I am offering my take on a Healer. This is an Argonian Templar using a Restoration Staff and Light Armor. The first bar you will see is used when its better to fight and the second bar is used when its better to heal (both have healing but the second bar focuses on healing).
SKILL POINTS: Barebones for skill points, I would recommend adding Intimidating Presence and Persuasive Will from the guilds. I also would max out Alchemy.
FIRST BAR (fighting/casual healing) CHOICES:
Purifying Light & Reflective Light. Your attack spells. I am under the impressions that Purifying Light works with any damage (not just your damage) and together the two spells provide a multiple target snare and a delayed Area-of-Effect Heal-over-Time. Also Reflective Light is a prerequisite to get Purifying Light.
Sanguine Altar, Ring of Preservation, & Radiant Aura. The former are stamina-based guild skills. The latter is a slotted skill that boosts health and stamina regen. They are not the heaviest health return but great to use while warming up a fight while everyone is mostly topped off. I can't complain about the health recovery, health regeneration, and armor/spell resistance while using my small selection of offensive spells.
Ultimate Practiced Incantation. My oh-sh!t button I have slotted on both bars in case I need to switch to my harder healing bottom bar. Save up while fighting and use as necessary. Light Weaver boosts this spell with 25 armor/spell resistance. Focused Healing boosts this to add +30% healing.
SECOND BAR (main healing) CHOICES:
Inner Light. What benefit does this provide? +20% critical strike chance. Add that with 'Prodigy' from light armor for another +10%. Finish off with spells from the Restoring Light tree benefiting from 'Mending' to get up to an additional +30% and you have a +30% to +60% chance for most of your heals to crit.
Restoring Focus & Extended Ritual. Two AoE areas that benefit from Focused Healing to give any ally in the circle +30% healing. Restoring focus gives an extra +15% on its own and armor/spell resistance. Extended Ritual gives a negative effect cleanse and a slow AoE HoT.
Mutagen & Restoration Staff. A lingering HoT that bumps itself to a direct heal if the target goes under 20% health. This synergies well with Restoration Expert to give an additional +15% health to any ally under 30% health. With its low cost this is great to have running on your allies. Its also worth mentioning that Essence Drain gives a small heal when using heavy restoration staff attacks.
Breath of Life. The Pièce de résistance! Instant healing for three targets. Incorporate it with all the boosts I have mentioned below. This spell speaks for itself. Fin!
+5% healing. Thank you Restoration Master.
+15% healing targets under 30% health. Thank you Restoration Expert.
+30% healing inside Focused Healing circles (+45% with Restoring Focus). Thank you Practiced Incantation, Extended Ritual, and Restoring Focus along with Focused Healing.
+30% to +60% Crit Chance for heals. Thank you Inner Light, Prodigy, and Mending.
Honorable Mentions: Argonian for +6% to healing received and better potion use. Master Ritualist for better resurrections.
And there you have it. My take on a Healing Templar. Let me know if this sparked ideas for your own build. Constructive feedback is appreciated, especially to bring up reasons why going another route would benefit your take on a Healer. I look forward to reviewing your replies.
Templar stamina fighter (TH / Bow)
A templar, who can tank, and deal good amount of dps, while still being able to support with stuns, and taunts, while still also being able to throw out a group heal/self-heal. Not meant for healing main, but can main tank, or support with no heals, with a decent amount of dps. I believe this would be great with pvp, and group dungeons. The two-handed build on the bottom, is for a good amount of dps when needed, but it is also more useful in PVE while you are grinding, and makes it more fun.
Purpose of this build is to have fun while leveling, without feeling that you are under powered.
Your first skill point should go to Class skill ability. Goal is to reach the ultimate ability as soon as possible. The Second skill point goes to weapon skill line. You want to have 2 resources to spend while fighting your way through quests completion. Magicka and Stamina. Now we turn to passives. Keep on mind that at the start you want to always have at least one skill point not spend at all time. This is crucial for adding points into morphing spells. You really want those spells boosted as soon as you can. Adding points into Crafting skills is out of the option for the start.
Group PvP/Solo PvE
*Boon: The Atronach
*Weapon: 2 Restoration Staves, one for each skill bar. I'd recommend a Glyph of Absorb Health, Glyph of Absorb Magica, Glyph of Crushing or Glyph of Hardening as enchantments. For Traits, use Precise; critical healing can be the difference between life and death in a skirmish. Craft them as part of the Armor of the Seducer set, to use with the rest of your armor.
*Jewelery: The Soulshine set has two rings and a necklace (The Ring, Band, and Pendant of Soulshine), giving you additional magica and spell critical. You can alternately use the Mother's Sorrow necklace and ring for Max Magica, and only use one of the Soulshine rings, for an additional bonus
*Armor: I go all Heavy armor, with a Glyph of Magica and the Reinforced trait on the head, chest, and feet pieces, and a Glyph of Health and the Impenetrable trait in the legs, shoulders, hands, and waist. I use 4 pieces of the Armor of the Seducer set for the Magica and Magica Recovery bonuses, and the Magica Cost Reduction set bonus. The remaining 3 pieces, you'll want the Soulshine set
*Overall Equipment: If you use the right weapon, jewelery and armor combinations, you should have the complete Armor of the Seducer bonus, either complete Soulshine bonus or the 4 piece Soulshine and the 2 piece Mother's Sorrow bonus
*Attribute Points: ~1 Health to 4 Magica for 10 Health and 39 Magica at 50
*Race: I used my Breton, but with minimal changes, you can roll an Argonian or Altmer
Support and Ally Buffs
*Healing Ritual with Lingering Ritual morph. Massive group heal with an additional healing after a delay.
