Priest

The **Priest** is the 9th job of Minute Frontier.

Element : Light Unlock: 0.0 km

## Overview

The Priest has grey hair, wears a sky blue cloak and hat, both having white and gold trimmings, along with brown shoes. There is a gold emblems on his hat, in a shape of a cross or a star. The job is unlocked at the beginning of the game, but must be changed over to inside a Temple.

## Strategy

The Priest is one of the premier jobs in ***MinuteFrontier***, providing one of the strongest abilities of any job in the form of **Natural Recovery**. This ability provides healing to the player every second when the game is being plated, recovering any sustained damage from enemies, capping out at the player's maximum HP. The amount of healing provided scales per Priest level linearly, healing +1 HP per level. In tandem with later job unlocks such as the Monk and the Vampire, the player is able to amass a wide assortment of healing sources to keep their HP pool from reaching zero, allowing for progress forwards even when badly damaged by prior encounters.

Given how EXP scaling makes future character levels more expensive after leveling up, being able to spend multiple levels on all three healing jobs may be excessive, especially given their below average stat gains per level. When given the choice between the Priest, Monk, or Vampire for healing needs, there is some nuance as to which one a player should be prioritizing. Priest's Natural Recovery is the most consistent form of healing among the group, with every passing second providing guaranteed healing. Vampire's **Bloodsucker** ability provides the greatest healing per level invested, providing eight health regenerated per screen of four monsters. As the player increases their stats and thusly plows through screens of monsters, Natural Recovery becomes proportionally weaker as the time spent on each screen decreases.

One massive utility that Priest provides above all other forms of healing is being able to idle on one screen and still regenerate health. All other forms of healing besides the Villager's **Sleep Recovery** require the player to continuously keep moving forwards to maintain healing, leading to possible scenarios where entering combat at critical health can only be avoided by waiting for a moment for Natural Recovery to kick in. This tactic is best used against bosses, where the healing provided by both Monk or Vampire's abilities struggle to activate more than once against.

The level of Natural Recovery is also important to the amount of healing provided by Inns, where these screens combine the effects of both Sleep Recovery and Natural Recovery for boosted healing.

With the main ability out of the way, the Priest still has a lot to give a player in terms of other abilities. Having a good assortment of Weapon Bonus Ups to boost the damage of Hammer, Spear, and Staff, the Priest provides these bonuses alongside the ever increasing Natural Recovery ability. Most players will gain the other abilities inadvertently when leveling Natural Recovery, so being able to make use of the other abilities is doubly beneficial. Players using the Staff will be very keen on leveling up their Priest, as this job owns the rare but important **Staff Impact Up** ability, raising damage output substantially. The remaining abilities aid in the Priest's role of bulking up the player, with Magic Guard Ups to further protect against damage.

In order to balance out the job's overall utility, the Priest is provided mediocre stat growth when leveled. With only 6 total points, they are tied with the Monk and Vampire with the lowest stat growth in the game. With such few points, the Priest invests into a slightly defensive formation that prioritizes MEN and VIT slightly.

For more information on strategy, look at Character Builds.