Class: Naturalist
Job (Healer): Priest
Job (DPS): Geomancer- Requirements: Naturalist Lvl 30, Conjurer Lvl 15
- Cross Class Skills: Conjurer and Pugilist
General Concept- Requirements: Naturalist Lvl 30, Thaumaturge Lvl 15
- Cross Class Skills: Thaumaturge and Archer
Healing Playstyle - PriestThe major concept behind the Naturalist class is the use of ‘Prisms’, which are placed on terrain centred around an initial target with a given radius. These Prisms last for a set duration and provide either beneficial effects to party members, or adverse effects to enemies, that stand within their boundaries.
While prisms are initially placed and centred around an individual target, they will remain in their initial location, regardless of the movement of this original target unit, for their duration. In addition, the placement of different Prisms that are on the battlefield will either enable or alter the effects of other abilities.
DPS Playstyle - GeomancerDefensive Prisms
1) Lucent Prism: Creates a prism on the ground, centred around an allied target where damage taken by all allies is reduced by 5%
2) Amber Prism: Creates a prism on the ground, centred around an allied target where allies recover HP over time (potency 100)
3) Emerald Prism: Creates a prism on the ground, centred around an allied target where allies consume 10% less MP and TP
Note: When Lucent, Amber, or Emerald Prisms are on the field, Mind is increased by 5% and Intelligence is decreased by 10% (stacks to 15% and 30% respectively)
Single Target Healing
1) Ability - Salve: Restores target’s HP (potency: 400)
2) Ability - Salve II: Restores target’s HP (potency: 600)
3) Trait - Getting Technical: Grants a 20% chance that after casting Salve, your next Salve II will also restore 50 TP
4) Ability - Restoration: Resurrects target to a weakened state (instant cast)
- Additional Effect on caster: Mute: cannot cast any spells (duration 8 seconds)
5) Lvl50 Job Ability - Stasis: Places a single allied target into stasis (duration 4 seconds; recast 300 seconds)
- Additional Effect: Stasis: cannot take any movement or action or receive any damage, restores 10% of maximum HP every second, can still be targeted and enmity is unaffected
AoE Healing
1) Ability - Pulse of Life: Restores the HP of all party members (potency 150), potency is doubled for all allies standing on an Amber Prism
2) Trait - Salvation:The healing effect of Salve is now also reflected to any allies standing in the same Lucent Prism as the original target (potency 200)
3) Trait - Salvation II: The healing effect of Salve II is now also reflected to any allies standing in the same Amber Prism as the original target (potency 300)
DPS
1) Water: Deals water damage to a single target (potency: 120)
2) Tidal Wave: Deals water damage in a straight line (potency: 100)
- Combo action: Water (potency: 150)
- Combo action: Water (slow, duration 5s)
3) Flood: Deals water damage (potency: 100)
- Combo action: Tidal Wave (potency: 200)
- Combo action: Tidal Wave: recovers caster’s HP (potency: 200)
4) Frost: Deals ice damage (potency: 40)
- Additional effect: ice damage over time (potency of 40, duration 12 seconds)
5) Frost II: Deals ice damage over time (potency 25, duration 24 seconds)
- Additional effect: If target is already inflicted with Frost, resets the DoT timer of Frost to 12 seconds
CooldownsOffensive Prisms
1) Spinel Prism: Creates a prism on the ground, centred around an enemy target where enemies take damage over time (potency 50)
2) Ruby Prism: Creates a prism on the ground, centred around an enemy target where enemies receive 5% increased damage
Note: When Spinel or Ruby Prisms are on the field, Inteligence is increased by 5% and Mind is decreased by 10% (stacks to 10% and 20% respectively)
Main DPS Rotation(s)
