(Water Master)
Priest / Scout is a hybrid build, able to both deal Light and Water damage while providing healing and support to allies. Unlike other hybrid combinations, Priest / Scout is one of the better healing classes, and in some situations can be considered one of the best. However, since it's a hybrid of both damage dealing and healing, the player needs to be active and aware in group situations to know when it's time to focus on one or the other.
As a hybrid, Intelligence tends to take priority over Wisdom (though both are important) to raise the Priest's Magical and Ranged damage, via Tide Control. Stamina will also be helpful for general survival. Rising Tide, Chain of Light, Wave Armor, and Heal (and to some extent Urgent Heal) are all important skills, as is Throat Attack for dealing with enemy casters.
Main Ways of Build[ | ]
This combination requires a little more practice than some other healing builds, as the player has to learn how to read a situation to know when it's okay to deal damage, and when it would be better to heal someone. Sometimes doing a bit of both could be better. For example, some situations may call for emergency healing through Heal and Curing Shot; others, maybe a Wave Armor and Chain of Light to keep everyone sustained; or maybe going all-out with Rising Tide and Ice Blade to burn through a boss. Scout / Priest as a versatile tool kit, and to play it effectively, you will need to learn what it is that your guild needs in multiple situations.
Skills[ | ]
(to see Class Main Skills of Priest, see Priest Skills)
Secondary Class Basic Skills[ | ]
Scout general skills[ | ]
Elite Skills[ | ]
Priest / Scout[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
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Embrace of the Water Spirit | 15 | 100 MP | Instant | Beseeches the Water Spirits for their blessing, and raises your and your party members' Magical Attack Power by (current Magical Attack Power + 20.0) x 1.0% + 20.0 for 900.0 seconds. | +0.09% and +8 per level | |||
Throat Stab | 20 | Increase the range of Throat Attack.
Throat Attack's range increases from 100 to 150. |
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Enhanced Wave Armor | 25 | Your Wave Armor now also increases defense.
Wave Armor increases Physical Defense by 1.0%, plus 0.25% per level of Wave Armor. |
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Tide Control | 30 | Rising Tide now additionally causes ranged weapon damage.
Rising Tide causes 40.0% ranged weapon DPS, plus 2.4% ranged weapon DPS per level of Rising Tide. |
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Curing Shot | 35 | 120 MP | 2 seconds | 6 seconds | 200 | Shoots an arrow filled with the power of Light on 5 friendly targets within reach, healing them for 20.0 HP and additionally restores 10.0 HP every 2 seconds for 20.0 seconds. | +3 and +1.5 per level | |
Ice Blade | 40 | 30 MP | Instant | 3 seconds | 200 | Turns magic into a knife blade to attack the target, causing 25.0 points of water damage. | +7.5 per level | |
Saint's Blessing | 45 | When you cast a Heal on a friendly target whose HP is lower than 30%, the healing effect will be additionally enhanced by 30.0 + 1.0%. | +5.4 and +0.19% per level | |||||
Water Fairy | 50 | 250 MP | 6 seconds | Summons a water fairy to assist you. | ||||
Frost Halo | 50 | Instant | Lowers the Received Magical Damage of party members within a radius of 200 by 10.0%. Also while Frost Halo is in effect, the Critical Magical Hit Chance of Rising Tide increases by 10% and damage caused by Ice Blade increases by 10%. | |||||
Area of Light Chain | 60 | When Chain of Light hits, it recovers the HP of all party members within an area of 60. | ||||||
Waterstop Curse | 70 | When Frost Halo is in effect, casting Heal has a chance to reset the cooldown time of Curing Shot. |
Combos[ | ]
(to see Basic Combos of class, see at Priest)