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The Ultimate Introduction to Chanters [PVE, PVP]


Yak-KT

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Introduction

 

Chanters are Aion’s most versatile class yet are often misunderstood as complete buffbots and are heavily underappreciated in running content. Chanters offer a wide array of skills that offer party members with defensive and offensive buffs, mantras which passively increase stats to party members, bring strong burst and single target heals for party members, and bring enough damage to the table themselves when going into melee range and smacking things.

 

About the Author

 

My name is Yec from Siel Elyos. I’m in the legion <Pass The Salt> which tries to be competitive in both PvP and PvE. I’ve regularly been ranked Top 5 for chanters in both Discipline and Tenacity Arenas and have been apart of some of the strongest Elyos side premades for PvP groups in Kamar Battlefield, Iron Wall Warfront and Idgel Dome Landmark. In terms of PvE, I’ve participated in all content to date as well as been a part of a few Elyos (and North American!) first PvE kills. In the past I’ve had experience as both a Gladiator and Cleric.

 

What is a Chanter?

 

A Chanter is a chain class in Aion that wields staffs, maces, and shields in order to beat back foes with physical damage, and heal and buff allies with protective mantras and spells. A jack of all trades, Chanters are a flexible class that works extremely well in both solo and group situations.

 

Why Choose Chanter?

 

Chanters are in a unique place in Aion. Unlike Clerics, they’re not absolutely required for any content but are brought along to make everyone’s life easier. It is for this reason that Chanters are usually always brought to high end 12 man content in order to boost stats to required levels, help remove some stress from healers, and offer a bit of damage during burn phases where a cleric can’t due to healing constraints. Chanters also bring some of the strongest defensive cooldowns in the game with Block Curtain, Elemental Screen, and the Archdaeva Word of Protection allowing groups to cheese certain mechanics or simply make things healable.

 

If you want to be taken to everything, have the flexibility to do many roles, and are okay with the sacrifice of less personal DPS, the Chanter may be the right class for you.

 

Skill examples:

 

Main Support Skills:

 

  • S9PSwNoLWQbOA-ePUmakmxIbMwJx3OIc56CgBkdjzy35q7Fap3aFQhyIR6AQfzRCe3f8NWudE0Q6Ki7OAtuS_-Aah1PrN0DMdIQTqAmoEtqZ6IV-r3qyO2sk9iAz3GkU-w1CD0Wa Recovery Spell: Instantly recovers 1015 HP of a target within 25m radius and then recovers 1025HP every 2 sec for 6 sec.

  • rpUB0drqBIZeOOELV2huL5ldBhx3UvXFm-3LoCfvTYgweXLuNjPyhjgDynunhaprimPFsc0jSma50WvAQBRxzEtfBa_O72rklZT1kjUdiY3LZRcShxKl3_8owvn_E7zpD08mUDql Healing Burst: Recovers the HP of a target within 23m radius by 4152.

  • qSvklltYqPnm6YhQm3G3JlYDSCQ1nInHzMbfBsFSWkCX17kzQzMTl22tQpmSzPtBUl0Uy0nicaLusfup6RzMoVBmNwQP-3tv1eUofw434shtc5F2RPRvooXSoqG9y1U0H0LfuQBu Healing Light: Recovers the HP of a target within 23m radius by 1320.

  • vqOCK0NVJ8vkYDsxYAiye_XNfiZEpGEsiULXKp0dNaG9Uo4Zt-RwGxfmMmXuA89ga47ShVWHRN9IT_t1235Xn3_dCIGetBhNuobbrip2ClmL7u4goCIVlas-5SOwiW4baEg7Nun_ Word of Life: Recovers the HP of group members within 20m radius by 536 every 2 sec for 10 sec.

  • MQltifzuwYgiv6Ok2NzEKM2EVQOTWAFNRPnyOhhLSlWnQGulAR_Aj1GiTmD3yyu4UxFJ8gK1LkTORL-sUqaQOSXdCSl3898Wp7NAga8pfNlxk9Xmt9ERUVyJBpKu7rqaQFOQohGh Word of Revival: Instantly restores the HP of a target within 23m radius by 92, then heals 92 HP every 2 sec for 38 sec.

