Features

Abilities Update

mystic_newclassiconMYSTIC

I decided to change a few of the combat dynamics involving mystic_newclassiconMystics under healingstance_iconRestoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like acolytes_newiconAcolytes e.g., but since Mystics heal their targets mostly over time, I felt like giving them at least one multiple-target spell. I also decided to redesign Arcane Remedy.

  • quietude_iconQuietude (Rank I, II, III) (Old!): heals one ally for 5.97/7.71/10.20 *28/26/24% ManaRemoves all of the Mystic’s effects. CD: 5/5/5 Turns. Estimated healing output at L. 506,686/8,023/9,806 HPQuietude will remove, if present, all Mystic-related beneficial effects from the target: VitalityRejuvenateRenewal and Arcane Remedy. The presence of these effects on the target has no influence at all on Quietude’s healing output: they are just removed. However, Quietude will benefit from Vitality before removing it, healing one ally for up to 27,065 HP (if @critical).
    • Quietude has an increased 25% chance to critically hit.
  • quietude_newiconQuietude (Rank I, II, III) (New!): heals all allies for 3.46/4.30/5.45 * 29/28/27% Mana. Removes all of the Mystic’s effects. CD: 4/4/5 Turns. Estimated healing output at L. 50: 4,011/4,813/5,883 HPquietude_newiconQuietude will not benefit from Vitality any more. However, whenever casting RejuvenateRenewal and Arcane Remedy, Mystics will also place a new buff on their targets, increasing the healing they will receive from quietude_newiconQuietude by 12% (the effect can stack up to 3 times, and it naturally wears off after 3 turns). The increased chance of dealing a critical hit has also been removed.
    • Again, the presence of VitalityRejuvenateRenewal and Arcane Remedy will have no impact whatsoever on the healing done by quietude_newiconQuietude unless quietude_newiconQuietude is cast within 3 turns after the effect has been applied.
  • Arcane Remedy (No Ranks) (Old!): recovers 19% HP and another 24% over 3 Turns (One Ally); CD: 4 Turns. Considering 30,800 HP, Arcane Remedy will immediately recover 5,852 HP and another (2,464*3)=7,392 HP over 3 Turns.
  • Arcane Remedy (No Ranks) (New!): heals for 5.74 * 18% Mana, and another 24% HP over 3 Turns (2 Random Allies); CD: 3 Turns. Estimated healing output at L. 50: 4,486 HP +(2,464*3)=7,392 HP over 3 Turns. So now Arcane Remedy will scale off Intellect (Mana Pool) like any other spell. Its cool-down has been reduced slightly, but the real difference is that the target will be two random allies other than the Mystic. Of course it might target twice the same ally.
  • combatstance_iconCombat Stance (Status) and healingstance_iconRestoration Stance (Status) now persist through death.
    • In later testing, it seemed unfair to reset Stances whenever passing out, because mystic_newclassiconMystics depend heavily on the Stance they choose.

thaumatuge_classnewiconTHAUMATURGE

I didn’t want the thaumatuge_classnewiconThaumaturge to depend on Spirit too much. Mana should not be too much of an issue for casters. Also, I wanted to buff spells dealing Ice magic damage in a way that would turn them into valuable choices for alternative rotations during the encounters that truly matter.

  • hyadaruko_iconHyadaruko and hyadain_iconHyadaīn apply intensecold_iconIntense Cold (Status) (New!) to the target: this debuff increases all Ice magic damage taken by 28%, stacking up to 2 times (=56%). The debuff can be refreshed continuously. Otherwise, it naturally wears off after 2 turns. The difference with ignite_iconIgnite (Status) is that intensecold_iconIntense Cold  cannot be consumed, it stays on the target for as long as it keeps getting refreshed.
    • While there are several spells dealing Fire magic damage, thus benefiting from ignite_iconIgnite (Status), hyadaruko_iconHyadaruko and hyadain_iconHyadaīn are the only spells so far dealing Ice magic damage.
    • All Status effects lowering or increasing Ice magic resistance will cancel intensecold_iconIntense Cold (Status) for all their duration. It is currently possible to be affected by both debuffs: ignite_iconIgnite (Status) does not automatically cancel intensecold_iconIntense Cold and viceversa.
  • ignite_iconIgnite (Status) increases Fire magic damage taken by 24% (up from 21%), stacking up to 2 times (=48%, up from 42%) and lasting for 3 turns (up from 2), unless refreshed. shanaku_newiconShanaku now correclty dispels ignite_iconIgnite (Status) and intensecold_iconIntense Cold (Status).
  • introspection_iconIntrospection (Passive) (New!) Gains 14% of the unit’s maximum Mana at the end of every turn. This is a flat amount and automatically adjusts itself to the unit’s Mana pool.
    • introspection_iconIntrospection (Status) stacks with any other Status affecting Mana regeneration (e.gmanarestoration_newiconConcentration).
  • ryuusei_iconRyūsei (Rank I, II, III) (Old!) Deals Fire and Earth damage for 7.72/10.50/14.80 * 34/30/26% Mana (2 Random Enemies). CD:6/6/5 Turns. Estimated damage done at L. 50: 10,499/12,594/15,395It can also target twice the same target.
  • ryusei_newiconRyūsei (Rank I, II, III) (New!) Deals Fire and Earth damage for 4.12/5.16/6.59 * 24/23/22% Mana (3 Times, All Enemies). CD:6/6/5 Turns. Estimated damage done at L. 503,953/4,744/5,799ryusei_newiconRyūsei will damage all enemies 3 times. So the overall damage output would become: 11,859/14,232/17,397.

priestclass_iconPRIEST

Basically, I wanted to nerf behoimi_iconMending Status (I/II), because together with the healing output of hoimi_iconHoimi it turned out to be a little too powerful at L. 50. So I came out with this idea of a “double” hoimi_iconHoimi.

