Posted June 21st, 2006 by Ralsu
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Ralsu
October 23, 2007 |
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Sigil's Official Description Disciples are well versed in the manifesting of inner strength and focused in their efforts to heal and uplift allies. Even though their main priority is keeping their fellow adventurers alive, they are still highly capable melee fighters and can weaken enemies as well as inflict pain. Their physical discipline affects all around them and is manifested in harmonic bonds they share with their allies and dissonant bonds they force upon their foes. |
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Disciple at a GlanceRaces: Qaliathari, Dark Elf, Kurashasa, Mordebi, Kojani, Goblin, Half Elf, Orc, and Raki.Armor: Meduim armor Weapons: Disciples can wield martial staffs, knuckles, martial swords, hand to hand, two-handed piercing, and two-handed slashing weapons. Quick LinksClass News & Information: |
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Focus Bonds |
Disciples can use their inner energy to form powerful bonds with either their allies or enemies. The Disciple’s bonds can either provide a benefit to his ally or debuff his opponent. Only one bond can be used at a time. |
Jin |
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Healing |
The Disciple is first and foremost a healer. Like the other healer classes he has a fast 1.5 second heal, slow 3 second heal, and group heals. The Disciple also has various heal over time spells. The Disciple can manipulate his non-energy pools to keep his group alive. He can use either his endurance pool or energy pool to heal his defensive target by using special attacks against his enemy. |
Buffs |
Disciples have a limited number of buffs compared to Clerics and Shamans. They have buffs that increase their group’s strength, dexterity, effect of heals and physical and mental resistances. |
Endowments |
| Endowments are hidden abilities
that are almost side effects of using certain skills in order. That can
heal, reduce the cost of skills, increase damage, or reflect incoming
damage. The chain to complete an endowment does not show up until a
player completes it one time. It then appears as a passive ability in
the General tab of the skills window. Components of endowment chains are identified in the spells lists and explained in the leveling guides. |
Weaknesses |
| A weakness is a player created vulnerability in your enemy that remains for a short period of time. Some weaknesses can be exploited by using certain skills. When one exploits a weakness the attack used becomes more powerful and may add more than additional damage but may debuff the enemy or buff you or your party. For more information on weaknesses please take a look at Ten Ton Hammer’s Weakness FAQ and chart. |
Melee Attacks |
Disciple attacks don't do much damage, but their attacksare more versatile. Disciples have special attacks and chain attacks that are quite flexible. Many special attacks can be used to regain energy, heal the Disciple’s defensive target or debuff the enemy. |
Counterattacks |
Disciples get many reactive counterattacks. Many of the Disciple’s counterattacks are dependent on the disciple dodging or feinting. Disciples are the only healer class that gets counter attacks. |
Feign Death |
A Disciple can Feign Death, an ability that that attempts to persuade their enemies that they are dead. If Feign death is successful the Disciple's enemies will ignore the Disciple and go on with their business. This makes the Disciple a particularly attractive healer candidate for dungeon runs as he has the chance of avoiding death on a bad pull and the group can then continue on with little interruption. |
Multitasking |
Healers in Vanguard Saga of Heroes are not like traditional healers of past games. There is much more to do than heal. Disciples need to debuff their enemy, use their counterattacks, heal their group using various means and balance their energy and endurance pools. The Disciple is a class that becomes much more powerful when played by a good player. |
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