Iris Online Priest Skills List Guide



Iris Online Priest Skills List Guide by xsavarax

Hey, since no-one’s done it yet, I thought I’d made a runthrough of all the skills a priest can get. I won’t post any specific builds, since my opinion is everyone should try to make a build of his own, so this is a simple guide for new people about what skill does what and whether it’s actually worth it. Anyone having other opinions, please mention them, I’ll think about including them if you can give some good arguments.

A- Skills
1. Mage Skill Tree – Left Part
This is the part of your skill tree that’s mainly filled with skills that are used for / are prerequisite for Magicians. Yes you heard right, Magicians. It’s quite useful to have some offensive skills for grinding, and some of their other skills will prove very useful for your Priest. Note: if you get any attack skills from this part, only put a single Skill Point in them. Adding extra Skill Points will barely raise the damage the skill inflicts.

Ice Arrow:
This isn’t really a good skill. A 1.3 seconds cast time, and relatively low damage. However, you might want to get it because it’s required for the following skills.
Chilling Shock and Ice Lance:
I’m taking these two as one, because you will always see them used after each other. Ice Lance is only castable if you have [Property Granted-Ice], which you can get from Chilling Shock. The [Property Granted-Ice] rarely misses for me, so you don’t have to worry about that. It provides a decent amount of damage. However; you will only use it as an opener skill, since Chilling Shock has a 1.4s cast time, and you’ll prefer using instant skills once your enemy has started attacking you. For levelling it might become obsolete because you’ll be able to kill normal monsters with only your instant skills, especially once you’ve obtained Judgement Arrow.
Permeating Chill:
Has a 1.4s cast time, no exceptional attack power, 2 SP you need to spend before getting it and a basically worthless debuff. Don’t get it.

Magic Arrow:
This skill will be at lvl 1 without you having spent any Skill Points on it. Once again, this skill has a cast time which makes it useless except for an opener skill, and it’s damage is too low for that. Leave it at lvl 1
Magic Whip:
Ah. An instant skill. Rather good damage for the one skill point you need spend to get it, and a very useful effect. It hits up to 3 targets close by you, which can make it bothersome to use amidst non-aggressive monsters in PvE, but it’s very useful in PvP. You don’t want to use it for the damage in PvP, but for it’s pushback effects. Every target this skill hits will be pushed away from you. On top of that, it’ll interrupt the skill the target was casting if it has a cast time. It’s main uses are getting away from dagger rogues and warriors attacking you, and interrupting your opponent putting in a flag in Flag Matches without having to target him.
Backward Teleportation:
Personally I didn’t get this skill because I could never get my direction right, but some people can use it rather effectively. It works just like it’s name implies: it teleports you backward. You can use this to flee from enemies, or to move forward faster simply by turning your back to where you want to go, using it, turning around once more, and continuing to run.

Enchanted Arrow:
Instant skill with a low Cooldown. One of the skills you’ll want to get to level solo. It’s attack power may seem low (23 compared to the 1xx’s you see at Ice Lance, Magic Whip, … , But in reality this will only make a difference of hitting 500 instead of the 600 you’d hit with a skill that deals more damage, and Enchanted Arrow’s low Cooldown makes up for that.
Enchanted Penetration:
People saying “Oooooh! Yay, finally another AoE” should consider going a Damage Dealing class. You’ll rarely ever use it since Priests are obviously not made for AoE grinding on their own. On top of that, Enchanted Penetration is not at all effective: it works in a straight line in front of you, and when I say ‘line’, I really mean ‘line’, because if you want to hit a second target with it, it really has to be exactly on one line with you and your target. On top of that, it has a cast time of 1.5s and no excellent attack power.
Enchanted Shock
This is the reason why you’ll see quite some priests having Enchanted Penetration anyway. It’s an instant skill, with 13s cooldown and quite high damage (for a Priest). On top of that, it stuns your target for 2 seconds. You might think: “Meh, I’m only interested in PvP, and it’s not my task to stun the opponent since I’m a healer”, but in fact, Priests are a support class. This means you support other classes in working more effectively too. This can be through buffs, but it can be through debuffing your opponent as well. You can really help the Warrior you’re supporting by stunning that nearly-dead Rogue that’s outrunning him by bringing him to a stand for just 2 seconds. 2 seconds can make a whole difference for your team member. And besides, it’s darn useful for PvE too anyway.

Magical Ascension:
A self-buff that increases your magical attack. Not useful for you unless when you’re solo grinding, and it doesn’t even give a high attack bonus.
Mana Regeneration:
Gives you the possibility to regenerate a good amount of mana every minute. You’ll want to get this of course.
Crippling Magic:
15% Movement Speed doesn’t seem like much at first, but at level 60 you can make that 45% Movement speed. Again, this could be useful for supporting your team. It’s not really necessary though, only get it if you really want it or have a spare Skill Points.
Magical Amplification:
Self buff that gives you Magical Critical Value, 4.5% chance to deal 1.5x your normal damage. Don’t get this unless you’re a Battle Priest.
Weapon Destruction:
Decreases your target’s attack power. 180 Attack Power will make a difference, yes, but at level 60 it won’t make that much of a difference worth spending 3 Skill Points on. Rather get Crippling Magic.
Spirit Step:
I recommend getting this. 27% weight is a lot, and could be useful if you’re carrying around an extra set of Magician/Warlock armor for grinding. And you get a 6% Movement Speed increase, which equals 27 Movement Speed. Not an extreme amount, but it’s definitely noticeable, and getting to your teammates faster means healing them faster, running from enemies faster means having a greater chance to live. Running towards enemies faster means killing monsters faster in PvE, and being rather stupid in PvP unless you’re a Battle Priest.
Focused Mind:
Lowers your MP used (yay!) and lowers the amount of aggro you get (yay!). It’s hard to verify how useful this skill is since aggro is hard to measure, but I recommend getting it.

2. Mage Skill Tree – Middle Part
This is the part that gives heals, buffs,… Obviously the Priest’s basic skills. You’ll end up maxing most of these skills.

Devine Arrow:
Cast time, low damage, no skills you can get from it, and a typo in it’s name. Ewwwwwww
Cure:
Heal: check.
Prerequisite for useful skills: check.
You’ll obviously want this
Regeneration:
Heals your teammates over time. A useful skill, bothersome to cast on 6 party members every 30 seconds, but worth it. The number you see is in it’s description is not the amount it will recover. On average, it will recover your heal stat divided by 10 plus the recovery amount mentioned in the descritpion. Which makes it heal in total about as much as your Cure, with the difference that it’s spread over 30 seconds and is instantly cast.

Flash:
Similar to Enchanted Arrow. Instant and low cooldown. Useful for soloing.
Destructive Incantation and Arcane Curse:
Similar to Chilling Shock and Ice Lance, but with a higher Cast Time. The movement speed debuff isn’t really worth it since spending more than 1 SP on Destructive Incantation is not really worth it, and even if you’d get the -25% it’d be useless to cast in PvP since the time it takes you to cast is higher than the time you’ll win by slowing your enemy. On top of that, the Movement Speed debuff isn’t nearly as reliable as Chilling Shock.

Advanced Rescue:
As a healer, you’ll spam this. Slightly lower heal recovery amount than Cure, but you can cast it non-stop and it gives a good attack buff for 10 seconds.
Healing Aura:
Only get level one. You don’t need more for following skills, and adding three more Skill Points will make you heal a fixed 20 extra, which is as good as nothing.
Immediate Revival:
Party members will die, regardless of your skill. Immediate Revival revives them instantly, with full HP and MP.
Revive:
For when Immediate Revival is on cooldown. You will get in situations where more than one party member died in 10 minutes, so you’ll want to get this.

Weakened Dismissal, Augment Dismissal & Antidote
Dispels are useful. Sages (our Elf counterparts) can keep only a single type of Debuff from your teammates for 30 seconds, so having these to dispel your party members is useful. Since I said I’d mention all opinions, I’m forced to add this. There is a player who’s been saying dispels are a waste of SP for him since he has a Sage in his party and people can craft dispel potions. So you don’t have to get these you always plan to have a Sage backing you up or having party members who want to waste money on crafting tons of dispel potions. :roll:
When to use which Dispel? You simply look at the color of the debuff. Red debuffs are External (Weakened Dismissal), blue debuffs are Magic (Augment Dismissal) and green debuffs are Poison (Antidote). For PvP, warrior debuffs tend to be external, mage debuffs tend to be magic. I don’t know about rogues, but I guess they would be poison.
Sacred Prayer:
Makes you heal for more. Obviously you want to get this as a healer.
Refined Wisdom:
Debatable. 260 MP isn’t too much, and we don’t really need a bigger MP pool. 32 Wisdom only makes you heal for 16 more. Not that much in other words.
Bestowed Agility:
Increases the attack speed of normal attacks by 2% per level. Not really useful for now. It might be useful at max level (10% attack speed), but you’ll be getting it anyway since it’s needed for the other buffs.
Colossal Capability:
Increases attack power, which is great, and it makes you bigger. Pretty awesome 8-)
Potential Growth:
Increases all stats (Intelligence, Wisdom, Stamina, Power and Agility. Useful of course.

3. Mage Skill Tree – Right Part
This part has the passives. Again, if you’re getting one of these skills, you’ll probably max it.

Inquiring Mind:
Increases MP. We got enough MP.
Resilience:
Increases your Physical Defense by a very small fixed amount, and a percentage that’s won’t benefit us much since we don’t have much Defense to begin with.
Increased Intelligence:
Only gives a small amount of Intelligence, and we don’t benefit that much from Intelligence anyway. You might want to get this if you’re a Battle Priest and want to get Cane Expert.
Cane Expert:
Increases Magical Crit chance by 50 at lvl 3, which is 5% chance extra chance to hit 1.5x as much as a normal hit. Only useful if you’re a Battle Priest.
Increased Wisdom:
Increases Wisdom by 27 (makes you heal for 13.5 more, yay… -.- ). But you need it for Devotion, which makes you heal for a lot more.
Devotion:
Makes you heal 250 HP more. Obviously, you want to get this, need to get this, and will get this if you’re going to heal.
Enchanced Cloth Armor:
Seriously, how many times do I have to mention it, WE DON’T WANT MORE MP! And the MP recovery amount is really low, not even worth a single Skill Point.
Fortified Cloth Armor:
This doesn’t, like most skills, increase your base defense with x%. It really makes you receive % less damage. Which is 12% if you spend 6 Skill Points on it. Living through sudden attacks and losely flying spells as a Priest is rather important, so this is a useful skill.
Magical Cloth Armor:
We don’t have any MP problems, especially not since we can use potions (you’ll rarely have to at lower levels though). So this is only a skill that might save you a minimal amount of money. Not worth your Skill Points.
Empowered Cloth Armor:
Now this is something different. At level 3 it’ll decrease your cast time by 10%. No, I’m not thinking about speeding up that little opening skill of yours, but of our heals! Spamming Cure / Advanced Rescue 10% faster means 2 things. First of all, your healing capacity will increase by 10%; and secondly, you’ll be able to react quicker, and it could make the difference between your heal coming just that millisecond too late, or making it just in time and managing to keep your target alive and well.

1. Priest Skill Tree
Ahh…. Finally made it to level 30 and did your job change? Take a look at your skills, because you’ll see a bunch of new, awesome skills popping up! Note: Skills that are named ” 2″ share cooldowns with their Mage versions. You’ll still be able to use the Mage versions, but that’s just pointless, except for situations that are so circumstantial that I can’t think of any circumstances in which you would ever want to use them.

a) Attack Skills
Devine Arrow:
Got cast time. Once again, this makes it not effective to use this skill for grinding.
Flash 2:
Seems a lot stronger than your normal Flash, but in fact, it isn’t as impressive as it seems. The number looks like it’s 8 times as powerful as lvl 1 Flash 1, but it’s not. It will Make your Flash a lot more powerful than it was before, but only by making it deal a 250-ish more damage than lvl 1 Flash1. Consider carefully; is this add of damage worth the skill points for me? I think the only ones who can consider this worthwile are BattlePriests, or Priests planning to get a reskill at cap, and spend some points in attack skills now for smoother grinding.
Destructive Incantation:
-55% movement speed makes it sound a whole lot more effective at max level, but since when are we maxing attack skills? I still don’t recommend getting this, unless you’re a Battle Priest. It might prove useful for them to use Destructive+Arcane rather than the Mage’s Ice equivalent.
Judgement Arrow:
Same as Enchanted Arrow and Flash, but a lot stronger. Instant, low cooldown, makes a good grinding combo with Enchanted Arrow and Flash for levelling.

