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There are some points in the second half of your post I'd disagree on:
Mantra isn't really worth using on any of Vestal's paths or Wanderer. It requires 3 actions, a mastery point and it doesn't do enough even under these circumstances.
It's somewhat weird that on one hand you mention killing 2 enemies asap but then proceed to lay down a 5-6 turn rotation for Vestal. If you can recover you should but that's not always the case.
With the mentioned comp of VES-RUN-FLG-MAA which has 3 healers and 2 taunters you don't need to play this defensively on your Vestal. It's also not a good comp for a Vestal because you have 2 dotters and 0 characters with high enough base damage to make CoL good. You can play a Wanderer Vestal and just spam Judgement but then every other rank 4 character would be better than her for this comp (Occ/PD/GR). A Warlock would actually fit well in this comp, providing more Combo and better r3/r4 reach and he'd be very safe.
Bolster is by far the superior stress heal and should be mastered before Sanctuary. Yes you can jiggle around trying to precisely keep Flags stress <4 under every circumstance but you are sacrificing a ton of action efficiency and 2 mastery points you won't be using at the mountain. Just master Bolster, play as usual and equip base Endure for the fights where you can squeeze extra recovery. There are enough ways to reduce stress from 4 to 3 without spending precious mastery points.
Regarding VES - I almost exclusively run soothing guard (Sanc), party regen (Comfort), token/stealth melt (Illumination), and bread+butter of choice. If playing range, you can dedicate the HoLight slot to something else -- be it Grace, Consecration, or whatever suits the team. If I suspect a boss fight won't need token-melting (eg. Denial), grab a consecration (damage or defence and slap it on whoever is appropriate before all the AoE blasts kick in).
Seeing as I almost always play Confessor, you can say hello to planned Weak/Vulns to improve other people's damage, reduce predictable intake, or simply dedicate spare Conviction towards DPS. Given you will receive a token every turn, it's easy to plan for - and trinkets like Icon + Smoldering have good synergy - given Comfort now allows more freedom for her to spam DPS instead of needing meatier heals.
I see many people grossly underappreciating 3p3 regen on the entire party - topping up the team or nullifying DoTs while you do whatever else you wish - and with absolutely no threshold. Pop that brainless junk and let it restore intake before, during, or after pushing for the win condition - and if you're not comfortable with that, you have two alternatives to consider. Coupled with Guard - it's not much different from DD1. The meta is to win quickly and efficiently, but when you suffer inevitable intake, Vestal can get you through it in numerous ways.
I greatly enjoy DD2's spin on OCC, and having a no-limit RNG backup heal is very handy indeed, but so long as the 0-heal-memes and sporadic low-rolls reign supreme, I simply cannot trust him beyond pushing for quicker fights and having a serviceable emergency topup.
FLA right now is the undisputed king. Slap some stress-res on him, and voila, you can potentially heal 3-pips per round at no cost (down to 0), alongside obnoxiously good healing, self-healing and protective guard as a DoT spreading beefcake. Lend him a bit of support (eg. VES, CRU) and all you have to worry about is plan how you wish to deal damage.