General Information
Nature Staffs are Normal Nature Staffs with a strong focus on AoE Healing, with additional options for single-target healing, single target damage, and cleansing.
Nature Staffs
First Slot Abilities
Second Slot Abilities
W Slot
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Image
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Name
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Description
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Energy Cost
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Cast Time
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Range
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Cooldown
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Revitalize
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Revitalizes an ally, restoring 153 health and 21 energy per second. The ability can be channeled up to 5 times, but taking damage reduces the channel time.
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16 per tick |
Channeled |
11m |
15s
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Cleanse Heal
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Removes any movement-impairing and debuff effects for up to 5 allies in a 4m radius, and also heals the allies for 18 per second for 4s. (Doesn't remove damage-over-time spells.)
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24 |
Instant |
11m |
15s
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Protection of Nature
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Cast on you or an ally. Increases resistances by 66, and increases healing received by 40% for 8s.
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32 |
Instant |
11m |
15s
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Rejuvenating Breeze
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Increases the resistances of an ally by 88 for 2s and spreads Rejuvenating stacks to up to 10 allies in a 15m radius. The number of Rejuvenation stacks depends on the number of stacks active on the targeted ally.
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40 |
Instant |
12m |
20s
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Third Slot Ability
E Slot
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Image
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Name
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Description
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Energy Cost
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Cast Time
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Range
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Cooldown
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Circle of Life
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Heals up to 5 allies in a 11m radius around the caster. The healing strength depends on the Rejuvenation stacks on each ally. Additionally, if at least 3 Thorns stacks are active on you, all enemies in a 11m radius are rooted for 2.65s and receive 297 magical damage.
Charges: 0/1/2/3
Healing: 174/218/283/369
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40 |
1s |
Self |
18s
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Passive Abilities
Passive Slot
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Image
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Name
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Description
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Adrenaline Driven Charity
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Every 3 activated spells, your Heals become 20% stronger. The buff lasts for 3s.
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Energetic
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Every normal attack, you restore 3 energy.
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Calmness
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Every 5 activated spells, your resistances are increased by 66 for 3s.
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Hit & Run
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Every 6 activated spells, your move speed is increased by 20% for 3s.
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