|
Heals a considerable amount of the Seraphim's health or that of a targeted ally.
|
This is a Healing Combat Art
Modifications
- See also: Sacred 2:Combat Art Modifications
Bronze
|
- Remedy - Increase healing effect. (increased by 10hp + 20hp per CA level)
- Recuperation - Temporarily increases the hitpoint regeneration effect. (20hp/s + 10hp/s per CA level healed; in Ice and Blood this is changed to 10% of the amount directly healed by the CA)
|
Silver
|
- Prevention - Temporary protection from damage over time. (Note: this modification breaks Root effects, 100% chance; the in-game description is incorrect)
- Master Healer - Decreases the regeneration time of this spell. (1-1/(1+(500+10*calvl)/1000) percent decrease; ~34% at CA-Lvl 1, ~38% at CA-Lvl 10, 50% at CA-Lvl 50)
|
Gold
|
- Solidarity - Extends the healing effect to nearby allies. (33% + 0.2% per CA level effectiveness to allies, ~5.7m area of effect (guess))
- Antidote - Reduces the duration of all impediment and wound effects. (1-1/(1+(200+5*calvl)/1000) percent decrease; ~17% at CA-Lvl 1, 20% at CA-Lvl 10, ~31% at CA-Lvl 50)
|
|
Hallowed Restoration without Modifications
|
|
|
|
|
|
|
Skills and Attributes
The following skills will affect this combat art:
- Celestial Magic Lore - improves the healing effect and the hitpoint regeneration of the Recuperation mod. Increases casting speed and allows for modification points.
- Concentration - directly reduces regeneration time for this combat art.
The following attributes will affect this combat art:
Usage Strategies
- This Combat Art is very useful for any Seraphim at the beginning of the game (even unmodded and even without Celestial Lore or Celestial Focus) as it can replace health potions. This will free up space in a player's inventory or let them accumulate health potions faster.
- An effective way to use this spell is to use the bronze mod Recuperation, as it will boost the player's regeneration of health points significantly, transforming it into a HoT (heal over time) effect. Health will be maintained at 100% when taking damage for as long as the effect lasts (10 seconds). This modification will also stack, a considerable benefit. If cast subsequently before the effect of previous casts have ended, the stacking effect will allow for a very large healing effect. Note that this has been changed (nerfed) in Ice and Blood, and the Recuperation mod now heals 10% of the amount directly healed by the CA, per second of duration.
- A useful way to take advantage of this ability is to precast the spell just before entering combat. If a player knows in advance that a large amount of damage may be incurred, for the next ten seconds, the player's health will be healed to full. Players must remember to recast the spell each ten seconds to keep up the heal over time, or the spell will lapse, leaving the player more vulnerable to damage.
- The silver mod Master Healer significantly reduces regeneration time of this combat art, allowing it to be raised higher for the same regeneration as before choosing this mod, and healing a larger amount and with the recuperation mod, healing more hit points per second during the 10 seconds it lasts.
- On quests where a player has an NPC traveling with them, it is possible to heal the NPC with this Combat Art, therefore making the task of keeping the NPC alive much easier. As of Ice and Blood, you have to target the NPC now for this, otherwise it will be cast on yourself.
Pros and Cons
Pros
- A real lifesaver in many situations
- When modded with Recuperation, may void the necessity to use health potions
Cons
- Can make a player reckless very easily
- Certain bosses and champions have the ability to remove the Recuperation buff effect
Stats Chart
- Duration (for Recuperation?) is 10 seconds.
- Life healed is 20 + 40*CA-Level health points.
See Also
Gallery