Large, Slow
Lv. Name Grade Power Effect
4 Minor Arch healing AD3 58 Heals target for 250
18.6 Effloresce M1 133 Heals target for 623hp
32.4 Wildling Elixir AD1 193 Heals target for 693
+20 strength/stamina for 12 seconds
47.6 Ferine Elixir AD3 238 Heals target for 955hp
+23 strength/stamina for 12 seconds
These work the same as the Fast, small heals in that Minor Arch healing,
Effloresce, and the two Elixir’s are on three different timers. None of these will be your
main heal as they are fairly sloppy and inefficient, but they do the role of patch healing
nicely. If you can, upgrade Effloresce as soon as you can as it can be a relatively cheap
way of boosting your healing capacity all the way up to level 50. In fact, I still use that
spell to patch heal during raids because sometimes those mobs can deal out a massive
amount of damage and you need to drop whatever you can to keep people up. I use
Effloresce before Salve, even, as it is far more efficient!
Group Instant
Lv. Name Grade Power Effect
17 Sylvan Wind AD1 122 Heals group for 318
28.4 Breath of the Untamed AD1 343 Heals group for 511
42.4 Howl of the Untamed AD1 468 Heals group for 690
These are some of my least favorite heals because they are grossly inefficient and
take so incredibly long to cast. The Untamed series are 5s to cast and 20s to recast,
making them worse than the Sylvan Wind spell at 2s to cast and 8 to recast. Five
seconds is simply far too much time to be spent casting a heal that only does 690 to the
group and hopefully SOE will see this someday as well. For now, pack these little heals
somewhere obscure, because you won’t be needing them that often unless you have a
scout that can’t disarm traps very well.
Group Regenerative
Lv. Name Grade Power Effect
14.6 Winds of Renewal AD3 124 Heals group for 82 x5 over 20 seconds
28.8 Ram’s Growth AD1 312 Heals group for 47 x10 over 24 seconds
+159 AC to all physical damage for 24s
42.8 Owl’s Restoration M1 448 Heals group for 84 x10 over 24 seconds
+220 AC to all physical damage for 24s
A lot of people gripe over this series as well, but I prefer the group regeneratives
(even the latter ones) over the group instant heals. The AD3 version of Winds of Renewal
is far more efficient than even the M1 version of your last heal in this line! It heals for
about 900 health less when chain casting this in a 60 second window, but, if played
tactfully, this spell can be a literal lifesaver to a Fury. The idea of stacking efficient heals
is essential to learning how to play and we must start with a good base of heals in order to
do this. Get high grade versions of Winds of Renewal and let the others stay around the
AD1 level. You will want the extra mitigation for some instances, but the double efficiency
provided by WoR often proves more useful! (Not all of us can dump 448 on a heal, too)