Class Update: Priests
Priests (formerly known as “Sages”)
«You must learn to control your magic» (Namere Wisdomancer).
CLASS PASSIVE: Endurance: the Priest’s healing spells can sometimes increase the target’s Stamina. Endurance increases the target’s Stamina, affecting maximum HP by +6% each time it procs, stacking up to 3 times (6%+6%+6%), with more or less 50% chance to proc. I have discussed the dynamics of this passive ability before. Endurance now lasts for 3 Turns (up from 2), and it increases HP by 6% (down from 8%).
- Assuming 30,800 HP, here is how this passive ability works at L. 50: 30,800 HP (No Stacks), 32,648 HP (1st Stack +1848), 34,607 HP (2nd Stack +1959), 36,683 HP (3rd Stack +2076). All spells affecting HP (including further stacks of Endurance) will take into account the new amount of HP. However, this is only a temporary effect: if it is not refreshed, as soon as it vanishes Endurance will take the target’s Stamina back to 100%.
- The one and only collateral of Endurance is that characters can pass out as soon as the effect wears off. In the EXAMPLE above, the total HP given by 3 Stacks of Endurance at L. 50 is 5,883: if the character has less than 5,883 HP and the effect is not refreshed, the target will pass out after 3 Turns. Players do not have any control over Endurance: all they can do is hope it will proc again, refreshing its duration on the target. Of course, another way to go is be sure the target always has more than 5,883 HP.
- Increased Stamina means more survivability. However, the side-effect is that Priests will need to keep healing the party.
- Hoimi (Rank I, II, III): heals one ally for 7.12/11.04/17.35 * 11/9/7% Mana. Also grants Mending (I/II) (Status). CD: 3/3/3 Turns. Estimated healing output at L. 50: 3,313/3,976/4,859 HP. Mending (I/II) (Status) will heal another 18/33% HP over 2/3 Turns. Mending (II) (Status) will be granted only by Hoimi (III). Unfortunately, it would be very hard to predict the healing of Mending (I/II) (Status) because of Endurance (Status). Both these healing-over-time effects will restore flat amounts of HP at the end of every turn: the HP restored depends on the target’s maximum HP.
- As usual, all healing spells have a +/-5% fluctuation.
- Behoimi (Rank I, II, III): heals one ally for 7.09/10.21/15.60 * 24/20/16% Mana. Also dispels
Burning (Status)(New!) all Damage Over Time effects – namely: Poison, Bleed, Burning and Drowning. CD: 4/4/4 Turns. Estimated healing output at L. 50: 6,810/8,173/9,990 HP.
- Behoma (Rank I, II, III): heals one ally for 6.48/8.93/12.81 * 31/27/23% Mana. CD: 5/5/5 Turns. Estimated healing output at L. 50: 8,040/9,648/11,792 HP.
- If you compare Behoma (All Ranks) with Behoimi (All Ranks) you will see that Behoimi’s base multiplier is higher than Behoma’s: this means that the healing output of these spells relies heavily on the Priest’s Mana pool.
- Lesser Behomarā (Rank I, II, III): (New!) slightly increases Stamina. Heals all allies except the Priest for 4.90/6.17/7.94 * 21/20/19% Mana. CD: 4/4/5 Turns. Estimated healing output at L. 50: 4,117/4,941/6,040 HP.
- Lesser Behomarā (New!) does not apply Endurance any more: instead, it increases the target’s Stamina by 46/175/308 HP for the whole fight. The effect persists after passing out, and it’s lost only when leaving combat.
- Greater Behomarā (Rank I, II, III): heals all allies except the Priest for 5.14/6.41/8.16 * 26/25/24% Mana. CD: 5/5/5 Turns. Estimated healing output at L. 50: 5,345/6,414/7,840 HP.
- Priests will not be healed by either one of these multiple-target spells. Both Lesser and Greater Behomarā will heal all allies except the Priest.
- Greater Behomarā can cause Endurance Status on the target.
Priests are designed to be stronger in multiple-target healing. They do rely on Mana, like any other caster class: however, unlike Acolytes, their healing output will be a constant amount. On the other hand, Priests are comparatively weaker when healing a single target. Furthermore, Priests cannot benefit from their own multiple-target healing spells.
- Behomazun OD (No Ranks): restores Status and heals all allies for 10.98 * 14% Mana. Estimated healing output at L. 50: 6,147 HP. Behomazun OD will remove all Status ailments completely.
- Lesser Megazaru OD (No Ranks): fully heals one ally, but it also drains 96% of the Priest’s HP over 2 Turns. It also removes all Status ailments. With 11% Mana cost, which is rather low, the base multiplier of this ability is almost the highest possible: 96.91 * 11% Mana. Estimated healing output at L. 50: 42,640 HP. (Lesser Megazaru OD cannot deal a critical hit).
