These skillful masters-at-arms use the ancient Akaviri marital arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.(description within character creation)
Dragonknight
| ||||||
---|---|---|---|---|---|---|
Magicka-basedThe cultural bonuses of the Dunmer make a very attractive choice for DPS. The Magicka bonuses for an Altmer or a Breton present strong options from other Alliances. Light Armor would be favored in most situations and Silks of the Sun would be an easily acquired drop set that would also add to a Flame Damage build. For a Magicka-based Tank, no realistic options present themselves from any alliance other than the Pact. An argument could be made to support the selection of an Argonian as a curious but possibly fitting choice for a self-healing tank. Again however, particularly as a dragonknight in this role, the Dunmer also presents as an excellent option for consideration. Magicka-oriented Heavy Armor sets that are well-suited to the Dragonknight's skills include... The Dragonknight is not well-suited to play as a Healer since Obsidian Shard & Cauterize are the only class abilities that can heal other players. A dragonknight focused nearly exclusively on restoration staff abilities might claim a healer role, but cannot deliver the variety of healing and support most players would expect; when oriented toward a support role, this class definitely leans toward that of a Tank. Stamina-basedA Dragonknight designed for Stamina-based DPS will seek to deal primarily Poison Damage from Class abilities and Physical Damage from Weapon skills. This makes Medium Armor sets such as ... appealing options. Within the Aldmeri Dominion, the Bosmer's bonus to Maximum Stamina would be appealing in this role. Within the Daggerfall Covenant there could also be a dilemma where an Orc's damage boost might win for short fights but in longer battles the Redguard's Stamina Recovery could tip the scales. If playing from within the Pact one might choose a damage-dealing Dunmer. A dragonknight focused on the role of a Stamina-based Tank might favor the racial skills of the Imperials, Orsimer or Nords who each seem well-suited to the task. If playing an Aldmeri Dominion character perhaps a Khajiit might be an interesting choice. Stamina-based Heavy Armor sets that complement the Dragonknight's skills include... | ||||||
Required Skill Level | Ardent Flame (damage) | Cost | Draconic Power (tanking) | Cost | Earthen Heart (blended) | Cost |
1 |
Lava Whip (range: 5 meters) |
2295 Magicka | Spiked Armor | 2700 Magicka |
Stonefist (range: 28 meters) |
Magicka |
Morph Option 1 | Molten Whip | 2295 Magicka | Hardened Armor | 2700 Magicka | Obsidian Shard | 4050 Magicka |
Morph Option 2 | Flame Lash | 2295 Magicka |
Volatile Armor (radius: 6 meters) |
2700 Magicka | Stone Giant | 3240 Magicka |
4 |
Searing Strike (range: 5 meters) |
2160 Magicka | Dark Talons | 4050 Magicka |
Molten Weapons (radius: 28 meters) |
4320 Magicka |
Morph Option 1 | Venomous Claw | 1836 Stamina | Burning Talons | 4050 Magicka | Igneous Weapons | 4320 Magicka |
Morph Option 2 | Burning Embers | 1350 Magicka | Choking Talons | 4050 Magicka | Molten Armaments | 4320 Magicka |
8 |
Combustion Tier I: so roughly half the described duration or benefit |
Passive |
Iron Skin Tier I: so roughly half the described duration or benefit |
Passive |
Eternal Mountain Tier I: so roughly half the described duration or benefit |
Passive |
12 |
Dragonknight Standard (radius: 8 meters) |
250 Ultimate | Dragon Leap | 125 Ultimate | Magma Armor | 200 Ultimate |
Morph Option 1 | Shifting Standard | 250 Ultimate | Take Flight | 110 Ultimate | Magma Shell | 200 Ultimate |
Morph Option 2 | Standard of Might | 250 Ultimate | Ferocious Leap | 125 Ultimate | Corrosive Armor | 200 Ultimate |
14 |
Warmth Tier I: so roughly half the described duration or benefit |
Passive |
Burning Heart Tier I: so roughly half the described duration or benefit |
Passive |
Battle Roar Tier I: so roughly half the described duration or benefit |
Passive |
18 | Combustion II | Passive | Iron Skin II | Passive | Eternal Mountain II | Passive |
20 |
Fiery Breath (radius: 10 meters) |
2808 Magicka | Dragon Blood | 4320 Magicka |
Obsidian Shield (radius: 12 meters) |
4050 Magicka |
Morph Option 1 | Noxious Breath | 2387 Stamina | Green Dragon Blood | 4320 Magicka | Igneous Shield | 4050 Magicka |
Morph Option 2 | Engulfing Flames | 2808 Magicka | Coagulating Blood | 4320 Magicka | Fragmented Shield | 4050 Magicka |
22 |
Searing Heat Tier I: so roughly half the described duration or benefit |
Passive |
Elder Dragon Tier I: so roughly half the described duration or benefit |
Passive |
Mountain's Blessing Tier I: so roughly half the described duration or benefit |
Passive |
27 | Warmth II | Passive | Burning Heart II | Passive | Battle Roar II | Passive |
30 |
Fiery Grip (range: 22 meters) |
3510 Magicka | Protective Scale | 3780 Magicka |
Petrify (range: 7 meters) |
4050 Magicka |
Morph Option 1 | Empowering Chains | 3510 Magicka | Protective Plate | 3510 Magicka | Fossilize | 4050 Magicka |
Morph Option 2 | Unrelenting Grip | 3510 Magicka | Dragon Fire Scale | 3780 Magicka | Shattering Rocks | 4050 Magicka |
36 | Searing Heat II | Passive | Elder Dragon II | Passive | Mountain's Blessing II | Passive |
39 |
World in Ruin Tier I: so roughly half the described duration or benefit |
Passive |
Scaled Armor Tier I: so roughly half the described duration or benefit |
Passive |
Helping Hands Tier I: so roughly half the described duration or benefit |
Passive |
42 |
Inferno (radius: 15 meters) |
2160 Magicka |
Inhale (radius: 8 meters) |
4050 Magicka | Ash Cloud | 5670 Magicka |
Morph Option 1 | Flames of Oblivion | 2160 Magicka | Deep Breath | 4050 Magicka | Cinder Storm | 5670 Magicka |
Morph Option 2 |
Cauterize (range: 28 meters) |
2160 Magicka | Draw Essence | 4050 Magicka | Eruption | 5670 Magicka |
50 | World in Ruin II | Passive | Scaled Armor II | Passive | Helping Hands II | Passive |
The cultural bonuses of the Dunmer make a very attractive choice for DPS. The Magicka bonuses for an Altmer or a Breton present strong options from other Alliances. Light Armor would be favored in most situations and Silks of the Sun would be an easily acquired drop set that would also add to a Flame Damage build.
