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Aion (Aion)
NCSoft | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 09/22/09)  | Pub:NCSoft
PVP:Yes | Distribution:Retail | Retail Price:$49.99 | Pay Type:Subscription
Desktop Client | System Req: PC 

Aion Class Overview: Looking at the Chanter

MMORPG.com Aion Correspondent Joshua Price writes this look at the Chanter class in NCsoft's newest MMORPG.

By Joshua Price on October 29, 2009

As you no doubt already know if you've been at least following Aion a little bit, the MMORPG uses a more traditional class system as opposed to a more dynamic method of determining your role.

When you start, you can pick between four basic, archetypical classes: the Scout, the Warrior, the Mage, and the Priest. Upon reaching level nine and completing a mandatory quest that will be automatically given to you, each of those classes will have the option to go one of two paths. The class of interest today is the Chanter, a Priest who'd rather get in the thick of things as opposed to watching the combat from afar.

The Chanter is perhaps Aion's most hybridized class. It takes on a dual support/damage role through the use of healing, toggle aura buffs (Mantras), and melee attacks. It is not a pure hybrid, however, as it lacks significant range attacks, crowd control, pets, and all those other goodies some classes get in many MMOs. Even still, the Chanter is quite versatile and able to fill multiple roles. It is not a Jack of All Trades, Master of None, but rather a Jack of Some Trades, Master of Mantras. Yes, while it is a hybrid, the Chanter is still the primary buffing class of the game.

A basic, quick feature list would look something like this:

  • Moderate Melee DPS
  • Weak Ranged DPS
  • Moderate Defenses
  • Strong (aka only) Toggle Aura Buffs
  • Strong Single Target Buffs
  • Strong Group Buffs
  • Moderate Direct Healing
  • Strong Healing Over Time
  • Weak Resurrection
  • Weak Crowd Control

Once you've ascended and picked your class, you're given the choice between two weapons: a mace and a staff. At this point, neither seems to be the "wrong" pick. The mace + shield combo lends itself to better survivability according to its proponents, but the staff seems to be the more popular choice due to higher damage and Parry. Unable to resist the allure of staff combat, I went with the latter and haven't looked back yet. In fact, my second weapon slot's shield is still only a level 12 white!

When you take off into Altgard or Verteron, you'll at first play mostly like you did in your Priestly days as Smite still inflicts significant damage and you only have three melee attacks. You'll also notice that you bloom very early, with your new chain armor and your ability to heal and buff yourself; you'll be able to deal with opposition quite easily. In fact, Chanters can go and solo enemies several levels higher than themselves without too much trouble almost right out of the gate! Though your melee attacks use mana like your spells, it won't be until later that it'll become an issue, so you'll have almost no downtime. Later, you'll get a Mantra that restores mana to ease off the burden and resting for a one tick of mana regeneration seems to be enough to keep you going virtually non-stop. And then there's always buying/crafting food and potions to help out, but that's a whole different topic.

As you level, you'll quickly notice that your only ranged attack will become weaker and weaker, especially since it never gets upgraded. It'll slowly go from a damage tool to a pulling tool, at which point you're better off ignoring it if you're locked in melee combat. As your two skill chains develop, you'll be able to utilize them more and more without waiting on recharges. Nearing level 20, you'll be able to swap back and forth between the two chains with little recharge time between each one. You'll also accumulate more Mantras, which, since they are free to run, you should keep them on all the time. However, you can only run three at once, so you'll want to change as the situation or team composition demands. Also to note, you can only be affected by four Mantras at any given moment. Personally, I think this is a silly restriction, since just two Chanters on a team can run six different Mantras between themselves. Fortunately, the Mantras do rotate every few seconds if you have more than four around, so running more isn't a complete waste, but instead just causes which buffs you have to change every few moments.

In the mid 20s, you'll pick up a nifty ability: Focused Parry. Soon after that, you get your Parry reaction ability: Parrying Strike. Between these two, you can mitigate quite a bit of damage when a Parry triggers, it'll block roughly 40% of the damage. And then you can counter with Parrying Strike which almost always stuns your victim. The stun on it, and Heaven's Judgement as well (which DO NOT stack, by the way), last long enough for you to pop off a heal unhindered. However, it's not entirely reliable, due to its one minute cool down and the fact you need to Parry first, which is a chance thing. Even still, these will keep you up as a strong soloist and can even enable you to off-tank in some situations without too much trouble. However, the early bloom of the chanter will start to slow down in these levels. You'll still be quite strong, but everyone else will be catching up and the difficulty will become less forgiving.

