madimpossibledreamer: Jiraiya|Yosuke jumping and using a throwing star (early tardis)
[personal profile] madimpossibledreamer

IdealHeal43: Best healing Class!  I might even go so far as to say in any game, even.  Part of this is, of course, the Talent you get that gives you an edge.  You have a chance on heal to increase the Heal level or add a friendly target (Healer’s Touch).

Sirvada is the most interesting Skill line, because most Skills there have interesting random effects.  Dhyana has some exclusive Buffs, and Dia is your usual healing Skill line.

If you’re planning on always, always grouping with others, go ahead and grab two of Sirvada, Dhyana, and Dia.  If you want to feel less like you’re average gaming healing class, though, go ahead and grab one of the damage classes, Agi, Zio, Garu, or Staff.  I recommend getting a couple attack Skills early on, get a bunch of healing Skills, and then getting one or two of the end-tier destructive Skills.

 

Sirvada

Alleys of Light can be really useful depending on whether you or your friends like to move around in combat or if you’re going through a long dungeon.

Mana Bonus increases your SP, which is always useful.

Healing Breeze just increases your HP after casting some spells.  It’s not bad if you plan on casting spells a lot and you’ve got low-timer skills.  It’s less important later on in your career.

Roads of Light is pretty much Alleys of Light but with SP.  It’s got the same uses.

Benediction is useful if you don’t know a Champion, because it alters your weapon type to hama.  It could be useful for your Staff Fighting, getting more yen from selling weapons you pick up, or for your friends.

Quick Prayer may remove an ailment, do a light heal, or give a random Dhyana.  Especially if you’ve never picked up another Dhyana Skill, you should probably take this one.

Miracle removes an ailment and randomly buffs a Trait.  Pretty useful, especially against Ailment-heavy groups.

Paths of Light is an upgraded version of Alleys of Light.

Holy Water restores SP and either buffs random Traits or damages Demon enemies.  Better than Mana Bonus because it does random things.

Religious Sanction is a medium heal and may increase your next Allegiance encounter (for the record, this includes Conversations and Missions).  I like this one, but then, I like the weird ones.

Restoring Touch makes ailments go away faster.  I don’t know if that’s useful when you can just remove ailments.

Godsend is the most entertaining Skill in the game because you never know what’s coming.  If you don’t like randomization or if the RNG hates you, you might want to ignore Sirvada in general.

Healing Tide is an improved Healing Breeze.  It’s better than Healing Breeze later on, but is still not very important.

Benison greatly increases the party’s Luck and has a chance of other things.  See Godsend, but more constricted.

Mana Gain isn’t a skill you use.  It just permanently increases your SP.  I think every Class should have this honestly.

Kami’s Blessing costs HP to cast.  You might get an item, summon a Kami, increase your Luck, increase Allegiance with a Kami, or do something else.  See Godsend, only for Kami.

Prayer Candle prevents demons from spawning or does something else.  See Godsend and Kami’s Blessing.

Offerings makes a random item from your inventory disappear, so it’s super sketchy to use unless you like to live dangerously.  (It won’t get rid of any items you have equipped, but if you get this, you probably should sell or store your items that you don’t want to disappear.)

Oracle has a random beneficial effect though will often give you Investigation Clues.  This is very helpful for getting new and sometimes really rare missions.

Chakra Walk is basically Alleys of Light but with SP.  It has the same comments, though I am kind of sad you get this one so late on.

Zero Set makes skills cost 0 SP briefly.  This is good for high SP skills or when you’re running low on SP.

 

Agi

Agi’s your average early fire spell.  Like other fire spells, it has a chance of DoT.

Smoke & Fire does fire damage against one enemy and does a debuff to Agility in an area.  I recommend this over just the Agi, because it does about the same amount of damage but has a side effect (over your usual fire skill). 

Maragi’s your average AoE early fire spell.

Jibaku has a certainty of DoT, so that’s a change.

Cauterize is actually a heal in the Agi line and it removes DoTs so that’s super useful, especially against certain enemy types.  It increases over time so I really recommend this one (especially in certain future dungeons).

Flare is a more interesting version of Agi, because it adds a Hama element (multi-element Spells are super important for hitting vulnerabilities) and it Blinds (enemy can’t see the surroundings and has issues targeting Skills).

Agilao is your average medium fire spell.

Burn Barricade is, well.  A Barricade is a very specific AoE-type that appears in front of you and lasts longer than your average AoE.  Usually monsters can just walk around it, unless you plan it right and the dungeon is more enclosed.  Once they walk through it, though, they stop taking the damage.  It’s actually best to walk forward a little so any melee types have to be standing in the fire the entire time (unless they’re already on the other side of the wall with you).

Bakunetsu no Tsume is a medium fire spell but it increases with level.  I recommend attacks with this, because it keeps getting better and better.

Crimson Sublation is a medium fire spell but has a straight-out 100% chance of DoT.

Maragion is your average AoE medium fire spell.

Azure Cessation both does medium fire spell damage and protect you from aqua damage.

Pyroclastic Tempest is an AoE medium fire spell that increases over time, so also recommended.

