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Seer
August 6, 2026 at 10:23 PM
Updated the balance section now that the launch build has shipped and added the launch-day channelling and orb changes
The Seer is the support caster of the six classes in Mistfall Hunter, a versatile fighter who can hold a team together or turn on the pressure. It is also called the Reverent Seer in some materials. In the world's fiction, Seers are among the few who kept their faith after the gods were declared dead, and that conviction is what lets them channel power back into their fellow Gyldhunters. On the Classes page the Seer is the light-and-wind specialist, mastering both forces to control a battlefield.
Seers work off energy charges rather than swinging freely. They consume charges with each attack, and empowered attacks spend several at once for a bigger impact. Their basic attacks are not as quick as a melee specialist's, but they cast faster than most, and they can conjure runes that temporarily buff themselves, support allies, or hinder enemies. Their main weakness is being pinned down by concentrated fire or disablers, since they lack a fast escape.
Mechanically the class runs on Psionic Energy and sets down rune pillars to enable its abilities, carrying the Catalyst in one stance and the Mace in the other.
The Catalyst splits into offensive and supportive directions. The Offensive Build spends Psionic Energy to charge up and release enhanced orbs, pairing crowd control with damage in a way that is hard to ignore. The Support Build instead provides team utility through healing and shielding, with a spread of crowd-control and buff effects that shine both when focusing a target and when peeling enemies off an ally in a team fight.
The Mace uses Zeal skills to branch into Speed Boost and Super Armor paths. The Speed Boost Build keeps replenishing Psionic Energy while in a Zeal state, fueling high-frequency runic strikes that maintain steady pressure. The Super Armor Build extends the duration of Super Armor and damage reduction through Zeal, letting you seize the initiative up close and even use that window to finish off critical interactions and gain a tactical edge mid-battle.
Weapon | Direction | Signature |
|---|---|---|
Catalyst | Offensive | Spends Psionic Energy to charge enhanced orbs, blending crowd control and damage |
Catalyst | Support | Healing and shielding plus crowd control for focusing and peeling in team fights |
Mace | Speed Boost (Zeal) | Refills Psionic Energy in Zeal for high-frequency runic strikes |
Mace | Super Armor (Zeal) | Extended Super Armor and damage reduction to take the initiative up close |
With both weapons unlocked, the Seer can swing from frontline shot-caller to enabler depending on what the squad needs. For more on the energy and stagger systems it leans on, see Combat and Weapons.
The mace's mobility skill, Shapeshift, was cut back for release. Its duration was reduced and its speed boost tuned down, because the escape it granted was strong enough that a Seer could disengage from almost anything. The developers kept it deliberately useful for short chases and kiting rather than removing it. The rest of the tuning pass is summarised on Combat and Weapons.
The launch build also shortened the channelling time on both Healing Rune and Punishment Rune, and widened the damage hitbox on the enhanced orbs fired by the Support path's core Ebb and Flow talent, which had made healing output depend too heavily on landing them cleanly. On the mace side, Thorn Sigil's slow was reduced, Paralysis Curse gained restrictions on when it can be cast and lost a little maximum range, Rune: Corruption's healing reduction was lowered and shortened, and Rune: Drain's lifesteal against players was increased. The Super Armor path's Relentless talent grants slightly less bonus duration per hit, though its maximum is unchanged.