Valiant

Healing

Healing in Valiant comes from two places: a passive health recovery every character gets each tick, and heal talents that restore a share of your maximum health mid-fight. Heal Potency amplifies both.

Passive recovery (everyone)

Once per 15-minute tick, at the start, every character recovers health:

Health recovered = Recovery x (1 + Heal Potency%)

So Recovery is the base amount and Heal Potency is a percentage multiplier on top. Even a non-healer benefits from Recovery to shrug off the previous tick's wear.

Heal talents (healers)

Healer specializations bring active heals that fire during encounters, restoring a percentage of the target's maximum health that scales with talent rank. For example:

Heal talentRestores (by rank)
Healing Gift9% to 45% of max health
Healing Burst10% to 30% of max health

Because heals are a percentage of maximum health, a healer keeps a big-pool tank alive far more effectively than raw numbers suggest.

Who gets healed in a group?

When you group, a healer's heals are redirected off themselves to the teammate with the lowest health fraction that tick. Solo, heals target you.

Note

The deeper design — a healer weighing who holds aggro and who is already recovering, not just current health — is part of the group-combat systems being expanded. Today, targeting keys off health.

Reading the healing numbers in your report

When your session report lists a heal (for example Healing Gift: 225), that number is the actual health restored in that encounter, after the cap at maximum health. If a heal would overheal, only the health actually recovered is counted.

Tip

Building a healer? Prioritize Heal Potency and Recovery (the heal engine), plus Skill Potency, which strengthens all talents including your heals. See Stats & Gearing.

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