Harnessing the radiant energy of the Dawn, White Magic stands as the foremost healing paradigm in the realm of Ravendawn. Central to this archetype is the commitment to preserving the lives of its wielder and their comrades amidst the chaos of combat. However, the potential of the Dawn's celestial might extends far beyond mere mending; adept practitioners wield its divine power to vanquish adversaries with righteous fury, casting down upon them the holy force of judgment.
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Smite: Deals (90% Spell Power) spell damage to the target. Every third Smite will deal 30% additional damage.
Flash Heal:
- Heals the target for (170% Healing Power) health.
- Every third Flash Heal, heal a bonus (50% Healing Power) health. to the target and becomes an instant cast.
Holy Shackles: Slows enemy for 20% and Snare it for 0.5 seconds and deals (40% Spell Power) spell damage per second for 2.5 seconds. Duration of the slow is increased by 0.5 second and the duration of the snare is increased by 0.3 seconds per per 10 Aether consumed.
Mend: Heals the target for (20% Healing Power) health per second over 10 seconds. Healing increases by (6% Healing Power) per 10 Aether consumed.
Dawn's Light: Heals the target for (300% healing power) health. Healing increases by (40% healing power) per 10 Aether consumed.
Holy Force: Deals (200% Spell Power) spell damage on the target. Deals (50% Spell Power) more per 10 Aether consumed.
Devotion: Heals the target for (325% Healing Power) health.
Healing Channel: Focuses on a target for 1 second, healing it by (130% Healing Power) health every 0.5 seconds. Duration is increased by 0.5 seconds per 10 Aether consumed.
Purify: Removes 2 random harmful effects from the target, applying Weakened Spirit for 8 seconds. Players with Weakened Spirit cannot be affected by Purify again.
Circle of Light: Heals you and party members inside a medium area by (75% Healing Power) health per second over 5 seconds. Healing is increased by (15% Healing Power) per 10 Aether consumed.
Living Saint: Increases (Defense Power) and (Healing Power) by 50% for 12 seconds.
Generous Influence: Heals a target for (400% Healing Power) health. If used on yourself, increases healing done by 20% for 10 seconds. If used on another player, increases healing received by the target by 30%. You will gain 10 Aether every 2 seconds for 10 seconds.
Healing Attunement: Targetable heals cast on other players cost 60% less mana.
Prophet: Whenever you cast healing skills, there is a 10% to reduce the mana cost of the next healing skills by 50% for the next 4 seconds.
Devout Healer: Increases your (Healing Power) by 25% but at the cost of 10% (Weapon Power) and (Spell Power).
Invigorated Healing: Doubles the base critical chance for healing spells.
Healing Bond: When you heal a target, you are also healed for 10% of that amount.
Sacred Spirit: Healing skills on a target with under 30% health heal for 25% more.