Soothing Sunlight is a Miracle in Dark Souls 3. To cast a Miracle you must use a Chime, Talisman, or Special Weapons that can cast Miracles.

Soothing Sunlight

soothing sunlight
Spell Type

Miracle

icon fp costFocus Cost 80
icon attunementSlots Used 1
Requirements 45 Faith
Type Heal

 

 

Special miracle granted to the maidens of the Princess of Sunlight.


Restores a large amount of HP for self and those in the general area.


The miracles of Gwynevere, the princess cherished by all, bestow their blessing on a great many warriors.

 

Acquired From

 

Notes

  • When the button is held down you can delay the healing. This is great for giving allies enough time to get within its range.
  • Area of effect extends roughly 15ft/5m in all directions from the caster.
  • Heals about 700% * Spell Buff. Tested at 1965 Hp; After activiating Tears of Denial off a lethal fall in Firelink, a single cast healed for 1725 with a Yorshka's Chime +9 (Spell Buff: 245), at 60 Faith.
  • This spell should be the final goal for high level support builds. Its incredible range and high healing lets it easily lift a near-dead ally to very high health.
  • Healing range is buffed by the Sacred Chime of Fillianore.

 

Miracles
Atonement  ♦  Blessed Weapon  ♦  Bountiful Light  ♦  Bountiful Sunlight  ♦  Caressing Tears  ♦  Dark Blade  ♦  Darkmoon Blade  ♦  Dead Again  ♦  Deep Protection  ♦  Divine Pillars of Light  ♦  Dorhy's Gnawing  ♦  Emit Force  ♦  Force  ♦  Gnaw  ♦  Great Heal  ♦  Great Lightning Spear  ♦  Great Magic Barrier  ♦  Heal  ♦  Heal Aid  ♦  Homeward  ♦  Lifehunt Scythe  ♦  Lightning Arrow  ♦  Lightning Blade  ♦  Lightning Spear  ♦  Lightning Stake  ♦  Lightning Storm  ♦  Magic Barrier  ♦  Med Heal  ♦  Projected Heal  ♦  Replenishment  ♦  Sacred Oath  ♦  Seek Guidance  ♦  Sunlight Spear  ♦  Tears of Denial  ♦  Vow of Silence  ♦  Way of White Corona  ♦  Wrath of the Gods



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    • Anonymous

      Best way to use this is to heal a buddy and then immediately be aggressive- most folks will rush you down, expecting the healer stereotype to run away, and you can get some cheeky hits in while they tunnel vision. Be careful of your stamina, though.

      • Anonymous

        For anyone interested, soothing sunlight costs 200 stamina to cast. Even with 99 endurance and rof +3, you only get 190 stamina, meaning you'll always have to wait a second or two after casting this before your stamina starts to regen.

        At 40 endurance with rof +3 you get 179 stamina, so casting this puts you at -21 stamina and you need to wait almost half a second before being able to roll, attack, etc (assuming default stamina regen)

        Since negative stamina caps at -60, anything below 26 endurance with rof +3 or 33 endurance without it is the same, taking 1.3 seconds before your stamina starts to regen again.

        Conclusion: even without the long cast time, soothing sunlight is incredibly punishable. If you're using it, make sure you're in a very safe spot before casting. If you're fighting someone who's using it and they manage to get a cast off, just know that they're pretty much a sitting duck for at least half a second.

        • Anonymous

          Soothing sunlight:

          Pros:
          godly radius
          Can heal allies from 1 hp to full

          Cons:
          Slow casting and easy to backstab
          High FP cost

          Tips: Use filianores chime to increase (the already insane) heal radius.

          projected heal

          Pros:
          Fastest heal in the game
          Low FP cost

          Cons:
          hard to heal your allies
          Heals around 420 hp(that’s less than med heal)

          Tips: aim it at your feet to heal yourself.



          So which of these two are good in pvp? Invasion and duels?

          • Anonymous

            The ppl who doest't get why healing in duels if frowned upon will get an idea about it when they fight a spear of the church that uses it.

            • Anonymous

              @the anon who went on literally all of the heal pages I'd posted my comment on and spammed dislikes, you're being childish and if you'd had an argument you would've said it instead of what you did. Really telling... i had so many more likes than dislikes on those comments for months and now suddenly i have suspiciously exactly 17 dislikes on most of them? Transparent af. Hopefully this doesn't stop people from actually giving what i was saying some thought... i know i tend to ignore posts with more dislikes anyways...

