Healer

HEALER

Shielding to prevent damage, mending injuries and supporting others in various other ways, healers are indispensable to every team. Healers can turn the tides of battle in their favour by using their diverse arsenal of spells at appropriate times.

Playstyle:

As a Healer, your main goal in the battlefield is to protect your team with shields and heal their wounds. If you find some breathing room between healing and protection, you can also apply moderate damage to your opponents. Staying out of trouble and sight while keeping your team alive is essential to become a good Healer.

Resource:

All spells cost mana, a slowly depleting resource, without which the Healer is useless. When out of combat, you can slowly regenerate this resource at the expense of not being part of the battle for some time.

The other important concept is balance. Most spells are either cast from torso (heals), hands (shields) or feet (damaging and buffing). When casting a shield, for example, the energy from hands is slowly depleted, while the energy in the other two aspects is increased. This makes shields less and less powerful, while at the same time, empowering heals and damaging spells. If the Healer manages these resources correctly, he will guarantee an upper hand over the enemy Healer.

Specializations:

Specializations further enhance Healer’s abilities. A Healer can choose between the following specializations:

Abilities:

Beacon

Allows out of line of sight healing and applies a heal over time effect with your next heal.

Place a buff on a friendly target. The buff enables your next heal to be cast out of line of sight. Triggering this effect applies a stack of healing over time on the target.

Instant cast
Range: 2500.0
Mana: 200
Cooldown: 20.0 s
Unlocks at level 4

Bless

A weaker heal that applies a heal over time effect.

Transfer mana to a friendly target, healing it for 400 HP. Overabundance of mana transferred continues to mend the injuries, applying a stack of healing over time.

Instant cast
Range: 2500.0
Mana: 200
Cooldown: 8.0 s
Unlocks at level 2

Shield

A moderate shield.

Shape the mana to form a protective barrier around the target, preventing 1100 points of damage.

Cast time: 1.3 s
Range: 2500.0
Mana: 400
Cooldown: 0.0 s
Unlocks at level 1

Holy Bolt

A moderate damage projectile.

Mold mana to a spherical shape and send it flying towards the target. The sphere explodes on impact, dealing 750 damage.

Cast time: 2.2 s
Range: 2200.0
Mana: 150
Cooldown: 0.0 s
Unlocks at level 1

Meditate

Replenishes mana. Usable only out of combat.

Contemplate life, nature and everything, increasing the attunement to all living beings and significantly increasing the mana regeneration rate. Can be only used when out of combat. Entering combat or receiving damage cancels the channel. Successful channel completion gives additional mana.

Cast time: 8.0 s
No mana costCooldown: 0.0 s
Unlocks at level 1

Force Wave

Aim and fire a projectile that roots the target.

Force highly concentrated mana to travel in the specified direction, applying root for 3 seconds to all enemies and removing one slow from allies.

Cast time: 0.25 s
Range: 2200.0
Mana: 150
Cooldown: 20.0 s
Unlocks at level 9

Cleanse

Removes one stack of each debuff on a friendly target.

With the help of some healing tonic prepared beforehand, purify the target of magic debuffs (maximum one stack).

Instant cast
Range: 2500.0
Mana: 200
Cooldown: 7.0 s
Unlocks at level 5

Narcotic Vines

Links the target with you. If the target stays linked with you for 3 seconds, the target is incapacitated.

The Healer summons magical vines that affect all players in 450 centimeter radius around the caster. If the Healer stays linked with enemy targets for 3 sec, all linked enemies become incapacitated for 6 sec. Damage will break the effect.

Instant cast
Range: 450.0
Mana: 200
Cooldown: 32.0 s
Unlocks at level 1

Mana Barrier

A moderate shield.

Use mana to form a protective shroud over the target, preventing 1150 points of damage.

Instant cast
Range: 2500.0
Mana: 550
Cooldown: 20.0 s
Unlocks at level 3

Quickmend

A moderate heal.