 

Defensive cooldowns:

 

  • Zr5AWDfLdA4g4vGNTixEk54n9ZHGgriuffR8h5uk684q3i2yFch5XEpd379i4u7czZu5_6emY4v8uEGku4_j0ydTIFH_JVJknjJx-Ons5PPpPOF43MeoMppgUVYiwhmGwnzXq3TO Protection Ward: Blocks attacks for 10 sec with which blocks 50% of the damage you and your group members within 20m, and increases Stumble Resist by 50%, Silence Resist by 30%, Magic Suppression by 100%, and increases healing recieved by 50%.

  • ckzwI5hi1D0g-Bg70gbrQn8wLFbKExCagIIgnZRZHw1aeRs7uCIKf3YgE8wgkkm73vKEGUpKuf2upZ9fxajHu0d9n5Gt1YtCfTgFWyjZAMRTZuQvzplIblG3nO55xKxVmBPvdQoQ Block Curtain: Creates a protective shield that has a 100% chance to block 50% damage each time an individual and up to 6 allies within 20m take damage, and recovers 570 HP every 3 seconds for 15 seconds. This lasts until the curtain blocks 5880 damage on the person.

  • rcd6IsUBZsvI3RX8XPf2MxrTIHjprNfEZBl2yeqJUJzscBkWeZuAZ6Mg8h53nK2TnlxjCJofXU-xlN1wb8YfqK3kyi13uApPb70FCpUvefUkBg250Vsdo8WRHEANBDcEeDjcmq1E Elemental Screen: Increase Physical Defense and All Elemental Defense of individual and up to 6 group members within 20m by 2900 and 220 respectively for 30 seconds.

  • kyLyl2no-oJioZVhtjJ3eWfKDHu16Y7PbuGUf5jVwjCzE2riTlMgKsOUtzQePOtCwtp1xS_UQeUpB3RuRAqz1sMgEYxRGmnNz-oqrWp0YNDXM27sxF8yFthgYFDcEO7XdZMrUzYX Perfect Shield: You can parry 2 physical attacks from enemies within 20m of you or group members for 10 sec, and your magical suppression is increased by 500.

  • CLZshKDj_-LIK9Y3SiR4R99H8jgtRN71StWzzzcTfLc1hMc520t_C8Zb6WnPC6eUJg0tlLBrUtm5_TpFH5PkOv2S3lrZJjsh5jVS8glNT1FSYmm-aFFUsB_Pjukx9uBrIE1bvix6 Word of Quickness: Reduces the casting time of all magical skills of individual and group members by 50% for 15 sec.

 

Offensive spells:

 

  • IsxcpVqcokNaJuCxuRjxlFEg9bZF0nM6kI50EB4HXNVc92vnOVjalUadWmSqmxUxsBHqS69svoYUFvyX-dt2liH2Vlg8Cb_FzQrp5LqeAd800EKWl5fTA6IP8Rgb3MbfJrb6bw5- Chained Crush: Inflicts 499 - 503 physical damage on a target. Repeated 3 times.

  • oPob4ub28w-OXWBNxShVGgXR7CK2RHq3HLAG426X6bPZuHrInaQjQmVlpE2f4tPenzr6vtnqGA2w_Ym0WBmt6fpsLeZDoyrIqNZnOWqtJfim8JsKIAeZzEcmZ8RYdwebXsHynRTH Mountain Crash: Inflicts 1813 - 1817 physical damage on a target within 25m, and deals further 125 damage every 3 sec for 12 sec.

  • 5SPf0LHtaAY7PFekwBki0Zcoqu3F4Qv_l9nxJWdEotOeqnn706iG10eAsUVKRaOwbGMd_4svNgMyALVB-TxAnW5GTB_48j7yiouHPZrWEX9U5JXAggwRK53_C05Hqx11nlXUKAzk Soul Lock: Inflicts 743 - 747 physical damage on a stunned or stumbled target within 25m radius and binds it for 3 sec.


 

Mantras:

 

Mantras are one of the main reason Chanters are a thing. They are powerful auras that the Chanter can swap in and out of. In general, you only care about 4 of these.

 

  • eLO6TFvPXbTxKjp4dcHB6Yv5CSTIxeYeA3VdJ77jrjom5-Sd-Zgpz53Xkvf_2qjufvJnDdvsdpHUQyjCAQjAzq0nVKSjZFGxZirwR3vnuTjF4gKXtfMwof3SZXTU4j9dyaRaNQje Celerity Mantra: Increases Speed of individual group members within 25m radius by 10.

