Mystic
Armor: Robes
Mystic armor, like that of all arcanists, is robes of cloth.
Weapon: Scepter
The scepter is the focus of a mystic's magic, which emanates from the world around her. With this instrument of power, the mystic can heal and harm, sustain life or bring death.
What is the Mystic? To put simply Mystics are a highly mobile jack of all trades support character. We have enough heals to support solo healing a party through all content. We have buffs to make clearing content both faster and more efficient. We have the CC to lock down enemies (including bosses) for long periods of time. Also while we do have pets they are not a main focus of the class and aside from the Fairy (which is used as a self heal) you probably wont find yourself using the pets often. If your looking for a pet class my answer would be Tera does not have one despite the mystic having some.
A mystic takes an unusual path, with combat pets at her sides, wielding magical powers to harm and heal, empowering her allies while cursing her enemies. Mystics have amazing maneuverability.
They channel powerful auras that enhance whole groups. They summon allies to draw aggro, to fight, or to heal, and can summon their entire party from one location to another.
Mystics make their comrades better at what they do and a whole lot more.
They drop healing orbs, and apply short-term boosts to attack power and speed. They can also restore mana to the whole party—by sucking the life force out of their enemies.
A mystic stuns, curses, sears, smites, and otherwise deals death to her foes using terrific area-of-effect attacks. Her superb Corruption Ring area-of-effect attack burns up her foes’ health and returns it to her party as mana. With a simple gesture, she can dispel enhancements from her foes and debilitating effects from her allies.
Mystics provide in-battle enhancement and replenishment while offering first class crowd control and respectable damage.
The Mystic is an alternative to the Priest in TERA Online. It is a healing class but trades some of its healing power for debuffs, buffs, and crowd-control.
Pros:
Good aoe, and nice single target.
Fantastic Escapism - their "blink" ability can move you away from danger, quick enough to escape danger and cast a quick healing orb.
Good group skills- able to provide mana, health and movement buffs to the party, as well as power ups, dispels and CC
Can Resurrect members (the priest being the only other class able to do so without the aids of scrolls)
Fantastic CC capabilities, and this will help if additional aggro is gained, or helping the group in a dungeon. Our teleport and glyphs relating to it also make us incredibly mobile and hard to pin down in PvP.
Cons:
Squishy - As mystics have low defence and health, they're extremely squishy, and do require alot of protection from their party members. This means that if caught mystics can be killed fairly quickly if no chance for escape or protection given.
Mana can disappear fairly quickly if over using some combo abilities.
The mystic relies on the thrall of life, or using one of their Arun's Vitae to heal themselves, and thus remembering to do so can get missed and therefore they can die alot, compared to that of a priest, who has an instant cast self heal.
The Mystic is a hard to play healing and support class in TERA Online that is definitely not for everyone.
What Aura's Should I be using?
Assuming you have access to all 4 Auras it breaks down like this:
(Crit rate Or Run speed) and (Crit Resist Or MP Regen)
For almost all situations you are going to want to Run Crit Rate and MP Regen, for most instances the extra kill power of the crit rate buff and the utility of the MP regen buff far outweighs the defensive factors of increased run speed or crit resist. However this is not always the case, in PvP you will often find that it is advantageous to use the Crit resist buff (more on this explained below).
Tips
- Vitae orbs remove all debuffs as well. In fights where purging debuffs are important, remind your allies to pick them up
- Always keep an eye on your mana - If you drop below 75%, use your mana infusion if it's off cool-down
- In the same vein, watch your health as well. Make sure wherever you are, you have access to Vitae orbs, because these are the only way you can heal yourself without potions
- One of the best ways is to "pre-lay" orbs around the area you're fighting. This means you can regenerate mana before any fight, and know that if for whatever reason you do die, that your group can survive long enough till the mob/boss is dead or they've managed to resurrect you.
- Blessing Release. This strips all the buffs off of enemies within 8 yards. Being able to remove every single buff on an enemy is huge. The problem is this skill only has an 8m range (of yourself), which makes using it very dangerous. What you want to do is in group is to ride into the center of a group of enemies, drop this skill, then use your teleport skill to get away before you get blown up. If you teleport into a group of enemies to use this skill, you are going to get stunned or knocked down and be dead at the start of the fight, so be sure to keep Teleport handy.
Pet Guide
The Mystic Pet System is relatively simple. You have 4 pets at your disposal: 1 Tank, 1 Healer and 2 DPS. Each one will assist you when they’ll be summoned. Let’s check in detail how they work.
Thrall of Protection (Tank Spirit)
The very first spirit you’ll have. It proves really useful when you’re soloing. The Guardian is the Tank, and will generate a great amount of threat but almost no damage. It will constantly assist you, meaning that if you do any hostile action toward a mob, the Spirit will attack it.
Be aware that a Mesmerize IS a hostile action, meaning you have about 50% chance that the Spirit is going to rush & hit your Mez. Its behavior and pathway make it almost always aggro packs of mobs when traveling – and if you’re already attacking a new one, it will bring all its friends in your aggro range. In the early game, channel swap to dismiss it.
Thrall of Vengeance (Lightning Spirit)
This is the second spirit you’ll get. It’s a ranged DPS, dealing a fair amount of damage but not really useful at all. The Mana investment is quite too much for the damage it deals.