Hastily try to mend target’s injuries, healing 1200 HP.

Cast time: 1.5 s
Range: 2500.0
Mana: 550
Cooldown: 0.0 s
Unlocks at level 1

Mana Mote

A mote of energy jumps between enemies and allies, damaging enemies and healing allies.

Places a buff on an ally or a debuff on an enemy. If the buffed ally receives a heal in the next 5 sec, then he is healed for an additional 1200 HP and the Mana Mote jumps to the nearest enemy target. If the debuffed enemy target receives any damage while the debuff is present, he receives an additional 750 damage and the Mana Mote jumps to the nearest friendly target. The Mana Mote can only jump 2 more times after it is cast. If the target affected with Mana Mote does not receive a heal or take any damage, then Mana Mote will either heal or damage the target for 780 HP or 560 damage depending if the target is friendly or enemy. The Mana Mote will still jump to the next target in this case.

Instant cast
Range: 1300.0
Mana: 400
Cooldown: 35.0 s
Unlocks at level 7

Balance

Enter the state of balance.

Equilibrates the mana in all parts to restore inner balance.

Instant cast
Range: 1000.0
Mana: 260
Cooldown: 25.0 s
Unlocks at level 4

Holy Light

A strong healing spell.

Gather a large amount of mana to heal serious injuries, restoring 2350 HP.

Cast time: 3.0 s
Range: 2500.0
Mana: 900
Cooldown: 0.0 s
Unlocks at level 6

Pray

Damage reduction spell.

Pray to be saved. 40% of the damage taken in the next 9 seconds is refunded as a heal with 3 ticks.

Instant cast
Range: 2500.0
Mana: 400
Cooldown: 45.0 s
Unlocks at level 8

Clear Mind

Increases casting speed and physical damage dealt by a friendly target.

Attach an empowering orb of mana to a friendly target, increasing target’s casting speed and reducing global cooldown by 20% for 9 seconds. Also increases physical damage dealt by 15%.

Instant cast
Range: 2000.0
Mana: 50
Cooldown: 45.0 s
Unlocks at level 6

Healing and shielding spells

Buffs

Offensive and control spells

Misc

Devout masteries:

  • Sunshine: When balance is gained, next shield cast in the next 6s is 5%-50% stronger. (1-10 points)
  • Sticks and stones won’t break my bones: Shields absorb 1.5%-15% more damage. (1-10 points)
  • Cloak of Radiance: When shield is broken, gain a damage reduction for 10 seconds based on remaining duration of the shield, up to the maximum of 1.5%-15% for shield broken as soon as applied. (1-10 points)
  • Cohesive Fracture: Each time a shield is broken, reduce cooldown of mana barrier by 0.5-5s seconds and the cooldown of pray by 1-10s. Can proc every 6 seconds. (1-10 points)

Hermit masteries:

  • Blossom: When balance is gained, next heal cast in the next 6s is 3%-30% stronger. (1-10 points)
  • Survival Instinct: Heals are 0.02%-0.2% stronger for each percent of target’s life missing. (1-10 points)
  • Overgrowth: Holy Light and Quickmend also create an area of effect healing around that heals for 450 over 6 seconds. (7 points)
  • Invigorating Isolation: Direct heals also heal an additional low health target for 1.5%-15%. (1-10 points)

Spiritualist masteries:

  • Redemption: When balance is gained, next cast is 10%-100% cheaper and 2%-20% faster. (1-10 points)
  • Last ditch effort: Heals and shields are 0.01%-0.1% stronger for each percent of player’s mana missing. (1-10 points)
  • Vigorous Support: Heals and shield are 1%-10% stronger, but cost 1%-10% more. (1-10 points)
  • Heal and Kill: After each successful non-instant heal or shield cast, the next holy bolt spell in 8 s is 3%-30% stronger. (1-10 points)

Screenshots:

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Video guide: