Design new traits for Priests!

In Siralim 2, Priests had traits that allowed them to attack allies to grant them stat boosts, buffs, and more. This wasn’t very useful and very few people used Priests. If you can think of an interesting theme for these creatures, please let me know.

They should be Priests - passive creatures that can’t attack or cast and provide team buffs/debuff/healing at the start of their turns instead.

The usefulness comes from immunity to silence/scorn because their abilities would still function.

I like Psylisa’s idea - creatures that skip their turn automatically to provide a beneficial effect. It’s important to make sure that isn’t too broken with things like Timewalk, though.

So… 30% seems like a good value, but it can be adjusted.

Fire Priest - At the start of this creature’s turn, it increases your other creatures’ Attack by 30% of this creature’s Attack, then its turn is skipped.
Forest Priest - At the start of this creature’s turn, it increases your other creatures’ Speed by 30% of this creature’s Speed, then its turn is skipped.
Mountain Priest - At the start of this creature’s turn, it increases your other creatures’ Defense by 30% of this creature’s Defense , then its turn is skipped.
Water Priest - At the start of this creature’s turn, it increases your other creatures’ Intelligence by 30% of this creature’s Intelligence, then its turn is skipped.
War Priest - At the start of this creature’s turn, it removes 1 debuff from each of your creatures, then its turn is skipped.
Priest of Light - At the start of this creature’s turn, it heals your other creatures for 30% of their Maximum Health, then its turn is skipped.
Priest of Radiance - At the start of this creature’s turn, it grants your creatures a Barrier that absorbs damage equal to 30% of their Maximum Health, then its turn is skipped.
Priest Vizier - At the start of this creature’s turn, it grants your creatures 1 random buff, then its turn is skipped.
Desert Priest - At the start of this creature’s turn, it restores 30% of your other creatures’ Mana, then its turn is skipped.

[quote=“Umaro, post:3, topic:3505”]I like Psylisa’s idea - creatures that skip their turn automatically to provide a beneficial effect. It’s important to make sure that isn’t too broken with things like Timewalk, though.

So… 30% seems like a good value, but it can be adjusted.

Fire Priest - At the start of this creature’s turn, it increases your other creatures’ Attack by 30% of this creature’s Attack, then its turn is skipped.
Forest Priest - At the start of this creature’s turn, it increases your other creatures’ Speed by 30% of this creature’s Speed, then its turn is skipped.
Mountain Priest - At the start of this creature’s turn, it increases your other creatures’ Defense by 30% of this creature’s Defense , then its turn is skipped.
Water Priest - At the start of this creature’s turn, it increases your other creatures’ Intelligence by 30% of this creature’s Intelligence, then its turn is skipped.
War Priest - At the start of this creature’s turn, it removes 1 debuff from each of your creatures, then its turn is skipped.
Priest of Light - At the start of this creature’s turn, it heals your other creatures for 30% of their Maximum Health, then its turn is skipped.
Priest of Radiance - At the start of this creature’s turn, it grants your creatures a Barrier that absorbs damage equal to 30% of their Maximum Health, then its turn is skipped.
Priest Vizier - At the start of this creature’s turn, it grants your creatures 1 random buff, then its turn is skipped.
Desert Priest - At the start of this creature’s turn, it restores 30% of your other creatures’ Mana, then its turn is skipped.[/quote]

Agreed. Although unless more ways to control the queue are added, they may end up in the dust again because other builds might achieve the same effect faster (and likely without losing a turn).

They wouldn’t need the “immune to Scorn/Silence” property on their artifact, though.