Fire Storm is an AoE medium fire spell that has a 100% chance of DoT.

Agidyne is your average heavy fire spell.

Inferno Spray is your average heavy conal fire spell.

Maragidyne is your average AoE heavy fire spell.

Explode does a heavy AoE around the character.  It’s good for if you get surrounded (as is true of most AoEs around your character).

Inferno is a heavy AoE but it increases over time.

Jigoku no Gouka is a heavy single target fire spell that increases over time.

Thunder Inferno is another multiple vulnerability skill, this time heavy fire and medium lightning, and has a high shock chance.

 

Zio

Zio’s your average early lightning spell.  Like other lightning spells, it has a chance of shock.  Shock paralyzes an enemy and greatly increases the chance of a critical.

Elec Shot is a conal lightning spell but otherwise is pretty average.

Mazio’s your average AoE early lightning spell.

Shock has a certainty of Shock so that’s a change.

Elec Spray is a conal lightning spell with a higher chance of shock than the average spell of its level.

Bolt Shot is a better Elec Shot.

Zionga is your average medium lightning spell.

Bolt Spray is a better Elec Spray.

Shuuraigeki is a medium lightning spell but it increases with level.  Seriously, see the note on Bakunetsu no Tsume.  These are nice.

Sanraigeki is a medium lightning spell but has a higher shock chance than your average Zio spell.

Mazionga is your average AoE medium lightning spell.

Jupiter’s Fury is a medium lightning spell and decreases the luck of the target.

Shock the Heart is a brief res.  (your target will end up dead again after a bit).  This is really not useful, for the most part, except in certain high-end dungeons.  I find items usually do the job just fine, though.

Vile Thunderbolt is a medium lightning spell and inflicts Curse.

Ziodyne is your average heavy lightning spell.

Thunder Baptism is like Ziodyne but it also removes ailments in an AoE around the character.

Maziodyne is your average AoE heavy lightning spell.

Lightning of God is a pretty good heavy lightning spell with a higher shock chance and increases with level.  If you’re going with Zio, this is a good one.

Shock Shot is a heavy conal lightning spell with a higher shock chance.

Meru Thunder is a heavy lightning scale with mute.

Shock! casts a long-lasting shock ailment.

 

Garu

Garu’s your average early wind spell.  Like other wind spells it has the chance of knockdown.  Knockdown generally just involves the enemy standing back up.

Wind Shot is a conal wind spell but otherwise is pretty average.

Magaru’s your average AoE early wind spell.

Wind Spray is another conal wind spell but it increases in damage per level, so that’s helpful.  It will not only always be useful through your career, it will even level up.

Air Currents allows you to learn a rumor (really good way of earning experience!) or learn of a new contact (which super helps with gaining new Allegiances, getting new missions, etc).  I recommend this one.

Sandstorm is one of the few sources of Tera damage for this Class and also has wind.  Again, multiple elements makes it easier to hit vulnerabilities.

Garula is your average medium wind spell.

Earthly Vortex is like an upgraded AoE version of Sandstorm.

Gust Shot is a better Wind Shot.

Winter Cyclone is a multiple element single target medium spell, garu & bufu.

Magarula is your average AoE medium wind spell.

Gust Spray is a better Wind Spray.

Wind from my Wings is a light Garu spell, so basically Garu, but it also removes ailments from allies around the character.

Whirlwind is a medium wind spell with stun.  Ailments are nice.  When they’re on the enemy, that is.

Garudyne is your average heavy wind spell.

Tornado is a heavy wind spell but it increases with your level which is nice.

Magarudyne is your average AoE heavy wind spell.

Storm Shot is a better Gust Shot.

Hurricane is a heavy AoE wind spell but increases with level.  Always nice.

Covering Mist is a heavy AoE wind spell and decreases the agility.

Storm Spray is a better Gust Spray.

 

Dia

Recovery doesn’t do a lot but it does help keep you in the game early on.  It’s not the best Skill, though, so I might pass on this one.

Dia is your beginning healing Spell.  It doesn’t hurt to pick this up.

Diara is a beginning healing NPC spell.  You might wonder why you use this rather than other healing spells.  For the most part, it’s a targeting thing.  If you pick up a specific healing spell for NPCs, you don’t have to worry about targeting them unless there’s more than one of them (and usually it’s smart and heals the worst hurt one if you don’t choose specifically, as long as they’re within range).

Media is a heal of all your allies, and it’s super nice to get this early on.  (I wouldn’t also worry about getting rid of Dia or whatever, because single targets help save SP.)

Mediara is usually good enough for your NPCs and doesn’t require targeting.  Unless you’re doing some sort of escort mission, in which case a Mediarala Rock is useful, you don’t really need any better NPC healing Spell.

Bless is a skill that heals everyone, including friends and NPCs, so there’s no need to target at all.

Recarm is a good res spell, especially early on.

Life Goblet is a good self-heal spell.  This is especially important if you ever solo.

Diarama is a medium ally heal.  You do need to target this one.  It uses less SP.  Yes, it works on NPCs as well as your friends.

