- For the spirit healers as a group, see Spirit healer.
- For the specialization in Dragon Age: Origins, see Spirit Healer (Origins).
Spirit Healer is one of the specializations available to the mage class in Dragon Age II.
Background[]
Spirit healers focus on restoration, not destruction. They know that the best way to win a battle is to keep themselves and their allies in the fight as long as possible. They are the mages most likely to be accepted—or at least tolerated—by common people, and yet templars fear them as much or more than the damage-focused specializations. No other mages so directly draw their power from the beneficial spirits of the Fade. It's a risk, but the rewards are undeniable. Removing injuries, granting resilience to wounds, even rescuing comrades from the brink of death—these are not support abilities, they are the core of any effective party. Any fool can cause harm, but no amount of muscle can make a weapon heal.[1]
Spell tree[]
Spells[]
Healing Aura |
Sustained Size: 10m Upkeep: 30% Cooldown: 10s Requires: Level 7 |
While this mode is active, the mage can use spirit healer spells and becomes a focus for restorative energies, increasing the natural healing of all allies within the aura. However, the mage cannot cast any offensive spell for the duration of the effect. Unable to cast offensive spells Health regeneration rate: +100 for all party members |
Radiance Upgrade Requires: Level 11 Requires: 4 points in Spirit Healer |
Healing Aura now stretches further across the battlefield. Size: +5m (total: 15m) |
Faith Upgrade Requires: Level 13 Requires: 6 points in Spirit Healer |
The most powerful spirits are said to be those of Faith itself. By relying on these powerful spirits, the spirit healer learns to make Healing Aura more effective. Health regeneration rate: +100 for all party members (total: +200) |
Group Heal |
Activated Activation: 30 Cooldown: 40s Requires: Level 8 Requires: Healing Aura |
The mage restores the health of all allies simultaneously with a surge of creation magic. (Healing Aura must be active.) Health regeneration: 25% for all party members |
Unity Upgrade Requires: Level 12 |
Group Heal now restores significantly more health. Health regeneration: +15% for all party members (total: 40%) |
Vitality |
Passive Requires: Level 13 Requires: 5 points in Spirit Healer |
The spirit healer's deep connection to the Fade lends the mage incredible resilience. Constitution: +10 Health regeneration rate: +100 |
Revival |
Activated Activation: 40 Cooldown: 120s Requires: Level 10 Requires: Healing Aura |
The mage revives all allies who have fallen in battle, returning them to the fight with some of their health and mana or stamina restored. (Healing Aura must be active.) Revives fallen companions Health regeneration: 30% Mana/stamina regeneration: 40% |
Renewal Upgrade Requires: Level 14 |
Revival now restores more health and mana or stamina. Health regeneration: +20% (total: 50%) Mana/stamina regeneration: +20% (total: 60%) |
Refusal Upgrade Requires: Level 16 Requires: 4 points in Spirit Healer |
No competent spirit healer will leave a friend on the ground, no matter how many times they fall. Cooldown: -20s (total: 100s) |
Second Chance |
Passive Requires: Level 12 Requires: Revival Requires: 3 points in Spirit Healer |
The spirit healer's mere presence lends allies great resilience to wounds. While the spirit healer is present, party members who fall in battle will not suffer injuries upon reviving. Party members immune to injuries from dying |
Tactics[]
Sadly, due to design limitations (10 spells per school of magic) and an arguable spell allocation (Vitality not a Creation spell), the Spirit Healer class specialization isn't as useful as it used to be. The most potent support spell - Heal (incl. Greater Heal) - isn't part of this category.
A well organized team might be just fine with this single heal spell (and a few potions) and even Blood Mages can use it. Either on other party members or to recover most of their hitpoints, should they turn off their Blood Magic aura for a moment.
That being said, it can be combined with Blood Magic for interesting results. (No longer the case with patch 1.03 installed)
Healing Aura reserves 30% of your mana pool, Blood Magic requires 70%. So it's possible to activate both. This way, you never have to worry about using Sacrifice on a party member, just patch him up with a Group Heal.
Keep in mind though that the remaining Blood Magic abilities count as offensive spells. So you should either limit yourself on Blood Magic and Sacrifice., or deactive either aura depending on the current situation.
And although you're not allowed to cast offensive spells while Healing Aura is active, there are still enough other spells (all the Creation spells, Dispel Magic, Barrier, as well as some Entropy and most Force Mage spells) can be used to aid in survival for the mage and allow them to keep their party going strong.
Especially thanks to the Creation spells, it's also easy to play a purely defensive mage without Blood Magic. Haste alone already makes it worth it... and Heroic Aura can be used to bolster the party even further, thus negating the need of offensive spells in combat by simply using the rest of the party for damage.
Such a support character also works well in Nightmare mode and it's easy to set up proper tactics.
References[]
- ↑ "Mage Class". Retrieved 05-26-2014.
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