  • aSf46Ol1CrTTUscxGcIpxYvE8oFnpXzzsxl8EW6quSINLw6wwLOy5xkmGQ0DUJPUEQ_YEiMR2ndKsN9Y4dUTjtyIa__KxGpluYHVvCAEAXpkmH0TsQ0fg_oNNTTQ1ezZrRByXkmg Invincibility Mantra: Recovers the MP of individual and group members within 25m radius by 72, and also increases Physical Attack by 15%, Physical Defense by 35, Magic Boost by 150, and Magical Accuracy by 60.

  • ihaMDWoCrqe6Q980dfngG21FdafbB6w-J2UOrAD6FJkYooNIVe32aI-ri1JrbMAGLK9pGzed2VAPBBoluKQjA1MjCqOQmuKmnPL9QKswXE4evm9m40s7_zh_Zqy69-WJyQOq0zDE Hit Mantra: Increases Crit Strike by 80, Crit Spell by 55, Strike Resist by 55, and Spell Resist by 55 for group members within 25m.

  • sGr7zoMn1WeLRrHfZoBz9sfWS_HidJN9jZwyi0IWv0U8Hln2pcM7LgJc_g6q_cuxBpDpEu8tO2TBrOq4tdHCiln89rigiMhrOKdK35opQNvuxdaYO7dBm3cfNNhJddP-4CIz1OcV Revival Mantra: Increases the HP of individual and group members within 25m radius by 179, and increases the healing received by 10%.

 

It’s very clear that these are all very powerful. However, you can only have 3 on at once. For the majority of content you will simply run Invincibility/Hit/Revival in PVE that requires no movement and swap out Hit for Celerity when you need heavy movement.

 

In PVP you will generally run Celerity/Invincibility/Revival unless you need the Crit Strike selfishly to hit stat breakpoints.

 

Stigmas and Builds:

 

Chanters are able to specialize in one of 3 ways: Full Support, Full Damage, or Hybrid.

 

Keep in mind that Chanters main Vision (middle) Stigma, Word of Instigation is very important for most groups:

 

  • R9NOLeQdenVmdJwPjLa94m3_qqZFVXYDGX31UaQJ_psiQ-KdmqScvA1V8VBV5jvBR2px6VuXfO5aVuwZwkC81E3MdsysZEbT2bo93FJvyFRlWKxxr42xnU0B1wMTvlscJAzvYjM7 Word of Instigation: Increases Magic Boost, Accuracy, and Physical Attack of group members within 20m radius by 150, 150, and 25% respectively for 1m.

 

This skill is what makes chanters adored, beyond their powerful mantras. In the majority of cases you will be running a build that allows you to pick this up as the attack increase alone for physical classes, on top of the Invincibility Mantra buff, increases the power of all physical attackers immensely.

 

Note that Chanters themselves do not care or really want this buff: Their own Ascension Spell DOES NOT STACK with it and Ascension Spell also increases the chanters Magic Boost, Magical Accuracy and Accuracy by higher amounts than Word of Instigation. For this reason you should always remember to buff Ascension Spell on yourself before using Word of Instigation as it will prevent Word of Instigation from applying to yourself when you buff it.

 

Full support builds are generally the most common in every from of grouping the chanter does. In general, you will probably be in this stigma setup the most amount of the time.

 

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Variants:

 

  • W36cZhyfTtZwEhhnRzhAhAy1cS7GVE82RYJCPv5ZRbfJ8TzXFXG-Ds1B5IgZfi0Syw3xkf9Tv0tpWd_QvNawZC5aEUpKx-Bg9-4Kksh1LxUYV5owJ9PjqMU_S6-6bGQY1-YTq7AQ Socket Blessing of Rock instead of Word of Protection in any PVE situation.

  • emBZ4yE56sKlpWq8st8QA9QsNlqWKOx3BbM4YkQD-B66V0bZjJG2J_1lidGF7NpWKGRF9hQchNBstjecaL7Xu11nYRjMUIDZO4sVqwWF491YSv7-c_7oeyI3gBxXELXBa1_nt6hS Socket Healing Conduit instead of Annihilation in healing heavy melee physical DPS heavy groups.

 

Full damage builds are for 1v1 situations such as Chaos, Discipline, and Tenacity Arenas as well as any open world roaming with yourself and a duo partner.

