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Cleric Talents

Every Cleric talent in Valor's talent web: heals, Raise, the inner and outer rings, the Mender and Warder specializations, and the two bridges.

Trained by the Monk. Heals, cleanses and brings the fallen back. See Talents for how the web works.

Healing Power

Heals are shares of your Healing Power. You start with 1. A holy wand or staff adds 3 to 7, and robes, Faith and the talents below add more.

Inner Ring

TalentAfterWhat it does
ClericYour role's start
+5% Healing PowerCleric
Heal+5% Healing PowerHoly wand skill: a 1 s cast that heals the ally you aim at, or you, for 50% of your Healing Power. 4 s cooldown
Cleanse+5% Healing PowerRemoves every harmful effect from the ally you aim at, or from you. 12 s cooldown
+5% Spell HasteHealSpells cast and cool down 5% faster
Mending AuraHeal or CleanseYou and allies within 8 blocks heal 1 health every 2.5 s
Holy ShockCleanseHoly staff skill: a 1.5 s cast that heals an ally for 40% of your Healing Power, or strikes an enemy for 80%. 3 s cooldown, shared by all weapon skills

Outer Ring

Opens with a dungeon soul. See Rings.

TalentAfterWhat it does
RaiseMending AuraIn a dungeon, crouch within 3 blocks of a fallen party member's soul for 10 s to bring them back with 3 hearts. Taking damage, standing up or moving more than 4 blocks away breaks it. Not in hardcore worlds. See Raise
Flash HealMending AuraA 0.5 s cast that heals the ally you aim at, or you, for 120% of your Healing Power. 6 s cooldown
+2 Max Health+5% Spell HasteAlso leads to the bridge to the Guardian
+5% Healing PowerRaise or Flash Heal
PenanceHoly ShockChannel 3 holy bolts at the enemy you aim at over 1.5 s. Each deals 27% of your Healing Power and adds 2 to a shield on you and allies within 8 blocks of the enemy, up to 6, for 6 s. 12 s cooldown, less if you stop early. Also leads to the bridge to the Warlock
Circle of HealingRaise or +2 Max HealthA 0.5 s cast that heals you and allies within 8 blocks for 40% of your Healing Power. 10 s cooldown
TriageFlash Heal or PenanceHeal, Flash Heal, Holy Shock, Circle of Healing and Holy Light heal 50% more on someone under 40% health
+10% Healing Power+5% Healing Power, Circle of Healing or TriageLeads to both specializations

Specializations

Taking one shuts the other.

TalentAfterWhat it does
Mender+10% Healing PowerHealing over time. Heal, Flash Heal, Holy Shock, Circle of Healing and Holy Light also give Renew: 1 health a second for 5 s
Holy LightMenderChannel a beam for up to 5 s. Each second it heals allies in it for 40% of your Healing Power and burns enemies for 80%. 10 s cooldown, less if you stop early
LightwellMenderPlaces a Lightwell in front of you for 12 s. Every 1.5 s it heals a wounded ally within 12 blocks for about 20% of your Healing Power. 45 s cooldown
Warder+10% Healing PowerShields. A heal on someone at full health shields them instead: each heal adds 2 to the shield, up to 6, for 10 s
SanctuaryWarderBlesses the ground within 4 blocks of you for 8 s. You and allies on it take 25% less damage and lose harmful effects. 45 s cooldown
Guardian AngelWarderWatches over the ally you aim at, or you, for 10 s. A blow that would kill them heals them to half health instead, once. 90 s cooldown

Bridges

BridgeAfterGives
To the Guardian+2 Max Health+10% Healing Received
To the WarlockPenance+5% Spell Haste

Maces are Cleric gear, but Smash is a Guardian talent, so a Cleric's mace has no weapon skill.

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