I decided to change a few of the combat dynamics involving Mystics under Restoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like Acolytes 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 (Rank I, II, III) (Old!): heals one ally for 5.97/7.71/10.20 *28/26/24% Mana. Removes all of the Mystic’s effects. CD: 5/5/5 Turns. Estimated healing output at L. 50: 6,686/8,023/9,806 HP. Quietude will remove, if present, all Mystic-related beneficial effects from the target: Vitality, Rejuvenate, Renewal 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 (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 HP. Quietude will not benefit from Vitality any more. However, whenever casting Rejuvenate, Renewal and Arcane Remedy, Mystics will also place a new buff on their targets, increasing the healing they will receive from Quietude 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 Vitality, Rejuvenate, Renewal and Arcane Remedy will have no impact whatsoever on the healing done by Quietude unless Quietude 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.
- Combat Stance (Status) and Restoration Stance (Status) now persist through death.
- In later testing, it seemed unfair to reset Stances whenever passing out, because Mystics depend heavily on the Stance they choose.
I didn’t want the Thaumaturge 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 and Hyadaīn apply Intense 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 (Status) is that Intense 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 (Status), Hyadaruko and Hyadaīn are the only spells so far dealing Ice magic damage.
- All Status effects lowering or increasing Ice magic resistance will cancel Intense Cold (Status) for all their duration. It is currently possible to be affected by both debuffs: Ignite (Status) does not automatically cancel Intense Cold and viceversa.
- Ignite (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 now correclty dispels Ignite (Status) and Intense Cold (Status).
- Introspection (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 (Status) stacks with any other Status affecting Mana regeneration (e.g. Concentration).
- Ryūsei (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: 10,499/12,594/15,395. It can also target twice the same target.
- Ryūsei (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. 50: 3,953/4,744/5,799. Ryūsei will damage all enemies 3 times. So the overall damage output would become: 11,859/14,232/17,397.
Basically, I wanted to nerf Mending Status (I/II), because together with the healing output of Hoimi it turned out to be a little too powerful at L. 50. So I came out with this idea of a “double” Hoimi.
Hoimi (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 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).
- Hoimi (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. 50: 1,656/1,987/2,429 HP. Mending (I/II) (Status) will heal another 12/21% HP over 2/3 Turns.
- Hoimi 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 Mending (I/II) and Endurance (Status).
- Mending (Status) now has about 50% chance (down from 100%) to proc on the target healed by Hoimi. Also, the healing over time granted by Mending (Status) has been reduced. Both ranks of Mending (Status) can stack up to 2 times (Rank II used to last for 3 turns).
I wanted to make Luminance a more attractive spell at all levels. Making it cast twice on all targets, its chances to apply Holy Aegis are doubled. I also wanted to take its healing output at all levels closer to Sunshine. There is currently as little as 20% difference between the two in the healing done.
Luminance (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. 50: 3,572/4,287/5,240 HP. (CD: 5/5/5 Turns).
- Luminance (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 increases its chances to critical hit and to apply Holy Aegis. The amount healed overall has been slightly increased (about +11%).
- Holy Aegis (Class Passive) can now stack up to 3 times (up from 2), lasting 3 turns (up from 2). However, the shield provided by Holy Aegis (Status) has been set to 4% (down from 11%). 3 stacks of Holy 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.
- Divine Spirit (Passive) (New!) Increases Spirit (+48).
The purpose of the following changes was to give Guardians a rotation of abilities they can perform.
Elemental 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 Mana. CD: 4/4/4 Turns. Also, at its maximum rank, Elemental Nemesis will ignore the target’s Defense, dealing true damage.
- Elemental Nemesis (Rank I, II, III) (New!) fills the Guardian with Holy magic, dealing roughly 318/382/466% damage. CD: 4/4/4 Turns. Elemental Nemesis consumes Desecrate (Status) on the target. This ability will always deal a critical strike.
- Desecrate (Status) increases the damage taken from Elemental Nemesis by 23/46% (2 Stacks, 5 Turns).
- Both Righteous Slash (II, III) and Unleash Fury (II, III) apply Desecrate on the target. As it is, Elemental Nemesis is granted a critical strike and can be picked after Righteous Slash (II, III) and Unleash Fury (II, III) to increase its damage significantly. Desecrate will also slightly increase the Holy magic damage taken by the target (+9/18%), just in case players did not improve Righteous Slash and Unleash Fury to further Ranks before learning Elemental Nemesis.
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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.
DISCLAIMER: all of the icons published within this post were either original or edits. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.