For a Magicka-based Tank, no realistic options present themselves from any alliance other than the Pact. An argument could be made to support the selection of an Argonian as a curious but possibly fitting choice for a self-healing tank. Again however, particularly as a dragonknight in this role, the Dunmer also presents as an excellent option for consideration. Magicka-oriented Heavy Armor sets that are well-suited to the Dragonknight's skills include...
The Dragonknight is not well-suited to play as a Healer since Obsidian Shard & Cauterize are the only class abilities that can heal other players. A dragonknight focused nearly exclusively on restoration staff abilities might claim a healer role, but cannot deliver the variety of healing and support most players would expect; when oriented toward a support role, this class definitely leans toward that of a Tank.
A Dragonknight designed for Stamina-based DPS will seek to deal primarily Poison Damage from Class abilities and Physical Damage from Weapon skills. This makes Medium Armor sets such as ... appealing options.
Within the Aldmeri Dominion, the Bosmer's bonus to Maximum Stamina would be appealing in this role. Within the Daggerfall Covenant there could also be a dilemma where an Orc's damage boost might win for short fights but in longer battles the Redguard's Stamina Recovery could tip the scales. If playing from within the Pact one might choose a damage-dealing Dunmer.
A dragonknight focused on the role of a Stamina-based Tank might favor the racial skills of the Imperials, Orsimer or Nords who each seem well-suited to the task. If playing an Aldmeri Dominion character perhaps a Khajiit might be an interesting choice. Stamina-based Heavy Armor sets that complement the Dragonknight's skills include...
Necromancers(description within character creation)
Necromancer
| ||||||
---|---|---|---|---|---|---|
Magicka-based... Stamina-based... | ||||||
Required Skill Level | Grave Lord (damage) | Cost | Bone Tyrant (tanking) | Cost | Living Death (healing) | Cost |
1 |
Flame Skull (range: 28 meters) |
2700 Magicka |
Death Scythe (radius: 7 meters) |
3240 Magicka |
Render Flesh AoE: 28x12 meters |
4320 Magicka |
Morph Option 1 | Venom Skull | 2295 Stamina | Ruinous Scythe | 2754 Stamina | Resistant Flesh | 4320 Magicka |
Morph Option 2 |
Ricochet Skull (radius: 8 meters) |
2700 Magicka | Hungry Scythe | 3240 Magicka | Blood Sacrifice | 4320 Magicka |
4 |
Blastbones |warning: bounty| (range: 28 meters; radius: 6 meters) |
2700 Magicka | Bone Armor | 2700 Magicka | Expunge | 1940 Health |
Morph Option 1 | Blighted Blastbones | 2295 Stamina | Beckoning Armor | 2700 Magicka | Expunge & Modify | 1940 Health |
Morph Option 2 | Stalking Blastbones | 2700 Magicka | Summoner's Armor | 2700 Magicka | Hexproof | 1880 Health |
8 |
Reusable Parts Tier I: so roughly half the described duration or benefit |
Passive |
Death Gleaning Tier I: so roughly half the described duration or benefit |
Passive |
Curative Curse Tier I: so roughly half the described duration or benefit |
Passive |
12 |
Frozen Colossus (range: 28 meters; radius: 8 meters) |
225 Ultimate | Bone Goliath Transformation | 250 Ultimate | Reanimate | 335 Ultimate |
Morph Option 1 | Pestilent Colossus | 225 Ultimate | Pummeling Goliath | 250 Ultimate | Renewing Animation | 335 Ultimate |
Morph Option 2 | Glacial Colossus | 225 Ultimate | Ravenous Goliath | 250 Ultimate | Animate Blastbones | 335 Ultimate |
14 |
Death Knell Tier I: so roughly half the described duration or benefit |
Passive |
Disdain Harm Tier I: so roughly half the described duration or benefit |
Passive |
Near-Death Experience Tier I: so roughly half the described duration or benefit |
Passive |
18 | Reusable Parts II | Passive | Death Gleaning II | Passive | Curative Curse II | Passive |
20 |
Boneyard (range: 28 meters; radius: 6 meters) |
3780 Magicka | Bitter Harvest | no cost | Life Amid Death | 3510 Magicka |
Morph Option 1 | Unnerving Boneyard | 3780 Magicka | Deaden Pain | no cost | Renewing Undeath | 3510 Magicka |
Morph Option 2 | Avid Boneyard | 3780 Magicka | Necrotic Potency | no cost | Enduring Undeath | 3510 Magicka |
22 |
Dismember Tier I: so roughly half the described duration or benefit |
Passive |
Health Avarice Tier I: so roughly half the described duration or benefit |
Passive |
Corpse Consumption Tier I: so roughly half the described duration or benefit |
Passive |
27 | Death Knell II | Passive | Disdain Harm II | Passive | Near-Death Experience II | Passive |
30 |
Skeletal Mage |warning: bounty| |
4320 Magicka |
Bone Totem radius: 6 meters |
4050 Magicka |
Spirit Mender |warning: bounty| |
4320 Magicka |
Morph Option 1 | Skeletal Archer | 3672 Stamina |
Remote Totem range: 28 meters |
4050 Magicka | Spirit Guardian | 4320 Magicka |
Morph Option 2 |
Skeletal Arcanist (radius: 4 meters) |
4320 Magicka | Agony Totem | 4050 Magicka | Intensive Mender | 2160 Magicka |
36 | Dismember II | Passive | Health Avarice II | Passive | Corpse Consumption II | Passive |
39 |
Rapid Rot Tier I: so roughly half the described duration or benefit |
Passive |
Last Gasp Tier I: so roughly half the described duration or benefit |
Passive |
Undead Confederate Tier I: so roughly half the described duration or benefit |
Passive |
42 |
Shocking Siphon (range: 28 meters; radius: 5 meters) |
no cost |
Grave Grasp AoE: 18 x 5 meters |
3780 Magicka |
Restoring Tether range: 28 meters |
3240 Magicka |
Morph Option 1 | Detonating Siphon | no cost | Ghostly Embrace | 3780 Magicka | Braided Tether | 3240 Magicka |
Morph Option 2 | Mystic Siphon | no cost | Empowering Grasp | 3510 Magicka | Mortal Coil | 3240 Magicka |
50 | Rapid Rot II | Passive | Last Gasp II | Passive | Undead Confederate II | Passive |
Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting their luck and cunning to survive.(description within character creation)
Nightblade
| ||||||
---|---|---|---|---|---|---|
Magicka-basedIf one designs a Magicka-based Nightblade for DPS, I would suggest considering an Altmer for the boosts to Destruction Staves, Max Magicka and Magicka Recovery or a Breton for its boosts to Max Magicka, Magicka cost reduction, and rapid training in Light Armor. A Dunmer vampire build seems like it could also be an interesting choice. To run Magicka DPS, Light Armor would be ideal and for a Nightblade sets to consider include... A Nightblade in a group could cultivate a strong role in helping with crowd control or be built for defense through resistances and health passives along with a trickle of self-healing. However, the majority of a Nightblade's defensive skills focus on evasion and stealth rather than openly drawing an enemy's rage. This fact combined with very few class abilities that target multiple enemies makes designing a Nightblade to be a group's Tank seem a difficult if not impossible stretch. While Tank itself would not an ideal role to attempt to fill, a defensive Magicka-based Nightblade could be designed as a Breton thanks to inherent boosts to magicka and spell resistance or an Argonian to self-heal through a fight; each could be workable as defensively played Magicka-based choices. Whether one should consider Medium Armor for benefits to stealth, Light Armor for benefits to Magicka, or Heavy Armor for its defenses would be a setting-based or individual style choice of balance here. Sets to consider would include... The Destruction Staff skill line would need to be strongly blended in for this to work although Shadow's passives for defense/recovery would be important and potential skills would include:
A Nightblade would be a poor choice for a Healer. The Siphoning skill line has a few intriguing passive skills, but only a total of 4 Nightblade skills heal others: Soul Siphon (Soul Shred), Shadow's Refreshing Path morph of Path of Darkness, Siphoning's Funnel Health morph of Strife, and Siphoning's Sap Essense morph of Drain Power. These skills are Magicka-based so could at least be blended with Restoration Staff abilities, but this very small collection of skills means that a Nightblade Healer could not be very individualized, and I'd not recommend pursuing such a build. The only racial option worthy of consideration here is the Argonian to try to compensate for the weaknesses of the class in this role. Stamina-basedThe only role a Stamina-based Nightblade would be well-suited for is DPS. Nightblades can definitely be highly varied and effective in this role, either melee or ranged builds who frequently use a stealth-oriented approach and gain extra damage from attacking while stealthed. If you choose to melee, expect to focus on dual-wielding daggers; other weapon types may be of interest, but the boost to critical strike chance with daggers — once you have the Twin Blade and Blunt skill — is frequently the best option. Khajiit skills add to the stealthy style of DPS that a Nightblade typically delivers. A Bosmer or Redguard melee Nightblade might feel like it has limitless Stamina. A Nord, Orc, or Imperial Nightblade might feel invulnerable. These would be some of things to consider if desiring a Stamina-based Nightblade. Although you might consider wearing a cuirass (heavy chest) and sash (light waist) if you also want to level those armor skill lines as you progress, medium armor must be your focus. Defensive Nightblade skills leans heavily toward Magicka-based skills. Hence this class's contribution to a tank would mainly be buffs/debuffs. If one does pursue a Stamina-based Nightblade Tank that character would surely be relying upon Heavy Armor and Shield-based skills which means other classes may have far more to offer in the role. A Nightblade for the role of Stamina-based Healer is simply a non-starter as not a single Stamina-based Nightblade skill heals other players. Some enticing Nightblade designs would include:
| ||||||
Required Skill Level | Assassination (damage) | Cost | Shadow (defensive) | Cost | Siphoning (support) | Cost |
1 |
Assassin's Blade range: 5 meters |
2430 Magicka |
Veiled Strike range: 5 meters |
2700 Magicka |
Strife range: 28 meters radius: 15 meters |
2700 Magicka |
Morph Option 1 | Killer's Blade | 2066 Stamina | Surprise Attack | 2295 Stamina | Funnel Health | 2700 Magicka |
Morph Option 2 |
Impale range: 28 meters |
2430 Magicka | Concealed Weapon | 2700 Magicka | Swallow Soul | 2700 Magicka |
4 |
Teleport Strike range: 22 meters |
3780 Magicka | Shadow Cloak | 4050 Magicka | Malevolent Offering | 568 Health over 8 seconds |
Morph Option 1 | Lotus Fan | 3780 Magicka | Shadowy Disguise | 2780 Magicka | Shrewd Offering | 460 Health over 8 seconds |
Morph Option 2 | Ambush | 3213 Stamina | Dark Cloak | 4050 Magicka | Healthy Offering | 568 Health over 8 seconds |
8 |
Master Assassin Tier I: so roughly half the described duration or benefit |
Passive |
Refreshing Shadows Tier I: so roughly half the described duration or benefit |
Passive |
Catalyst Tier I: so roughly half the described duration or benefit |
Passive |
12 | Death Stroke | 70 Ultimate |
Consuming Darkness radius: 5 meters |
200 Ultimate |
Soul Shred radius: 8 meters |
150 Ultimate |
Morph Option 1 | Incapacitating Strike | 70 Ultimate | Bolstering Darkness | 200 Ultimate |
Soul Siphon radius: 28 meters |
150 Ultimate |
Morph Option 2 | Soul Harvest | 70 Ultimate | Veil of Blades | 200 Ultimate | Soul Tether | 150 Ultimate |
14 |
Executioner Tier I: so roughly half the described duration or benefit |
Passive |
Shadow Barrier Tier I: so roughly half the described duration or benefit |
Passive |
