Healing Hands
Paladin · Sentinel
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.
Effect
Applies: Healing Hands Lingering Warmth (100 %)
Consecrated Ground
- Base damage over time
- 24 Fire (every 0.32 s)
- Added damage effectiveness
- 120 %
- Counts as
- Spell, Damage Over Time
Base values before skill tree nodes, passives and gear.
Skill tree: Healing Hands
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (28)
-
Searing Light
max 1
Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness.
- Deals Fire Damage on Hit
-
Bane of Evil
max 2
Healing hands deals additional spell damage based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
- +1 Spell Damage per 20% increased Healing Effectiveness
Requires Searing Light
-
Halted Scourge
max 1
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.- Immobilize Void Enemies
- +10% Damage vs Void Enemies
- -10% Void Damage Taken
Requires Bane of Evil
You count as an ally so casting Healing Hands on yourself will grant you the buff.
Void Enemies include cultists, husks, pure voidforms, and voidfused enemies. They are encountered frequently in the Ruined Era. -
Turn Undead
max 1
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.- Fear Undead Enemies
- +10% Damage vs Undead Enemies
- -10% Necrotic Damage Taken
Requires Bane of Evil
Fear causes enemies to flee from you and your allies. Enemies can only be affected by Fear once.
You count as an ally so casting Healing Hands on yourself will grant you the buff.
Undead enemies include skeletons, wraiths, zombies, and most other enemies encountered in the Imperial Era. -
Cleric's Wrath
max 2
Healing hands deals more damage (multiplicative with other modifiers) based on the combined levels of your specialised Buff skills.
- +0.5% Damage per Level of Specialised Buff Skills
Requires Searing Light
Only Skills with the Buff tag are counted.
-
Consecrated Storm
max 4
Healing hands has a chance to Electrify on hit.
- 25% Electrify Chance
Requires Cleric's Wrath
-
Holy Winds
max 4
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 electrify from that enemy to a number of other enemies within 5 metres.
- +40% Lightning Damage Over Time
- 1 Targets to Spread Electrify to
Requires 3 points in Consecrated Storm
-
Seraph Blade
max 1
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.- Deals Fire Damage on Hit
Requires Virtue of Patience
-
Prayer of the Fallen
max 4
Healing Hands has increased healing effectiveness. This bonus is doubled if there is a dead player within 30 meters.
- 25% Increased Healing Effectiveness
- Doubled if Dead Player Nearby
Requires Divine Barrier or 2 points in Blessed Parish
-
Blessed Parish
max 3
Healing Hands has an increased area of effect and a lower mana cost.
- +15% Area
- -2 Mana Cost
Requires 2 points in Prayer of the Fallen or Purity of Thought
-
Purity of Thought
max 1
Healing Hands has a lower mana cost.
- -5 Mana Cost
Requires Blessed Parish or Searing Light
-
Divine Catalyst
max 5
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.- 1 Divine Bolts Cast
Requires Purity of Thought
-
Divine Barrier
max 1
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.- 1 Ward per 2 Attunement
- 20% Healing Conversion
You count as your own ally and are affected by this node when you cast Healing Hands on yourself.
-
Homeward
max 1
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.- Cast at self if not targeting ally
- 18% Increased Healing Effectiveness
Requires Divine Barrier
-
Synthesis of Light
max 3
Healing Hands also grants ward to allies based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
- 1 Ward per 10% increased Healing Effectiveness
Requires Divine Barrier
You count as your own ally and are affected by this node when you cast Healing Hands on yourself.
-
Unbroken Prayer
max 1
Healing Hands becomes a channeled ability, casting 4 times per second regardless of cast speed, and draining your mana.
- Channeled Healing Hands
- 4 Casts Per Second
- 10 Channel Cost Per Second
Requires Synthesis of Light
If you have the Seraph Blade node, then the melee attacks occur in random directions while you channel.
If you have the Rahyeh's Chariot node then this node has no effect.
Channeled skills have a minimum mana cost of 1. -
Guardian's Chant
max 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.- 10% Upfront Ward gained as Ward per Second
- 3 Ward per Second Duration (Seconds) fixed
Requires 2 points in Synthesis of Light
You count as your own ally and are affected by this node when you cast Healing Hands on yourself.
-
Urgent Healing
max 4
Healing Hands restores additional health up front.
- +20 Up Front Healing
Requires 2 points in Prayer of the Fallen
-
Vow of Restoration
max 4
Healing Hands restores additional health over time. This lasts for three seconds just like Healing Hands' inherent healing over time effect.
- +20 Additional Healing Per Second
Requires 2 points in Prayer of the Fallen
-
Cleric's Hammer
max 4
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.- 25% Healing Hands Chance on Melee Hit
- 110% Healing Hands Mana Consumption fixed
- -65% Less Up Front Healing For Indirect Casts fixed
-
Hand of Aurelus
max 4
When you directly cast Smite, you have a chance to cast Healing Hands around the target location. This consumes 70% of its mana cost.
- 25% Healing Hands Chance on Smite Cast
-
Rahyeh's Chariot
max 1
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.- Dash to the Target Location
- Counts as Traversal Skill
- 6 Cooldown Duration (seconds)
Requires 2 points in Cleric's Hammer or 2 points in Hand of Aurelus
Using a Traversal skill puts all other traversal skills on cooldown and traversal skills' cooldowns do not recover while you are using a traversal skill.
-
Cloud Voyager
max 1
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.
- 75% Cooldown Recovered on Ally Healed
Requires Rahyeh's Chariot
-
Sacred Gift
max 4
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.
- 25% Health Globe Chance
Requires 2 points in Vow of Restoration
-
Sun Shroud
max 1
You are immune to damage while moving with Healing Hands.
- Immune while Moving
Requires Rahyeh's Chariot
-
Virtue of Patience
max 2
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.
- -16% Cast Speed
- +24% Damage
- 24% Increased Healing
- 16% Increased Area
Requires 2 points in Cleric's Wrath
The cast speed modifier is also multiplicative with other modifiers and affects attack speed instead if Healing Hands is converted to a melee attack.
-
Font of Salvation
max 1
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.- Heal Party Members to Full
- 50% Heal to Full Threshold
- 80% Health Gained as Ward when Healing to Full
Requires 3 points in Urgent Healing
-
Skyfall
max 1
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.- Sky Beam while Channelling
- +7 Mana Cost Per Second
Requires Unbroken Prayer