Diarala is a medium NPC heal.  Between all ally heals and Mediara, I don’t think you need this one.

Mediarama is a heal of all your allies.

Madiarala is a better Mediara.  I don’t think you need this one.

Life Blessing is a better Bless.

Samarecarm is an even better Recarm.

Holy Grail is a full self heal.  This is important if you manage to get aggro from bosses (especially in dungeons) or if you’re soloing.

Diarahan is a full ally heal.  Full heals are definitely nice.

Diaralahan is a full heal for the targeted NPC.  It’s kind of useful.

Mediarahan is a full heal for your allies.  Always nice.

Madiaralahan is a full heal for the targeted NPCs.  It’s kind of useful.  I haven’t found they’re needed, though.

Consecrated Blessing is a full heal for all which is one of the reasons NPC heals aren’t very important.

Medi heals most of your HP and half the SP and clears 1 ailment.  It’s all around useful.

 

Dhyana

Rakukaja increases your physical defense.  This is one of those Skills that never gets less useful.  Buffs and debuffs is super useful especially with Bosses.

Samakaja increases your magic defense, so it’s super nice against elemental attacker types.

Tarukaja increases your physical attack.  That’s useful for dungeons or soloing, because it helps you buff your own skills as well.  You might want to choose between this and the next one whether you have physical or magical Skills.

Makakaja increases your magic attack.  You can get both this and Tarukaja, possibly, but it might be more useful to get just one.

Sukukaja increases your Agility.  That’s useful for Extreme Fighters, mostly, though it also increases your dodge chance.

Dekunda removes all -nda skills, which is important depending on what enemies you fight against.  It’s especially important in boss dungeons, and event/rumor Bosses.

Tetraja nulls instakills.  I’m not sure why it comes exactly this early on, because most enemies do not have instakill skills anymore, so it’s nowhere near useful when you can first pick it up.  At around, what, somewhere between 60-80, enemies definitely start using instakills every other skill (exaggeration, but not by much), so pick it up closer to then.

Tetrakarn is a physical repel Skill.  I like repel skills personally because I like watching enemies kill themselves with their own attacks.  What, just ‘cause you’re a healer doesn’t mean you can’t have a particularly dark sense of humor.  Clearly none of you are in the health profession ;)

Makarakarn is a magical repel Skill.  See Tetrakarn.  Recommended.

Renewal removes Trait penalties (all).  This includes several debuffs and dungeon effects.

Water Wall absorbs aqua damage.  Depends on enemy type you tend to fight which one of these you should probably get.

Fire Wall is like Water Wall, but, gasp, for fire.

Wind Wall is, like the others, Water Wall but for wind.

Ice Wall.  Need I say more?

Electric Wall.

Earth Wall.

Crystal Wall repels all magic.

Butterfly’s Blessings changes a hama instakill to a heavy attack instead.  Instakills are no fun, so this can be useful.

Chaotic Blessings is like Butterfly’s Blessings but for mudo.

Silent Prayer removes debuffs from friends and buffs from foes.

 

Staff Fighting

I recommend getting at least one physical skill no matter what Class you play because it’s always useful to have a choice of something to do when you run out of SP.  You should always have SP potions of some kind, but in especially dangerous dungeons it’s always possible to run out.

Bash is a light single target physical skill.  Staff Fighting skills have a chance to inflict Stun, which just means the enemy can’t use Skills against you.

Teardrop is a light single target physical skill but it also decreases defense.

Assault Dive is your average physical skill but has an added chance of knockdown.  (I’d recommend either Garu or this, if you want knockdown, because I prefer to have a variety of ailments to inflict.  Hehheheh.)

Kill Rush is a conal physical skill and may have more hits.

Swift Strike is a conal physical skill and may have even more hits.

Kidney Smash is a medium physical skill and decreases the magical attack of the target.

Mind Scramble is a medium physical skill and decreases random Traits of the target.  This can be very random, as enemies may rely heavily on only a few Traits.

Moondrop is a medium physical skill and decreases defense.

Fang Smash is a medium physical skill and decreases the physical attack of the target.

Party Bash is a medium conal skill that hits two times.

Herculean Strike is a medium AoE around your character.

Heat Wave is a medium AoE around your character, but is pretty good like the other skills that increase in damage with your level.

Brain Shake is a medium physical skill and inflicts Confusion (that’s a pretty good Ailment that gets the enemy to attack its allies).

Corkscrew is a heavy conal physical skill and, unusually, is a movethrough skill (you end up behind the enemy).

Bonebreaker is a heavy physical skill and decreases attack.

Stardrop is a heavy physical skill and decreases defense.

Gut Smash is a heavy physical skill that decreases the enemy’s maximum SP.

Mt. Homan Dream briefly turns all attacks (even Agi) to be severe.  This is an absolute must for a solo experience.  It’s also super useful for dungeons.  You can’t cast it on other people, though.

Vicious Strike is a heavy physical skill that has an automatic DoT.

Weary Thrust is a heavy physical skill with increased damage if at 50% SP.

 

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