Dian Cecht
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Dian Cecht
Radiance mid-line healer whose real product is knight melee amp and team crit damage: S support/healer almost everywhere, slightly softer as a pure PVP heal bot.
Profile
age
Unknown
height
165 cm
weight
52kg
birthday
9/23
nationality
Stateless
hobby
-
PvE
Raid
Brawl
Colosseum
Overview
Strengths
- Surging Light at Transcend 5 is +70% Critical DMG to all allies: the Passive 1 you fund first.
- Luminous Rapture gives knight allies +150% Melee Attack and +25% Additional Damage for 18s, plus a short party HoT.
- Light's Embrace shields allies for 200% of her Attack and adds +10% Damage Reduction on a 10s cooldown.
Weaknesses
- Non-knight carries get less from the ultimate melee package; mixed backline teams leave buff value on the table.
- PVP Healer drops to A while Support stays S. Pure heal races are not her best argument.
- Light of Tranquility only HoTs the two lowest-HP allies; she is not a full-party spam healer.
Build
Skill priority
- 1
- 2
- 3
Equipment
-
Weapon Aquarius Attack % -
Armor Merlins Robe Block %Crit Res % -
Accessory Glory of the Empire HP % -
Rune Rune of Healing HP
- Specialities
- Attack %
Investment
Extra copies
Feed extras into Transcend before the character card. Buff strength and shield size scale with skill level more than another card copy early.
Transcend stop
Stop at Transcend 5 so Surging Light, Luminous Rapture, and the shield package are fully ranked.
Gifts
Recommended cards
Skill
Luminous Rapture Ultimate
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +80%.
- Effect
- Additional Damage +15%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 5% of Attack.
- Duration
- 3s
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +95%.
- Effect
- Additional Damage +17%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 10% of Attack.
- Duration
- 3s
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +110%.
- Effect
- Additional Damage +19%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 15% of Attack.
- Duration
- 3s
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +130%.
- Effect
- Additional Damage +22%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 20% of Attack.
- Duration
- 3s
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +150%.
- Effect
- Additional Damage +25%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 25% of Attack.
- Duration
- 3s
Grants Sustained Heal to all allies. Additionally grants a Melee ATK Increase buff and an Additional Damage Increase buff to Knight allies.
- Target
- All Allies
- Effect
- Attack +150%.
- Effect
- Additional Damage +25%.
- Duration
- 18s
- Target
- All Allies
- Effect
- Sustained Heal 25% of Attack.
- Duration
- 3s
Light's Embrace Active
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +2%.
- Duration
- 10s
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +4%.
- Duration
- 10s
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +6%.
- Duration
- 10s
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +8%.
- Duration
- 10s
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +10%.
- Duration
- 10s
Grants a Damage Reduction Increase buff to all allies. Additionally grants a Shield to all allies except self.
- Target
- All Allies Except Self
- Effect
- Shield.
- Duration
- 5s
- Target
- Self
- Effect
- Damage Reduction +10%.
- Duration
- 10s
Light of Tranquility Passive 1
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 8% of Attack.
- Duration
- 5s
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 10% of Attack.
- Duration
- 5s
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 12% of Attack.
- Duration
- 5s
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 16% of Attack.
- Duration
- 5s
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 16% of Attack.
- Duration
- 5s
When Dian Cecht performs a basic attack, the ally with the lowest HP is granted sustained healing.
- Activation Condition
- When Skill Lands
- Target
- All Allies
- Effect
- Sustained Heal 16% of Attack.
- Duration
- 5s
Surging Light Passive 2
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +20%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +30%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +40%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +55%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +70%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Damage +70%.
- Spell Type
- Cannot be removed.
Review
Dian Cecht is a Radiance healer in the middle who buffs harder than she pumps raw HPS. The sheet reads healer; the gameplay is crit damage aura plus knight melee steroid, with shields and HoTs as the survival layer that keeps the carries online.
Surging Light is Passive 1 and the first skill to level. At Transcend 5 every ally gets +70% Critical DMG. That alone explains S Support across PVE, Raids, Brawl, and PVP. Crit damage is universal. Light of Tranquility, Passive 2, puts a sustained heal on the two allies with the lowest HP, recovering 18% of her Attack per second for 5 seconds. It is triage, not a full-raid HoT.
Luminous Rapture is why knights want her on the team. At T5 it grants all Knight allies +150% Melee Attack and +25% Additional Damage for 18 seconds, plus a party sustained heal for 25% of her Attack per second for 3 seconds, on a 28s cooldown. Lancelot, Kay, Anessa, Lua, and Ran are the synergy names for a reason. Melee knights cash the ult; other classes mostly cash Surging Light and the shield. Light's Embrace is the active: a 200% Attack shield on allies excluding herself, +10% Damage Reduction for 10 seconds, 10s cooldown. Active equals Ultimate in priority after the passives because the shield loop is constant.
She sits at S Support and S Healer in PVE, Raids, and Brawl. In PVP she remains S Support and slips to A Healer. The buff kit still matters; pure heal contests slightly less so. Cards listed beside her are Rose Flame and Carpe Diem.
Named gear here is Aquarius (Attack %), Merlins Robe (block / crit resist), Glory of the Empire (HP %), and Rune of Healing (HP). Attack feeds shield and HoT math; HP keeps the buffer alive. Build her as an offensive support staff, not as a pure HP sponge with no Attack.
She is a cornerstone next to knight melee cores and any team that wants +70% crit damage uptime. Transcend to 5, then leave the card for later. The buff ranks are the investment.