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Art of War

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Art of War
JobPaladin
TypeSupportive (party buff)
TargetSelf and nearby party members
Max level3
SP cost22 / 29 / 36
Cast time1 sec
Duration60 / 90 / 120 sec
RequiresHoly Cross Lv 3, Trust Lv 3

Art of War is a supportive party-wide aura of the Paladin class that sharpens the offense of nearby allies. It is one of two auras the Paladin can project, and the offensive aura and the protective aura cannot be held at the same time.

Overview

When cast, the aura radiates from the Paladin across their field of view, blessing the Paladin and every party member standing within it. Each affected ally gains attack power, accuracy and critical rate for the duration. Holding the aura costs the Paladin a small trickle of SP every second, so it is a commitment the Paladin pays for while the group benefits.

Mechanics

The aura is centred on the Paladin and applies to the caster plus party members within the caster's field of view. In a battleground it blesses the Paladin's own team instead of the party, never the rival team. Recasting refreshes the buff on everyone in range.

Effect on each affected ally:

  • +(8 × SkillLv) ATK
  • +(4 × SkillLv) Hit
  • +(2 × SkillLv) critical rate

Upkeep: Only the Paladin pays upkeep, losing 1 SP every second while the aura runs. If the Paladin cannot pay, the aura ends early for them. Party members carry the buff for free and do not lose SP. The upkeep does not block the Paladin's natural SP regeneration.

Exclusivity: Receiving Art of War ends Aura of the Guardian on that ally, and the reverse is also true. Only one Paladin aura can be held at a time, and the most recently cast one wins.

Ending early: The buff is removed when an ally leaves the party and when they change map. It cannot be saved between sessions.

Leveling

Level ATK Hit Critical rate Duration SP cost
1 +8 +4 +2 60 sec 22
2 +16 +8 +4 90 sec 29
3 +24 +12 +6 120 sec 36

Notes

  • Because the bonuses are flat, Art of War is most noticeable on party members whose own attack values are modest, and the accuracy it adds helps the whole group against evasive enemies.
  • The aura is a group tool: the Paladin gives up SP upkeep so that everyone nearby hits harder and more often.
  • Since it cannot run alongside the protective aura, the Paladin picks per fight whether the party gains more from offense or from sustained healing.