Class Update: Acolytes
Acolytes (formerly known as “Clerics”)
«The real light comes from within» (Master Elder Silentall)
CLASS PASSIVE: Holy Aegis: The Acolyte’s healing spells sometimes place a shield on the target. The shield nullifies 11% of all damage taken, stacking up to 2 times (11%+11%): this effect lasts for 2 turns, but its duration can be refreshed. Targets under this Status have their Divine Affinity increased, by 18/36%, which means they will receive the healing they receive from Acolytes is increased by the same amounts (18/36%). Holy Aegis has about 50% chance to proc with all of the Acolyte’s healing spells.
- Prayer (Rank I, II, III): heals one ally for 7.42/9.96/13.79 * 19/17/15% current Mana; estimated healing output at L. 50: 5,644/6,773/8,278 HP. (CD: 3/3/3 Turns).
- The major change here is that Acolytes’ spells do not scale off maximum Mana any more, so they won’t produce constant healing outputs. See below for a commented explanation.
- Inner Light (Rank I, II, III): heals one ally for 7.94/11.18/16.54 * 27/23/19% current Mana; estimated healing output: 8,571/10,285/12,571 HP. (CD: 3/3/3 Turns).
- Daylight (Rank I, II, III): heals one ally for 8.55/11.67/16.55 * 33/29/25% current Mana; estimated healing output: 11,284/13,541/16,551 HP. (CD: 4/4/4 Turns).
- Luminance (Rank I, II, III): heals all allies for 4.06/5.10/6.55 * 22/21/20% current Mana; estimated healing output: 3,572/4,287/5,240 HP. (CD: 5/5/5 Turns).
- Sunshine (Rank I, II, III): heals all allies for 4.14/5.13/6.49 * 30/29/28% current Mana: estimated healing output: 4,963/5,955/7,279 HP. (CD: 5/5/5 Turns).
Acolytes are designed to be stronger in single-target healing spells. Since current Mana is the multiplier, the amount of HP healed should decrease during fight, spell after spell, unless the Acolyte balances healing with Mana restoration.
EXAMPLE: casting Prayer (III) at L. 50, with an assumed Mana pool of 4,000 MP, will heal for about 8,274 HP (and the spell will cost 600 MP). Let’s assume Spirit = 450, meaning that 225 MP are restored at the end of the turn, because of Focused Mind passive ability. When casting Prayer (III) again, now with a Mana pool of 3625 MP, the spell will heal for 7,502 HP, which is about 10% less than before (and cost 544 MP). One more time, now with a Mana pool of 3,306 MP, Prayer (III) will heal for 6,840 HP, again 10% less than before (and cost 496 MP). The Acolyte saved 160 MP over 3 turns, healing 10% less each time.
- If you compare these outputs with those of a Priest’s weakest heal, you will see that Hoimi (Rank I, II, III) will constantly heal for the same amount of HP as long as the Priest has enough Mana.
So, Acolytes must try to keep their Mana pool as high as possible, spending their Talent Points mainly on Spirit. The following abilities are all focussed on restoring Mana. The former 2 are shared by all healers, while the latter 2 are two of the Acolyte’s Overdrive abilities.
- Mana Well (Rank I, II, III; 7/8/9% current Mana; One Ally/One Ally/All Allies): restores an amount of Mana scaling off 76/92/112% Spirit.
- Mana Restoration (Rank I, II, III): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% MP over 2 Turns (Status is cancelled upon taking damage).
- Mana Profusion (OD): immediately restores Mana equal to 204% of the Acolyte’s Spirit (All Allies).
- Replenishment (OD): grants Mana Regeneration Status (4 Turns, 11% MP restored at the end of every turn = 44% Mana over 4 Turns). Acolytes will only cast this ability on themselves.
SOME OTHER ABILITIES:
- Mahokite/Runic Blessing (9% Mana, the User): under this Status, the Acolyte will absorb the cost of all incoming spells. It does NOT absorb damage, it restores Mana equal to the cost of the spell that the Acolyte’s hit by (which can be a harmful or healing ability). If Acolytes target themselves under this Status, the absorption will be calculated before subtracting the Mana cost. It is slightly different from making spells free, it only works as a shield that provides a small amount of Mana when taking damage, if the skill has some cost, which automatically exclude normal attacks.