1) Water: Deals water damage to a single target (potency: 120)
2) Tidal Wave: Deals water damage in a straight line (potency: 100)
- Combo action: Water (potency: 150)
- Combo action: Water (slow, duration 5s)
3a) Flood: Deals water damage (potency: 100)
- Combo action: Tidal Wave (potency: 200)
- Combo action: Tidal Wave: recovers caster’s HP (potency: 200)
3b) Deluge: Deals water damage (potency: 100)
- Combo action: Tidal Wave (potency: 300)
- Combo action: Tidal Wave (adds the Soaked debuff)
- Soaked: deals damage over time (potency 5, duration 30s)
4) Frostbite: Deals ice damage to all enemies located in the Spinel Prism (potency 150; recast 30 seconds)
- If target has the Soaked debuff, it is consumed to double the potency of Frostbite
5) Lvl50 Job Skill: Thaliak’s Wrath: Deals water damage to a single enemy (potency: 400; recast 60 seconds)
- Enemy must be in the Ruby Prism to be a valid target
- Adds the Soaked debuff
DoTs
1) Frost: Deals ice damage (potency: 40)
- Additional effect: ice damage over time (potency of 40, duration 12 seconds)
2) Frost II: Deals ice damage over time (potency 25, duration 24 seconds)
- Additional effect: If target is already inflicted with Frost, resets the DoT timer of Frost to 12 seconds
Utility1) Good Vibes: Increases the potency of your next healing spell by 120% (recast 90 seconds)
2) Thoughtful: Increases Mind by 10% for 15 seconds (recast 120)
3) Enrich: Doubles the potency of all existing prisms (duration 10 seconds, recast 120 seconds)
4) Refract: Extend the duration of all existing prisms by 10 seconds (recast 120 seconds)
FULL LIST OF ABILITIES1) Coldsnap: Deals ice damage (potency: 80; melee range)
- Additional Effect: Stun
2) Purify: Cures a single detrimental effect from target
3) Dispel: Removes a positive status buff from target enemy
4) Disengage - Removes all enmity generated from a single enemy target (recast 180 seconds)
- Additional Effect: Exposed: your enmity will generate twice as quickly for 10 seconds
5) Lvl50 Class Ability - Home Field: Instantly teleport to the centre of Lucent Prism (recast: 180 seconds)
Naturalist Class Skills
Naturalist TraitsLevel 1: Water
- Deals water damage to a single target (potency: 120)
Level 2: Salve
- Restores target’s HP (potency: 400)
Level 4: Frost
- Deals ice damage (potency: 40)
- Additional effect: ice damage over time (potency of 40, duration 12 seconds)
Level 6: Lucent Prism
- Creates a prism on the ground, centred around an allied target where damage taken by all allies is reduced by 5%
- Instant Cast, Duration 12s, Recast 60s, Prism Diameter: 3 yalms
- Additional effect: Lucent Glow (while Lucent Prism is active, Mind is increased by 5% and Intelligence is decreased by 10%)
Level 8: Good Vibes
- Increases the potency of your next healing spell by 120% (recast 90 seconds)
Level 10: Coldsnap
- Deals ice damage (potency: 80; melee range)
- Additional effect: stun (3 seconds)
Level 12: Thoughtful
- Increases Mind by 10% for 15 seconds (recast 120)
Level 15: Tidal Wave
- Deals water damage in a straight line (potency: 100)
- Combo action: Water (potency: 150)
- Combo action: Water (slow, duration 5s)
Level 18: Purify
- Cures a single detrimental effect from target
Level 22: Dispel
- Removes a positive status buff from target enemy
Level 26: Frost II
- Deals ice damage over time (potency 25, duration 24 seconds)
- Additional effect: If target is already inflicted with Frost, resets the DoT timer of Frost to 12 seconds
Level 30: Salve II
- Restores target’s HP (potency: 600)
Level 34: Enrich
- Doubles the potency of all existing prisms (duration 10 seconds, recast 120 seconds)
Level 38: Flood
- Deals water damage (potency: 100)
- Combo action: Tidal Wave (potency: 200)
- Additional effect: recovers caster’s HP (potency: 200)
Level 42: Refract
