Home>Sentinel>Healing Hands
Healing HandsHealing Hands
ClassPaladin level 5 skill
DescriptionHeals all allies in a target area for 50 health and applies a lingering warmth which heals 80 health over the next 3 seconds. The lingering warmth cannot stack on the same target.
Cooldown
0s
Mana cost11
Speed
1.467 per second (if no cooldown)
Use Duration: 0.75s
Use Delay: 0.21s
Speed Multiplier: 1
Settle Low Priority Ratio: 50%
Scales With: Cast Speed
Scaling TagsSpellBuffAreaAttunement
Scaling
Per Point of Attunement:
  • 5% Increased Healing Effectiveness
Ailments on Hit
Target Type: Ally
Healing Hands Lingering Warmth (Chance: 100%)
Skill Tree Nodes
Name
Max
Points
Stats
Related
Skill
Description
Healing Hands0
    Heals all allies in a target area for 50 health and applies a lingering warmth which heals 80 health over the next 3 seconds. The lingering warmth cannot stack on the same target.
    Searing Light1
    • Deals Fire Damage on Hit
    Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness.
    Bane of Evil2
    • Spell Damage per 20% increased Healing Effectiveness +1 per point
    Healing hands deals additional spell damage based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
    Halted Scourge1
    • Immobilize Void Enemies
    • Damage vs Void Enemies +10%
    • Void Damage Taken -10%
    Healing Hands Immobilizes void enemies for 1 second on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less void damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.
    Turn Undead1
    • Fear Undead Enemies
    • Damage vs Undead Enemies +10%
    • Necrotic Damage Taken -10%
    Healing Hands fears Undead Enemies for 2 to 3 seconds on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less necrotic damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.
    Cleric's Wrath2
    • Damage per Level of Specialised Buff Skills +0.5% per point
    Healing hands deals more damage (multiplicative with other modifiers) based on the combined levels of your specialised Buff skills.
    Consecrated Storm4
    • Electrify Chance 25% per point
    Healing hands has a chance to Electrify on hit.
    Holy Winds4
    • Lightning Damage Over Time +40% per point
    • Targets to Spread Electrify to 1 per point
    Healing Hands deals more lightning damage over time (multiplicative with other modifiers) and when you hit an electrified enemy with Healing Hands it spreads all stacks of your stacks of electrify from that enemy to a number of other enemies within 5 metres.
    Seraph Blade1
    • Deals Fire Damage on Hit
    Healing Hands is converted into a melee attack that hits in a wide arc in front of you. It now scales with melee damage instead of spell damage and effects on this tree that granted spell damage now grant melee damage instead. Healing Hands still heals you, as well as allies within its area of affect.
    Prayer of the Fallen4
    • Increased Healing Effectiveness 25% per point
    • Doubled if Dead Player Nearby
    Healing Hands has increased healing effectiveness. This bonus is doubled if there is a dead player within 30 meters.
    Blessed Parish3
    • Area +15% per point
    • Mana Cost -2 per point
    Healing Hands has an increased area of effect and a lower mana cost.
    Purity of Thought1
    • Mana Cost -5
    Healing Hands has a lower mana cost.
    Divine Catalyst5
    • Divine Bolts Cast 1 per point
    You cast Divine Bolt at nearby enemies when you directly cast healing hands and heal yourself or an ally. Divine Bolt is affected by specific passives from the Paladin tree and if you take this node then Divine Bolt from all sources scales with nodes on this tree.
    Divine Barrier1
    • Ward per 2 Attunement 1
    • Healing Conversion 20%
    Healing Hands also grants ward to allies based on your Attunement. If the ally has an effect that causes them to gain ward per second based on their missing health, then it will not heal them, but will provide a percentage of its healing as ward.
    Homeward1
    • Cast at self if not targeting ally
    • Increased Healing Effectiveness 18%
    If Healing Hands would not affect any allied players at the chosen target location, it is cast centered on you instead. Healing Hands has increased healing effectiveness.
    Synthesis of Light3
    • Ward per 10% increased Healing Effectiveness 1 per point
    Healing Hands also grants ward to allies based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
    Unbroken Prayer1
    • Channeled Healing Hands
    • Casts Per Second 4
    • Mana Cost Per Second 10
    Healing Hands becomes a channeled ability, casting 4 times per second regardless of cast speed, and draining your mana.
    Guardian's Chant3
    • Upfront Ward gained as Ward per Second 10% per point
    • Ward per Second Duration (Seconds) 3
    Healing Hands also grants ward per second for three seconds after being cast on an ally. The ward per second is equal to a proportion of the ward granted up front by the other nodes on this tree and by items that cause you to grant ward with Healing Hands. This effect cannot stack multiple times, casting again on the same ally just refreshes the duration.
    Urgent Healing4
    • Up Front Healing +20 per point
    Healing Hands restores additional health up front.
    Vow of Restoration4
    • Additional Healing Per Second +20 per point
    Healing Hands restores additional health over time. This lasts for three seconds just like Healing Hands' inherent healing over time effect.
    Cleric's Hammer4
    • Healing Hands Chance on Melee Hit 25% per point
    • Healing Hands Mana Consumption 110%
    • Less Up Front Healing For Indirect Casts -65%
    When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands's mana cost. Healing Hands restores less up front health when cast indirectly.
    Hand of Aurelus4
    • Healing Hands Chance on Smite Cast 25% per point
    When you directly cast Smite, you have a chance to cast Healing Hands around the target location. This consumes 70% of its mana cost.
    Rahyeh's Chariot1
    • Dash to the Target Location
    • Counts as Traversal Skill
    • Cooldown Duration (seconds) 6
    When you directly use Healing Hands you dash to the target location first. However, Healing Hands now has a cooldown and counts a Traversal skill. This does not affect indirect casts of Healing Hands.
    Cloud Voyager1
    • Cooldown Recovered on Ally Healed 75%
    A portion of Healing Hands' remaining cooldown is recovered if you use it to heal an ally other than yourself. This effect can occur once per direct cast of Healing Hands.
    Sacred Gift4
    • Health Globe Chance 25% per point
    When you cast Healing Hands, there is a chance it spawns a Health Globe at a random point inside the area of effect. When an ally walks over the globe, it is consumed, healing them for 70 health.
    Sun Shroud1
    • Immune while Moving
    You are immune to damage while moving with Healing Hands.
    Virtue of Patience2
    • Damage +24% per point
    • Increased Healing 24% per point
    • Increased Area 16% per point
    • Cast Speed -16% per point
    Healing Hands takes longer to cast, but deals more damage (multiplicative with other modifiers) and has increased healing effectiveness and a larger area of effect.
    Font of Salvation1
    • Heal Party Members to Full
    • Heal to Full Threshold 50%
    • Health Gained as Ward when Healing to Full 80%
    If you heal an allied player other than yourself that was below half prior to healing, Healing Hands restores them to full health and grants them ward equal to 80% of their max health. This has no effect on you, nor on minions, nor players that have an effect that causes them to gain ward per second based on their missing health.
    Skyfall1
    • Sky Beam while Channelling
    • Mana Cost Per Second +7
    While channelling Healing Hands you also call down a beam from the sky that deals fire damage over time to enemies around the target area and heals allies within its area of effect. Healing Hands costs additional mana per second while channelling.
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