It can be used as a ‘preventive’ aggro while blasting a pack. When summoned, he’ll pop 6 meters away from you in the direction you were going OR looking, meaning that he’ll get the first aggro tick from mobs.
However, summoning a spirit is not a valid ‘hostile’ action. Technically, you will be able to summon it without breaking the Mana infusion, which is a good deal to continue help dealing damages while regenerating. But Isn't that great ? Regenerating mana to heal a group and wasting it in a pitiful useless spirit ?
Of course, if you want to achieve the maximum DPS as a Mystic, ... erm this is painful to say... you will need him up... (or... not).
Thrall of Life (Fairy Spirit)
Probably the Spirit you’re going to use the most. This little fairy is, in fact, a priest! Upon summoning, she’ll try to stay near you, throwing every support spell she has. If you let her heal you the full 15 seconds she’s up, you should be 100% life or almost.
The Fairy will :
• Dispel,
• Single heal (self heal)
• AoE HoT
• AoE Major Heal (small circle)
• Single heal
• AoE dispel.
The pattern sometimes varies, but be sure that the first 2 things she’s going to do, are a single dispel on you, and a ‘single heal’ – looking like the Priest ‘Self Heal’.
In most of the fights, it will be quite hard to get allies in the major heal circle. You should just keep the fairy for yourself. The Fairy will ‘work alone’, meaning you can still focus on your mates while she’s getting your life up.
The position the fairy spawn is always the same, by understanding this, you'll be able to almost heal like a priest.
Destruction Spirit
This Spirit is a cool addition to the Mystic. So, this ‘Destruction Spirit’ is a stone golem, when summoned it will assist you by attacking once your last target. Be sure to have already done an offensive action before in the fight, or the golem will probably just sit around for the lousy 5 seconds where it stays up. So far, I only saw 3 types of attacks, the artillery one (yeah with those 3 circles on the ground), the main ranged attack and the… hum… jumping-stone one, which is the scariest one for your melee friends.
As soon as the attack is complete, it will probably get back to you, or follow you and pop out. The damages are quite impressive. I’ve seen some 50k damage on a crit once (mob same level as the spell). The only bad point is the cool down. 10 minutes is nothing close to bring this spell in the ‘useful’ group. This is a situational only pet, that may only save a 1% boss wipe, or helps you bash 10+ mobs at the same times killing half of them on the spot.
Thrall of Protection (Tank Spirit)
The very first spirit you’ll have. It proves really useful when you’re soloing. The Guardian is the Tank, and will generate a great amount of threat but almost no damage. It will constantly assist you, meaning that if you do any hostile action toward a mob, the Spirit will attack it.
Be aware that a Mesmerize IS a hostile action, meaning you have about 50% chance that the Spirit is going to rush & hit your Mez. Its behavior and pathway make it almost always aggro packs of mobs when traveling – and if you’re already attacking a new one, it will bring all its friends in your aggro range. In the early game, channel swap to dismiss it.
Thrall of Vengeance (Lightning Spirit)
This is the second spirit you’ll get. It’s a ranged DPS, dealing a fair amount of damage but not really useful at all. The Mana investment is quite too much for the damage it deals.
It can be used as a ‘preventive’ aggro while blasting a pack. When summoned, he’ll pop 6 meters away from you in the direction you were going OR looking, meaning that he’ll get the first aggro tick from mobs.
However, summoning a spirit is not a valid ‘hostile’ action. Technically, you will be able to summon it without breaking the Mana infusion, which is a good deal to continue help dealing damages while regenerating. But Isn't that great ? Regenerating mana to heal a group and wasting it in a pitiful useless spirit ?
Of course, if you want to achieve the maximum DPS as a Mystic, ... erm this is painful to say... you will need him up... (or... not).
Thrall of Life (Fairy Spirit)
Probably the Spirit you’re going to use the most. This little fairy is, in fact, a priest! Upon summoning, she’ll try to stay near you, throwing every support spell she has. If you let her heal you the full 15 seconds she’s up, you should be 100% life or almost.
The Fairy will :
• Dispel,
• Single heal (self heal)
• AoE HoT
• AoE Major Heal (small circle)
• Single heal
• AoE dispel.
The pattern sometimes varies, but be sure that the first 2 things she’s going to do, are a single dispel on you, and a ‘single heal’ – looking like the Priest ‘Self Heal’.
In most of the fights, it will be quite hard to get allies in the major heal circle. You should just keep the fairy for yourself. The Fairy will ‘work alone’, meaning you can still focus on your mates while she’s getting your life up.
The position the fairy spawn is always the same, by understanding this, you'll be able to almost heal like a priest.
Destruction Spirit
This Spirit is a cool addition to the Mystic. So, this ‘Destruction Spirit’ is a stone golem, when summoned it will assist you by attacking once your last target. Be sure to have already done an offensive action before in the fight, or the golem will probably just sit around for the lousy 5 seconds where it stays up. So far, I only saw 3 types of attacks, the artillery one (yeah with those 3 circles on the ground), the main ranged attack and the… hum… jumping-stone one, which is the scariest one for your melee friends.
As soon as the attack is complete, it will probably get back to you, or follow you and pop out. The damages are quite impressive. I’ve seen some 50k damage on a crit once (mob same level as the spell). The only bad point is the cool down. 10 minutes is nothing close to bring this spell in the ‘useful’ group. This is a situational only pet, that may only save a 1% boss wipe, or helps you bash 10+ mobs at the same times killing half of them on the spot.
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