b) Heals
Celestial Blessing:
Basically this is your ‘Shit!’ button. Recovers instantly, AoE, and adds a Heal over Time. 3 minutes Cooldown though. It’s still pretty useful in tight situtations.
Cure 2:
Nothing much changed.
Advanced Rescue:
Idem, except for the fact that this won’t be your best heal skill anymore. You’ll use this to fill the spaces between your 2 instant single-target heals (yes, we get those! Awesome, isn’t it?) who have 12 seconds cooldown.
Instant Cure:
Well, the name says it all. Instantly cures. The least powerful of your 2 instant heal skills, but powerful nonetheless.
Regeneration 2:
Heals your teammates over time. A useful skill, bothersome to cast on 6 party members every 30 seconds, but worth it. The number you see is in it’s description is not the amount it will recover. On average, it will recover your heal stat divided by 10 plus the recovery amount mentioned in the descritpion. Which makes it heal in total about as much as your Cure, with the difference that it’s spread over 30 seconds and is instantly cast. Yes, I just copy-pasted this. It’s getting late over here :lol:
Light Healing:
Heals for about the same amount as Cure, but adds a useful effect that makes any heals on the target the next 10 seconds x% more effective. This is certainly going to be useful for using on your tank in dungeons.
Regenerative Cure:
Instant HP recovery, 12 seconds cooldown, and a Heal over Time. They could have called this one Instant Cure + Regeneration, but my guess is they found this a bit un-inspired :D

c) (Self-)Buffs and Dispels
Weakened Dismissal, Augment Dismissal & Antidote:
If you got the Mage versions, which I hope you did, you’ll want to add these too. They’ll make you able to remove higher level debuffs, and ‘coincidentally’, all dungeon bosses will cast debuffs with a level too high for the Mage dispels.
Earthen / Pyre / Aquatic Blessing:
Three powerful buffs you can’t stack. In most situations, people will want Earthen, but the other ones are very useful as well. Earthen adds defense, Pyre adds attack power and Aquatic adds HP.
Pyre can be used in situations, such as grinding, where you don’t bother getting your party hit for a bit more. If your heals can handle it, why not make your party kill faster?
Aquatic is the one you’ll use least. However, it might prove essential to keeping squishy classes alive in dungeon runs: there’s those nasty bosses that can crit for 3k, so defense won’t help your low-HP party members. A bit of HP, on the other hand, could make them survive that single hit, and gives them a chance to run or get healed.
Heavenly Wisdom:
Far less debatable than it’s Mage counterpart, Refined Wisdom. No, not because it adds Intellligence, silly, but because it’s required for Sacred Prayer 2, which will allow you once again for a nice bit of extra heal power.
Sacred Prayer :
More heal power = better heals.
Cognitive Shield:
Protects the target from taking damage until either the target has taken hits, or the target has been hit for . Very useful. Read the post of Aristocraticx I linked in the link section at the end of this guide if you’re not sure how exactly this skill works.
Bestowed Agility 2:
Increases the attack speed of normal attacks by 2% per level. Not really useful for now. It might be useful at max level (10% attack speed), but you’ll be getting it anyway since it’s needed for the other buffs.
Colossal Capability 2:
Increases attack power once more, which is great, and it makes you even more bigger! Awesome as always 8-)
Potential Growth 2:
Increases all stats (Intelligence, Wisdom, Stamina, Power and Agility. Useful of course.
Celestial Anger:
+270 Attack power, +20% Chance to crit.
*Drool*
Get this. No kidding.

d) Passive Skills
Note that however they have a ‘2’ in their skill name, they do stack with their mage versions.

Inquiring Mind 2:
Increases MP. We got enough MP.
Resilience 2:
Increases your Physical Defense by a very small fixed amount, and a percentage that’s won’t benefit us much since we don’t have much Defense to begin with.
Devotion 2:
Healing 375 HP more. Do I really need to say more?
Increased Wisdom 2:
Do NOT get this. We only got the Mage version because we needed it for Devotion, this one only makes you heal 13.5 HP more. Seriously…
Enchanced Cloth Armor 2:
Seriously, how many times do I have to mention it, WE DON’T WANT MORE MP! And the MP recovery amount is really low, not even worth a single Skill Point.
Fortified Cloth Armor 2:
This doesn’t, like most skills, increase your base defense with x%. It really makes you receive % less damage. Which is 12% if you spend 6 Skill Points on it. Living through sudden attacks and losely flying spells as a Priest is rather important, so this is a useful skill.
Magical Cloth Armor 2:
We don’t have any MP problems, especially not since we can use potions (you’ll rarely have to at lower levels though). So this is only a skill that might save you a minimal amount of money. Not worth your Skill Points.

