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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«It’s all a matter of Stance» (Mystic Dune Monia)
CLASS PASSIVE: Vitality: The Mystic’s healing spells increase Arcane Affinity by up to 38%. Whenever targeting their allies, Mystics will apply Vitality, which is a beneficial effect stacking up to 2 times, granting 19+19% increased Arcane Affinity, affecting all healing received from Mystics. It will only last for 2 turns, but it can be refreshed continuously. While other passive abilities, like Holy Aegis, that you might be familiar with, or Endurance, only have about 50% chance to proc, Vitality is always granted by all of the Mystic’s heals, except Quietude (All Ranks).
Mystics are given 2 Stances and the possibility to switch between the two:
- Combat Stance (Status) will enhance Strength (+20%) and decrease both Intellect (-60%) and Spirit (-70%).
- Restoration Stance (Status) will increase Intellect (+15%) and Spirit (+30%), while severely decreasing Strength (-80%).
Both Combat Stance (Ability) and Restoration Stance (Ability) have no cost whatsoever and a base cool-down of 2 Turns. When a Stance is selected, Mystics will benefit from it until out of combat again, unless they pass out, or unless they willingly change one with the other, in which case the former Stance will be cancelled automatically by the latter.
- The reason why Mystics’ passive ability only affect part of their abilities – their healing spells – is that I wanted Mystics to be mainly a healing class.
NOTE ON ABILITIES: depending on their active Stance, Mystics will be able to select some abilities rather than others. Mystics are designed to be fairly decent both at healing and damaging their opponents, but their stats will be rather low to begin with. As much as players might increase Intellect, Spirit or Strength with Talent Points, I don’t see Mystics solo-healing for any encounter.
- I used Item/Equipment/Skill Conditions (Modern Algebra & Tsunokiette) to set the condition.
ABILITIES SELECTABLE UNDER RESTORATION STANCE:
- Rejuvenate (Rank I, II, III): heals one ally for
7.21/9.89/14.10 * 8/7/6% Mana and another 6% HP over 3 Turns; CD: 2/2/2 Turns. Estimated healing output at L. 50: 2,307/2,769/3,384 (+6% HP).
- Renewal (Rank I, II, III): heals one ally for 5.74/7.37/9.70 * 15/14/13% Mana and another 12% HP over 3 Turns; CD: 3/3/3 Turns. Estimated healing output at L. 50: 3,441/4,129/5,046 (+12% HP).
- Arcane Remedy (No Ranks, 18% Mana) (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 over 3 Turns.
- 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.
- Consecration OD: grants Rejuvenate, Renewal and Arcane Remedy + Vitality (One Ally). Consecration OD also heals the target for 18.02 * 7% Mana = estimated healing output at L. 50: 5,046 HP. This Overdrive ability is pretty powerful, because of the healing over time granted by these effects together (which adds up to
6+12+24%=42% HP healed over 3 turns). Also, once applied, all these effects cannot be removed – unless the target passes out – but they can be refreshed.
ABILITIES SELECTABLE UNDER COMBAT STANCE:
- Rupture (Rank I, II, III): deals damage scaling off 139/167/204% Strength (2 Random Enemies), cost: 9/8/7% current Mana. CD: 3/3/3 Turns.
- Punishment (Rank I, II, III): hits twice the same opponent, dealing true damage scaling off 153/184/225% Strength (One Enemy Twice), cost: 13/12/111% current Mana. CD: 4/4/4 Turns.
- Arcane Volley (Rank I, II, III): hits all opponents dealing damage scaling off 118/142/174% Strength (All Enemies), cost: 23/22/21% current Mana. CD: 6/6/5 Turns.
OTHER ABILITIES (SELECTABLE UNDER ANY STANCE/NO STANCE):
- Double Attack (No Ranks): randomly damages either twice the same opponent, or once two enemies, dealing roughly 95% physical damage * 2. CD: 3 Turns.
- Raging Blow (No Ranks): leads an attack made of three hits randomly damaging the opponents, dealing roughly 90% physical damage * 3. CD: 5 Turns.
- Mana Well (Rank I, II, III): restores an amount of Mana scaling off 76/92/112% Spirit (One Ally/One Ally/All Allies).
- 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).
- Mahotora (No Ranks): absorbs 14% MP from one enemy (no cost; CD: 4 Turns).
- Meditation (No Cost, the User): refreshes all cool-downs and reduces Aggro/Threat. Does not refresh itself.
- Wind Resistance (No Ranks): increases Wind Resistance (All Allies; 2 Turns). The resistance is taken up a level. (From A to B, from B to C, and so on, going from 100% vulnerability towards 100% affinity).
- Earth Resistance (No Ranks): increases Earth Resistance (All Allies, 2 Turns). Same as above.
- Zameha (No Ranks; 14% Mana, 2-Turn CD), Kiarī (II; 11% Mana, 3-Turn CD),Kiariku (No Ranks; 11% Mana, 2-Turn CD), Shanaku (No Ranks; 19% Mana, 3-Turn CD): these are common dispels, dispelling Sleep Status, Poision+Blind Status, Paralyse+Stun Status and all Status ailments.
- Zaoriku (No Ranks; 18% Mana, 2-Turn CD): revives one ally at 63% HP (Also In Combat).
- Rebirth OD: the Mystic will rise again once incapacitated (The User; no cost). Under this Status () the Mystic will be automatically revived at 53% HP upon receiving fatal damage. The Status naturally wears off after 5 Turns, or when leaving combat.
- Frenzy OD: swings for 206% weapon damage, scaling off Strength.
FINAL TIPS ON MYSTICS:
- As healers, Mystics have at least 2 options: they can either focus one target continuously, refreshing all their beneficial effects, granting health regeneration and Vitality, or they can switch targets, granting everyone in their party some health regeneration, casting mainly Renewal. When focussing one target, two healing spells are enough to grant enough health regeneration over time and keep 2 stacks of Vitality up.
- Quietude (All Ranks) can be used both as an emergency heal, or a sort-of finishing move. If Mystics manage to build 2 stacks of Vitality on their target and keep them refreshed, Quietude will easily heal for over 27,065 HP. Even without Vitality, however, Quietude (All Ranks) will be viable (with 19,612 HP healed).
- Consecration OD’s use is situational, but I would recommend casting it on targets other than the Mystics’ main focus. This is the closest Mystics can get to AOE healing. I would not recommend casting Quietude (All Ranks) on the same target of Consecration OD: that would not be very smart. Here’s a few EXAMPLES:
- The Mystic is healing target A, leaving Consecration OD up for target B, and casting Quietude either on target A as an emergency heal, or on target C.
- The Mystic is healing target A, B and C (one per turn), granting them all some health regeneration and at least 1 stack of Vitality, choosing spells depending on the damage taken, and saving both Quietude and Consecration OD for emergency heals.
PROS AND CONS:
- Mystics are the most powerful class in healing over time.
- Regardless of their Intellect, Spirit or Strength, they can still rely on Stances to overcome their weaknesses.
- Depending on the encounter, they can always prove themselves useful in a way or another.
- All of their class-related abilities depend on their active Stance.
- Whenever they are revived, they will need one more turn to activate a Stance, and then be ready to take action. Switching Stances will always take one turn.
- Mystics cannot dispel Confusion with Kiararu.
- As a secondary supporting class, Mystics will find it harder to excel at anything.
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.