Magicka Flood Tier I: so roughly half the described duration or benefit |
Passive |
18 | Master Assassin II | Passive | Refreshing Shadows II | Passive | Catalyst II | Passive |
20 | Blur | 3780 Magicka |
Path of Darkness AoE: 17x7 meters |
3510 Magicka |
Cripple range: 28 meters |
2970 Magicka |
Morph Option 1 | Mirage | 3510 Magicka |
Twisting Path radius: 15 meters |
3510 Magicka | Debilitate | 2970 Magicka |
Morph Option 2 | Phantasmal Escape | 3780 Magicka | Refreshing Path | 2510 Magicka | Crippling Grasp | 2970 Magicka |
22 |
Pressure Points Tier I: so roughly half the described duration or benefit |
Passive |
Dark Vigor Tier I: so roughly half the described duration or benefit |
Passive |
Soul Siphoner Tier I: so roughly half the described duration or benefit |
Passive |
27 | Executioner II | Passive | Shadow Barrier II | Passive | Magicka Flood II | Passive |
30 |
Mark Target range: 50 meters |
no cost |
Aspect of Terror radius: 6 meters |
3780 Magicka | Siphoning Strikes | 1350 Magicka |
Morph Option 1 | Piercing Mark | no cost | Mass Hysteria | Magicka | Leeching Strikes | 878 Stamina |
Morph Option 2 | Reaper's Mark | no cost | Manifestation of Terror | 2780 Magicka | Siphoning Attacks | 1080 Magicka |
36 | Pressure Points II | Passive | Dark Vigor II | Passive | Soul Siphoner II | Passive |
39 |
Hemorrhage Tier I: so roughly half the described duration or benefit |
Passive |
Dark Veil Tier I: so roughly half the described duration or benefit |
Passive |
Transfer Tier I: so roughly half the described duration or benefit |
Passive |
42 | Grim Focus | 2700 Magicka |
Summon Shade range: 28 meters |
4050 Magicka |
Drain Power radius: 8 meters |
3510 Magicka |
Morph Option 1 | Relentless Focus | 2295 Stamina | Dark Shade | 4050 Magicka | Power Extraction | 2983 Stamina |
Morph Option 2 | Merciless Resolve | 2700 Magicka |
Shaodw Image range: 28 meters |
4050 Magicka | Sap Essence | 3510 Magicka |
50 | Hemorrhage II | Passive | Dark Veil II | Passive | Transfer II | Passive |
If one designs a Magicka-based Nightblade for DPS, I would suggest considering an Altmer for the boosts to Destruction Staves, Max Magicka and Magicka Recovery or a Breton for its boosts to Max Magicka, Magicka cost reduction, and rapid training in Light Armor. A Dunmer vampire build seems like it could also be an interesting choice.
To run Magicka DPS, Light Armor would be ideal and for a Nightblade sets to consider include...
A Nightblade in a group could cultivate a strong role in helping with crowd control or be built for defense through resistances and health passives along with a trickle of self-healing. However, the majority of a Nightblade's defensive skills focus on evasion and stealth rather than openly drawing an enemy's rage. This fact combined with very few class abilities that target multiple enemies makes designing a Nightblade to be a group's Tank seem a difficult if not impossible stretch.
While Tank itself would not an ideal role to attempt to fill, a defensive Magicka-based Nightblade could be designed as a Breton thanks to inherent boosts to magicka and spell resistance or an Argonian to self-heal through a fight; each could be workable as defensively played Magicka-based choices. Whether one should consider Medium Armor for benefits to stealth, Light Armor for benefits to Magicka, or Heavy Armor for its defenses would be a setting-based or individual style choice of balance here. Sets to consider would include... The Destruction Staff skill line would need to be strongly blended in for this to work although Shadow's passives for defense/recovery would be important and potential skills would include:
A Nightblade would be a poor choice for a Healer. The Siphoning skill line has a few intriguing passive skills, but only a total of 4 Nightblade skills heal others: Soul Siphon (Soul Shred), Shadow's Refreshing Path morph of Path of Darkness, Siphoning's Funnel Health morph of Strife, and Siphoning's Sap Essense morph of Drain Power. These skills are Magicka-based so could at least be blended with Restoration Staff abilities, but this very small collection of skills means that a Nightblade Healer could not be very individualized, and I'd not recommend pursuing such a build. The only racial option worthy of consideration here is the Argonian to try to compensate for the weaknesses of the class in this role.
The only role a Stamina-based Nightblade would be well-suited for is DPS. Nightblades can definitely be highly varied and effective in this role, either melee or ranged builds who frequently use a stealth-oriented approach and gain extra damage from attacking while stealthed. If you choose to melee, expect to focus on dual-wielding daggers; other weapon types may be of interest, but the boost to critical strike chance with daggers — once you have the Twin Blade and Blunt skill — is frequently the best option.
Although you might consider wearing a cuirass (heavy chest) and sash (light waist) if you also want to level those armor skill lines as you progress, medium armor must be your focus.
Khajiit skills add to the stealthy style of DPS that a Nightblade typically delivers. A Bosmer or Redguard melee Nightblade might feel like it has limitless Stamina. A Nord, Orc, or Imperial Nightblade might feel invulnerable. These would be some of things to consider if desiring a Stamina-based Nightblade.
Defensive Nightblade skills leans heavily toward Magicka-based skills. Hence this class's contribution to a Tank would mainly be buffs/debuffs. If one does pursue this you would surely be relying upon Heavy Armor and Shield-based skills which means other classes may have far more to offer in the role.
A Nightblade for the role of Stamina-based Healer is simply a non-starter as not a single Stamina-based Nightblade skill heals other players.
Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them.(description within character creation)
Sorcerer
| ||||||
---|---|---|---|---|---|---|
Magicka-basedMagicka DPS benefits from good synergy with Altmer racial skills, perhaps surpassed only by Breton's magicka & defensive skills from within the Daggerfall Covenant. Within the Pact a Dunmer would perform strongly. Magicka damage-based Sorcerers will mostly be found in Light Armor, although while leveling one might wear a heavy chest piece and medium legs to provide some extra protection as well as training those skill lines. Heavy Armor might be more suitable if one opts to design a Magicka Tank or for use in PvP depending upon the PvP group's balance. One could stick to the cultural choices described above for their Magicka benefits or consider options based on bonuses to defense and/or healing for a Tank. Although without many boosts to Magicka, a Nord, Argonian, Orc, or Khajiit might be worthy of consideration in this role... The Nord's boosts to health and damage reduction would enhance defenses and the Argonian would gain more self-healing while also having boosts to health and resistances. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank. Still, their bonuses are mostly tied to Stamina so they would make unusual choices. A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies. Stamina-basedStamina-based Sorcerers will focus on Medium Armor (damage) or Heavy Armor (defense) depending upon other build details. Wearing a heavy cuirass and light sash while leveling will train the other armor lines to keep more options open. Sorcerer skills of most interest to a stamina-build would be:
DPS would likely look to Redguard, Dunmer, or Orcs, although Khajiit may also provide another option to consider. Bosmer and Redguards both receive bonuses to both Max Stamina and to Stamina Recovery which would be helpful to a Stamina DPS build. A Dunmer would have boosts to both Magicka & Stamina as well as to all types of elemental damage, making the mix of Magicka Sorcerer & Mages Guild skills with Stamina morphs & weapon skills an interesting option. Orcs have a boost to Max Stamina and while lacking Stamina recovery boosts do have strong damage numbers; with Heavy Attacks restoring Stamina and being more important post-Morrowind, orcs are worth serious consideration. Imperial, Nord, or Orc would be worthy of consideration for a Stamina Tank. The Nord's boosts to health and damage reduction would enhance defenses. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank. A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies. | ||||||
Required Skill Level | Dark Magic (support) | Cost | Daedric Summoning (blended) | Cost | Storm Calling (damage) | Cost |
1 |
Crystal Shard range: 28 meters |
2970 Magicka | Summon Unstable Familiar | 3510 Magicka |
Mage's Fury range: 28 meters radius: 4 meters |
2430 Magicka |
Morph Option 1 | Crystal Weapon | 2295 Stamina | Summon Unstable Clannfear | 3603 Magicka | Mage's Wrath | 2430 Magicka |
Morph Option 2 | Crystal Fragments | 2970 Magicka | Summon Volatile Familiar | 3510 Magicka | Endless Fury | 2430 Magicka |
4 |
Encase AoE: 18x6 meters |
4050 Magicka |
Daedric Curse range: 28 meters |
2970 Magicka |
Lightning Form radius: 5 meters |
2700 Magicka |
Morph Option 1 | Shattering Prison | 4050 Magicka | Daedric Prey | 2160 Magicka |
Hurricane radius: 5-9 meters |
2295 Stamina |
Morph Option 2 | Restraining Prison | 4050 Magicka | Haunting Curse | 2970 Magicka | Boundless Storm | 2700 Magicka |
8 |
Unholy Knowledge Tier I: so roughly half the described duration or benefit |
Passive |
Rebate Tier I: so roughly half the described duration or benefit |
Passive |
Capacitor Tier I: so roughly half the described duration or benefit |
Passive |
12 | Negate Magic | 225 Ultimate |
Summon Storm Atronach range: 28 meters radius: 6 meters |
200 Ultimate |
Overload range: 28 meters AoE: 4x15 meters |
25 Ultimate |
Morph Option 1 | Suppression Field | 225 Ultimate | Greater Storm Atronach | 200 Ultimate |
Power Overload range: 32 meters AoE: 6x15 meters |
25 Ultimate |
Morph Option 2 | Absorption Field | 225 Ultimate | Summon Charged Atronach | 200 Ultimate | Energy Overload | 25 Ultimate |
14 |
Blood Magic Tier I: so roughly half the described duration or benefit |
Passive |
Power Stone Tier I: so roughly half the described duration or benefit |
Passive |
Energized Tier I: so roughly half the described duration or benefit |
Passive |
18 | Unholy Knowledge II | Passive | Rebate II | Passive | Capacitor II | Passive |
20 |
Rune Prison range: 28 meters |
3510 Magicka | Summon Winged Twilight | 3510 Magicka |
Lightning Splash range: 28 meters radius: 4 meters |
3024 Magicka |
Morph Option 1 | Rune Cage | 3510 Magicka | Summon Twilight Tormentor | 3510 Magicka | Liquid Lightning | 3024 Magicka |
Morph Option 2 | Defensive Rune | 3510 Magicka | Summon Twilight Matriarch | 3510 Magicka |
Lightning Flood radius: 6 meters |
3024 Magicka |
22 |
Persistence Tier I: so roughly half the described duration or benefit |
Passive |
Daedric Protection Tier I: so roughly half the described duration or benefit |
Passive |
Amplitude Tier I: so roughly half the described duration or benefit |
Passive |
27 | Blood Magic II | Passive | Power Stone II | Passive | Energized II | Passive |
30 | Dark Exchange | 3240 Stamina |
Conjured Ward radius: 20 meters |
4320 Magicka | Surge | 4050 Magicka |
Morph Option 1 | Dark Deal | 2430 Magicka | Hardened Ward | 4320 Magicka | Power Surge | 4050 Magicka |
Morph Option 2 | Dark Conversion | 2161 Stamina | Empowered Ward | 3780 Magicka | Critical Surge | 4050 Magicka |
36 | Persistence II | Passive | Daedric Protection II | Passive | Amplitude II | Passive |
39 |
Exploitation Tier I: so roughly half the described duration or benefit |
Passive |
Expert Summoner Tier I: so roughly half the described duration or benefit |
Passive |
Expert Mage Tier I: so roughly half the described duration or benefit |
Passive |
42 | Daedric Mines | 5400 Magicka | Bound Armor | 4050 Magicka | Bolt Escape | 3780 Magicka |
Morph Option 1 |
Daedric Tomb range: 28 meters |
5400 Magicka | Bound Armaments | 3240 Stamina | Streak | 3780 Magicka |
Morph Option 2 | Daedric Minefiled | 5400 Magicka | Bound Aegis | 4050 Magicka | Ball of Lightning | 3780 Magicka |
50 | Exploitation II | Passive | Expert Summoner II | Passive | Expert Mage II | Passive |
Magicka DPS benefits from good synergy with Altmer racial skills, perhaps surpassed only by Breton's magicka & defensive skills from within the Daggerfall Covenant. Within the Pact a Dunmer would perform strongly.
Magicka damage-based Sorcerers will mostly be found in Light Armor, although while leveling one might wear a heavy chest piece and medium legs to provide some extra protection as well as training those skill lines. Heavy Armor might be more suitable if one opts to design a Magicka Tank or for use in PvP depending upon the PvP group's balance.
One could stick to the cultural choices described above for their Magicka benefits or consider options based on bonuses to defense and/or healing for a Tank. Although without many boosts to Magicka, a Nord, Argonian, Orc, or Khajiit might be worthy of consideration in this role...
The Nord's boosts to health and damage reduction would enhance defenses and the Argonian would gain more self-healing while also having boosts to health and resistances. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank. Still, their bonuses are mostly tied to Stamina so they would make unusual choices.