 

TlDcsjGEDHGEoK4pMYSLBMUCbFG0IYLUtSKnq7L0fwTIR_BSZoK1Dsd3k4Htry2qA6Xy0ttaB8BNLRAKmM1pzhNxZclI5PR-z9DX39Qevdea4jAyzSaTDxdFByQTlzanVlPDGK0w

 

Variants:

 

  • TVOJrCrKqhgMw4gH6rSlvgmR_usniTGaQRk2Psm9tojAkWdcfQ_6VTymuIJfZIOB2qlGVHPnvT6ijKTVo3f7bpmjEQkCrSsan-HYUFSfeJkn-G6-80s0k1B0zTO5HNWIXTvbDnnB Mountain Crash can be changed wtih Word of Protection or Disorienting Blow against classes with low stuns or stumble immunity or resistance such as Gladiators or Templars

 

Hybrid builds tend to only be for PVP encounters which you do not need Word of Instigation but still want to bring defensive utility. Generally only useful if you are healing a full magic damage PVP group that does not need the skill.

 

YSLvZFwIKGlreuaLdrheknQ6coq1KKad5F2-S_gKUN0TI2c6V7TY-SBbAALehCV2aAHhRZ4P21zUmVHZjNp1OuSwsGklyHcgemSa50462jAOgRDSTpBUqC559GCHuJFtdA-FApuR

 

Variants:

 

  • Too many to name. Hybrid setups take what are needed from your supportive buffs and flex them in any stigma slot you want. Experiment with what your group needs.

 

“Rotation” of spells:

 

As a support:

 

  • As a support chanter, you’ll generally want to keep Word of Revival on everything in your group. It has a 5 second cooldown but lasts 38 seconds allowing you to cycle it on everyone in a 6 man party.

  • Keep recovery spell on the tank or person tanking the most damage

  • Try to be efficient with Healing Burst. It’s one of the strongest heals in the game, stronger than Cleric skills even, and as a result can spike someone's HP from 10% to 50%.

  • Spam healing light in any downtime and spot heal.

  • Keep Word of Instigation up 100% of the time.

 

As a DPS:

 

  • Prioritize keeping things on cooldown. Chanters don’t have many offensive spells in general, so this is easy.

  • Swap out Booming Smash and Booming Strike in the Skill Chain Window. You want to keep the Booming Assault Chain on cooldown as it does more damage overall than the Mangle Strike Chain.

sSpaCSVMlpcC-dFnPSHh_0CkSc_iaotk0Iya_qTrweOyWIdMBH6SSOuLt0IR-NjXfkTI6vDN2rNDScjf51c5AZkQ5GiodazHAGmSQaDOPrsmIDIGsLI1wUWoBAeAY1H-gcDW1AMC

 

  • If you’re ever actually in a DPS role, it’s probably because the healing is light and you’re free to do whatever. Remember you’re still a chanter so use your cooldowns properly and don’t tunnel on damage. Nobody expects Chanters to do good DPS anyway, that’s not your primary role.


 

Gear:

 

Chanter’s can take a lot of gearing in order to be effective in all areas of the game. However, due to the fact that Mantras and Inspiration do not scale off any gear of your own, you can basically be naked and still be useful to a group as long as you stand there.

 

Alas, you still need to focus on getting some gear because nobody wants to see someone naked without some benefits. Chanters in PVE will generally need specific HP amounts in order to live through all attacks and heal others. Remember that if a Chanter dies, the effect is immediately felt as all Mantras disappear and Inspiration will no longer be going out. In some cases, this can result in physical DPS in your group going down by a third or more.

 

There are three major breakpoints in PVE gearing as a chanter:

 

  • Beginner: Focus on getting 15,000 HP to start with for all entry level content. This includes Adma Laboratory, Theobomos Test Chamber, Akhal’s, and older instances such as Infinity Shard and Rentus Base.

 

  • Intermediate: Focus on getting 20,000 HP to enter harder instances such as Archives of Eternity and Cradle of Eternity.

 

  • Advanced: For running the hardest content available, such as Bastion of Souls, you will need 25,000 HP or more.

 

Now how do you get these numbers? Pretty simply, actually! As all you’re going for is HP and (later) Heal Boost, you can mix and match virtually any set in the game in order to maximize them.

 

Focus on getting Ancient Coin, Frostforged, Adma, and Theobomos Test Chamber gear including a weapon (WITH CAST SPEED!!!) and shield. Put in HP 85 or 95 stones, you will not need to break the bank for this. You’ll be well on your way to hitting close to 20k with this gear and it will only increase as you put more essence points in.

 

Also work on getting a Pure Plume. This may take a lot of kinah if you are not lucky with events or work on one yourself, but the HP increase is large and makes everything easier.

