Healing
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 talent | Restores (by rank) |
|---|---|
| Healing Gift | 9% to 45% of max health |
| Healing Burst | 10% 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
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
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