It's 30-40 where all the Chanter horror stories seem to raise from. It's not because they suddenly start to suck, but rather they change little while everyone else, including NPCs, continue to grow dramatically. Most of the abilities you can pick up in these levels are simply upgrades of your older ones. This isn't a bad thing per say, but it does make growth feel a bit stagnant. You'll still be able to do your thing as you always have, it just won't be as easy. It's after the 40s where things seem to pick up. Lots of new abilities, some that made me say "Whoa!" out loud when I read them.

In terms of PvP, the same rate of growth in PvE that I described seems to apply against players as well. Right out of the gate, Chanters are beastly in the duels and the arena. Just go out and challenge someone around your level to a duel once you've adjusted to the Chanter play style. Trust me, it'll probably make you happy. In the 20s, the gap starts to narrow as everyone catches up. You won't pwn face off of everyone and, if you participate in big rift groups, you'll notice you're often the next target after the Clerics. You'll have to work for your kills. At 25 you can go to the Abyss but... well... the Abyss isn't friendly to a level 25 anything with all the higher levels about. 30-40 is more or less a nightmare for 1v1 PvP when it comes to being a Chanter. Everyone can run from you due to a lack of slows (that crappy five second stigma snare doesn't count) and immobilizes and many of the high DPS classes will out-damage your healing rate. It's not impossible to beat any specific class, just really tough. Get a group in those levels, the PvP is balanced around that and you'll be much better off. At 40-50 I'm told it picks up again due to all those nice abilities. And, if the Korean video I saw of a level 50 Chanter destroying tons of people in the Abyss solo is to be believed, they'll become quite strong again.

All in all, the Chanter is quite a nifty hybrid class and also quite powerful on its own. It's one of the better PvE soloists; a great help on teams, and can fill a variety of roles. I'm having a great time running around with my own Chanter, as the allure of beating someone's face in while supporting my team was too much for me to pass up. I can only wait to see what the end game will be like with those skills that simply look like WHOAMG! If you like the ideas of smacking things and helping your allies, give the Chanter a shot. You'll probably be quite pleased.

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OLDSTEVE writes:

Well Between 30-40 unless you’re in a good group pvp pretty much sucks, 1 on 1 your fine.
I am hoping that after 40 it gets much better. Also finding groups that want you as a Chanter between 30-40 is defeating. You can lfg for what seems like hours. Also I am seeing the server cool down people have stopped logging on. I know that 10 of the people I started with I am the only one still logging in on a regular basis. When I questioned them the number one answer was OMG that game is just far too grindy. Also the choppy quest line is disappointing.
Well I hope things get better here is hoping that 40 is the answer,
 

Old

New Post Quote
10/29/09 11:15:33 AM
 
Vhaln writes:


It is not a Jack of All Trades, Master of None, but rather a Jack of Some Trades, Master of Mantras.

My "main" is a lv.25 Chanter, and I think the above line would be fine if Mantras were worth being masters of. My biggest problem with the class, so far, is that mantras are pretty negligible. They don't add anything to group members that slightly better equipment wouldn't achieve, or some food buffs.

I feel like my versatility is decent for solo PvE, but I don't bring as much to a group as I'd hoped. My weak heals tend to be much more needed than my mantras, and it goes without saying, that if I'm just going to be healing, the group would be better off with a cleric.

As for PvP, my experience is extremely limited so far, but it seems my versatility doesn't do me much good 1v1, and in groups, much like PvE, I just end up spamming heals, without the tools to do it as well as a cleric.

New Post Quote
10/29/09 12:09:59 PM
 
Sumeragi writes:

When I first joined my guild around level 26, I was one of about, 12 Chanters.  It was pretty disheartening seeing all those other folks after "my" loot, but as I started to level, I noticed that number dwindle, and at 40, I am one of three Chanters who've made it past 35 without nerd raging and rerolling to Ranger or Sorcerer.

We do not have a glamorous job in PVE or PVP, and we will never be the star of the show healing, tanking or DPSing.  And while it may seem that our Mantras aren't adding much, Physical DPS definitely notice more crits/damage, CC's love our Magic Boost and Accuracy for more challenging mobs, Clerics appreciate our off heals and HoTs (because those selfless bastards often forget to/can't heal themselves in the heat of battle), and most of all, everyone loves that extra speed boost we get for travel.  I am rarely without a group, and there seems, at least on my server, much love for what we do.