 

Mixing in Apollon’s from Cradle of Eternity or Labyrinth gear from Archives of Eternity (both of which are purchasable on the broker for kinah) will allow you to inflate your numbers even more.

 

Finally, for advanced, simply having full Apollon’s level tier, essence points, a pure plume, candy, and food will you hit the 25,000 HP threshold that allows you to do  all content safely and peacefully without threat of being absolutely oneshot by mechanics that dump 25k damage into you unavoidably.

 

An example of my gear which is mixed and matched for HP/Heal boost values and not nearly optimal at the moment:

 

fEuk-bNFwwAa8aZFmkT9BVz8sqUqDvL9GKhvizlWFCg-pjxvWdbvoCVAYU5BYiDlfbhMgjeriBvqk6IUdTxgmVjeFt8TA0zCBrLJ87d30L4HXRzdDiJ_zMkc8orY55ZJDOAtA9Vm

 

PVP is a whole different ballgame for Chanters.

 

Unlike other pure DPS classes, Chanters can fill both the support role.. But can’t do that and also kill someone. Thus, they will need up to 4 or 5 different sets to feel “complete”.

 

PVP gearing in general will take time, but an ideal endgame chanter in PVP will end up with full 75 +15 Abyss Gear with a +15 Providence Staff, all of which socketed with Power and Precision stones +7 or higher, a 75 AP set for magic resist, some form of Magic Suppression set, and a +15 boundless set.

 

But that’s a long ways away, and if you’re close to that, you probably don’t need this guide, eh?

 

To start you’re going to want to pick a set to work on. Chanters need multiple to be effective in PVP: a DPS set for 1v1s, a Healing Boost Set for dumping heals, a Strike Resist or Block set for mitigating any physical damage attackers, and a Magic Resist or Magic Suppression set to mitigate any magical damage attackers.

 

Ouch, that’s a lot, right? Which is why it’s good to have goals and a starting point.

 

If you want to focus on getting a defensive support set first in order to get into instances and get your other stuff faster, I highly recommend getting a Strike Resist set to hold you over. To do this, simply buy a Mythic Blood Mark set from the Abyss landings, socket full Strike Resist 22s in all armor, weapon, and shield, and have good accessories.

 

That’s it. You’re donzo there. You’re crit immune as a result which makes you artificially tanky against anyone but the most geared gear-capped melees.  

 

An example of this gear:

 

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I suggest you skip gearing for Magic Resist unless you have excess money as the amount of Magical Accuracy classes have access to are very high right now and requires an investment in order to have an effect.


The ideal Magic Resistance Set is full 75 Abyss Gear with Will +10, however this overlaps with your offensive endgame set.. Which results in double the metals and AP.. which is an absurd cost!

 

Therefore, a cheap option is to go for the Arena Gear. You don’t even need to enchant it! Simply throw any Will +7 or higher in the sockets, buy a full set, get a weapon and shield, and resist the vast majority of players who can’t gearswap due to lack of set or skill, and/or don’t expect it.

 

An example of this cheap gear:

 

Q4i9wWp0dg0Vz8F4uhfHRVqPysBX7e6pr4P4LnRpDAasByeU1g3MRmY-VjGO6zsznQvu09vfoWR5Wqek-qH9iDIZrrQofms555ue7iVxuXz7avXgjAMcNUX-0BnBfoDCGO29zPD6

 

In terms of a first DPS set, try to get your hands on a mix and match of Mythic Blood Mark set and Arena gear that are socketed with either crit/magical accuracy, precision, or power. You can get respectable stats.

 

An example of this type of set:

 

fjr71MxvW8TOieeM4HqbXn1KTsSAqiWtaz6QNDIgkaY8HTE7U_J8wbNNGI90BiynwhOM__2VhzirWdLh5YCsFVTaw5Yj5HwmC0HDzplklmeshVGufLERYeRdrep6ym3MhwwsSAoz

 

A good goal order for PVP gearing is:

 

  • Defensive Melee Set (Boundless Block > Mythic Blood Mark Strike Resist)

  • Defensive Magic Set (75 AP Magic Resist / Mythic Blood Mark Magic Suppression > Arena Magic Resist)

  • Offensive Damage Set (75 AP Power/Precision > 70 Arena Power/Precision > Mythic Blood Mark Crit/Magical Acc/Attack)

 

Keep in mind that for accessories you’ll want to enchant the bottom ones first as a chanter almost always. You do more damage with the top half, but the bottom will reduce damage which is effective both as a support chanter AND as an offensive chanter.

