Celestial Sphere

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Celestial Sphere

An active ability found on the third slot of Redemption Staffs.

It is unlocked at mastery level 1.



Celestial Sphere
Energy Cost 61 Create a bouncing Sphere of light to heal an ally. The Celestial Sphere will then repeatedly jump to the closest ally within 11m, healing each ally hit by 188. The spell can't hit the same target twice in a row, but keeps jumping back and forth up to 10 times as long as an ally target is in range.
Cast Time 1s
Range 10m
Cooldown 25s


Note: numerical values are based on gear with 1060 item power.

Equipment

Magic WeaponTier
Expert's Redemption Staff5
Master's Redemption Staff6
Grandmaster's Redemption Staff7
Elder's Redemption Staff8

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
8 June 2022Into the Fray UpdateHealing Staffs no longer have a 50% damage reduction on the staff. Smite has been reworked for a more enjoyable solo PvE / PvP experience, and it is now possible to move while channeling Holy Beam, albeit at a reduced speed to allow for counterplay. Desperate Prayer's Healing Output has been increased and if used above the 40% health threshold it now also gives the caster a buff that increases Healing Output, creating an incentive to use the ability above the threshold. Various other improvements and adjustments have also been made to make these staffs feel more polished.
  • Base Stats (all Holy Staffs):
    • Removed the 50% Damage Reduction
  • Smite (all Holy Staffs) has been completely reworked:
    • Smite all enemies at the targeted location, dealing magical damage in a 2.5m radius
    • The next time any enemy hit takes damage within the next 3s, they will take an additional magical damage
    • Hitting at least one enemy will reduce this ability’s cooldown by 50%
  • Sacred Pulse (all Holy Staffs):
    • When used against mobs, they are now knocked into the air rather than knocked back
  • Holy Beam (all Holy Staffs):
    • The caster can now move while channeling, with 30% reduced movement speed
  • Desperate Prayer (One-handed Holy Staff):
    • Heal Value below 40%: 200 → 220
    • Heal Value above 40%: 82 → 100
    • Additionally, if Desperate Prayer is cast on a target above 40% health, the caster receives a buff which increases Healing Cast by 5% for 15s (stacks up to 3 times)
    • Energy Cost: 15 → 12
  • Holy Touch:
    • Heal per Tick: 55 → 59
  • Celestial Sphere:
    • Base Heal: 60 →  85
    • Healing the same target twice no longer increases Healing Output
    • Initial Hit Delay: 0.4s → 0.15s
26 January 2022Lands Awakened Patch 4Redemption Staff dominated Crystal League 5v5 since its last rework. The bouncing mechanic was intended to make it difficult to focus healing on specific targets, but teams became skilled at this anyway. With high healing output per bounce, counterplay for enemy teams was very limited. To make this ability more interesting, its base healing has been reduced, but if the Sphere keeps healing the same two targets, each consecutive bounce heals more. Interrupting this charge-up mechanic also allows more counterplay from opposing teams.

Great Holy Staff provides high offensive and defensive utility with its AoE knockback and strong Heal, which encourage good decision-making from users. However, its low cooldown and high utility outperformed other Healing Staffs in 2v2 Hellgates. Its cooldown was therefore increased to reduce its up-time.

  • Celestial Sphere (Redemption Staff):
    • Heal per bounce: 90 → 60
    • Reduced base healing, but every time the Sphere heals the same target within 1.5s, healing output increases by 25% (stacks up to 4 times)
  • Holy Explosion (Great Holy Staff):
    • Cooldown: 15s → 18s
13 October 2021Call to Arms Patch 11Healers in Albion offer a very strong sustain, meaning they have the tools to prevent their group members simply being burst down in group fights. As a result, Healers are usually designed without a lot of damage in their kit, and are thus encouraged to choose whether to use their Q-slot for full sustain or additional damage. However, there was also the option to go full sustain and get damage from other sources such as potions, capes, or armor. To balance this approach, base damage output has been reduced when equipping any healing staff. Healers can negate this penalty by using the damage ability on the Q-slot. This change should reinforce the original intention that Healers choose between sustain and damage.

Flash Heal was rarely used and has thus been reworked: instead of a spammable heal without cooldown, a 3s cooldown was added for a rebalanced high-impact heal, meaning Healers don’t need to remain still to get the maximum healing from this ability. Cast Time was also reduced to make it less susceptible to interrupts, but the Hit Delay was kept in order to broadcast the same ground-based telegraphing to both allies and enemies.

