Quem, o que, quando, where and why I recommend playing a White Mage.
Capítulo 1: Before Creation
“Why should I play a White Mage?”
Because some people hate cuckcat and want her replaced, some don’t want to wait for Etheryn’s healing outfit, some people just like the whole White Mage rp, of which is the primary possible class rp in game. There is no hypothetical gigachad scene of Brienne lying on the ground heavily injured while you protect her with a shield with your muscles rippling, but there is healing the back of Cait’s head in the prologue and attempting to heal your daughter with your own energy after Kiyoko abused her into a coma, so that’s pretty cool.
White Mages are not Conans, King Arthurs, Lu Bus, Ninjas, or Batters, but they’re the ones who keep them alive. Embora, especially in CoC 2, *slaps stick* you can fit some surprise nukes in this thing anyway.
Capítulo 2: Creation
Generally in character creation you have several options, however I recommend a couple guidelines starting off and throughout the game.
You only want points in Willpower, Resistência, and Presence. Willpower is mandatory, your spell power/ heal power, strengthens your passives as well. Picking White Mage automatically gives your character 1 additional point in it. Presence for the leadership, to buff your party’s stats. Not exciting but #itjustworks. Toughness to help stay alive, which along with your passive healing will help minimize having to manually heal yourself, so you can instead prioritize the most likely squishy dps or the tank, and also because the other stat options aren’t useful for a White Mage or sound more interesting than they actually are, OR are better options for temp stat boost drinks, for example from the Frost Hound bar, which will max out a stat temporarily.
With all that said, de novo, choosing White Mage gives you a point in willpower. The simplest start then, por exemplo, would be an Orc (+1 Resistência) White Mage (+1 Força de vontade) Noble Scion (+1 Presence)
The race can easily be cosmetically altered very early on if you don’t want to be an orc throughout the game. You can also do different combinations with little to no real impacts if you so choose, however it’s safest to stick to the 3 primary stats.
Less balanced options are
Wyld Elf (+1 Força de vontade) White Mage (+1 Força de vontade) Acólito (+1 Força de vontade) ou
Humano (+1 Presence) White Mage (+1 Força de vontade) Noble Scion (+1 Presence)
You can also put in a bit more effort if you so choose and begin
Orc, Guerreiro, Bárbaro (+3 Resistência) ou
Humano, Charmer, Noble Scion (+3 Presence), play the game until you have enough money to change classes, then change to White Mage and keep the stats.
Honestamente, this choice isn’t that big of a deal as long as you pick a combination of the 3, eu 1 of each being the most reliable choice with a good balance. You’re not really going to get anything out of a lone extra point in Strength, por exemplo.
Capítulo 3: Playing
No início, your options will be fairly limited, Contudo, thanks to the free class changes they added for Cait and Brint, right out of the prologue you can have a pretty good dps with Sun Dancer Cait after you talk to her, instead of clashing roles, and a semi tank with arena armor brint. While leveling and choosing abilities to learn, a good pattern is something similar to
Your At-will ability should be heal, or later, great heal, and is your method of, bem, cura. With your passive also healing you, it’s all you really need.
White Fire is very fast, ok damage, has a debuff attached to it, and #itjustworks. Until you can get Flash Fire from Khor Minos later in the game, Fireball from Black Mage teachers after level 4 is pretty ok. Flash Fire is very good for applying debuffs along with aoe damage, which synergizes very well with sets like Hexblade Cait that have the passive “Twist The Knife” which get damage boosts for enemies with status effects. From my experiences, in the vast majority of encounters, taking additional support abilities like group heal wind up being overkill, when more aoe damage along with debuffs could help prevent more damage in the long run, make encounters faster, help the dps do their job, and also be more fun in general. especially with how combat works in coc2, if you take largely support abilities, you’ll wind up doing nothing at all or chucking heal nukes whenever someones scratched. so it’s best to rely on your at-will and your passive, *just enough* healing with damage focus to help everything go faster and more smoothly. Contudo, do learn group heal, and if you’re ever in a quest where you have a disturbing amount of guest characters and aoe attacks every 3 segundos, it can definitely be useful. just not regularly. Blessing can also be good with many guests, but in a normal sized party, less so and requires a turn and an ability slot.
Encounter abilities you have a few options, usually depends on your party. Slapping spirit veil on the tank’s a safe option, summons are another, or possibly smite evil. No real bad options but not very many great ones either (ainda(talvez)).
Revive’s fairly mandatory by the time you unlock it because if the tank or a particularly important party member blows up you really need them back up asap.
Gear goals are incredibly subject to change and preference, and dependent on the stage of the game you are at, and if you sacrifice certain equipment or not. Current items of note are the Fire Jade offhand from a quest that starts in the kitsune den and leads into Khor Minos which can boost healing, and the guldring, which boosts spell damage from presence, from letting Liaden cuck you out of both Azyrran and a lightsaber. until you reach those, early on you want weapons tagged with “catalisador”, and gear not tagged “Pesado”, preferably with good effects or spellpower, leadership, and as much protection as you can afford. Wizard rings can be a good early investment if you can afford them.
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