Holy Explosion

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Holy Explosion

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

It is unlocked at mastery level 1.



Holy Explosion
Energy Cost 55 Every enemy around you is knocked back, and up to five allies hit by the following holy explosions are healed for 85 health.
Cast Time channeled
Range self
Cooldown 20s


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

Equipment

Magic WeaponTier
Adept's Great Holy Staff4
Expert's Great Holy Staff5
Master's Great Holy Staff6
Grandmaster's Great Holy Staff7
Elder's Great Holy Staff8

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
5 October 2022Into the Fray Patch 7Generous Heal has been outshone by Holy Flash in most PvP situations. To make it a more competitive option, its cast time has been reduced and it is now more energy efficient. Great Holy was offering too much utility and sustain in 2v2 Hellgates so, to give other Healing Staffs a chance to shine in this content, the sustain of Holy Explosion has been reduced. Lifetouch was underrepresented in 2v2 Hellgates, so its healing output has been increased to make it more competitive here. Redemption Staff was also somewhat underrepresented, so its energy cost has been reduced to make it a more attractive option.
  • Generous Heal (all Holy Staffs):
    • Cast Time: 0.7s → 0.6s
    • Energy Cost: 7 → 6.2
  • Holy Explosion (Great Holy Staff):
    • Resistance Increase: 0.2 → 0.12
  • Holy Touch (Lifetouch Staff):
    • Heal per Tick: 59 → 64
  • Celestial Sphere (Redemption Staff):
    • Energy Cost: 20 → 16
25 April 2022Lands Awakened Patch 8Great Holy was a very impactful weapon in the Holy line, which made it very hard for melee opponents to enter a fight. The enemy knockback was too punishing, due to the long airborne time inflicted. To make Great Holy less oppressive against enemy melees, enemy knockback speed has been increased, meaning a shorter airborne time for those struck.
  • Holy Explosion (Great Holy Staff):
    • Enemy Knockback speed: 10m/s -> 20m/s
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)
6 May 2021Call to Arms Patch 4 (Balance Patch)Holy Staffs

Holy Explosion was very underused in the Holy Staff line and has been improved significantly. First, the ability now has a shorter cooldown and channel duration with more burst heal, guaranteeing more heal value even when the channel is interrupted. Also, the first Explosion now adds a resistance buff to allies, to help offset the increased risk of this E-ability’s positioning, which requires healers to stay close to allies instead of safe in the backline.

Celestial Sphere’s cast time was also reduced, as it was too easy to interrupt in 5v5 fights.

Holy Touch is very strong in 2v2 Hellgates. To give other Healing Staffs a better chance in this content, the tick interval was increased. It is now a bit slower to heal, requiring a greater time commitment from the healer.

Divine Intervention’s jump range was reduced, as it provided too much mobility even after various recent downgrades.

  • Holy Explosion (Great Holy Staff):
    • Cooldown: 20s → 15s
    • Tick Count: 6 → 5
    • Heal per Tick: 40.67 → 50
    • The first Explosion now also gives a resistance buff to allies, increasing resistances by 0.2 for 3s
    • Energy Cost: 18 → 0
    • Instead the ability consumes 3.6 energy per tick while channeling (total of 18 energy for the full channel)
  • Holy Touch (Lifetouch Staff):
    • Tick Interval: 0.5s → 0.6s (amount of ticks stays the same, so total channel time increases)
  • Celestial Sphere (Redemption Staff):
    • Cast Time: 1s → 0.5s
    • Hit Delay: 0s → 0.4s
  • Divine Intervention (Hallowfall):
    • Jump Range: 14m → 11m
25 March 2020Queen Patch 8Holy Staffs
  • Holy Explosion (Great Holy Staff):
    • Now only the first hit knocks back
    • Knockback Distance: 6.36 m → 15.00 m
    • Knockback speed: 8 → 15
    • Hit delay: 0.1s → 0.4s
18 September 2019Percival Patch 5 (Midseason Patch)Holy Staffs
  • Flash Heal (all Holy Staffs):
    • Heal: 46 → 48
    • Range: 12m → 13m
  • Generous Heal (all Holy Staffs):
    • Range: 12m → 13m
  • Holy Blessing (all Holy Staffs):
    • Range: 12m → 13m
  • Sacred Pulse (all Holy Staffs) reworked:
    • The spell now knocks all enemies in a 5m radius around the target 8m away. Happens once after activation.
    • The healing now affects only a single target
    • Range: 11m → 13m
    • Cast Time: 1s → 0s
    • Cooldown: 15s → 10s
    • Heal per Tick: 15.8 → 40.00
    • Standtime: 0.4s → 0.2s
  • Holy Orb (all Holy Staffs):
    • Adjusted Holy Orb projectile to make it hit close targets more reliably
  • Holy Explosion (Great Holy Staff):
    • Cooldown: 25s → 20s
  • Desperate Prayer (One-Handed Holy Staff):
    • Range: 12m → 13m
  • Divine Protection (Divine Staff):
    • Range: 12m → 13m
20 June 2018Lancelot Patch #9Holy Staffs
  • Holy Explosion (Great Holy Staff)
    • Heal per Tick: 34.75 → 40.67
  • Holy Touch (Lifetouch Staff)
    • Cast Range: 3m → 6m
    • Can now be cast even when silenced / stunned
  • Salvation (Fallen Staff)
    • Delay after Cast: 3s → 2s
    • Energy Cost: 24 → 18
  • Holy Orb (Redemption Staff)
    • The orb now always heals for the same amount, no matter the distance
    • Min Heal: 66.36 → 144.79
    • Max Heal: 225.63 → 144.79
    • Projectile Speed: 14.67m/s → 11.00m/s
    • Cooldown: 10s → 15s
21 March 2018Lancelot Patch #1
  • Holy Explosion: (Great Holy Staff)
    • Radius: 6m -> 7m
  • 27 September 2017Joseph Update
    • Holy Explosion:
      • Cooldown: 20s -> 25s
      • Heal: 34.75 -> 37.28