From Vanguard Wiki
[edit] Description
The Disciple is a martial healer, who utilizes harmony and balance to heal allies. It shares a fighting style similar to that of Monks incorporating a mixture of Jin, Endurance, and Energy to perform attacks, bolster the party, weaken the enemy, and heal allies.
[edit] Background
[Note: this description is for the original design of Disciple.]
"The Disciple . . . is quite proficient at combat. While he does not deal near the damage of an offensive fighter, he can still make a valuable contribution to the melee damage output of the group. He also excels at the refocusing the attacks of his enemies into debilitating debuff effects. Opponents should be wary of trying to attack a Disciple – it may end up be[ing] a horrible mistake." - Talisker [1]
"Martial healer. I have 4 attacks that can be chained together in a variety of ways. 1 attack is a small HoT on my defensive target. When I use this attack at the end of a chain it becomes a large instant heal. This is of course supplimental to my standard heals - but the point is that I can do some 'ok' healing while kicking NPC buttocks. Then, I have Focused Bonds. They are continuous single target buffs and debuffs. I can only have one active at low levels, two and three as I level...which do I choose? Give my ranger buddy a great damage buff, or make the transfer some of my endurance to the shaman, who needs endurance to power some of his spells? Then - I have great counter attacks - only really work when I am getting attacked - Enormous debuffs, nukes and even paralysis are what awaits those who choose to attack me." - Talisker [2]
"Disciples are martial healers. Though they focus their efforts on healing, they have a large selection of martial weapons they are able to wield, including hand wraps, wind blades and crescent staves. They have great discipline over their bodies and through this, they gain the ability to bond with other players and enemies within the world.
[edit] Attributes
A disciple with a strong group focus will usually spend attribute points in Wisdom, Vitality and Dexterity, while a disciple with a solo focus will give some consideration to Strength.
[edit] Combat Abilities
Like Monks, Disciples have a pool of Jin which fuels some of their abilities. Disciples:
Jin points are used to power certain special attacks and heals used by the Disciple. Jin points are accumulated by using attacks that generate points, or when Endowment of Balance is active. The disciple's total Jin pool is determined by his level. Jin points will slowly deteriorate when the Disciple is out of combat.
[edit] Endurance Heals
Many of a disciple's attacks (which are fuelled by Endurance) carry with them a healing component. Thus a disciple does not need to rely on their Energy pool to heal.
[edit] Focus Bonds
A disciple can create a limited number of bonds, both with party members and with opponents, which act a heals, buffs and debuffs.
[edit] Stances
At level 10, the Disciple receives 2 combat stances.
- Celestial Tiger - Increases damage by 20%, critical hit chance by 10% and increases energy costs by 50%.
- Immortal Jade Dragon - Increases dodge chance by 15%, spell mitigation by 15%, regenerates 1 Jin every 8 seconds and lowers aggression by 20% on melee attacks.
[edit] Endowments
An Endowment is a buff or bonus which is generated by a Disciple when using certain chains.
[edit] Skills and Spells