

The circles last for three turns and do not require that the Arcanist continue to cast for the duration, making the effects truly passive in nature for a few rounds each. These effects range from direct damage, stuns and ailments, and heals. It focuses on laying down ‘Circles’, which are essentially spells that cover the battlefield and have certain effects on your team and it’s opponents. After all, coming from any other RPG game and hearing the word ‘Arcanist’ doesn’t exactly scream healer to us either. The Arcanist class does not immediately lend itself to healing, or so it may seem. Nexus does not strictly require a purely healing class.Also clashes with attacking classes that provide a lot of passive heals.Any other healing class will clash with the Medic.Works well alongside four heavily offensive classes.Good choice for beginners that are used to other games’ healers.Great for teams with no other supporting healers.The sheer throughput of health restoration here cannot be matched by any other class, so if you’re just looking for those massive green numbers and the security that comes with it, then look no further. They do have a few damage options, akin to those seen in Etrian Odyssey 4, and you’ll get the usual quality of life things relating to item drop rates and trap protection, but in the main this is a healing class, nothing more nothing less. In the Novice section of skills, the Medic starts out focusing on single targets, but moving through into Veteran and Master will see their skills influence rows and indeed the entire party. It’s capable of throwing around the biggest single target heals in the game, and their more creative spells can keep an entire team going through almost anything your opponents might throw at you. There are countless examples of team balances that require differing amounts of healing, but today we’re going to write about the three main healers that we prefer, and a little bit about what kind of teams they might suit.Īs you might imagine, the Medic class is the closest thing resembling a ‘normal’ healer, one that you might find in any other RPG game. Not only will your decision for this healer come down to your healing preference, but also your team build up – run without damage reduction classes for example, and you’ll likely need more healing than usual. Perhaps you’d prefer a passive healer of sorts, or a healer more inclined to contribute some debuffs, or maybe a healer that can contribute some nice AOE damage at the same time? Etrian games have always been so malleable as to allow these kind of alternatives to exist.Įtrian Odyssey Nexus has a huge class repertoire and significantly, a lot of these have healing elements within their skill set.

There is always a simple option of course, often in the form of a direct healer of sorts, but any other option is often mixed into various support classes, some of which don’t exactly sound like their class would do so. Choosing the right healing class for your team isn’t as simple as it sounds in an Etrian Odyssey game.
