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Aion Class Preview – The Chanter

Updated Sat, Dec 05, 2009 by Sardu

Like many other aspects of Aion, the Chanter class blends just enough familiar elements from previous MMOs for players to feel completely at home while stepping into the role while offering... Like many other aspects of Aion, the Chanter class blends just enough familiar elements from previous MMOs for players to feel completely at home while stepping into the role while offering plenty of unique features to keep things fresh and interesting. The net result is a priest class that functions both as rugged melee fighter and excellent support class all wrapped into one neat package. Though they have an exceptionally high survivability rate while solo in most encounters, chanters are also a valuable asset to just about any group situation.

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Strengths
  • Above average melee DPS

  • Mantras that aide allies in battle

  • Chain attacks that debuff enemies

Weaknesses
  • Must be in melee to utilize debuffs and stuns

  • Can only wear up to chain armor

  • No taunting abilities

Unique Ability – Mantras

There are a few key differences between clerics and chanters that set the two classes apart and ultimately steer you down a somewhat different path than what you might expect when first reaching ascension as a priest. While the most obvious of these will be the direct focus of melee combat as a chanter, it’s a series of PBAoE (point-blank area-of-effect) buffs called Mantras that make the chanter such a fierce melee combatant while still providing plenty of priestly support to groups.

Before diving into some of the specifics on the first few Mantras you’ll gain as a chanter, here are a few basic, shared elements to help give you a better understanding of how they function:

  • Mantras are an instant-cast, maintained ability. Unlike our other buffs, Mantras will remain active until either manually cancelled, or you fall in battle.


  • As a PBAoE buff, anyone grouped with the chanter will receive their benefits so long as they remain within its set radius. While most early combat will take place on the ground, to help with aerial combat there’s a passive skill called Flight: Boost Mantra Range that’s obtained early on in the ‘campaign’ quest line you obtain upon becoming a Daeva that will increase the base range of Mantras by 100% while in flight.


  • Mantras are ‘stackable’, meaning you can keep more than one of them active at any given time rather than being forced to pick and choose which benefits you need for a given situation. This is a nice feature as it keeps Mantras in the realm of being unobtrusive so you can focus more on melee combat and heals.

From level 10 to 20 there are four core Mantras you’ll learn as a Chanter as described below:

Victory Mantra – Obtained at level 10, this will increase the Physical Attack of you and your group members within a 20m radius by 10.

Shield Mantra – Obtained at level 13, this will increase Physical Defense by 20, Block by 40, Parry by 40 and Evasion by 20 for you and your group members within a 20m radius.

Magic Mantra – Obtained at level 16, this will increase both Magic Boost and Magical Accuracy for you and your group members within a 20m radius by 20.

Celerity Mantra – Obtained at level 19, this will increase the Speed of you and your group members within a 20m radius by 10.

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Core Combat

Besides your fancy new Mantras, there are a few things thrown into the mix at level 10 that will greatly enhance your ability to fully step into a melee role. The most obvious of these will be the ability to wear chain armor and use a shield, both of which offer a nice protective boost either when solo or serving as your group’s off-tank. If you’re like me and are continually baffled by the persistence of Priests in MMOs being pigeonholed into wielding a mace as your primary weapon, there’s good news; you also have the option to use a hefty 2H staff for a noticeable increase to your DPS at the cost of the added protection of a shield in your offhand. Your very first quest as a Chanter will in fact reward you with your choice of either of these weapon types.

Initially, combat will remain similar to what you experienced with the Priest archetype, but as you progress as a Chanter you’ll unlock an optional path for your first attack chain at level 13. Using Hallowed Strike as your opener, Sonic Swing is a Condemnation that does moderate physical damage but also adds a second debuff to your target, reducing their Physical Defense by 5% for 8 seconds. Sonic Swing is also on a much shorter cooldown timer, so it’s fairly easy to keep the debuff active on your target throughout a given encounter.

The opener for a second attack chain is another melee attack called Meteor Blow which you can pick up right away at level 10. Another debuff, this skill will reduce your target’s Physical Defense by 80, and their Flight Speed by 50% for 4 seconds which will no doubt come in quite handy later on in aerial combat situations.

At level 19 you’ll finally obtain the second element in this new attack chain via a skill called Incandescent Blow. This melee attack will further decrease your target’s Physical Defense by 40, with a slightly longer duration of 8 seconds.

Stringing these melee attacks together is at the very core of combat for the Chanter. Between the various debuffs and maintained group buffs, both help to keep the pressure off of needing to rely too heavily on direct heals. Chanters also get a much needed upgrade to their HoT (heal-over-time) spell at level 13, Spell of Revival. This new spell provides a slightly stronger heal than Light of Renewal, but more importantly is of a much longer duration at 38 seconds. Chances are you’ll still need to use Healing Light  when facing tougher opponents while solo or when in a group as the primary healer, but Spell of Revival can help keep your focus more on melee combat and less on playing a backline heal-bot.
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