              • Anonymous

                It's so satisfying heal host with 10% hp after they get parried by an invader. Plus extra, they start running towards you very angry

                • Anonymous

                  I wonder if the DS3 community is ever going to realize that there is literally no logical reason why a cleric can't use the heal spells in PvP? The running reason right now is literally just "no". There isn't an actual argument or reason why and any time i bring this up the response is always "well it's not allowed", which is a funny response considering i'm challenging whether or not it should even be disallowed. Another funny response i've gotten is "i don't want to fight you if you're going to heal" (not me, i don't usually heal, this was said in a discussion about healing as a "reason" not to), which i find great as i didn't realize i could just... Decide what others can and can't use based on my tastes. The rule was just carried over from the previous games and, for some reason, no one has thought to actually scrutinize the spells to see if they actually shouldn't be used. Great heal and up will completely take your stamina, leaving you open for hits, the casting animations at max casting speed are slow enough to easily punish with a backstab on any of them except maybe projected heal/heal aid and givin how many run around with the hornet ring on you'll actually LOSE hp and you have to invest in faith to even use them along with dex or a ring slot for casting speed and ashen estus to compensate for the fact that heals actually take MORE FP than the attack miracles of their tier. At the very least they should be allowed a certain number of uses, but i personally believe it should be allowed at your discretion as with any other action/magic that you have to invest in to use. Thoughts? Also, no non-arguments like "git gud", "no" or "it's not allowed". I can understand it not being allowed in situations where you're 1v1ing someone REALLY high in level havel-monstering it up as your punish might not cover the heal, but meta range and below is entirely different as 2 hits is usually around half your hp at meta and below your heals heal less unless you invest in faith and lose out on other stat investments.

                  • Anonymous

                    Why is no one taking into account that this also heals a wider radius than Great Heal, and has an extra 150% increase from Great Heal's 550% x spell buff? That can literally heal any phantom from 1 HP to full HP. A good tactic to use is while fighting a boss, take advantage of how big the heal radius is so that your summon/host can still keep agro on a boss, but be further away so you have a lower chance of the boss hitting you and interrupting your cast. For solo players, I'd still recommend Great Heal, sometimes even Med Heal.

                    • Anonymous

                      Fun fact. This spell (if you're invading) can heal enemies. Couple that with Sacred Oath or the War Banner. You can actually support some enemies.
                      Tested on Silver Knights, Darkwraiths and Harald Knights.

                      • Anonymous

                        YOU CANNOT TRADE SPELLS! DO PEOPLE STILL (wish i could put this word in some kind of super caps since everything is in caps) NOT KNOW ABOUT THIS?

                        • Anonymous

                          Is anyone willing to trade this for the dancers blade and the lothric greatsword. I'm on ps4, contact me on my psn: Skyrim-_-Pierim Thanks

                          • Anonymous

                            Tbh great heal does almost the same amount of heal and is more mana efficient for a pure mage build. I use this one just bc it LOOKS better.

                            • Anonymous

                              I don't know how to update the wiki, but it has a range of about 2 medium rolls and a few steps away. It will heal around 1000 health at 45 faith, as faith increases it heals more. I have 1600 health and it fully heals me at 99 faith, so it does not heal a flat 1000. The range is unfortunate but this is still by far the best healing spell in the game.

                              • Anonymous

                                Single strongest heal in the game, the exact multiplier against your chime/talisman's spellbuff isn't known yet, but this heals considerably more than Great Heal.The range seems to be the same as Great Heal though, which is disappointing. One of the big allures of this spell in DS2 was that the range was near-global, so if you were a sunbro and thought the host was in danger, you could just pop this and get them back to full no problem.Now we're back to the "Dude I'm over here chargin mah healz, get over here." which doesn't really work with DS3's bloodborne-ified combat, where the bosses are super fast and charge all over the *****. The host is just as likely to die from trying to reach you to get the heal than if they were to just panic-estus in front of the boss.To sum up; Big healz, big focus cost, not much reason to attune outside of flavour due to reduced range and slow effect.

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