- Baikiruto (Rank I, II): increases Strength by 50 (One Ally/All Allies), 16% Mana/19% Mana. Baikiruto can stack up to 2 times, and it lasts for 3 Turns.
- Meditation (No Cost, the User): refreshes all cooldowns and reduces Aggro/Threat. It does not refresh itself.
- Elysian Grace (No Cost, All Allies): gives the whole active party a +25% Divine Affinity: the ability has an 8-Turn CD and it lasts for 4 Turns. It’s obviously lost upon death. Elysian Grace will be learnt by Acolytes at L. 29. Elysian Grace can proc Holy Aegis, refresh its duration or make the effect stack. On the other hand, Elysian Grace will always cancel Glowing Star. Elysian Grace can greatly counter the Acolyte’s dependence on Mana, by increasing Divine Affinity.
- Kiarī (I), 9% Mana: removes Poison Status (One Ally). Zameha, 14% Mana: dispels Sleep Status (All Allies). Kiariku, 12% Mana: removes Paralyse+Stun (One Ally). Kiararu, 10% Mana: removes Confusion (One Ally). On top of that, Shanaku, 19% Mana, removes all Status ailments.
- Zaoriku and Zaorīma: Zaoriku, 18% Mana, 2-Turn CD, revives one ally at 63% HP and can also be used in combat. Zaorīma, 24% Mana, 5-Turn CD, revives all allies at 41% HP (only usable in combat).
FINAL TIPS ON ACOLYTES:
The general aim with Acolytes is to increase the healing output (=Intellect) while keeping their Mana pool as high as possible (=Spirit).
- Luminance can be a great opening for Acolytes, because it has a chance to proc Holy Aegis, increasing the output of future heals, and because it has a decent balance between Mana cost and healing done.
- Elysian Grace is also viable, not only because it can also affect targets with Holy Aegis, but also because it has no cost whatsoever, and it greatly increases all future healing taken by the active party for 4 Turns.
- When generating a lot of Threat, it might be wise to cast Mahokite/Runic Blessing. Acolytes will still take damage, but they will also restore small amounts of Mana every time they’re targeted by enemies – unless they are hit by normal attacks.
- Replenishment (OD) should always be preferred over Mana Profusion (OD), because the beneficial effect it provides is huge and it lasts for 4 Turns. If the whole party needs Mana, of course, Mana Profusion (OD) is still a good choice, but it will turn out to be less useful at L. 50, because you’re supposed to have significant amounts of Spirit, by then, and be fine relying on the Mana provided by Focused Mind at the end of every Turn.
- The difference between Prayer (All Ranks) and Inner Light (All Ranks) is less than it may seem. At high levels and at their maximum rank, these spells will be almost as powerful, and Acolytes should only take care of their Mana pool (15% is less than 19%).
- If Acolytes happen to be out of Mana, or just very low, trying to heal with any spell will turn out to be a waste of time, Mana and cool-down. The best choice would be to restore Mana (mainly with Mana Well and Mana Restoration).
- Because the Acolyte’s healing outputs are not easily predictable, players will have to play around them long enough to become familiar with the 10% reduction they get every turn, or just try to counter it with higher Intellect or higher Divine Affinity. The good news is that Acolytes will always have enough Mana to cast, however small the amounts of HP restored could become.
PROS AND CONS:
- All single-target healing spells learnt by Acolytes are comparatively stronger than those of other healers.
- Acolytes can save and restore Mana more easily than others, and are innately stronger in Spirit.
- Acolytes have a few ways to increase Divine Affinity, both with their Passive and with active abilities (namely, Holy Aegis and Elysian Grace).
- Acolytes are extremely Mana-dependent: if low on Mana (or Silenced) they are almost useless. Also, their healing outputs are not easily predictable.
- Acolytes cannot dispel Blind Status with Kiarī (II).
- At higher levels, players will tend to use Acolytes purely as healers, forgetting about buffs, dispels and harmful spells, because those are comparatively more expensive in terms of Mana, since their cost scales off maximum Mana.
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