Devout · Arthurian
Abbot
A devout in medium armor who fights up close with a two-handed weapon, healing allies and hitting enemies from the same kit. It carries plenty of ways to protect itself, and Spirit and Fire carry the damage its weapon does not.
- Wears
- Medium armor and a two-handed weapon.
- Fights
- Up close.
- Plays as
- Hybrid Survivability
- Passive
- Grants 1 stack of Zeal when you spend Judgement. Each stack increases your Physical and Magic Armor. Maximum of 3 stacks.
- Hits with
- Weapon damage on four presses (slashing, piercing or crushing by the weapon you carry), and Spirit on three and Fire on one.
The resource loop
Faith starts full and does not regenerate
A fight starts full. It spends down in lumps of 80, 100, 125, 150 and 200. The one level-1 opener refunds 250 a press.
- at the start
- full
- regeneration
- none
- per opener
- +250
- Rally
- +500
- spender lumps
- 80 · 100 · 125 · 150 · 200
The kit
Twenty-six abilities, and where you buy them
One class tree granted by level, and three paths bought as a prefix. Nine points to spend, and the first rank of each path is free.
0 / 9 points spent
Class
by levelMartyrdom
path · 7Zealotry
path · 7Miracle
path · 7Figures at
Heals the target over time.
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Removes up to 2 Debuffs from nearby allies.
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Resurrects target ally with 15% max Health and Res Sickness.
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Increases your Physical Armor by 70% for 8 seconds.
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Grants your party a strong Heal Over Time for 6 seconds.
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Deals Weapon damage. +50% damage at max Zeal stacks.
Damage at Tier 2
Midpoint 1,665
Midpoint 1,749
Midpoint 1,862
Spends 15% of Max Health and grants the target a Health Shield equal to 20% of their Max Health.
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Deals Weapon damage. +100% damage if the target's current Health percentage is higher than yours.
Damage at Tier 2
Midpoint 1,350
Midpoint 1,418
Midpoint 1,510
Spends 15% of Max Health and grants a large amount of Judgement.
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Grants a Health Shield equal to 50% of your missing Health.
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Target ally takes reduced damage and you take increased damage for 20 seconds.
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Your Health becomes 1. Fully heal nearby allies.
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Deals Weapon damage and Snares.
Damage at Tier 2
Midpoint 810
Midpoint 851
Midpoint 906
Deals Weapon damage.
Damage at Tier 2
Midpoint 2,160
Midpoint 2,270
Midpoint 2,416
Your next 3 hits deal added Spirit damage and grant Judgement.
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Periodically deals Spirit damage to nearby enemies.
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Charges target and deals Spirit damage to nearby enemies.
Damage at Tier 2
Midpoint 1,260
Midpoint 1,324
Midpoint 1,409
Creates an aura that grants increased Melee damage dealt to nearby allies.
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Deals Fire damage over time to the target and periodically heals allies near them.
Healing at Tier 2
Midpoint 900
Midpoint 946
Midpoint 1,007
Heals target.
Healing at Tier 2
Midpoint 2,700
Midpoint 2,837
Midpoint 3,020
Heals you after a 6 second delay.
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Creates an aura that periodically heals you and nearby allies.
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Increases your Movement Speed and grants Root and Snare immunity for 6 seconds.
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Deals Spirit damage to nearby enemies and reduces their Critical Hit Chance.
Damage at Tier 2
Midpoint 1,499
Midpoint 1,575
Midpoint 1,677
Channels for up to 6 seconds to periodically heal nearby allies. Increases your Physical and Magic Armor Ratings while channeling.
Healing at Tier 2
Midpoint 1,620
Midpoint 1,702
Midpoint 1,812
Resurrects nearby allies with 15% max Health. All nearby allies are healed over time.
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