Devout
250px-Priest.jpg

AKA: White Mage, Priest, Seer


Overview

The Devout job allows the character to protect, enhance, and heal their allies, making the party itself survive a little better. It also has the ability to deal holy damage to enemies, and it can stand in the front row fairly confidently. This is the quintessential support and healing job, and exceeds many other jobs in raw healing potential.

Playing a Devout

#1: Watch those HP bars!

Your eyes should constantly be scanning the HP of the party, and you should be ready with a heal should they ever drop below half. You should try to stop your allies from getting in Crisis, in general, since an ally in Crisis is only a hit or two away from death. Unless someone is trying to build limit points, heal them early and often, keeping their HP high so that an unexpected blow (especially from an elite or a boss) doesn't utterly destroy them.

#2: Protect Yourself

While you are not as fragile as some of the more destructive mages, you are still a magician, and you still toe the back line. You are a tempting target for many enemies — once you drop, the rest of the party is likely to drop, too. Keep your own defenses high, and don't be afraid to buff yourself first.

#3: Smite the Enemy!

Don't be afraid to switch into aggressive mode against undead or other creatures that take high amounts of damage from Holy magic. Their weakness and your power will combine to obliterate these otherwise dangerous enemies quickly. Make sure that others have a way to heal themselves, and then let loose as a cannon — hit the enemy hard, and fast, and don't let them recover.

Devout Base Statistics

Base Stats
HP 15
MP 25
Weapon 1d6
Spell 1d10
+1 Willpower, +1 Stamina
Proficiencies
Weapon Maces
Armor Robes
Skill Logic
Job Tree Paladin or Psychic

When picking a tribe or archetype, keep the following in mind:

  • Vigor is moderately useful for you. You should mostly be in the back row, but since your attack spells are not always the most effective, melee attacks are a solid back-up option for you.
  • Agility is kind of a wash for you. The Charge Time on your spells is not prohibitive, but can be large. Agility is useful, but since you tend to react to enemies more than act on your own, if it is low, it shouldn't hurt you too badly.
  • Vitality is fairly useful for you. If you occasionally dabble in melee, it will help you to survive longer when you are there, and, even without that, you will be the target of
  • Intelligence can be quite useful to you, as it will make your healing more potent. Your Spell Power is fairly big as it is, though, and you won't always need to heal everyone to full every time, so if it is lower, it shouldn't hurt you much.
  • Mind is quite useful for you. It will help protect you from the pernicious magic cast your way, which will be frequent.
  • Spirit is useful in helping to throw off ailments, and achieving the occasional crit. A healer who cannot act is no healer at all, and because your melee skills are not too shabby, Spirit can help them fill the "beat up the dudes" role.

Recommended Archetypes/Tribes:

Devout Combat Menu

Attack
Mace Blessing
Defend
Defend Pray
Black Magick
Black Magick Pulse of Life
Items
Use Item Change Equipment
Move
Change Row Action Ability

Devout Base Abilities

These are the abilities you have when Devout is set as your primary job.

Base Abilities
Attack Blessing Attack Action Instead of attacking, you restore MP equal to 10% of your maximum MP for every party member.
Defense Pray Defend Action Heal your party for 10% of your maximum HP amount each.
Trait Turbo MP Option You can spend 2 extra MP to gain +1 Spell Power on any spell you cast.
Limit Pulse of Life 3 Limit Points Restore all HP and MP for the entire party.

White Magick

The job abilities of Devouts are called, in general, "White Magick." Characters taking Devout as a sub-job can choose one of the four White Magick skill sets to use.

White Magick
Cure Heals allies and harms undead creatures.
Barrier Use protective spells such as Protect and Shell.
Life Use holy arts to preserve and restore life after a KO.
Banish Deal holy damage.

White Magick: Cure

Cure is a basic HP-restoring spell. Because it is considered Holy-elemental, it reverses against Undead, dealing damage instead of healing hit points.

Cure
Level 1 Cure 5 MP, Charge 3, Holy Heals Spell Power hit points.
Level 5 Cura 15 MP, Charge 3, Holy Heals Double Spell Power hit points.
Level 9 Curaga 25 MP, Charge 3, Holy Deals Triple Spell Power fire damage

White Magick: Barrier

Barrier grants you two spells at each level that you increase it. Barrier helps your party members resist damage from weapons and spells. At the highest level, it removes ailments that have been bestowed, as well.

Barrier
Level 2 Protect/
Shell
7 MP, Charge 4 Bestows Protect or Shell status.
Level 6 Protectra/
Shellra
17 MP, Charge 4 Bestows Protect or Shell status on the party.
Level 10 Esuna 27 MP, Charge 5 Removes all ailments from the target.

White Magick: Banish

The Banish suite blasts enemies with holy energy, purifying them forcefully.

Banish
Level 3 Banish 11 MP, Charge 3 Deals Spell Power Holy damage.
Level 7 Banishga 21 MP, Charge 3 Deals Double Spell Power Holy damage.
Level 11 Holy 31 MP, Charge 3 Deals Triple Spell Power Holy damage.

White Magick: Life

The Life suite of spells is raw holy energy, welded to the physical flesh of the recipients, causing life to spring forth from within them.

Life
Level 4 Regen 9 MP, Charge 2 Bestows Regen status.
Level 8 Raise 19 MP, Charge 5 Revives a target from KO to 1 hp.
Level 12 Reraise 29 MP, Charge 5 Bestows Reraise status.

Level Summary

Level 1 Cure
Level 2 Protect/Shell
Level 3 Banish
Level 4 Regen
Level 5 Cura
Level 6 Protectra/Shellra
Level 7 Banishga
Level 8 Raise
Level 9 Curaga
Level 10 Esuna
Level 11 Holy
Level 12 Reraise

Devout Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Devout, and have Devout as your base job to use these powers.

Full-Cure

This is the Elite Cure ability, restoring all the health of a party member.

Full-Cure Charge 5, 37 MP Heals all HP for the target.

Invincible/Reflect

This is the Elite Barrier ability, allowing you to bestow the most powerful defenses on your allies.

Invincible/
Reflect
Charge 5, 37 MP Bestows Invincible or Reflect status.

Holyja

This is the Elite Banish ability, dealing huge damage to all enemies.

Holyja Charge 5, 37 MP Deals Triple Spell Power Holy damage to all enemies.

Arise

This is the Elite Life ability, reviving a character to great health.

Arise Charge 5, 37 MP Revives a character from KO to 50% of their maximum HP.

Devout Feats

To gain any of these feats, you must have the prerequisite number of levels in Devout. Devout feats enhance or alter Devout abilities, and allow greater healing power, matching the theme of the Devout job.

Feat: Shadow Master

This feat trades extra shadow damage for taking a bit more damage when hit with Holy energy.

Shadow Master
Prerequisite: Wizard level 5 Option
You gain +5 damage on your Shadow-elemental damage. You also gain Holy Vulnerability.

Feat: MP +10%

This feat increases your MP pool by a bit.

MP +10%
Prerequisite: Wizard level 1 Boost
Your maximum MP increases by 10% of what it was before you took this feat.
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