*Piercing Javelin with Aurora Javeling morph. Good for knocking enemies away if they get too close, with extra range.
*Restoring Aura with Radiant Aura morph. You get a bonus to Health, Stamina, and Magica Regeneration while slotted, and can activate a bigger bonus for you and your allies for 15 seconds.
*Clensing Ritual with Purifying Ritual morph. Good for facing down enemies with good crowd control, your allies can activate Purify as well, to heal themselves and remove additional negative effects.
* Regeneration with Mutagen morph. Grants healing over time, with a contingency heal if you or your allies drop too low on health, giving immediate healing and removing a harmful effect. Can effect two of your allies at once, or yourself and one ally and lasts 20 seconds.
*Rite of Passage with Remembrance morph. 4 seconds of straight healing, you gain immutinty to all CC effects AND reduces damage your allies take while they're in the AOE. This is basically the "My Team Is Not Dying" button.
Area of Effect, Damage Over Time, and Crowd Control
*Sun Fire with Reflective Light morph. Gives a 40% slow and a DOT to up to 3 enemies, and increases your Spell Critical rating.
*Spear Shards with Luminous Shards morph. An AOE attack that disorients one enemy, with a morph that allows your allies to restore their own Stamina, and get additional Stamina and Magica over time.
*Restoring Aura with Radiant Aura morph. C'mon, you know this one, I just wrote it above. You need it on both bars, your allies will thank you.
*Puncturing Strikes with Puncturing Sweep morph. Rapid strikes that knock back an enemy that's gotten too close while healing you.
*Force Siphon. Binds one enemy and allows you and your allies to siphon Health and Magica from the victim after a short delay.
*Radial Sweep with Empowering Sweep. An AOE around you in case enemies get too close for comfort, and reducing damage dealt to you for 8 seconds.
All in all, this build takes a little over 150 skill points to get everything, which is absurdly easy to do if you spend some time collecting Skyshards and just doing quests and dungeons. By the time you hit level 50, you should be well on your way to a complete build with plenty left over. This build is an easy one to run solo PvE on, but shines when you have a group around you, due to the Synergies and beneficial AOEs. Since so much of your attribute points are used up in Magica, heavy armor will let you last a while longer in a fight. You can make up for the Light Armor skill bonuses with Set bonuses and enchantments, and the healing bonus from the Rapid Mending passive more than makes up for it. Once you get your Champion Levels, the perks are up to you: Personally, The Lord (Heavy Armor Focus, Quick Recovery), The Shadow (Elusive), The Lover (Arcanist, Healthy, Tenacity), The Tower (Magician), The Apprentice (Elfborn, Blessed), and The Atronach (Staff Expert) all have their advantages based on how you play. Overall, just be ready to get focused in PvP; seriously, if you have a problem with being targeted, playing the healer is not for you. Have fun and I'll see you in Cyrodil :)
Fairly straight forward build.
bar 1: used for tanking/off tanking.
puncturing sweep: some aoe dmg with a knock-back
toppling charge: a charge with a stun if you need to help your party members.
Radiant aura: i don't put a lot of points into stamina so a HP and SP passive regen with nice active. Can be swapped with immovable brute (or unstoppable(heavy armor active)).
Ransack: op 15 sec taunt + armor buff. This is mandatory, you need to be able to taunt.
Power slam: great single target, close range stun.
Empowering sweep: some nice AOE dmg + armor increase.
Bar 2: This is support oriented
Purifying light: single target dmg buff + a little heal.
Ritual of rebirth: Aoe heals for your party, reduced cast time allows for those WTF moments.
Extended Ritual: nice dispel with another heal must have in every group.
Ring of preservation: HP regen, armor, spell resist, a really good group AOE sprotection spell.
Radiant Aura: Only spell i use in both builds. It's just too nice to leave it out.
Solar Disturbance: I feel there's enough healing in this build already so i prefer the snare this ability provides. It's some nice AOE CC
I use 5 pieces of heavy armor and 2 pieces of light armor. You can gain enough armor through passives and actives. The 2 pieces of light armor also give increased magicka recovery and increased magic resist (recovery and spell warding). It's important to have at least 5 pieces of heavy armor for the bracing passive.
There is a lot of HP regen in this build (especially when you play orc templar) => you will need to watch your magicka use, there are better races for templars but i like orcs so what can i say).
I run one hand and shield with both but remember to have a ranged weapon in your bags for certain encounters.
This build is not ideal for lower lvls cause you need the healing and the CC in this build.