Healer Support
Co-op cleric. Healer line + Healing Revive + Waters of Life keep the squad upright; Sun Aura + Radiant Aura push passive sustain.
Skills in this build
Stat priority
- Primary
- Spirit — scales every healing output and your mana pool simultaneously.
- Secondary
- INT — gives you something to do between heal windows; chip damage matters.
Recommended weapons
- Primary
- Healing-focused staff (cast-speed > raw damage).
- Secondary
- Wand for when mana is rationed; faster cast = more frequent small heals.
Armor
Light cloth with Spirit/INT bonuses. Movement matters more than armor — you can't heal from the ground.
Food & consumables
- Mana-regen tea (constant)
- Spirit-boost stew before boss pulls
- Bandages — backup heal for when mana is dry
Playstyle
Position behind the tank, never closer. Keep Sun Aura + Radiant Aura up at all times — they're free passive heals. Prioritise the tank > DPS > yourself; if the tank dies the team wipes. Healing Revive saves an entire wipe — keep it for emergencies. The hardest part is mana management: cast small/often rather than save for big heals.
Strengths & weaknesses
Pros
- The build that turns 4-player co-op from 'survive' to 'farm'
- Passive auras buff the whole squad without any actions on your part
- Healing Revive is a wipe-saver in boss fights
Cons
- Solo-unfriendly — no damage means no progression by yourself
- Mana-starved if you don't optimise food + cast cadence
- Squishy; one misposition = dead healer = wipe
Synergies & counters
Pairs with
- · Tank that pulls aggro and lets you free-cast
- · Burst DPS (Ranger Sniper, Necromancer) — your heals enable their glass-cannon plays
Struggles against
- · Solo play; the build needs a squad
- · Bosses with healer-targeting AoE (rare but exists)
Level-by-level skill order
Suggested progression by level band. The planner enforces the 184-point cap; click any skill to jump to its detail page.
| Level band | Skill | Tree | Cost |
|---|---|---|---|
| Lv 1-15 | Spirit | Mage | 1p |
Healer | Mage | 2p | |
Sun Aura | Mage | 2p | |
| Lv 15-30 | Healer Ii | Mage | 2p |
Healing Revive | Mage | 2p | |
Waters Of Life | Mage | 2p | |
| Lv 30-45 | Radiant Aura | Mage | 3p |
Life Burst | Mage | 4p |
Why pick these skills in this order (expand per-band focus)
Lv 1-15
Spirit pips + Healer line. Sun Aura is the always-on freebie.
Lv 15-30
HEALER_II for capacity, HEALING_REVIVE for emergencies.
Lv 30-45
RADIANT_AURA + LIFE_BURST as the AoE-heal capstones.
FAQ
- Can I solo with this build?
- Technically yes, practically no. The build has no damage output — you'll outheal Springlands trash but die to anything that needs killing fast. If you want a solo-capable variant, consider Battlemage Hybrid.
- Best staff for the healer?
- Whichever staff has the highest cast speed at your Flame level. Heal output scales with Spirit + skill investment, not staff base damage.
- Should I learn Necromancer for self-healing?
- Tempting but no — Necromancer trades Spirit pips for INT scaling, which means worse heals AND worse damage. Stick to the support kit; the squad's DPS already handles damage.
Related Mage builds
- Fire Mage StarterA
A pure caster opener leaning into fire damage and survivability. Picks up Arsonist + early defensive resistances so the Shroud doesn't melt you mid-cast.
- Battlemage HybridA
Melee mage that ditches the staff and stays in plate. INT + STR core, Arsonist + Thunder for burst, Battle Heal + Heavy Plates for staying power.
- Ice Mage — Crowd ControlA
Slows + freezes everything that breathes. Iceman + Subzero stack chill, Frost amps the elemental damage, Arcane Deflection covers your soft caster body.
- Necromancer Glass CannonA
Dark-arts caster that trades survivability for raw burst. Necromancer + Dark Arts + Abyss carry damage, Bloodletting + Life Essences feed the engine.
Browse more builds
Update history2 entries
- 6d057d2feat(enshrouded): ship deferred steal-list — T2-8 + T3-4 + T3-8
- 5e41f4cfeat(enshrouded): Tier 3 competitor steal-list — content density + AIO citation patterns