 

Essence points:

 

Pretty simple for chanters, to be honest.

 

Take all the Archdaeva Skills except Pledge of Earth unless you’re against a caster class in PVP. Take all the PVP or PVE defensive traits depending on what you’re doing.

In PVE/Support PVP assign all points to HP and max out Recovery Spell > Healing Light > Word of Revival in that order.

 

In Offensive PVP, assign all points to Power and Precision and max out Inescapable Judgement > Recovery Spell with whatever skill you feel you use the most.

 

Things to add later:

 

  • Some PVP and stuff I guess, more videos and screens, nice fancy banner


 

Thanks for reading, hope this was insightful for any new Chanters or those who simply don’t understand how Chanters work (a lot of people >_>)

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Great guide; thanks for posting.

Also, Wind Mantra can be helpful in PVPVE upper abyss sieges. The extra flight speed is nice, and also, the flight time recovery by 3 seconds is good for when you get your wings clipped and you've lost the flight recovery buff from the landing due to dying.

Also also, Word of Inspiration can be nice to keep in your inventory for when you have a hybrid build that doesn't give the Word of Instigation vision stigma. Obviously not as good as Instigation, but as least your group is still getting something.

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15 hours ago, Bryos-TM said:

I liked SWs more back when they were mana batteries and just another Sorc.

I know that feels. Was always nice to have them, but hey, they are still useful! <3 I still see people run around with AT LEAST 2 SWs in a group. lmao

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On 2017/8/29 at 6:32 AM, Yec-SL said:

In PVP you will generally run Celerity/Invincibility/Revival unless you need the Crit Strike selfishly to hit stat breakpoints.

I don't main a chanter and this is all from a cleric's perspective so the followings can be very wrong but...why is it "selfishly" when the whole group gets the crit spell and crit strike bonus? Unless your whole group has p2w-tier crit strike/crit spell I don't see a reason to completely omit this in PVP.

I think Hit Mantra makes even greater impact in PVP than in PVE. In PVE, mobs have fixed spell/strike resist values and you can (soft) cap crit easily according to them especially for earlier instances, but definitely not that easily in PVP.

Also it's a defensive mantra at the same time. Spell resist/strike resist are both useful in this version depending on the set you're using to reduce damage.

Easy example, imagine there are two equally geared groups. Magic DPS have roughly 1000 crit spell and clerics have about 850 spell resist, magic DPS hitting on clerics would be roughly 15% crit chance. But then group A has Hit Mantra on. Group A magic DPS now have 1055 crit spell, clerics have 905 spell resist. So group A magic DPS have 20.5% crit chance (1055-850) on group B clerics, while group B magic DPS have only 9.5% crit chance (1000-905) on group A clerics. Either this or I'm not too updated with 5.0+ stuff.

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8 hours ago, PetitFour-SL said:

I don't main a chanter and this is all from a cleric's perspective so the followings can be very wrong but...why is it "selfishly" when the whole group gets the crit spell and crit strike bonus? Unless your whole group has p2w-tier crit strike/crit spell I don't see a reason to completely omit this in PVP.

I think Hit Mantra makes even greater impact in PVP than in PVE. In PVE, mobs have fixed spell/strike resist values and you can (soft) cap crit easily according to them especially for earlier instances, but definitely not that easily in PVP.

Also it's a defensive mantra at the same time. Spell resist/strike resist are both useful in this version depending on the set you're using to reduce damage.

Easy example, imagine there are two equally geared groups. Magic DPS have roughly 1000 crit spell and clerics have about 850 spell resist, magic DPS hitting on clerics would be roughly 15% crit chance. But then group A has Hit Mantra on. Group A magic DPS now have 1055 crit spell, clerics have 905 spell resist. So group A magic DPS have 20.5% crit chance (1055-850) on group B clerics, while group B magic DPS have only 9.5% crit chance (1000-905) on group A clerics. Either this or I'm not too updated with 5.0+ stuff.

Basically in 5.0 the stat gain is so high that the actual gain from Hit Mantra is very low. The crit strike will be, in 95% of circumstances, irrelevant and wasted. If the enemy has enough strike resist, your hit mantra will do effectively nothing. If they are not strike resist, then it's completely overkill as people have enough crit strike from gear to be crit capped.. and then some.

