Healing

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Overhealing indicated by a blue temporary health bar overlay on a player's health bar.[1][2]
No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[3]Steven Sharif
  • Bards offer lighter healing over time, as well as skills that buff healing received from the Cleric.[8][9] Smaller groups may be able to rely on Bard healing alone if they have a Tank. Larger groups facing stronger enemies will likely require a Cleric healer.[10]
If you're a small group, you might be able to get away with Bard as your only support/ healing, if you have a Tank. But then maybe if you don't have a Tank, you'll want to bring a Cleric. So, composition, strength, enemies: these all things that matter.[10]Douglas Miller
Q: Will AoE and action heals also heal raid and alliance members?
A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[11]Steven Sharif
You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[12]Steven Sharif
  • Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[1][2] If the temporary health points expire without being consumed they do not count as effective heals.[1]
Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[13]Steven Sharif
Skill Icon Origin Description
Abundant Soothing Glow Icon.Abundant Soothing Glow.png Cleric Soothing Glow has an additional charge. Casting Soothing Glow on a target already under its effect extends its duration on that target by its base duration.
Barrier Icon.Barrier.png Cleric Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.
Blood Fusion Icon.Blood Fusion.png Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets.
Cathartic Melody Icon.Cathartic Melody.png Bard Nearby party members gain Cathartic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Cheerful Melody Icon.Cheerful Melody.png Bard Nearby party members gain Cheerful Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Cleansing Wave Icon.Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%🢆) healing and reduces with each subsequent bounce.
Communal Restoration Icon.Communal Restoration.png Cleric Restore health equal to (150%🢆) healing to all party members in range and apply Communal Restoration.
Consecrating Wave Icon.Consecrating Wave.png Cleric Send forth a wave of radiance that deals (150%🢆) Radiant damage and applies Volatile to all enemies in front of you. Dispel 1 buff from each target hit that is Silenced. Restorative Consecrating Wave
Consuming Lethal Blow Icon.Consuming Lethal Blow.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.
Defiant Light Icon.Defiant Light.png Cleric Grant target ally Defiant Light
Deliverance Icon.Deliverance.png Cleric Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%🢆) healing
Divine Flare Icon.Divine Flare.png Cleric Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%🢆) healing divided amongst each target hit.
Escalating Mend Icon.Escalating Mend.png Cleric Mend's healing is increased each time it is used in quick succession.
Flash Cure Icon.Flash Cure.png Cleric 3 charges. Instantly heal target ally for (175%🢆) healing. This may be used during other ability activations.
Gambit Icon.Gambit.png Bard In a daring maneuver, transfer life to or from target party member, depending on who has a lower percent health. This ability will not reduce either player below 25% health. The character that loses life in this exchange gains Solace.
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[14]
Healing Touch Icon.Healing Touch.png Cleric Heal target ally in melee range for (500%🢆) healing.
Indomitable Spirit Icon.Indomitable Spirit.png Tank Gain Indomitable Spirit
Intercept Icon.Intercept.png Tank Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival.
Jest Icon.Jest.png Bard Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep. Shares cooldown with Mock.
Joy Icon.Joy.png Bard Nearby party members gain Joy This buff can stack once with itself at reduced efficacy. Generates Theme of Comedy Bard Comedy.png
Judgment Icon.Judgment.png Cleric If cast on an ally, restore health equal to (1500%🢆) healing to the target. If cast on an enemy, deal (280%🢆) Radiant damage and apply Burning for (150%🢆) Fire damage to the target. If the enemy target is Shaken, the caster is healed for the damage dealt.
Lovely Serenade Lovely Serenade.png Bard Target ally is healed for (150%🢆) healing every second. The final hit applies Glee.[15][16]
Lovely Serenade (AoE) Lovely Serenade.png Bard Up to five allies in front of you are healed for (50%🢆) healing every second. This ability will favor injured party members and yourself.[15]
Mend Icon.Mend.png Cleric 3 charges. Instantly launch a healing projectile toward target ally. Restores (150%🢆) healing in health upon arrival.
Pensive Melody Icon.Pensive Melody.png Bard Nearby party members gain Pensive Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Preservative Blood Fusion Icon.Preservative Blood Fusion.png Fighter When Blood Fusion is activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.
Quick Wit Icon.Quick Wit.png Bard Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep. Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit
Redemptive Deliverance Icon.Redemptive Deliverance.png Cleric Deliverance heals more based on the missing health percentage of the target.
Regeneration Icon.Regeneration.png Ranger Grants 10 Regeneration Rating per Ranger level to a target ally. Can be maintained on one ally at a time. If your target already has Regeneration from another Ranger, you cannot activate Regeneration. If your target already has your Regeneration, activating Regeneration again will toggle it off.
Regenerative Form of Celerity Icon.Regenerative Form of Celerity.png Fighter Form of Celerity regenerates 0.01% of your maximum health per second per point of Combat Momentum you have.
Resonant Weapon Icon.Resonant Weapon.png Bard Casting non-melody abilities will grant you 1 stack of Resonance Some songs and dances will grant an additional stack upon completion. Stacks up to 10 times. Resonance
Resplendent Beam Icon.Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%🢆) healing and reduces with each subsequent bounce.
Restorative Consecrating Wave Icon.Restorative Consecrating Wave.png Cleric Consecrating Wave additionally heals you and up to 10 allies for (250%🢆) healing.
Shake It Off Icon.Shake It Off.png Tank Activate to instantly restore 50% of the difference between damage taken and healing taken in the past 4 seconds. Always heals for at least 10% of your maximum HP. Cannot heal for more than 30% of your Maximum HP.
Shielding Dance Icon.Shielding Dance.png Bard Heal yourself and nearby allies for (50%🢆) healing every second and apply up to one instance of 1 stacks of Shield to each target as they enter the dance radius.
Soothing Glow Icon.Soothing Glow.png Cleric Apply Soothing Glow to target ally. 2 charges.

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[17]

Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.[18][19][17][20][21][22] This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.[19]

  • NPCs will always show exact health values.[18]
  • Previously it was stated that a player's name plate would deteriorate to give an indication of how much damage they have taken.[21][22][23]
If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[19]Steven Sharif

Healing potions

See also

References