A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.
Stamina-based Sorcerers will focus on Medium Armor (damage) or Heavy Armor (defense) depending upon other build details. Wearing a heavy cuirass and light sash while leveling will train the other armor lines to keep more options open.
Sorcerer skills of most interest to a stamina-build would be:
DPS would likely look to Redguard, Dunmer, or Orcs, although Khajiit may also provide another option to consider. Bosmer and Redguards both receive bonuses to both Max Stamina and to Stamina Recovery which would be helpful to a Stamina DPS build. A Dunmer would have boosts to both Magicka & Stamina as well as to all types of elemental damage, making the mix of Magicka Sorcerer & Mages Guild skills with Stamina morphs & weapon skills an interesting option. Orcs have a boost to Max Stamina and while lacking Stamina recovery boosts do have strong damage numbers; with Heavy Attacks restoring Stamina and being more important post-Morrowind, orcs are worth serious consideration.
Imperial, Nord, or Orc would be worthy of consideration for a Stamina Tank. The Nord's boosts to health and damage reduction would enhance defenses and their unique ultimate generation should not be overlooked. Orcs and Khajiit also have bonuses to health & healing that would impact the role of a Tank.
A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.
These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies.(description within character creation)
Templar
| ||||||
---|---|---|---|---|---|---|
Magicka-basedThe cultural bonuses of Argonians make them attractive choices for Healers. Bretons or Altmer could also thrive as healers. Restoring Light skills will help protect and heal your party; to be even more supportive, consider weaving in some of Dawn's Wrath's debuff or crowd control features as well. A Templar who is tightly focused on healing will likely be found in Light Armor; these builds might toss on a heavy cuirass to level that skill line for PvP -- or more heavy pieces when playing solo if they run like a tank at such times. Templars can also choose the role of DPS, where the Magicka Damage of Aedric Spear and Dawn's Wrath class skills could shine under a magicka-oriented race such as Altmer, Breton, Argonian, or Dunmer. DPS Templars whose resources stem from Magicka will likely be found in mostly Light Armor. A Magicka Tank might wield a destruction staff or use a sword and shield depending on the balance of defense vs recovery. A Khajiit's health recovery might come in handy if playing an Aldmeri tank and would tip the scales a bit further toward sword and shield despite being a Magicka build, or one might use an Altmer instead for its buffs to Magicka builds. Bretons, Argonians or Nords would all be strong potential choices for such a build's race. A tank or healer/tank blend should most often be found in Heavy Armor, although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs and crowd control measures. Stamina-basedTemplars are sparse on Stamina-based morphs. The few available are:
Realistically a Stamina-based Templar would not be suited to a Healer's role within these limits. A DPS build would rely heavily on weapon skills for most damage while possibly using Aedric Spear's Biting Jabs as a cheap & handy AoE. Aedric Spear's passive skills, namely Piercing Spear and Balanced Warrior, would also be wise considerations. In the end however, most of the skills for the role would need to come from weapon-based abilities. A Stamina-oriented DPS build would likely wear Medium Armor and favor being designed from the Redguard, the Bosmer, the Khajiit, or perhaps the Dunmer. Templar Tanks would benefit most from an Imperial's skills although Orc or Nord could make strong options as well. Consider mixing the skill line trees but focus most attention on Dawn's Wrath which helps crowd control enemies. A tank or healer/tank blend should be found in Heavy armor (often using a sword and shield as well); although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs. | ||||||
Required Skill Level | Aedric Spear (damage) | Cost | Dawn's Wrath (crowd control) | Cost | Restoring Light (healing and/or tanking) | Cost |
1 |
Puncturing Strikes AoE: 8x6 meters channel time: 1 second |
2700? Magicka |
Sun Fire range: 28 meters |
2376 Magicka |
Rushed Ceremony range: 28 meters |
4590 Magicka |
Morph Option 1 | Biting Jabs | Stamina | Vampire's Bane | 2376 Magicka | Honor the Dead | 4590 Magicka |
Morph Option 2 | Puncturing Sweep | 2700 Magicka |
Reflective Light radius: 5 meters |
2376 Magicka | Breath of Life | 4590 Magicka |
4 |
Piercing Javelin range: 28 meters |
3780 Magicka |
Solar Flare range: 28 meters |
2970 Magicka |
Healing Ritual radius: 10 meters |
7290 Magicka |
Morph Option 1 | Aurora Javelin | 3780 Magicka | Dark Flare | 2970 Magicka | Ritual of Rebirth | 7290 Magicka |
Morph Option 2 | Binding Javelin | 3213 Stamina |
Solar Barrage radius: 8 meters |
2970 Magicka | Hasty Prayer | 7290 Magicka |
8 |
Piercing Spear Tier I: so roughly half the described duration or benefit |
Passive |
Enduring Rays Tier I: so roughly half the described duration or benefit |
Passive |
Mending Tier I: so roughly half the described duration or benefit |
Passive |
12 |
Radial Sweep radius: 8 meters |
75 Ultimate |
Nova range: 28 meters radius: 8 meters |
250 Ultimate |
Rite of Passage radius: 20 meters |
125 Ultimate |
Morph Option 1 | Empowering Sweep | 75 Ultimate | Solar Prison | 250 Ultimate | Remembrance | 125 Ultimate |
Morph Option 2 | Crescent Sweep | 75 Ultimate | Solar Disturbance | 250 Ultimate | Practiced Incantation | 125 Ultimate |
14 |
Spear Wall Tier I: so roughly half the described duration or benefit |
Passive |
Prism Tier I: so roughly half the described duration or benefit |
Passive |
Sacred Ground Tier I: so roughly half the described duration or benefit |
Passive |
18 | Piercing Spear II | Passive | Enduring Rays II | Passive | Mending II | Passive |
20 |
Focused Charge range: 22 meters |
3510 Magicka |
Backlash range: 28 meters |
2000 Magicka |
Restoring Aura radius: 12 meters |
no cost |
Morph Option 1 |
Explosive Charge radius: 6 meters |
3510 Magicka | Purifying Light | 2000 Magicka |
Radiant Aura radius: 28 meters |
no cost |
Morph Option 2 | Toppling Charge | 3510 Magicka | Power of the Light | 1700 Stamina |
Repentance radius: 12 meters |
no cost |
22 |
Burning Light Tier I: so roughly half the described duration or benefit |
Passive |
Illuminate Tier I: so roughly half the described duration or benefit |
Passive |
Light Weaver Tier I: so roughly half the described duration or benefit |
Passive |
27 | Spear Wall II | Passive | Prism II | Passive | Sacred Ground II | Passive |
30 |
Spear Shards range: 25 meters radius: 8 meters |
3024 Magicka |
Eclipse range: 28 meters |
4320 Magicka |
Cleansing Ritual radius: 12 meters |
4860 Magicka |
Morph Option 1 | Luminous Shards | 2754 Magicka | Living Dark | 4320 Magicka | Ritual of Retribution | 4860 Magicka |
Morph Option 2 | Blazing Spear | 3024 Magicka |
Unstable Core radius: 28 meters |
4320 Magicka | Extended Ritual | 4860 Magicka |
36 | Burning Light II | Passive | Illuminate II | Passive | Light Weaver II | Passive |
39 |
Balanced Warrior Tier I: so roughly half the described duration or benefit |
Passive |
Restoring Spirit Tier I: so roughly half the described duration or benefit |
Passive |
Master Ritualist Tier I: so roughly half the described duration or benefit |
Passive |
42 |
Sun Shield radius: 5 meters |
4320 Magicka |
Radiant Destruction range: 28 meters |
2950 Magicka | Rune Focus | 1080 Magicka |
Morph Option 1 | Radiant Ward | 4320 Magicka | Radiant Glory | 2950 Magicka | Channeled Focus | 1080 Magicka |
Morph Option 2 | Blazing Shield | 4320 Magicka | Radiant Oppression | 2950 Magicka | Restoring Focus | 920 Stamina |
50 | Balanced Warrior II | Passive | Restoring Spirit II | Passive | Master Ritualist II | Passive |
The cultural bonuses of Argonians make them attractive choices for Healers. Bretons or Altmer could also thrive as healers. Restoring Light skills will help protect and heal your party; to be even more supportive, consider weaving in some of Dawn's Wrath's debuff or crowd control features as well. A Templar who is tightly focused on healing will likely be found in Light Armor; these builds might toss on a heavy cuirass to level that skill line for PvP -- or more heavy pieces when playing solo if they run like a tank at such times.
Templars can also choose the role of DPS, where the Magicka Damage of Aedric Spear and Dawn's Wrath class skills could shine under a magicka-oriented race such as Altmer, Breton, Argonian, or Dunmer. DPS Templars whose resources stem from Magicka will likely be found in mostly Light Armor.
A Magicka Tank might wield a destruction staff or use a sword and shield depending on the balance of defense vs recovery. A Khajiit's health recovery might come in handy if playing an Aldmeri tank and would tip the scales a bit further toward sword and shield despite being a Magicka build, or one might use an Altmer instead for its buffs to Magicka builds. Bretons, Argonians or Nords would all be strong potential choices for such a build's race. A tank or healer/tank blend should most often be found in Heavy Armor, although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs and crowd control measures.
Templars are sparse on Stamina-based morphs. The few available are:
Realistically a Stamina-based Templar would not be suited to a Healer's role within these limits.
A DPS build would rely heavily on weapon skills for most damage while possibly using Aedric Spear's Biting Jabs as a cheap & handy AoE. Aedric Spear's passive skills, namely Piercing Spear and Balanced Warrior, would also be wise considerations. In the end however, most of the skills for the role would need to come from weapon-based abilities. A Stamina-oriented DPS build would likely wear Medium Armor and favor being designed from the Redguard, the Bosmer, the Khajiit, or perhaps the Dunmer.
Templar Tanks would benefit most from an Imperial's skills although Orc or Nord could make strong options as well. Consider mixing the skill line trees but focus most attention on Dawn's Wrath which helps crowd control enemies. A tank or healer/tank blend should be found in Heavy armor (often using a sword and shield as well); although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs.
Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against enemies and summon animals to aid them.(ESO's character creation text)
Warden
| ||||||
---|---|---|---|---|---|---|
Magicka-basedA character seeking to deal significant DPS would consider the standard Magicka-based options which are recommended here again: Altmer have both boosts to frost damage and general magicka utility with boosts to Max Magicka & Magicka Recovery, Bretons while not offering anything warden-specific have wonderful magicka utility with boosts to Max Magicka & Magicka cost reduction, while a Pact-based Dunmer offers boosts to Max Magicka and a slight boost to frost damage. For a Healer, an Argonian with its boosts to healing done and to healing received would be the top choice although the Breton's Max Magicka boost and utility with Magicka cost reduction make them a strong selection as well. Altmer would again be the preferred option from the Aldmeri Dominion, both for Magicka Recovery and Max Magicka, even without considering the bonus to elemental damage that was weighed for their selection in the role of DPS. A Magicka Tank might well seek a Breton's balance of spell resistance and magicka utility. Enough defensive options exist in the Warden's skill lines to make Altmer a solid option from the Aldmeri Dominion even without more specialization than their Magicka utility/boosts. Another possibility would be to benefit from Argonian healing boosts, but an Imperial's superior Max Health would make them the top choice. Stamina-basedWarden skills of interest to a Stamina build present solid options for DPS but show few skills to benefit a Healer or Tank:
DPS builds would shine as a stamina-based Warden. Here the Redguards, Dunmer, or Khajiit could hope to shine, although perhaps none as well as Orc. Wardens make excellent healers and tanks, but they are vastly better suited to a Magicka-based builds for these roles. I see little hope for realistic build options suited to a Stamina-based Healer in these skill lines. To make a workable "Stamina-based Warden Tank," one could balance stamina-based Tank skills found in other skill lines (Armor/Weapon/Shield) with magicka-based Warden skills for self-healing, defense, and crowd control. If pursuing this path, I would suggest a Khajiit, an Orc, or probably best of all, a Nord for its unique ultimate generation boost as well as other bonuses. If the Imperial Edition was purchased, the Imperial would present a solid option as well with its boosts to Max Health and Max Stamina as long as one chose a melee weapon to Restore Health with melee attacks. | ||||||
