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Voidcaller: healing ranks, auras and armored targets

Updated for Release 1.0.5

For a support Voidcaller, prioritize Void Mend’s needed cure rank, Power of the Void and one party aura, then use a Reach weapon or a suitable ranged weapon between casts. Void Lance uses the Mana pool needed for healing; it is an option for a target that weapon attacks struggle to hit or penetrate.

Void Mend ranks two through five show their different cures, healing values and mana costs.
Original mechanic diagram.

Two support allocations

Mend 5, Power of the Void 5, Lance 1, then aura points is baal_sagoth’s back-row setup from the current player discussion. One Lance rank supplies an offensive spell without spending five ranks on it. The Power passive supports both that spell and healing.

Mend 5, aura 5, remaining points in Power of the Void is Queegon’s completed-playthrough allocation. That character used a Heavy Crossbow between heals. A Reach staff is an alternative when the character cannot meet a crossbow’s requirements; inspect the actual weapon before assigning the rear-row role.

These setups require enough levels and points for their listed ranks. Early on, take the available Mend rank and a usable rear-row weapon; the completed allocations are destinations, not starting-party loadouts. Equipment requirements and the skill-rank reference show what the character can use now.

Void Mend breakpoints

Rank Base heal and mana Added cure
1 4 HP for 7 mana None
2 7 HP for 10 mana Bleed
3 10 HP for 13 mana Burn
4 13 HP for 16 mana Poison
5 16 HP for 19 mana Stun

The skill has a two-round cooldown. Healing and removing a condition share that action, which can save a later potion or heal. Freeze and Paralyze are not named in these rank unlocks; use their proper consumable cures rather than assuming rank 5 removes every effect.

Power of the Void adds 8% void spell power per rank, up to 40%. It affects void healing and damage. The table gives base healing before that bonus and other modifiers, so a character with the passive can show a different final heal.

One aura at a time

Aura of Blades adds party melee attack, Aura of the Void periodically shields the party, and Aura of Thorns reflects part of melee damage. Only one aura is active. Raising an aura raises the shared aura level; it does not let the party run all three simultaneously.

A mostly ranged or spell party gets fewer recipients for Aura of Blades than a party with several melee attackers. Aura of the Void instead protects the group through a renewable barrier. Aura choice can be changed on level-up, so consider the party’s current equipment and encounters when that opportunity appears.

Damage without an Armor check

Void Lance opens at hero level 3. Its first rank costs 5 mana and deals 9 base Void damage without a weapon accuracy or Armor check. Against a target your weapon reliably hits and damages, a basic attack preserves Mana for Mend or Void Veil. Against a target with high Evasion or Armor, compare Lance with the actual weapon result rather than the weapon’s advertised damage range. The hit-chance calculator can estimate the physical attack’s hit chance. With 19 Mana and no cost modifiers, rank 1 Lance leaves 14. Rank 4 Mend needs 16 to cure Poison, so that offensive cast would prevent the cure until Mana is restored.

Unholy Convergence at level 5 reduces a close enemy’s physical damage and elemental/Blood resistance. It is a different debuff from Mark the Dead; do not treat its resistance reduction as the Ranger’s Execution Shot mark.

Use the skill reference and status cure guide to plan the healer’s next required rank.

Sources

  1. VoidEngineer’s current player guideCurrent skill tables, equipment requirements and extracted combat rules; updated November 12.
  2. Official patch 1.0.5Current release fixes and recovery changes.
  3. Current players compare support and damage Voidcallersbaal_sagoth gives a Mend5/Lance1/Power5 allocation; Queegon reports a Mend5/Aura5 weapon-support completion. Damage rankings remain disputed.

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