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==Tactical Analysis== The Vestal is one of the game's two dedicated healers, the other being the [[Occultist]]. With two reliable healing skills at her disposal - one for a single target and one for the whole party - she easily becomes a staple in many parties for her ability to keep their health replenished. Due to the position restrictions of ''Divine Grace'', she is often placed in the back of the party, locking her out of her melee skills. However, ''Dazzling Light'' and ''Judgement'' still offer good offensive options from that far back in the party. As damage is often of low priority to a back-row Vestal, ''Dazzling Light'' becomes a very useful offensive skill, providing stuns and sustaining the light levels. However, the stun chance is not as strong as those of the [[Houndmaster]] or [[Plague Doctor]], especially if her trinkets are reducing their potency. ''Judgement'' becomes very useful when the Vestal needs to keep herself alive or sane - because it has both a damaging and healing component, it has twice as many opportunities for criticals, which will contribute to stress relief. A simultaneous critical hit and critical heal from ''Judgement'' will combine to 7 Stress healed. With the Profane Scroll and Atonement Beads trinkets, it is possible to build a melee Vestal, nudging her into position 2 to give her access to ''Mace Bash'', ''Hand of Light'', and ''Divine Comfort''. This build is more focused on combat than healing, so it is important to supplement with another healer - perhaps an Occultist - whenever a party member needs healing more urgently than others. The buff that ''Hand of Light'' bestows is a very potent one, turning her ''Mace Bash'' into something that stands toe-to-toe with other damage dealers in the party. While she won't be as good as a [[Crusader]] even with the bonus vs Unholy, she can still make short work of them.
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