb to frontbar.

vAS+2: honestly this needs a whole new page, only healing skills you keep would be spirit guardian and resistant flesh, otherwise you are slotting DOTs and blastbones for Z'en's. Swap mundus to steed or something to increase damage.

vRG HM: I don't know shit about fuck

vHOF: First boss/triplets - slot Purge in place of Necrotic Potency
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  • Craft 0
  • Warfare 0
  • Fitness 0

Magicka Magicka
  • 0
Health Health
  • 0
Stamina Stamina
  • 0

  • 5x Spell Power Cure
  • 4x Perfected Saxhleel Champion
  • 1x Magma Incarnate
  • 1x Spaulder of Ruin
  • 1x Perfected Grand Rejuvenation


  • No passive abilities selected

Set parts

Here you can find the overview of the set parts that are suggested for this build.

Slot
Set
Armor Type
Quality
Trait
Enchantment
Head
Magma Incarnate
Medium Armor
Legendary
Divines
Glyph of Magicka
Shoulders
Spaulder of Ruin
Light Armor
Mythic
Divines
Glyph of Magicka
Hand
Spell Power Cure
Light Armor
---
Divines
Glyph of Magicka
Chest
Spell Power Cure
Light Armor
---
Divines
Glyph of Magicka
Waist
Spell Power Cure
Light Armor
---
Divines
Glyph of Magicka
Legs
Spell Power Cure
Light Armor
---
Divines
Glyph of Magicka
Feet
Spell Power Cure
Light Armor
---
Divines
Glyph of Magicka
Neck
Perfected Saxhleel Champion
Accessories
Legendary
Infused
Glyph of Increase Magical Harm
Ring
Perfected Saxhleel Champion
Accessories
Legendary
Infused
Glyph of Magicka Recovery
Ring
Perfected Saxhleel Champion
Accessories
Legendary
Infused
Glyph of Magicka Recovery
Slot
Set
Weapon Type
Quality
Trait
Enchantment

1. Actionbar

Main hand
Perfected Grand Rejuvenation
Healing Staff
Legendary
Powered
Glyph of Frost
Offhand
Perfected Grand Rejuvenation
Healing Staff
Legendary
Powered
Glyph of Frost
Poison
No Poison selected

2. Actionbar

Main hand
Perfected Saxhleel Champion
Frost Staff
Legendary
Infused
Glyph of Weapon Damage
Offhand
Perfected Saxhleel Champion
Frost Staff
Legendary
Infused
Glyph of Weapon Damage
Poison
No Poison selected

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