Living Armor

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Living Armor

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

It is unlocked at mastery level 1

Living Armor
Energy Cost 49 Protect the targeted ally with Living Armor, increasing their damage resistances by 37 for 4s . Whenever the target receives damage , they will restore ? Health .
Cast Time 0s
Range 11m
Cooldown 15s

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


Related Patch Notes

Patch LinkDatePatch NamePatch Notes
21 November 2022Beyond the Veil UpdateTo discourage interrupting Revitalize after a few ticks, a higher proportion of energy for the full channel is now spent when it starts. Thus, while the whole channel still costs the same energy, interrupting it early is penalized. Additionally, fighting with DoT weapons against Great Nature Staffs was too punishing, as Living Armor almost guaranteed Healing with few counterplay options. To give Cursed Staffs and Axes better chances against it, Living Armor now only heals on direct damage.
  • Revitalize (all Nature Staffs):
    • Energy cost at Channel Start: 0 → 20
    • Energy cost per Channel Tick: 9 → 4
  • Living Armor (Great Nature Staff):
    • Now only heals with Direct Damage (DoTs no longer count)
8 June 2022Into the Fray UpdateHealing Staffs no longer have a 50% damage reduction on the staff. The solo PvE / PvP experience has been improved, with a reworked Thorns spell and a new Brambleseed spell that knocks enemies airborne. Rejuvenating Mushroom has been replaced with the new Rejuvenating Flower multi-part spell: Grow multiple flowers on the ground that can be picked up and thrown to a specific spot to provide instant healing and Rejuvenation stacks. Revitalize is now on a much shorter cooldown, and is limited more by energy cost than by cooldown, to make it more useful in PvP and provide higher single-target healing output to compete with Holy Staffs in group PvE. Various other improvements and adjustments have also been made to make these staffs feel more polished.
  • Base Stats (all Nature Staffs):
    • Removed the 50% damage Reduction
  • Thorns (all Nature Staffs) has been completely reworked:
    • Conjure Thorns with a 3m radius at the targeted area, lasting 4s
    • Deals magical damage and applies one Thorns Charge to all enemies within the area every 0.5s (stacks up to 5 times)
    • Slows by 25%
    • The ability goes on cooldown if you either cast it the maximum of 3 times or don't recast it for 3s
    • Thorns Charges can be consumed by your normal attacks and deals additional magical damage
  • Removed the ability Rejuvenating Mushroom (all Nature Staffs) Added a new Q-slot Ability: Rejuvenating Flower (all Nature Staffs):
    • Plant a magical flower at the targeted position, lasting 20s; the flower grows stronger over time
    • Collecting the flower gives you the ability to throw it at a targeted location; on impact it heals and applies Rejuvenation Charges on up to 5 allies within a 3m radius based on grow time (only the caster can collect the flower)
    • Grow Time: 0s / 2.5s/ 5s - Heal: 17 / 41 / 70 - Rejuvenation Charges: 1 / 2 / 3
  • Added a new W-slot Ability: Brambleseed (all Nature Staffs):
    • Throw seeds along a 16m line in targeted direction, dealing 54 magical damage
    • After a 1s delay, brambles grow along the line, dealing 162 magical damage
    • Throws all enemies hit in the air for 0.71s
  • Revitalize:
    • Cooldown: 15s → 7s
    • Channel Duration: 4.5s → 3s
    • Energy Cost per Tick: 6 → 9
  • Living Armor (Great Nature Staff):
    • Cast Time: 1s → 0s
    • Cooldown: 25s → 15s
    • Duration: 8s → 4s
    • Heal Value on each hit: 27 → 40
    • Can no longer be stacked from multiple casters
  • Ruthless Nature (Blight Staff)
    • Renamed the ability to Elevated Nature
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)
27 September 2017Joseph Update
  • Living Armor:
    • Cooldown: 20s -> 25s
    • AR/MR Increase: 0.31 -> 0.13
    • Heal per Damage: 14.57 -> 27.62
    • Duration: 10s -> 8
    • Energycost: 14 -> 16