In terms of the other stats, the strike resist is useful for other classes in strike resist gear who need it to hit breakpoints (such as gunslingers), the spell crit can be really nice to counter any offhanded spell resist people have, and the spell resist can indeed lower the effective crit chance of spellcasters by 5 to 10%.

However you're trading celerity mantra which is a bad idea if you're in a melee heavy group (as you should be in most set ups) as they need it to chase and kite, and/or 10% healing and a HOT tick which will 99% of the time have much more effectiveness than any defensive stats Hit gains.

And on the contrary, I'd say that Hit Mantra is MORE effective for p2w-tier players. Non gear capped players do not have the effective spell resist or spell crit to make effective use of those stats. Every gladiator and their mother has enough crit strike now-a-days to overkill on anything non-strike resist and hit mantra will largely be irrelevant UNLESS you have a p2w-tier melee with 1700+ crit who, with hit mantra, breaks 1800 and nullifies any strike resist sets (mine has just above 1720 with hit mantra for reference, and ATNT from Siel last patch already broke 1700 crit.. and archdaeva stones have been buffed since then).

tl;dr Hit mantra and its stats are rather outdated and got outscaled. In the land of melee with 1700+ critical strike with proper precision stones and essence points, casters with 800+ crit spell, the added benefit of throwing more stats on top of those are severely diminished and not worth the trade off of losing either revival or celerity mantra.

ie, the only reason to run hit mantra is in fringe setups where you need stat breakpoints and/or you're solo and need to be selfish 

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On 8/28/2017 at 7:32 PM, Yec-SL said:

Mixing in Apollon’s from Cradle of Eternity or Labyrinth gear from Archives of Eternity (both of which are purchasable on the broker for kinah) will allow you to inflate your numbers even more.

 

Finally, for advanced, simply having full Apollon’s level tier, essence points, a pure plume, candy, and food will you hit the 25,000 HP threshold that allows you to do  all content safely and peacefully without threat of being absolutely oneshot by mechanics that dump 25k damage into you unavoidably.

 

An example of my gear which is mixed and matched for HP/Heal boost values and not nearly optimal at the moment:

 

fEuk-bNFwwAa8aZFmkT9BVz8sqUqDvL9GKhvizlWFCg-pjxvWdbvoCVAYU5BYiDlfbhMgjeriBvqk6IUdTxgmVjeFt8TA0zCBrLJ87d30L4HXRzdDiJ_zMkc8orY55ZJDOAtA9Vm

 

I personally disagree with making an HP set (it's okay to socket some HP when you have no plume or your gear is severely unenchanted), when an HB set (even one with regular +3 stones) will be way more useful in 99% of situations, specially if you also boost your heal skills via essence. HP sets are more of a legacy from when Infinity Shard came out and people didn't want to get one-shot by Hyperion's nukes (which still didn't require an HP set if you were smart about your CDs, but that's asking too much for the average player nowadays I guess). 

The only pve content where you need to avoid death at all costs to justify an HP set is last boss in Bastion of Souls (and even there HP sets aren't "needed" or else anyone besides healers would be dying left and right, most deaths are due to people not paying attention to Hailstorm / bad positioning in general, or the occasional, very unlucky Frozen Breath + Hailstorm in the same spot combo, which is not your fault if you die and just let it be). PvE content is easy enough that you can heal it without an HB set though, the real usefulness of HB sets is when you use them in pvp during the times you're not getting focused (as a chanter you'll never get focused in group pvp as long as the cloth/leather/cleric in your group are still alive, so abuse that HB set at every opportunity), switching back to your pvp set(s) as needed, with the new gear macros you can spam set swaps left and right, no need to sit in block/mr when you're not even getting hit.

1 hour ago, Yec-SL said:

And on the contrary, I'd say that Hit Mantra is MORE effective for p2w-tier players. Non gear capped players do not have the effective spell resist or spell crit to make effective use of those stats. Every gladiator and their mother has enough crit strike now-a-days to overkill on anything non-strike resist and hit mantra will largely be irrelevant UNLESS you have a p2w-tier melee with 1700+ crit who, with hit mantra, breaks 1800 and nullifies any strike resist sets (mine has just above 1720 with hit mantra for reference, and ATNT from Siel last patch already broke 1700 crit.. and archdaeva stones have been buffed since then).

Even a low budget Strike Resist set can reach 1.7K SR (may require essence investment), try hard sets can step into the 2K SR range thanks to Agility getting buffed, so if you make a crit set to overcome SR/Agility sets you should be breaking well over 2K crit or else just stick to your power/atk set.