As for PVP, one on one, I'm pretty sad to be honest, especially against flying casters/rangers and urrr, everything except maybe other Chanters (?), but we're definitely handy with our Boost Elemental Defenses and mutli-role abilities in a group setting.  I've been spamming Word of Protection to help increase my group's Parry/Dodge/Block, I help with keeping Casters quiet by stunning/knocking 'em down, Word of the Wind if I have the 3K DP to spare, and once I get Invincibility Mantra at 50, it can only get better as I can stack chants to that as the situation calls.

Yeah, I might not get a lot of, "Wow!  Awesome DPS!" or "Wow!  Awesome Healing!" type comments, but if my party's good and well, then that's all I need to know.

Hope you guys stick to your Chanters!  (Unless you're on Israphel ~ Asmo side...because that be my loot!)

 

New Post Quote
10/29/09 12:42:25 PM
 
Vhaln writes:


Originally posted by Sumeragi
We do not have a glamorous job in PVE or PVP, and we will never be the star of the show healing, tanking or DPSing. [...]
Yeah, I might not get a lot of, "Wow!  Awesome DPS!" or "Wow!  Awesome Healing!" type comments, but if my party's good and well, then that's all I need to know.
 

I'm not looking for glamor or notoriety, I'd just like to know that what I'm doing is worth doing. That my character isn't just a third wheel. Although, maybe an "Awesome Mantras!" might be nice once in a while :)

You say people do notice an improvement with mantras, but when I look at the numbers, it makes me wonder if it's more like a placebo effect.

New Post Quote
10/29/09 6:40:03 PM
 
TwiPhoenix writes:

 Mantras indeed do have an effect.  It's a subtle one and you won't really notice it while solo, but it's there.  Mantras are a free (in terms of MP usage) force multiplication skill.  They aren't a huge multiplier since the only cost to running a Mantra is using up one of your three "mantra slots".  So, it's not like a 2x performance multiplier, but rather more like a 1.2  1.2 of 1 is going to be a mere 1.2 and not do much.  1.2 * 6, however, is 7.2.  Of course, I can't objectively say three Mantras running on a six man team is equal to 7.2 players, but if you're running the right ones, they make a difference.

 

However, if you want something with serious, immediate, and noticeable impact, go after abilities like Word of Protection.  That sucker alone can briefly turn a fatal situation survivable, but it's extremely expensive to keep it "perma".  But you will certainly notice it and so will your teammates.

 

As for getting comments like "Nice Mantras", they're very unlikely for the same reasons you don't see "nice buffs", "nice damage", "nice pet control", "nice critical backstab", etc.  People don't actively think and notice stuff like that is keeping them alive, whereas a big heal that sent them from empty to full at the last moment will certainly not fly under the radar.  The only people who usually get praise are the healer, the tank, occasionally the person locking stuff down, and that guy who somehow managed to survive the wipe and kill what killed the party (though that doesn't seem like that'll be that common in Aion).  Not to mention, a lot of times, players aren't paying attention to what's keeping them alive anyway.  Back on City of Heroes, I had a Force Field Defender who kept the team alive not through heals (FF doesn't even get any), but by giving them very high levels of defense.  After the first mission, guess what compliment I got?  "Great heals!"

 

Just stick with it.  Chanters get some excellent, tide turning abilities that you will be able to tell are working.  Most of them just come rather late.

New Post Quote
10/29/09 8:07:46 PM
 
nickin23 writes:

Im lvl 43 chanter in Triniel, and gotta say Im always wanted in a group.

Ive never found a group that said "chanters its of no use" or naything like that. We improve the overall performance of a group, and thats better than a second dps.

Hey, Ive been solo healing Kaidan HQ as well, though it was quite boring, I mean, just pressing one hot key is no fun at all :P

But, later in, with WoI, well, that adds a lot of dps, and I mean a lot.

+45 Phy Crit is a lot worth it, just make some calculations on how much that will cost in Manastone. Or +40 MB and MA, that will help those nasty "resist".

Our HoTs are always better then the clerics one, and we bring benefits even without doing nothing (mantras) xD

New Post Quote
10/30/09 3:51:18 AM
 
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