Goals:
- Primary focus on Healing + Restoration
- Provide new and interesting ways to Heal
- Secondary focus on Buffing, as an active loop for players who are not spending their primary or secondary focus on weapon attacks (War Soul) or offensive casting (Angel of Vengeance).
Key:
- Unchanged since First Look thread
- Changed since First Look thread
Cores:
- Pleasant Disposition: For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
- Beacon of Grace: Cost: 6 SP: You and allies ahead of you heal for 1 point of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 6 second cooldown. This ability is considered a 1st Level Favored Soul Spell of the Conjuration school.
- Shining Light: Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
- Beacon of Hope: Cost: 30 SP: You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Remove Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 30 second cooldown. This ability is considered a 5th Level Favored Soul Spell of the Conjuration school.
- Flight of Glory: Cost: 10 SP: When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to triple your character level, plus an additional 50.
- True Resurrection SLA: 25 SP. 10 second cooldown. Multiselector:
- Passive:+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
- Passive: +4 CHA. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
Tier 1:
- Good Hope SLA 10/5/2 SP. (3 second cooldown)
- Confidence: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
- Divine Durability: +2/4/6 Competence Bonus to PRR.
- Spell Critical Chance: Positive: +2%
- Spell Points: 30/60/90 Spell Points
Tier 2:
- Close Wounds SLA: (6/4/2 Spell Points) (3/2/1 second cooldown)
- Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1 + 1/4 your Favored Soul level for 18 seconds. 6 second cooldown.
- Divine Durability II: +2/4/6 Competence bonus to MRR.
- Spell Critical Chance: Positive: +2%
- Might's Reward: Multiselector (Shares a cooldown and same SP cost as Divine Might).
- You gain an Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 30/60/120 seconds.
- You gain an Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 30/60/120 seconds.
- You gain an Sacred bonus to Positive Spell Power equal to 5 + your Charisma modifier for 30/60/120 seconds.
Tier 3:
- Hope for Protection: Target ally gains a Sacred bonus to PRR and MRR equal to 3 + your Favored Soul level for 18 seconds. 6 second cooldown.
- Efficient Empower Healing
- Spell Critical Chance: Positive: +2%
- Ability Score Multiselector
- Wisdom
- Charisma
Tier 4:
- Death Ward SLA: 10/8/5 SP (4 second cooldown)
- Hope for Victory: Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + your Favored Soul level. This lasts for 18 seconds. 6 second cooldown.
- Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
- Spell Critical Chance: Positive: +2%
- Ability Score Multiselector
- Wisdom
- Charisma
Tier 5:
- Raise Dead SLA: 15 SP, 9 second cooldown
- Hope for Success: Target ally gains +1 to Critical Threat Range and Multiplier with weapons for 18 seconds. 60 second cooldown.
- Heal SLA: 40 SP, 6 second cooldown
- Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
- Wall of Healing: Cost: 15 Spell Points. Create a wall that persists for 15 seconds. Allies and Undead in the wall take a Cure Moderate Wounds spell every few seconds. 30 second cooldown.