  • hoimi_iconHoimi (Rank I, II, III) (Old!heals one ally for 7.12/11.04/17.35 *11/9/7% Mana. Also grants Mending (I/II) (Status). CD: 3/3/3Turns. Estimated healing output at L. 50: 3,313/3,976/4,859 HPbehoimi_iconMending (I/II) (Statuswill heal another 18/33% HP over 2/3 TurnsMending (II) (Status) will be granted only by Hoimi (III).
  • hoimi_iconHoimi (Rank I, II, III) (New!) heals twice for 3.76/5.52/8.67 * 11/9/7% Mana. It can apply Mending I/Mending II. CD: 3/3/3Turns. Estimated healing output at L. 501,656/1,987/2,429 HPbehoimi_iconMending (I/II) (Statuswill heal another 12/21% HP over 2/3 Turns.
    • hoimi_iconHoimi will heal overall for the same amount as before, except it will be cast twice on the same target, doubling its chances to apply both behoimi_iconMending (I/II) and endurance_iconEndurance (Status).
    • behoimi_iconMending (Status) now has about 50% chance (down from 100%) to proc on the target healed by hoimi_iconHoimi. Also, the healing over time granted by behoimi_iconMending (Status) has been reduced. Both ranks of behoimi_iconMending (Status) can stack up to 2 times (Rank II used to last for 3 turns).

acolytes_newiconACOLYTE

I wanted to make luminance_iconLuminance a more attractive spell at all levels. Making it cast twice on all targets, its chances to apply holyaegis_newiconHoly Aegis are doubled. I also wanted to take its healing output at all levels closer to sunshine_iconSunshine. There is currently as little as 20% difference between the two in the healing done.

  • luminance_iconLuminance (Rank I, II, III) (Old!) heals all allies for 4.06/5.10/6.55* 22/21/20% current Mana; estimated healing output at L. 503,572/4,287/5,240 HP. (CD: 5/5/5 Turns).
  • luminance_iconLuminance (Rank I, II, III) (New!) heals twice for 2.26/2.83/3.64 * 22/21/20% current Mana (All Allies); estimated healing output at L. 50: 1,986/2,383/2,912 HP. (CD: 5/5/5 Turns).
    • Being cast twice, luminance_iconLuminance increases its chances to critical hit and to apply holyaegis_newiconHoly Aegis. The amount healed overall has been slightly increased (about +11%).
  • holyaegis_newiconHoly Aegis (Class Passive) can now stack up to 3 times (up from 2), lasting 3 turns (up from 2). However, the shield provided by holyaegis_newiconHoly Aegis (Status) has been set to 4% (down from 11%). 3 stacks of holyaegis_newiconHoly Aegis will shield from 12% damage (down from 22%). The bonus healing received has been set to 12%, which means 36% (3 stacks), same as before.
  • divinespirit_iconDivine Spirit (Passive) (New!) Increases Spirit (+48).

guardian_newclassiconGUARDIAN

The purpose of the following changes was to give guardian_newclassiconGuardians a rotation of abilities they can perform.

  • elementalnemesis_iconElemental Nemesis (Rank I, II, III) (Old!) imbues the unit’s weapon with all natural Elements, dealing roughly 330/396/484% damage. Cost: 24/23/22% current ManaCD4/4/4 Turns. Also, at its maximum rank, Elemental Nemesis will ignore the target’s Defense, dealing true damage.
  • elementalnemesis_newiconElemental Nemesis (Rank I, II, III) (New!) fills the Guardian with Holy magic, dealing roughly 318/382/466% damage. CD4/4/4 Turnselementalnemesis_newiconElemental Nemesis consumes desecrate_newiconDesecrate (Status) on the target. This ability will always deal a critical strike.
    • desecrate_newiconDesecrate (Status) increases the damage taken from elementalnemesis_newiconElemental Nemesis by 23/46% (2 Stacks, 5 Turns).
    • Both righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) apply desecrate_newiconDesecrate on the target. As it is, elementalnemesis_newiconElemental Nemesis is granted a critical strike and can be picked after righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) to increase its damage significantly. desecrate_newiconDesecrate will also slightly increase the Holy magic damage taken by the target  (+9/18%), just in case players did not improve righteousslash_iconRighteous Slash and arcaneremedy_iconUnleash Fury to further Ranks before learning elementalnemesis_newiconElemental Nemesis.

DISCLAIMER: All of the icons published within this post were either drawn or edited by me. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

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