Aquamancer
A healing-oriented Mage specialization that uses Water spells to heal allies and to deal minor damage to enemies. This specialization has access to the 'Overheal' ability.
Water Bolt
Energy Cost: 80
Crit Chance: 20%
Crit Multiplier: 175%
Shoot a bolt of water that will burst for 231 - 299 damage and restore 315 - 434 health to allies. A direct hit will heal for 15% extra damage or healing.
Has an optimal range of 40 blocks.
Water Bolt can overheal allies for up to 10% of their max health as bonus health. The bonus health lasts for 15 seconds.
Water Breath
Cooldown: 6.3s
Energy Cost: 60
Crit Chance: 25%
Crit Multiplier: 175%
Breathe water in a cone in front of you, knocking back enemies, cleansing all debuffs, and restoring 528 - 723 health to yourself and all allies hit.
Water Breath can overheal allies for up to 10% of their max health as bonus health. The bonus health lasts for 15 seconds.
Time Warp
Cooldown: 28.2s
Energy Cost: 30
Activate to place a time rune on the ground. After 5 seconds, you will warp back to that location and restore 30% of your health.
Arcane Shield
Cooldown: 31.3s
Energy Cost: 40
Surround yourself with arcane energy, creating a shield that will absorb incoming damage for up to 50% of your maximum health. Lasts 6 seconds.
Healing Rain
Cooldown: 52.8s
Crit Chance: 25%
Crit Multiplier: 200%
Conjure rain at targeted location that will restore 100-125 health every 0.5 seconds to allies. Lasts 12 seconds.
You may move Healing Rain to your location by pressing your shift key or activating your Healing Rain again.
Healing Rain can overheal allies for up to 10% of their max health as bonus health. The bonus health lasts for 15 seconds.
Illusion Vanguard 1.3
- Typhoon (Water Breath Master) now reduces allies' cooldowns by 3s and are healed for 2% of their max health for 5 seconds instead of 1%.
Illusion Vanguard 1.1
- Time Warp's healing upgrade branch has been changed from 3/6/9/12% to 5/10/15/20%.
Illusion Vanguard 1.0
- Added the Aquamancer page to the documentation.