Specialization paths
These are the paths listed for Healer. Selecting a path does not grant every alternative. Requirements still apply.
Defender
shields and wards (Stamina)
Mitigation focus with shields and wards.
Replenisher
healing over time (Charisma)
Sustained healing master.
Siphoner
drain enemy life to heal allies (Dexterity)
Drains enemy life to heal allies.
The class toolkit
Named progression abilities are part of the class pool. Level gates are not extra ability slots. Selected-path, resource, and activation requirements still apply.
| Level | Ability | In practice |
|---|---|---|
| 2 | Basic Heal | Restore a single ally's health with Healing Energy. |
| 4 | Mending Current; Cleanse | Maintain healing over time or remove an eligible negative condition. |
| 5 | Protective Ward | Place a specialization-appropriate ward on an ally. |
| 6 | Circle of Recovery | Restore health to allies inside a chosen area. |
| 8 | Life Grip / Intervention | Rescue an endangered ally with the selected pull or protective intervention. |
| 9 | Healing Surge | Release an area burst of Healing Energy. |
| 10 | Ascendance / Salvation | Choose an ultimate state of healing throughput or a decisive salvation effect. |
In the story and on the track
Healers use Healing Energy to restore allies, remove harmful effects, or prevent damage. Their specializations split mitigation, sustained healing, and life drain. Healers learn a party through its habits. They know which teammate will overextend, which one hides a bad hit, and who will turn back to protect them. Defenders get there before the damage, Replenishers keep recovery moving through a long exchange, and Siphoners make an enemy's vitality part of the rescue. Their favorite match stories often begin with a health bar that everyone else had already given up on.
Resource rhythm
Healing Energy regenerates and pays for healing spells. Use the recovery rate and costs listed for the ability and game mode.
How it fits a build
Class and Spec each occupy one of the four core ability slots. Six stat slots complete the ten-ability layout. Class progression abilities are slot-free and level-gated; selecting a path does not automatically grant every alternative path. Costs, targets, timing, and access requirements still apply.
