Wick question before I post did you aggro all of them or just the oni after your group?
As Rek said, the group my character is with is not with the group yours is. Just think of them being on opposite sides of city, taking a different route to the same oni encampment. So anything our group does probably won't affect your group and vice-versa.
Bio: When she was a young girl, Makoto's parents divorced, forcing her to switch between households at the end of every week. Wanting to impress their daughter, both parents would often spoil her with whatever she wanted, which was how she would be introduced to the world of gaming. Having such an early background in gaming and a lot of time to spend on them, since her parents would often let her do whatever she wanted, she gained a lot of skill and experience that would help her win several competitions when she was old enough to meet the minimum age requirement.
By the time the cataclysm hit, Makoto had reached semi-fame status, having won most tournaments she entered, and if she didn't win at least placing in the top five. Now she looks for an at least semi-competent group of players to join, because even she knows that soloing an MMO is not a good idea.
Personality: Makoto is a very capable player, having won many competitions and contests with her skill in gaming, and not restricted to any genre either. However, her long-time winning streak has caused success to go to her head, and while she can certainly back up her claims, there's no doubt that the woman is full of herself. Any party she joins can look forward to her reminders of how great she is at the game every several minutes. Unfortunately for her, when she had been brought into the world of Elder Tale, she had the misfortune of being placed into the body of one of her healer characters. She's glad that, at the very least, she spawned in the body that had already reached the game's previous level cap, but that doesn't change the fact that Makoto has always preferred taking her problems head on and she isn't afraid to let others know of her frustration at her predicament.
Requiem of Faith: A phantasmal-class katana, compared to most Kannagi weapons it does significantly more damage in close range, though its amplification of her spells is slightly reduced.
Raiment of Swiftness: An artifact-class cloth armor set, it boosts the wearer's speed and chances of evasion, though at the cost of not providing much in the way of protection compared to most level 90 gear.
Radiant Talisman: An artifact-class jewelry that protects the wearer from all manner of curses, though it does not protect against any other kind of debuffs.
Prayer to the Four Quarters: When cast, Prayer to the Four Quarters creates black, white, red, and blue barriers, not unlike Purification Barrier, that forms a rectangular prism. It does not use a lot of MP, is sturdier than other barriers, has a near-instantaneous casting time, and can be used even when skills are prohibited due to an abnormal effect. Nonetheless, its 24-hour cooldown time makes it reserved for emergency situations.
Protective Barrier: The caster reduces the damage received by an individual ally. It is 4 times stronger than Purification Barrier, but has a longer cool-down time.
Purification Barrier: When cast, the caster reduces damage received by 5%.
Healing Prayer: A basic healing spell whose effect is common to all Healer classes. It is much less efficient than other Kannagi spells, and thus is used only when necessary.
Prayer of Recovery: It allows the caster to heal a small amount of HP to a designated individual. In return for the small amount of healing, it has a very low cooldown and casting time. It is often used in conjunction to the Cleric's Heal skill to speed up healing.
Prayer for the Soul: Prayer for the Soul is a spell that resurrects an ally who dies in a battle. It has a long casting time, and it uses a lot of MP. As a result, this spell is not practical for use in a battle field. The spell's cooldown time is 300 seconds.
Notice of Exorcism: This spell clears one debuff from an ally. It has a cooldown time of 20 seconds.
Bug's Light: This spell produces a source of light in the shape that vaguely resembles a firefly, allowing the caster and allies to see things in the dark. This magic is equivalent to Magic Light of Mage classes.
Divine Prevention: A target of the caster's choice becomes completely shielded from any possible debuffs that might affect them. However, the spell only lasts for 20 seconds.
Sacred Land: Creates a designated area in which party members will only suffer 50% of all damage inflicted to them.
Reflective Barrier: Applies a shield to the target ally that reflects one physical or magical spell back at the attacker.
Shield of Urgency: A passive ability that automatically applies a barrier to allies that fall below 20% hp. This shield cannot be applied to the same ally more than once within 2 minutes.
Sacramental Shield: Applies a barrier to a party member that also heals them for as long as its active, however the barrier is much weaker in comparison to Purification Barrier.
Impeding Barrier: Unlike most barriers cast by kannagis, this one is cast on enemy units. While it does significantly reduce the damage they take, their damage output is reduced just as much. Good against enemies with high dps but low hp.
Staunch Wall: Creates a large, clear wall that blocks 100% of ranged attacks. Its drawbacks are that it is immobile and it does not differentiate who's attacks it blocks, preventing allies from making attacks just as much as enemies.
Great Barrier of the Migrating Spirit: A skill that is available to high level kannagi, it creates an area of the map where no harm will come upon the caster's party, while also granting a small healing buff.