Heals

Oh right, I almost forgot the most important skills of all, your heals!!

· Raise the Spirit: Single-person heal

Effect: Raise the Spirit is a small heal, the only one you will have for till lvl 18. Raise the Spirit is best used to quickly heal someone who is on the verge of defeat and cannot wait for a more powerful heal, or when the Minstrel is having trouble getting off a longer heal due to things attacking him. Works great for a touch up as well.

· Inspire Fellows: Group heal/buff

Effect: This is an entire fellowship heal. A good time to use it is when your whole party is beginning to take large amounts of damage and you don't have time to heal them one by one. But this EATS UP POWER, like starved orphan gets his first meal in months.. Use your single target heals whenever possible over this one. Your power bar will thank you. In addition to the heal, this skill also provides the tiniest (1%) mitigation against more damage for a very short time after using it. Handy in the watcher raid. You’ll find yourself using it more there.

· Bolster Courage: Single-person Large Heal

Effect: This is the Minstrel's best friend. This one WAY better than Raise the spirit. It is more power efficient. And It heals more, its cast time is only a bit longer. The ONLY time you should EVER use your weaker heal is when you don't have the time to use this one, and you can't afford to use the power-chomping "Chord of Salvation."

· Enlivening Grace: Single-person resurrection

Effect: This is your rez you get at lvl 20, and sadly, you can only use out of combat, what does it do? It rezzes someone from when they are incapacitated. Love it!

· Triumphant Spirit: Group instant heal

Effect: Okay, this move heals everyone in your party A LOT, with NO INDUCTION. The downside of it is that it draws so much more threat than normal heals. So be careful on when you use this sweet skill. It has cooldown time of 15 minutes, so choose wisely on when you use it, you might need it even more 5 minutes later!

· Rally!: in-combat resurrection

This is your only in-combat rez, If you group with a Captain regularly, this will be less useful to you, except in the event that your Captain dies and you need to rez him/her in-combat. If you don’t group with a captain regularly, this is a highly useful ability. It also has a cooldown of 15 mins, so if you have two people down, choose wisely!

· Chord of Salvation Emergency heal

Effect: This instantly restores some health on your target, less than "Bolster Courage" but more than "Raise the Spirit". INSTANTLY! The only real restriction is a very expensive power cost and a 30 second cooldown, as well as a fairly long "wind-down" animation after the heal.

· Fellowships Heart: Group HoT

Effect: This ability cures any fear effects on you and your fellowship, also makes your group immune to fear for a short time and grants a hefty “Heal over Time” buff that heals the fellowship every three seconds for 30 seconds. This skill is all about the heal, which is like a green conjunction effect for a whole 30 seconds. This is near-invincibility for the whole fellowship except in the most dangerous of circumstances, and in those, the minstrel's supplemental healing will cover any gaps. This is a powerful trait, and it's pretty much must-have of your three Legendary slots.

· Soliloquy of Spirit: Single-person HoT

Effect: This ability heals an ally slowly and slightly over a period of 30 seconds (with a 30 second cooldown). This skill has a very cheap power cost and is mostly meant for maintainance purposes in extended combat.