style="text-align: center; color: rgb(8, 8, 8);">Chanter
Stigmas
It's never easy being a hybrid class. You can't do it all 100%, so you have to pick and choose the right stigmas. Without proper customization, you might have nothing to fall back on besides Healing Light when the life bars start plummeting, or no way to get the huge hit in on a parry, and having to settle for a Parrying Strike. Settle no more! Plan out your stigmas for your Chanter now!
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Conduit I
Level 20
For 10 sec, HP of the caster and group members is restored by 23
whenever the target suffers damage. Only those who stay within 5m
radius of the target get the heal.
Crappy duration/cooldown for a lackluster effect. Skip.
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class="spell-name">Rage Spell I
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Level 20
For 30 min, your Physical Attack increases by 15%. But in the meantime,
your healing skill casting time increases by 20%.
Essential, and should be up at all times unless you're main healing a
group.
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Ward I
Level 22
For 10 sec, you form a shield that has a 100% chance of blocking 30%
damage from each all attacks, but reduces all healing you take by 50%.
Can be decent vs. all or nothing PvP bursts, but you're usually stunned
before you can hit this.
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class="r2 item-name">Healing Conduit II
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Level 25
For 10 sec, HP of the caster and group members is restored by 29
whenever the target suffers damage. Only those who stay within 5m
radius of the target get the heal.
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class="spell-name">Promise of Aether I
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Level 25
For
30 min, you have a 5% chance of recovering MP with each attack.
It's rare you actually need this since you have Clement Mind by now.
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class="r2 item-name">Binding Word I
Level 28
Binds and reduces the movement speed of a target within 25m for 5 sec.
Essential PvP Stigma early on.
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class="spell-name">Protective Ward II
Level 28
For 10 sec, you form a shield that has a 100% chance of blocking 33%
damage from each all attacks, but reduces all healing you take by 50%.
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class="spell-name">Word of Protection I
Level 28
Increases Evasion, Parry, Shield Defense by 100 and All Elemental
Defenses by 100 of your group members within a 20m radius of you for 15
sec.
Amazing support move but has a high MP cost to maintain uptime.
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class="r2 item-name">Healing Conduit III
Level 31
For 10 sec, HP of the caster and group members is restored by 35
whenever the target suffers damage. Only those who stay within 5m
radius of the target get the heal.
Still not worth your time.
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class="spell-name">Protective Ward III
class="spell-name">Level
34
For
10 sec, you form a shield that has a 100% chance of blocking 36% damage
from each all attacks, but reduces all healing you take by 50%.
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class="spell-name">Word of Life I
Level 34
Heals
all group members within 20m of you by 290 every 2 sec for 10 sec.
3 minute cooldown but you aren't doing much of any group healing
without this. Hopefully you don't need another cast in the
near future.
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class="spell-name">Healing Conduit IV
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class="spell-name">Level
37
For
10 sec, HP of the caster and group members is restored by 41 whenever
the target suffers damage. But only those who stay within 5m radius of
the target can restore their HP.
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class="spell-name">Promise of Aether II
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Level 37
For
30 min, you have a 5% chance of recovering MP with each attack.
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class="spell-name">Splash Swing I
class="spell-name">Level 40
Deals 731~735 physical
damage to the target. Only usable after a successful parry.
Stupidly high damage on a 30 second cooldown. Only thing is,
no casters are dumb enough to melee you to trigger this. But
SM Pets are!
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class="spell-name">Protective Ward IV
Level 40
For
10 sec, you form a shield that has a 100% chance of blocking 39% damage
from each all attacks, but reduces all healing you take by 50%.
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class="spell-name">Word of Inspiration I
Level 40
Increases
Magical Skill Boost by 100, Accuracy by 100, and Physical Attack by 20%
of your group members within a 20m radius of you for 15 sec.
Absolutely required. Massive damage boost for everyone!
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class="spell-name">Word of Life II
class="spell-name">Level
40
Heals all group members within 20m of you by 337 every 2 sec for 10 sec.
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class="spell-name">Healing Conduit V
Level 43
Same as before, still worthless.
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class="spell-name">Enhancement Mantra I
Level 44
Increases
the Stun Resist of you and group members within a 20m radius of you by
500.
Great PvP team skill.
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class="spell-name">Blessing of Rock I
Level 45 Greater Stigma
Increases
Maximum HP by 10%, All Elemental Defenses by 50, and Physical Def by
10% for a target within 25m for 30 min.
Ridiculously good, everyone wants this buff.
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class="spell-name">Blessing of Wind I
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class="spell-name">Level
45 Greater Stigma
For 20 sec, there is a 100% chance of inflicting an additional damage
to the target with each Attack.
Good for bursts and getting through the last bits of a boss's HP when
they're dangerous.
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class="spell-name">Magic Recovery I
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Level 45 Greater Stigma
Grants
1500 MP to you or a target within 25m.
It's really rare you'll have a good use for this.
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class="spell-name">Recovery Spell I
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class="spell-name">Level
45
Heals a target within 25m of you by 771, and additionally heals them by
771 every 2 sec for 6 sec.
An amazing heal.
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Ward V
Level 46
For 10 sec, you form a shield that has a 100% chance of blocking 42%
damage from each all attacks, but reduces all healing you take by 50%.
Almost worthwhile for surviving focus fire, 20 levels later!
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class="spell-name">Stamina Restoration I
class="spell-name">Level
45 Greater Stigma
Recovers your HP by 2222.
A 2 second cast time really restricts the use of this.
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class="spell-name">Splash Swing II
Level 46
Deals
839~843 physical damage to the target. Only usable after a successful
parry.
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class="spell-name">Word of Life III
class="spell-name">Level
46
Heals all group members within 20m of you by 382 every 2 sec for 10 sec.
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class="spell-name">Soul Crush I
class="spell-name">Level
48
Deals 543~547 physical damage to a stunned target and causes it to
become Stagger.
Useful since you have the best stun in the game as a Chanter.
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class="spell-name">Healing Conduit VI
Level 49
For
10 sec, HP of the caster and group members is restored by 57 whenever
the target suffers damage.
Still has too many limitations for too little benefit.
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class="spell-name">Promise of Aether III
Level 49
For
30 min, you have a 5% chance of recovering MP with each attack.
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class="spell-name">Divine Curtain I / Curtain of
Aether I
class="spell-name">Level
50
Creates
a shield for 15 sec that has a 100% chance of blocking damage each time
you and up to 6 allies within 20m take an all attacks, and also heals
442 HP every 3 sec (The shield blocks 50% of the damage you take per
attack until it blocks a total of 5000 damage).
Curtain has no healing component, but a stronger shield absorption to
make up for it.
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class="spell-name">Invincibility Mantra I
Level 50 Greater Stigma
Restores
32 MP foryou and all group members within a 20m of you by, and also
increases the targets' Physical Attack, Physical Def, and Magical Skill
Boost.
Really opens up your mantra options. Everyone loves you!
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class="spell-name">Mountain Crash I
class="spell-name">Level 50 Greater Stigma
Deals 1012~1016
physical damage to a target within 1m of you, and deals a further 102
damage every 3 sec for 12 sec.
The DoT aspect is really insignificant. You're going to
finish off people with this typically, so the aftershock is worthless.
Cooldown is only 30 seconds though!