Spirit Animal

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Spirit Animal

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

It is unlocked at mastery level 1



Spirit Animal
Energy Cost 55 Release a Spirit Animal from the targeted position in the targeted direction that heals any ally touching it by 195 , creating a 25m long trail that lasts for 9m .

Heals up to 15 allies standing on the trail every 1s for 24 Health . For each ally standing on the trail, the healing is increased by 30% .

Cast Time instant
Range 25m
Cooldown 45s


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

Equipment

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
9 January 2023Beyond the Veil Patch 3
  • Rejuvenating Flower (all Nature Staffs)
    • The Flower on the ground is now activated by any ally stepping on it
    • Flower Area Radius: 3m → 5m
    • Max Targets: 5 → 10
    • Standtime: 0.4s → 0s
  • Spiritual Seed (Druid Staff)
    • Cooldown after Recast: 20s → 30s (Casting once still has 20s cooldown)
  • Spirit Animal (Rampant Staff)
    • Max Targets: 15 → 20
    • Healing Increased per Ally: 30% → 20%
    • Maximum Targets for Heal Increase: 10 → 20
2 March 2022Lands Awakened Patch 6Spirit Animal had of late not seen much use in large group scenarios, with players often relying on Wild Staff instead. To make it more attractive in its intended setting, the maximum group size it can affect has been increased, along with its immediate heal.
  • Spirit Animal (Rampant Staff):
    • Max targets affected 10 → 15
    • Instant Healing by the Elk: 60 → 110
13 October 2021Call to Arms Patch 11As noted above (under Holy Staffs), base damage output when equipping healing staffs has been reduced. This is to counter a workaround whereby Healers could go full sustain on the Q-slot and get damage from other sources. Now they would have to use the Q-slot damage ability to counter the reduced base damage output, in line with the original intention that they choose between sustain and damage.

Spirit Animal is currently underrepresented in large-scale fights, although it is in precisely these situations that it is meant to shine. To increase its impact, cast range has been adjusted and the cast direction can now be chosen independently. This allows the Healer to better support his army from the back line.

  • Equipping any Nature Staff reduces all damage output by 50%
  • Thorns (all Nature Staffs):
    • Now increases the caster's damage by 10% for 10s (stacks up to 5 times)
  • Spirit Animal (Rampant Staff):
    • Cast Range: at caster → 12m
    • Now cast direction can be selected independent of cast position
    • Base Heal per tick: 12 → 13.5
28 July 2021Call to Arms Patch 9Nature Staffs

Cooldown of Spirit Animal has been reduced to 30 seconds to be more in line with many other E cooldowns, allowing it to be better synchronized with the rotation of other ZvZ weapons.

  • Spirit Animal (Rampant Staff):
    • Cooldown: 45s → 30s
6 May 2021Call to Arms Patch 4 (Balance Patch)Nature Staffs

Nature Staffs have been outperformed by Holy Staffs for a while. To bring Nature back into the PvP scene, Rejuvenation has been improved significantly with higher healing output, more range, and shorter cast time. It is now easier to stack on group members, while also providing more healing value.

Additionally, Cleanse Heal now offers a burst heal W-slot ability, giving Nature more options when pressured. It also allows for interesting interactions with stack management, and adds a layer of decision-making for healers, who must consider whether to use the cleanse or save it for a burst heal.

Spirit Seed can now be cast twice, but cannot heal the same target twice. This doesn’t make it stronger in 1v1 situations, but improves it significantly in potential healing output in group fights, where it was previously underrepresented.

Spirit Animal was also improved by adding an instant heal when allies first touch it. The escalation curve of healing per ally was also flattened, meaning it now has better healing numbers on medium-sized groups.

  • Rejuvenation (all Nature Staffs):
    • Heal per Tick: 7.6 → 8.2
    • Cooldown: 1.3s → 1s
    • Cast Range: 9m → 11m
  • Cleanse Heal (all Nature Staffs):
    • Now has an instant heal effect instead of heal over time
    • Heal amount is dependent on Rejuvenation Stacks on each target
    • Removes one Rejuvenation Stack of each ally healed
    • Stacks: 0 / 1 / 2 / 3
    • Heal Value: 80 / 100 / 130 / 170
  • Spiritual Seed (Druidic Staff):
    • The spell can now be recast again within 2.5s, but stacking it twice on the same target will override the first cast
    • Energy Cost per cast: 18 → 9
  • Spirit Animal (Rampant Staff):
    • Touching the Spirit Animal itself now instantly heals 60
    • Base Heal Value of the Area per Tick: 8 → 12
    • Healing Increase per additional Ally: 50% → 30%
20 June 2018Lancelot Patch #9Nature Staffs
  • Hit & Run (passive)
    • Spells to trigger the effect: 4 → 6
  • Poison Thorns (all Nature Staffs)
    • Number of Ticks: 10 → 7
    • Damage per Tick: 11.94 → 12.83
  • Spirit Animal (Rampant Staff)
    • Spell has been reworked, and no longer stacks up over time.
    • Instead, the healing strength depends on the number of allies inside the area of each tick.
    • It also can’t be purged anymore.
25 May 2018Lancelot Patch #7Nature Staffs:
  • Spirit Animal (Rampant Staff):
    • Heal per Tick: 11.51 -> 10.39
2 May 2018Lancelot Midseason PatchNature Staffs
  • Ruthless Nature:
    • The caster can now move during the channel.
    • Removed the reflect damage effect.
    • The area now also slows enemies by 20%.
    • Area Radius: 6m -> 8m
    • Energy cost: 20 -> 18
  • Spirit Animal:
    • Heal per tick: 19.18 -> 11.51
    • Max stacks: 3 -> 5