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33 minutes ago, Hinotorii-SL said:

I personally disagree with making an HP set... [rest of stuff]

Kind of just reinforcing my point that hit mantra is more effective with P2W players and that it wont effect much in the grand scheme of things :P I don't think making a SR set with Agi 10s is even advisable. If you can do that, you can make a HP +10 Boundless Block Set which will be more effective in virtually every situation. SR is a good baseline for a cheap and effective melee defensive set but not the endgoal. Block is still more effective if you can make it and if you can make Agi 10 SR with Arena or something, chances are you can invest a little bit more and make a HP10 Boundless Block.

And yes, I'm aware low budget strike resist can hit that number.. since thats the number in the picture with a scroll and essence points added to it! :P

In terms of HP values, its obviously not advised to completely stack HP. It's obviously a waste after a certain point. However, the 15k/20k/25k breakpoints are good baselines to aim for in order to avoid standard oneshots. It's an introduction to chanters, not the min max version. In BOS, it's required and will be looked for. You can't die. It's not like other PVE content which you can cheese a bit and predict things with defensive skills. You can hit those numbers and then start to fiddle with stats.

But Healing Boost sets are a) expensive and b) only worth if you can invest HB 6 ancients which is only possible on IO for Chanters. HB3 sucks, is really inefficient, and consdiering Reinforced Apollon's gear has baseline heal boost numbers you can socket full HP without issue. I mean, you can min max some HB3s at the cost of like 1000 HP I guess.. but why? For 3% more healing? 

For the record, I own an IO set socketed with Healing +6s for PVP that hits close to 300 heal boost so I'm well aware of its value. But with Apollon's gear and the inability to socket ancients in archdaeva gear, it's not really  required and you can use Apollon's as a heal boost set (with HP stones) in place of one in PVP.

For the record I've found that I really can't afford to stay in heal boost for very long. Maybe it's the fact that the groups I tend to face are very coordinated (such as Bring Your Mains or Access Denied) but they will hardswap to me because if I'm alive, the cleric isn't likely to die, and my mantras and defensives go away allowing for much easier kills. 

My groups affectionally call this the "yec strat"!

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The only plus for WoP in PvE is elemental defence, which... well, not going to say it is completely useless, but, if I had to choose between a larger HP pool (and a bunch of defensive stats), a powerful heal and an elemental defence buff, I would take the former ones.

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6 hours ago, Rinkusan-SL said:

I personally think that defensive sets should be at the very bottom of the priority list. You're already a semi-tank who becomes slightly stronger when people attack you, so there's no reason for a group to focus you and no reason for you to sit in a defensive set. :/ 

This is such a Rinku thing to say :D

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I love reading guide for chanters, it makes me thinking of the awesomeness of this class. Unfortunately, what happened in game is not as sweet as in any guide I have read. I have been kicked a few times from groups and got replace with SW or another DPS. The devs should boost our mantras to 200% or even 500% so people would feel weak and hunger for mantras. Oh well chanters life... 

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On 9/3/2017 at 1:29 AM, Andregark-IS said:

I have a question for all experienced chanters:

What utility can Word of Protection provide in a PvE scenario? Is it any worth using it?

Thanks in advance.

The advantage is stun resist 500. It helps with countering chanters and rangers.

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On 04/09/2017 at 10:53 AM, Bogel-KR said:

I love reading guide for chanters, it makes me thinking of the awesomeness of this class. Unfortunately, what happened in game is not as sweet as in any guide I have read. I have been kicked a few times from groups and got replace with SW or another DPS. The devs should boost our mantras to 200% or even 500% so people would feel weak and hunger for mantras. Oh well chanters life... 

Would take a chanter for mantras and WoI etc any time over most dps!

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I don't think chanters needs their mantras do be buffed.

Maybe the vision stigma needs more MB and Hit Mantra should be heavily upgraded because 5.x escalated crit strike / spell to the heavens high.

I would ask for at last one more healing skill or even a single target dispel.

The upgrade in Protective Ward is awesome, btw;

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6 hours ago, LadyDevimon-KR said:

The upgrade in Protective Ward is awesome, btw;

Are you referring to how it switches to the entire group instead of just myself? I've been waffling back and forth on "purchasing" this, but I'm not sure if it's worth the 25CP sacrifice. (I'm only level 71, so I don't have a ton of CP yet.) Is it worth it?

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