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Beacon of Hope enhancements

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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
AT BE RM FB OS Rav SB SS WC DD RS War NW NP SH AoV BoH War Ken StD Van HeM NiS Shi
Paladin Ranger Rogue Sorcerer Warlock Wizard Other
KotC SaD Van AA DWS Tem Ass Mec TA Air Earth EK Fire Water ES SE TS AM EK PM   Har Vis  
Free to Play Drow Dwarf Elf - AA Halfling Human
Premium Races Aasimar Dragonborn Gnome Half-Elf - AA Half-Orc Warforged
Iconic Heroes Bladeforged Deep Gnome Morninglord - AA PDK Scourge Shadar-kai

This Healing and Buffing Focused tree is currently slated for Update 39.

Beacon of Hope enhancements[edit]

Beacon of Hope enhancements tree

Core abilities[edit]

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"Core 1": For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Favored Soul level 1
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Beacon of Grace: Cost: 2 SP: You and allies ahead of you* heal for 1 point of Positive Energy per Favored Soul level. This scales with your Positive Spell Power. 6 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Core 1, Favored Soul level 3
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Shining Light: Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Beacon of Grace, Favored Soul level 6
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Beacon of Hope: Cost: 15 SP: You and allies ahead of you* take the effects of a Panacea and a Restoration spell, and heal for 5 points of Positive Energy per Favored Soul level. This scales with 100% Positive Spell Power. 30 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Shining Light, Favored Soul level 12
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Flight of Glory: When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to twice your character level, plus an additional 25.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Beacon of Hope, Favored Soul level 18
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True Resurrection SLA: 25 SP. 10 second cooldown. Multiselector:
  • Passive:+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
  • Passive: +4 CHA. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
AP Cost: 1 Ranks: Progression: 40 Requires: Flight of Glory, Favored Soul level 20

Tier One[edit]

Requires "Core 1", Favored Soul Level 1

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Good Hope SLA: 10/5/2 SP. (3 second cooldown)
AP Cost: Ranks: Progression: No requirements
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Confidence: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
AP Cost: Ranks: Progression: No requirements
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Divine Durability: +2/4/6 Competence Bonus to PRR.
AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements
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Spell Points: 30/60/90 Spell Points
AP Cost: Ranks: Progression: No requirements

Tier Two[edit]

Requires Favored Soul Level 2, 5 APs spent in tree

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Close Wounds SLA: (6/4/2 Spell Points) (3/2/1 second cooldown)
AP Cost: Ranks: Progression: No requirements
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Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1/4 your Favored Soul level for 12 seconds. 6 second cooldown.
AP Cost: Ranks: Progression: No requirements
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Divine Durability II: +2/4/6 Competence bonus to MRR.
AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements
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Might's Reward: Multiselector (Shares a cooldown and same SP cost as Divine Might):
  • You gain an Sacred bonus to Positive Spell Power equal to your Strength modifier for 30/60/120 seconds.
  • You gain an Sacred bonus to Positive Spell Power equal to your Wisdom modifier for 30/60/120 seconds.
  • You gain an Sacred bonus to Positive Spell Power equal to your Charisma modifier for 30/60/120 seconds.
AP Cost: Ranks: Progression: No requirements

Tier Three[edit]

Requires Favored Soul Level 3, 10 APs spent in tree

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Hope for Protection: Target ally gains a Sacred bonus to PRR and MRR equal to your Favored Soul level for 12 seconds. 6 second cooldown.
AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements

Tier Four[edit]

Requires Favored Soul Level 4, 20 APs spent in tree

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Death Ward SLA: 10/8/5 SP (4 second cooldown)
AP Cost: Ranks: Progression: No requirements
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Hope for Victory: Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to half your Favored Soul level, and Universal Spell Power equal to your Favored Soul level. This lasts for 12 seconds. 6 second cooldown.
AP Cost: Ranks: Progression: No requirements
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Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements
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AP Cost: Ranks: Progression: No requirements

Tier Five[edit]

Requires Favored Soul Level 5, Character Level 12, 30 APs spent in tree

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Raise Dead SLA: 15 SP, 9 second cooldown
AP Cost: Ranks: Progression: No requirements
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Hope for Success: Target ally gains +1 to Critical Threat Range and Multiplier with weapons for 12 seconds. 60 second cooldown.
AP Cost: Ranks: Progression: No requirements
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Heal SLA: 40 SP, 6 second cooldown
AP Cost: Ranks: Progression: No requirements
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Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
AP Cost: Ranks: Progression: No requirements
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Wall of Healing: Cost: 30 Spell Points. Create a wall that persists for 30 seconds. Allies and Undead in the wall take a Cure Moderate Wounds spell every few seconds. 60 second cooldown.
AP Cost: Ranks: Progression: No requirements