So, imagine that someone is coming into Lusternia and they want to play the equivalent of an 'active support class'. The sort of person who plays a healer on MMOs and so forth. They don't really want to just passively buff people because that's a bit boring, they want to actually stand there looking after/aiding their allies in some fashion.
What archetype/guild do you tell them to go, and why?
As a further thought, is such a thing even viable in Lusternia?
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The only thing that really falls into this category is any guild with Healing, which I have some ideas for to kind of move it further into this role through reports. There are some other guilds like Aeromancers that have some passive healing and curing, but none of them really approach the tertiary in terms of support abilities.
Curing someone is a bit slow and not overly effective, but auras and active healing are both really effective, and sacrifice is an amazing (and very cheap) skill. It will cure people of absolutely everything for 2 power. It's quite nice.
So the short answer is Moondancer, Shadowdancer, Celestine, or Researcher. Fairly certain Celestines have some room healing/buffs outside of their tertiary that the others don't. MD and SD have nymph and pixie you can order to follow others for extra little perks.
Come to the SDs. We have healing. And wine. And an evil wyrd puppy.
I'm honestly not terribly sure what Zvoltz is referring to. There has not been an overhaul of the role of bards, they function esentially the same as they did when they were created, only back then they were borderline non functional because earache didn't exist and they just flailed about helplessly. Which isn't so much "support" as it is "bad." They weren't ever heavily "support" in the first place, so it's hard to argue that their role was changed.
Healer or bust.
Most guardian guilds, as Silvanus points out, can play the role though, and city bards with tarot. It's not as effective, but you will usually have a more active role in combat. I don't think much beats an Institute with healing though.
FYI you won't use puella or puer as a healer because healing has better versions of both. I never realized Celestines and paladins could trueheal for others though. Who thought that was a good idea?
I don't know if Nihilists really classify as "support" in the sense that Tacita is getting at.
I'd put my money on Researcher, namely because they aren't balanced and can shame everyone in terms of healing and curing capabilities for themselves and others WHILE maintaining a ridiculously powerful "run or die" offense. No other guild can really boast that.
Ah, to bring it back full circle, I forgot about a few other Celestine abilities that use Holy Light. One (HolyHealing) heals a fair chunk of health/mana/ego, and HolyBeing passively heals afflictions for you and your allies, and maybe health.
In terms of burst healing, I suppose Celestines do come out on top. Institute does have a lot more less restrictive passives, though, that makes it better in terms of being able to maintain it over time.
Can't you healer sacrifice at range?
Also, when major fights with 5 v 5 happen only occasionally, support players don't get as high a demand. Perhaps there are people who want to play as them, but there are not as many people who want to play WITH them. In small skirmishes, especially in a text based game, having someone in the room helping you land the kill is more important than having someone outside the room keeping you alive.
That said, the above posters are all pretty much spot on when it comes to healing. It's an amazing skillset for support in the few viable ways a text game support class can operate. It's complicated, it requires very active observation, it requires coordination, it requires knowledge of combat theory, and it requires the innate sense of combat flow of who to help that only comes with experience. For the troubles, it's extremely potent, and can easily save a target from most affliction-based offenses, with a few exceptions and perhaps instakills. It's the closest analogical equivalent to kiting strategies of MMOs that can be replicated in a text game. I think we're in a good place with it.
I will disagree with this to an extent. I know that as a healer with a lot of defense and utility skills, my job is often times to play nurse. If the enemy spends 20 seconds trying to kill Vadi, and I can sacrifice for him which is instant and basically makes him good as new, that's 20 free seconds that our team has to kill to beat on someone on the other team. There's actually a lot of value in a rescuer/healer that can alternate between bashing people to death and saving key fighters from getting murdered with a single equilibrium.
I think @Vadi himself, as well as other gloms that fight with me, can attest to the value of having a healer/rescuer around. I will say it takes experience and a feel for combat as well as personal awareness and allies that know how to ask for help to be really effective, but saving a melder or high tier combatant on your side can be the difference between a win and a wipe. I will say it's not smart to spam cure and heal, it's not all that effecient (though farheal does come in handy). But sacrifice just can't be used enough.
It's really why I love SD in groups. I play very defensive (and get accused of sucking/running but we win so who cares). I keep an eye on key fighters on my side and keep them alive, as well as provide pressure with a very potent damage attack, passive fae, and the ever present danger of being toaded.