Additionally, some E-abilities of the Holy Line have been adjusted. Holy Explosion has high healing output and good defensive utility with its knockback, so to reduce its self-sustaining quality the Energy Cost per tick was increased. Celestial Sphere is now an uninterruptible cast so that it can't be fully denied (as it often is in competitive 5v5), while the bouncing sphere after the cast still allows for counterplay. Lastly, Hallowfall's Cooldown Reduction now receives a slight buff when hitting an ally, which is meant to somewhat alleviate its very long base cooldown.

  • Equipping any Holy Staff reduces all damage output by 50%
  • Smite (all Holy Staffs):
    • Now increases the caster's damage by 50% for 8s
  • Flash Heal (all Holy Staffs):
    • Cooldown: 0s → 3s
    • Cast Time: 0.8s → 0.4s
    • Hit Delay: 0s → 0.4s
    • Heal: 34 → 130
    • Removed the additional 10% Healing per target effect
  • Holy Explosion (Great Holy Staff):
    • Energy Cost per tick: 3.6 → 4.0
  • Celestial Sphere (Redemption Staff):
    • The cast is now uninterruptible
  • Divine Intervention (Hallowfall):
    • Cooldown Reduction when Healing an ally: 35% → 40%
28 July 2021Call to Arms Patch 9Added four new icons to better represent the corresponding abilities:
  • Blood Bandit (One-Handed Axe, E-slot)
  • Protective Beam (Enigmatic Staff, E-slot)
  • Arcane Orb (One-Handed Arcane Staff, E-slot)
  • Ground Shaker (Maces, W-slot)
10 April 2019Oberon Patch 2 / Free-to-Play LaunchHoly Staffs
  • Holy Beam (all Holy Staffs):
    • Cooldown: 10s → 16s
  • Celestial Sphere (Redemption Staff):
    • Heal per Tick: 80.00 → 90.00
20 February 2019Nimue Balance Patch (Patch #7)Holy Staffs
  • Desperate Prayer (Holy Staff)
    • Max Heal Value: 177.69 → 200.00
    • Cooldown: 20s → 15s
  • Salvation (Fallen Staff)
    • Radius: 6m → 5.5m
  • Celestial Sphere (Redemption Staff)
    • Max Number of Jumps: 14 → 10
    • Heal per Jump: 51.5 → 80.00
28 November 2018Nimue Patch #1
  • Spell fixes:
    • Protection of the Fiends duration should now be properly linked to the channel time
    • Mounted characters are no longer affected by Time Corridor
    • Fixed an issue where players resisted Time Freeze when casting / channeling
    • Fixed an issue where Deathward Climax would mute other spell sounds
    • Celestial Sphere now jumps 14 times as intended (previously 12)
    • Casting time for Electric Discharge changed from 1.2 to 0.9 seconds as intended
    • Spell effects of Spiritual Seed now appear on target as intended (previously appeared on caster)
  • 21 November 2018Nimue UpdateHoly Staffs
    • Salvation (Fallen Staff)
      • Cooldown: 20s → 25s
    • Celestial Sphere (Redemption Staff)
      • Jump Interval: 0.8s → 0.6s
      • Max Number of Jumps: 12 → 14
    28 September 2018Merlyn Preseason Balance Patch, Hotfix 1
  • Fixed the following spell bugs:
    • Bow: Enchanted Quiver now has its reported 30 second buff duration (was 25 seconds)
    • Holy Staff: Celestial Sphere displays the visual effect and projectile for its last impact
    • Mace: Force of Nature now taunts all mob targets hit, as intended
  • 26 September 2018Merlyn Preseason Balance PatchHoly Staffs:
    • Added a new E-slot Spell to Redemption Staff: Celestial Sphere
      • Can be cast on an ally. The Sphere will keep jumping to the closest ally in a 10m radius for up to 12 times, healing each ally hit. The spell can't hit the same target twice in a row, but keeps jumping back and forth if at least two allies are in range. (Cooldown: 25s)
    • Removed the spell Enlightenment (all Holy Staffs)
    • Moved Holy Orb to the W-slot (all Holy Staffs)
    • Flash Heal (all Holy Staffs)
      • Heal Value: 42.18 → 46.00
    • Holy Beam (all Holy Staffs)
      • First Tick: 13.01 → 30.00
      • The last hit no longer ticks twice
    • Holy Orb (all Holy Staffs)
      • Hit delay: 0.3s → 0s
      • Standtime: 0.8s → 0.4s
      • Projectile Speed: 12.5 m/s → 16.7 m/s
    • Desperate Prayer (Holy Staff)
      • Health Threshold for max heal: 30% → 40%
    • Salvation (Fallen Staff)
      • Cooldown: 30s → 20s
      • Heal Value: 236.20 → 270.00