B- Equipment
1. General
Most of the times, you’ll want to have 2 sets of equipments. A set for healing, and a set for damage dealing and grinding. You’ll prefer to take 2 sets because that way you can card slot and upgrade them for what you’ll use them, not having to focus on 2 different things. Some equipments come in sets, and have useful effects if you have all parts of them. It can be useful to collect a whole set, like the Holy Healer’s set, obtained in Circus Hard and Laioha Normal (dungeons lvl 30-ish)

Healing Sets:
For healing, you’ll want a set that boosts your Healing Power. That’s quite obvious, but what should you be looking for? Very often, the best sets for healing will be those that give most raw +Heal Recovery Amount. However, sets with high amounts of HP will definitely help you survive, and therefor help your party survive. You could also take equipment with WIS on it, but keep in mind 1 WIS only adds 0.5 Healing Power, so try to calculate a bit and see what gives the best effects.

I think it’s pretty obvious you’ll want a healers rod too ^^ Preferably one with a nice amount of heal power.

For Accessory:
There aren’t any medals that boosts heal power. So you can either get one that gives you magical crit rate, not for the crit rate, but because the rare ones have quite a lot of card slots, which you can fill with HP or Heal Recovery cards. Or you can get one that increases your range, which is very useful for getting to targets easier, or avoiding the range of AoE attacks of nasty bosses.
For necklaces, there are some that give you Wisdom. However, most don’t give much, and that barely gives you any advantage. Better take some defense ones, unless you can get an unique/epic. Those have different effects from most other necklaces, you’ll have to look on your own what’s best.
For Earrings, again, best is to go for defense. The wisdom you can get doesn’t help much.
Bracelets are quite simple. Most give HP rec or MP rec or both recoveries. You’ll want MP of course. Unless you find a rare bracelet with a different effect you find more useful.
Rings need Heal Recovery Power. For healing, there’s no other useful rings, at least, no useful rings affordable by most people.

Damage Dealing Sets:
For dealing damage, there are two big factors you’ll be looking at. The Magic Attack Power and the Magic Critical Power. Just pick whichever you prefer, and mix a bit. Just pick a set of equipments that gives you enough of it.

You’ll have to buy yourself a staff to deal decent damage, unless you’ve upgraded your healers rod a lot so it’s more powerful than a regular staff. A staff has quite some more Magic Attack Power, which is what we’re looking for.

You’ll mostly keep using your Healing accessories. Get a Magic Crit Medal if you’re not using one for healing, and a Magic Attack Ring.

2. Card Slots
Card slots are those little squares on your equipment with a letter above them, either A, B, O or AB.
AB slots can fit all types of cards
A slots can fit can fit A or O types of cards
B slots can fit B or O types of cards
O slots can only fit O type cards
Cards can be obtained as a monster drop, by using the Card Master assistant skill or by buying them off players. You can use them by right clicking them. If you want to see what Stat gives you what effect, check out the Wiki

For Healing Sets:
O slots: either HP cards (Stamina) or WIS cards (Wisdom). Some people pick Wisdom because it gives them some heal power, but most pick Stamina because the wisdom doesn’t give much heal, and the HP is really welcome. IF you can afford AllStat cards, use those of course!
A slots: the only really useful A type card for this is the Heal Power one. Which is still rather useful :)
B slots: you can choose to fill this with Defense, or treat this as an O slot because you think the defense not’s worth it.
AB slots: Just pick whatever you like ^^ Heal Power, HP, or even Life or SLife cards which give you raw HP!

For Damage Dealing Sets:
O slots: HP cards or AllStat cards are the obvious options here.
A slots: We can put INT cards, Magic Attack or Magic Crit Chance cards in these. INT cards aren’t really worth it, the other 2 give far more attack than the INT gives you. For choosing between Magic attack power or crit, both are viabl.
B slots: you can choose to fill this with Defense, or treat this as an O slot because you think the defense not’s worth it.
AB slots: Just pick whatever you like use some attack cards, HP, or even Life or SLife cards which give you raw HP!

Other Iris Online Articles

Leave a Reply