- Lesser Megazaru OD will apply Sacrifice (Status) on the Priest whenever it’s cast. This Status ailment cannot be dispelled in any way, it is only cancelled upon receiving fatal damage, and it naturally wears off after 2 Turns. Under this effect, the Priest will lose 48% HP at the end of every turn. Priests cannot target themselves with Lesser Megazaru OD: if they do, the spell will have no beneficial effect whatsoever, and it will apply Sacrifice (Status) regardless.
- Lore. As the name suggests, this overdrive ability is a weaker version of Megazaru. However, Priests will never learn the “real” Megazaru, as the spell was forbidden by one of the earliest mentors of the class, Namere Wisdomancer. Namere forbade the use of Megazaru because, if Priests did not manage to control their magic, casting Megazaru would have drained all of their energy immediately, and they would have died. Megazaru is rumoured to be the only known technique able to bring dead people back to life.
SOME OTHER ABILITIES:
- Damage Shield (No Ranks; 23% Mana; All Allies): grants Damage Shield (I), reducing all damage taken by 9% (1 Turn). CD: 5 Turns.
- Encouragement (No Ranks; 11% Mana; All Allies): instantly gives the whole active party 200 Overdrive Points. CD: 6 Turns.
- Kiarī (II; 11% Mana; One Ally): dispels Poison+Blind. Kiariku (No Ranks; 12% Mana; One Ally): dispels Paralyse+Stun. Kiararu (No Ranks; 10% Mana; One Ally): dispels Confusion. Zameha (No Ranks; 14% Mana; All Allies): dispels Sleep. Shanaku (No Ranks; 19% Mana; One Ally): removes all Status ailments. Mass Dispel (No Ranks; 31% Mana; All Allies): dispels most Status ailments. Those that will not be dispelled are: Anguish, Hopelessness, Zombie, Reduced Healing and Despair.
- Zaoriku (No Ranks; 18% Mana; One Ally) and Zaorīma (No Ranks; 24% Mana; All Allies). Zaoriku (2-Turn CD) revives one ally at 63% HP and can also be used in combat. Zaorīma (5-Turn CD) revives all allies at 41% HP (only usable in combat).
- Piora (No Ranks; 7% Mana; One Ally) and Piorim’ (No Ranks; 10% Mana; All Allies): these buffs increase Haste by 50 (up to 2 Stacks), for 3 Turns.
- 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; No Cost): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% Mana over 2 Turns (the Status is cancelled upon taking damage).
- Meditation (No Ranks; No Cost): refreshes all cool-downs and reduces Aggro/Threat (The User). CD: 10 Turns. It does not refresh itself.
- Water Weakness (No Ranks; 11% Mana; All Enemies): takes all enemies’ resistance to Water down a level. (As usual, from F to E, from E to D, from D to C, from C to B, and so on).
- Priests will also learn Water Bubble (Rank I, II), Water Drop (Rank I, II), Water Tide (Rank I, II); Hyad’ (Rank I, II), Hyadaruko (Rank I, II), Hyadaīn (Rank I, II); and Earth (Rank I, II). I shall discuss these abilities more in-depth when posting the update on Thaumaturges.
FINAL TIPS ON PRIESTS:
- Priests prove themselves more powerful as party healers. Many of their abilities affect up to three targets simultaneously – except, Lesser and Greater Behomarā will not affect the Priest. This is what makes Priests pretty easy to play: you basically cast either Lesser or Greater Behomarā as soon as they come off cool-down and you’re pretty much done. Nothing complicated about it.
- The choice between Behomazun OD and Lesser Megazaru OD is situational, of course, but I would not avoid casting Lesser Megazaru OD just because of Sacrifice (Status) debuff.
- Lesser Behomarā (New!) is still being tested. Hopefully, it will make Priests a little more dynamic. At Rank III, Lesser Behomarā will have a 5-Turn CD (which can be taken down to 2). Healing with Lesser Behomarā every 2 turns and granting the party a permanent +308 HP every time could be too much for longer encounters.
PROS AND CONS:
- Priests are by far the most powerful healers for boss encounters, because of their multiple-target heals.
- Priests have constant/easily predictable healing outputs, and most of their spells also apply other beneficial effects.
- Priests do not involve any complex dynamic in their rotation.
- If they get silenced, stunned, paralysed or confused, they will immediately become useless.
- If Priests run out of Mana, or if their Mana pool is reduced or lost, Priests will go from healing less to stop healing altogether.
- Unless their allies are given pieces of equipment that increase Nature Affinity, Priests have no way of their own to increase their healing done.
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