A post in the Wizard The end of DC-casting? got me thinking about healing (specifically raid/EE healing) and epic destinies. I haven't seen anywhere near the amount of discussion on epic destiny healing abilities. Specifically, what abilities are strong enough to shape builds for high end healing and if those abilities open the door for non-traditional builds being capable of filling the primary healer roles in high end content. As part of this discussion, I would love to hear feedback from people regarding their experience using these abilities.
The Options
Exalted Angel
- Renewal (Tier 3): Active Ability: (Cooldown 3 seconds, 5sp) Heals 1d2 HP per [4/3/2] character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield, which absorbs [30/40/50] damage. Renewal can only target yourself if Exalted Angel is your primary destiny.
- Divine Wrath (Tier 6): Active Ability: (Cooldown 3 seconds, 30sp) Only usable when Endless Ardor stack is 10. Call down divine wrath on foes, dealing 2d6 light damage per character level, will save for half (DC 10 + character level + half charisma or wisdom mod). Allies caught within blast are healed for 1d6 HP per character level. Resets Endless Ardor.
Unyielding Sentinel
- Healing hands (Tier 3): Passive Bonus: You gain the Lay on Hands feat. You gain +25 positive spellpower.
- Endless lay on hands (Tier 3): Passive Bonus: +1 lay on hands use per rest. Lay on hands regenerate one use every 3 minutes and regenerate [0/10/20] faster.
- Light the dark (Tier 4): Active Ability: (Cooldown 7 seconds) Expand 1 lay on hands heals 150HP to allies around you and deals that much damage to nearby undead enemies.
Primal Avatar
- Rejuvenation Cocoon (Tier 1): Active (12 SP activation) (12 sec cooldown) (Empower Heal, Quicken, Enlarge) (SR: no) Protect target ally with a shield of [90/120/150] temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists[/b]
Shiradi Champion
- Healing Spring (Tier 1): Active Ability: (Cooldown 30 seconds) Nearby allies heal 1d100 positive energy every [60/40/20] seconds for five minutes. Usable once per day.
- Illusion of Well Being (Tier 1): Passive Bonus: Healing spring additionally grants [10/15/20] temporary HP when it heals you for at least one HP. 1 extra use of healing spring per day.
- Fey Spring (Tier 2): Passive Bonus: Healing spring additionally grants DR [2/4/6]/ Cold iron and stacking [2/4/6] spellpower to nearby allies. 1 extra use of healing spring per day.