- Extend the duration of all existing prisms by 10 seconds (recast 120 seconds)
Level 46: Disengage
- Removes all enmity generated from a single enemy target (recast 180 seconds)
- Additional effect: Exposed, your enmity will generate twice as quickly for 10 seconds
Level 50: Home Field
- Instantly teleport to the centre of Lucent Prism (recast: 180 seconds)
Priest Job SkillsLevel 8: Enhanced Mind
- Increases Mind by 2
Level 14: Enhanced Mind II
- Increases Mind by 4
Level 16: Salvation
- The healing effect of Salve is now also reflected to any allies standing in the same Lucent Prism as the original target (potency 200)
Level 20: Maim & Mend
- Increase base action damage and HP restoration by 10%
Level 24: Enhanced Mind III
- Increases Mind by 6
Level 28: Augmented Prism
- Increase the diameter of all Prisms to 6 yalms
Level 32: Getting Technical
- Grants a 20% chance that after casting Salve, your next Salve II will also restore 50 TP
Level 36: Salvation II
- The healing effect of Salve II is now also reflected to any allies standing in the same Lucent Prism as the original target (potency 300)
Level 40: Maim & Mend II
- Increase base action damage and HP restoration by 30%
Level 44: Augmented Prism II
- Increase the diameter of all Prisms to 9 yalms
Level 48: Potent Prism
- Extends the duration of all prisms to 18 seconds
Geomancer Job SkillsLevel 30: Amber Prism
- Creates a prism on the ground, centred around an allied target where allies recover HP over time (potency 100)
- Instant Cast, Duration 12s, Recast 60s, Prism Diameter: 3 yalms
- Additional effect: Amber Glow (while Amber Prism is active, Mind is increased by 5% and Intelligence is decreased by 10%)
Level 35: Restoration
- Resurrects target to a weakened state (instant cast)
- Additional effect on caster: mute, cannot cast any spells (duration 8 seconds)
Level 40: Pulse of Life
- Restores the HP of all party members (potency 150), potency is doubled for all allies standing on an Amber Prism
Level 45: Emerald Prism
- Creates a prism on the ground, centred around an allied target where allies consume 10% less MP and TP
- Instant Cast, Duration 12s, Recast 60s, Prism Diameter: 3 yalms
- Additional effect: Emerald Glow (while Emerald Prism is active, Mind is increased by 5% and Intelligence is decreased by 10%)
Level 50: Stasis
- Places a single allied target into stasis (duration 4 seconds; recast 300 seconds)
- Additional effect: stasis, cannot take any movement or action or receive any damage, restores 10% of maximum HP every second, can still be targeted and enmity is unaffected
Let me know what you think or if you have any questions!- Creates a prism on the ground, centred around an enemy target where enemies take damage over time (potency 50)
- Instant Cast, Duration 12s, Recast 60s, Prism Diameter: 3 yalms
- Additional effect: Spinel Glow (while Spinel Prism is active, Intelligence is increased by 5% and Mind is decreased by 10%)
Level 35: Deluge
- Deals water damage (potency: 100)
- Combo action: Tidal Wave (potency: 300)
- Combo action: Tidal Wave (adds the Soaked debuff)
- Soaked: deals damage over time (potency 5, duration 30s)
Level 40: Frostbite
- Deals ice damage to all enemies located in the Spinel Prism (potency 150)
- If target has the Soaked debuff, it is consumed to double the potency of Frostbite
- Instant Cast, Recast 30s
Level 45: Ruby Prism
- Creates a prism on the ground, centred around an enemy target where enemies receive 5% increased damage
- Instant Cast, Duration 12s, Recast 60s, Prism Diameter: 3 yalms
- Additional effect: Ruby Glow (while Ruby Prism is active, Intelligence is increased by 5% and Mind is decreased by 10%)
Level 50: Thaliak’s Wrath
- Deals water damage to a single enemy (potency: 400; recast 60 seconds)
- Enemy must be in the Ruby Prism to be a valid target
- Adds the Soaked debuff![]()