Required Skill Level | Animal Companions (damage) | Cost | Green Balance (healing) | Cost | Winter's Embrace (tanking) | Cost |
1 |
Dive range: 28 meters |
2430 Magicka |
Fungal Growth cone to 20 meters |
4590 Magicka |
Frost Cloak radius: 8 meters |
4050 Magicka |
Morph Option 1 | Cutting Dive | 1823 Stamina | Enchanted Growth | 4590 Magicka |
Expansive Frost Cloak radius: 28 meters |
2700 Magicka |
Morph Option 2 | Screaming Cliff Racer | 2430 Magicka | Soothing Spores | 3901 Stamina | Ice Fortress | 4050 Magicka |
4 |
Scorch AoE: 20x7 meters |
2430 Magicka |
Healing Seed range: 28 meters radius: 8 meters |
2430 Magicka |
Impaling Shards radius: 6 meters |
4536 Magicka |
Morph Option 1 | Subterranean Assault | 2066 Stamina | Budding Seeds | Magicka | Gripping Shards | 4536 Magicka |
Morph Option 2 | Deep Fissure | 2430 Magicka | Corrupting Pollen | 2430 Magicka |
Winter's Revenge range: 28 meters |
4536 Magicka |
8 |
Bond With Nature Tier I: so roughly half the described duration or benefit |
Passive |
Accelerated Growth Tier I: so roughly half the described duration or benefit |
Passive |
Glacial Presence Tier I: so roughly half the described duration or benefit |
Passive |
12 | Feral Guardian | no cost to summon Guardian's Wrath costs 75 Ultimate |
Secluded Grove range: 28 meters radius: 8 meters |
90 Ultimate |
Sleet Storm radius: 10 meters |
200 Ultimate |
Morph Option 1 | Eternal Guardian | Guardian's Wrath costs 75 Ultimate | Enchanted Forest | 90 Ultimate | Northern Storm | 200 Ultimate |
Morph Option 2 | Wild Guardian | Guardian's Savagery costs 75 Ultimate | Healing Thicket | 90 Ultimate | Permafrost | 200 Ultimate |
14 |
Savage Beast Tier I: so roughly half the described duration or benefit |
Passive |
Nature's Gift Tier I: so roughly half the described duration or benefit |
Passive |
Frozen Armor Tier I: so roughly half the described duration or benefit |
Passive |
18 | Bond With Nature II | Passive | Accelerated Growth II | Passive | Glacial Presence II | Passive |
20 |
Swarm range: 28 meters |
2700 Magicka |
Living Vines AoE: 28x12 meters |
2700 Magicka | Arctic Wind | 4320 Magicka |
Morph Option 1 | Fetcher Infection | 2700 Magicka | Leeching Vines | 2700 Magicka |
Polar Wind radius: 12 meters |
4320 Magicka |
Morph Option 2 |
Growing Swarm radius: 10 meters |
2700 Magicka | Living Trellis | 2700 Magicka |
Arctic Blast range: 28 meters |
4320 Magicka |
22 |
Flourish Tier I: so roughly half the described duration or benefit |
Passive |
Emerald Moss Tier I: so roughly half the described duration or benefit |
Passive |
Icy Aura Tier I: so roughly half the described duration or benefit |
Passive |
27 | Savage Beast II | Passive | Nature's Gift II | Passive | Frozen Armor II | Passive |
30 | Betty Netch | no cost |
Lotus Flower radius: 28 meters |
2970 Magicka | Crystallized Shield | 3780 Magicka |
Morph Option 1 | Blue Betty | no cost | Green Lotus | 2700 Magicka | Crystallized Slab | 3780 Magicka |
Morph Option 2 | Bull Netch | no cost | Lotus Blossom | 2700 Magicka | Shimmering Shield | 3780 Magicka |
36 | Flourish II | Passive | Emerald Moss II | Passive | Icy Aura II | Passive |
39 |
Advanced Species Tier I: so roughly half the described duration or benefit |
Passive |
Maturation Tier I: so roughly half the described duration or benefit |
Passive |
Piercing Cold Tier I: so roughly half the described duration or benefit |
Passive |
42 | Falcon's Swiftness | 3240 Magicka |
Nature's Grasp range: 28 meters |
4050 Magicka |
Frozen Gate range: 28 meters radius: 5 meters |
2970 Magicka |
Morph Option 1 | Deceptive Predator | 2700 Magicka | Bursting Vines | 4050 Magicka | Frozen Device | 2970 Magicka |
Morph Option 2 | Bird of Prey | 2700 Magicka | Nature's Embrace | 4050 Magicka | Frozen Retreat | 2970 Magicka |
50 | Advanced Species II | Passive | Maturation II | Passive | Piercing Cold II | Passive |
A character seeking to deal significant DPS would consider the standard Magicka-based options which are recommended here again: Altmer have both boosts to frost damage and general magicka utility with boosts to Max Magicka & Magicka Recovery, Bretons while not offering anything warden-specific have wonderful magicka utility with boosts to Max Magicka & Magicka cost reduction, while a Pact-based Dunmer offers boosts to Max Magicka and a slight boost to frost damage.
For a Healer, an Argonian with its boosts to healing done and to healing received would be the top choice although the Breton's Max Magicka boost and utility with Magicka cost reduction make them a strong selection as well. Altmer would again be the preferred option from the Aldmeri Dominion, both for Magicka Recovery and Max Magicka, even without considering the bonus to elemental damage that was weighed for their selection in the role of DPS.
A Magicka Tank might well seek a Breton's balance of spell resistance and magicka utility. Enough defensive options exist in the Warden's skill lines to make Altmer a solid option from the Aldmeri Dominion even without more specialization than their Magicka utility/boosts. Another possibility would be to benefit from Argonian healing boosts, but an Imperial's superior Max Health would make them the top choice.
Warden skills of interest to a Stamina build present solid options for DPS but show few skills to benefit a Healer or Tank:
DPS builds would shine as a stamina-based Warden. Here the Redguards, Dunmer, or Khajiit could hope to shine, although perhaps none as well as Orc.
Wardens make excellent healers and tanks, but they are vastly better suited to a Magicka-based builds for these roles. I see little hope for realistic build options suited to a Stamina-based Healer in these skill lines.
To make a workable "Stamina-based Warden Tank," one could balance stamina-based Tank skills found in other skill lines (Armor/Weapon/Shield) with magicka-based Warden skills for self-healing, defense, and crowd control. If pursuing this path, I would suggest a Khajiit, an Orc, or probably best of all, a Nord for its unique ultimate generation boost as well as other bonuses. If the Imperial Edition was purchased, the Imperial would present a solid option as well with its boosts to Max Health and Max Stamina as long as one chose a melee weapon to Restore Health with melee attacks.