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Celestial Dawn is an ability available to Clerics. It is a healing ability that directly heals the Cleric's target and, should that target be at or below 30% hit points when the healing applies, they also receive a defensive effect called Celestial Sentry which increases their Armor Class and absorbs a portion of Physical damage equal to the Cleric's max hit points. It also bestows 1 Celestial Power.

Description[]

Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.
Directly heals your target. If the target's health is below 30%, applies Celestial Sentry for 10 seconds. Grants 1 Celestial Power.

Celestial Sentry:

  • Increase Armor Class by 290
  • Absorbs Physical Damage equal to 20% of your Max Health. (Latest In-Game Description) [1]


Changes in green are considered buffs while changes in red are considered nerfs.

Pre-Alpha

Bullet.png December 2nd, 2018 [1] [2]
   Mana Cost Increased 20 Mana > 38 Mana
   Range Decreased 28m > 20m
   Casting Time Increased 2.4s > 2.5s
   Cooldown Increased 1s > 1.5s
   Functionality Changed. Health threshold is now only 40%. The benefit of both effects have been condensed into one ability.
   Description Changed.
   Heals your ally's wounds and abrasions.

  • If ally's health is less than 40%, applies Celestial Guard (Armor Class + 109) for 6 secs.
  • If ally's health is below 20%, applies Celestial Shield which absorbs a portion of Physical damage for 6 secs.

Generates 1 Celestial Power
   To:
   Directly heals your target. If the target's health is below 30%, applies Celestial Sentry for 10 seconds. Grants 1 Celestial Power.

Celestial Sentry:

  • Increase Armor Class by 290
  • Absorbs Physical Damage equal to 20% of your Max Health.

Resource(s)[]

  1. Alexensual Gameplay

Reference(s)[]

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