
Before I get started transferring all of my guide over from my computer onto these forums for all to view I'd first like to thank everyone who has contributed to this guide with information, images, videos, suggestions and revisions and methodology.
Secondly, I would like to let everyone know that the guide still requires some polishing and revision and is still missing a few sections. This guide is a progect that I personally am working on and as such it becomes difficult to manage all this data and alter/edit/add even more onto it! So, that being said, expect constant revisions to be done to this guide as the Mystic class changes, as opinions change, as information is grown old and worn... the summary of that statement is basically to expect constant updates to this guide... every week this may start to look more and more different than the last!
I am sure that this guide will not dissapoint the TERA community. However, as I stated, this current version (1.0) is missing a few sections I am currently working upon (PvE in Depth- Leveling Guide for Mystics, Suggested Macros/keybindings, and much more.), yet it still remains at a staggering volume of 140 pages in microsoft word before images have been inserted. Content will be constantly flowing into this guide.
Also, I am planning to upload a NON-WEB-VERSION (PDF) version of this guide in the future for easier access (and considerably less LAG). For all avid readers not interested in viewing web-based content, you should be awfully content ;p (Terrible pun, I know. But hey! I try :P!)
Lastly before we get started, I apologize for this guide being strewn over multiple posts. As one could well imagine, 140 pages goes far above and beyond the limitations a single post can hold! For that I apologize to all readers!
Added: I have not been paid anything to write this guide or post it. I have not been offered anything to write this guide or post it. This entire project is 100% non-profit.
Now without further adieu, I give to you the LARGEST and MOST COMPLETE Mystic Guide for TERA in the world.

As many of you already know I am the maker of multiple skill lists (as well as other misc guides) around a year ago! LIKEWISE! These are all SEVERELY outdated lists. The classes have changed rapidly as TERA has grown and expanded.
This guide is my continuation of my promise to deliver high-quality content and information in a terrifying and absolutely soul-crushing wall-of-text.
So, to anyone new to the mystic class or anyone interested in learning more depth to the class I invite you all to delve in and enjoy! (Or if you just want to review and touch up your knowledge on the class =) )
*******In terms of copying this guide. Please do not do so without first allowing me to say that it is okay to. I think that it is more than obvious that I have put in a premium amount of effort to gather, compile and synthesize the data for people to use. It would be greatly offensive should anyone claim this as their own work or not at least link back to this website. However, if you feel the need to quote a part of this guide you may do so. I just ask that you at least briefly mention or link back to either one of the guides that I wrote this up… as for information I have cited from other people, you have to give THEM the credit, not me. Their work is not mine and I take zero credit for what they did. I have a full section dedicated to giving credits to people whos’ works I quote. As always, please tell me if there is anything I am missing and I will happily update. I do not believe I am missing anything as I have gone through it with a fine-toothed-comb… but I am only human. I make errors too, though they are FAR from intentional! Last but not least I should state here that this work is 100% non profit… I was not paid by Enmasse or Bluehole studio’s or endorsed for making this in anyway shape or form.
Currently I have posted this guide in its entirety ONLY at the following websites. Any other website is using this guide inappropriately (and will be LACKING my consistent updates and revisions):
-Official TERA Website (North America). <Forums> www.tera-online.com
-TERAfans Website. <Forums> www.terafans.com


Since this guide is very large I suggest readers to please make use of the search function in order to browse this guide more effectively and with relative ease. In order to use the search function Please hit the control + F key to bring up the search bar on your internet screen. Beside each topic within this table of contents there will be a particular code (Example: (AA01) ) just put into your search bar "AA01" and then you can skip right to that section for your convenience.
***Note: For players convenience I have made the search function as logical as possible. Giving main sections the title AA as primary, and then sub-sections the title AB as secondary. The following numbers comprise the particular number value that the section/subsection derive from. The value for the third number will always be 0 for any primary section since its derived from nothing (other than itself I suppose), subsections will always have the third number represent the section they are from. The last number is finally the order they are in.
Example: The section on Crystal Customization will be AB84 as it is a subsection of section 8 and it is the 4th subsection. Giving it the title (AB84). Hope this clarifies everything for readers!

Part 1(AA01): What is the Mystic Class?
(AB01) Pro’s and Con’s of the Mystic Class.
(AB02)Various Comparisons To Classes From Other MMO’s
(AB03)Who is the Mystic Class For? Who is it not for?Part 2(AA02): Skill Lists (Highly detailed)
(AB21)Image Overview
(AB22)Skill ListPart 3(AA03): Skill analysis and looking at the bigger picture (Less detailed and focusing at a holistic approach)
(AB31)Heals
(AB32)Buffs
(AB33)Summons
(AB34)Control
(AB35)DamagePart 4(AA04): Party Play As a Mystic
(AB41)Outline of The Mystic’s Various Roles
(AB42) What is Our Main Priority?Part 5(AA05): Solo Play As a Mystic
AB51)PvE
(AB52)PvPPart 6(AA06): Video Suggestions for the Mystic Class
Part 7(AA07): Mystic Vs. Priest
Part 8(AA08): Gear, Glyphs and Crystals. Mystic Customization.
(AB81) Weapons
(AB82) Armor
(AB83) Glyphs
(AB84) Crystals
(AB85) RacialPart 9(AA09): Theory Craft and the Mystic Class
(AB91)Environmental Alteration, A Mystic Feat.
(AB92)Mystic Tanking
(AB93)Mystic’s true DPSPart 10 (AA10) Mystic Mechanics
Part 11(AA11): CREDITS/REFERENCES
(AB11)Data
(AB12)ImagesHow things in this guide will work: First off I will begin with a brief introduction to the mystic class that highlights its key features (Including Pro’s AND Con’s!) Afterwards, I will touch on the skill lists to make sure everyone is on a level playing-field when it comes to understanding the class. Following the skill-list information I will go through tactics and methodology used to understand and grasp how these skills can be used and just how they form the mystic class in both the PvE aspect of TERA and the PvP aspect of TERA. Next off I will delve into PvE specific and PvP specific tactics and ideal situations for the mystic to be in as well as ideal combinations from the mystics “toolbox” of skills. Afterwards I will touch into customization of your Mystic. This customization section will include various parts from weapon choice to crystal choice to racial choice as well as glyph choice. Finally, after all that is completed I will compare and contrast the mystic class to the priest class (which requires a revamp from my last compilation I posted a YEAR ago!)
Last but not least I think we all get caught up so much in the theory crafting part and the raw meat of data that we tend to forget the bigger picture of the game that we all hope to enjoy in the future. It is very important to take a step back from the data and calculations and discover what is right in front of your very eyes!
So here the guide begins, I hope that you enjoy it as much as I did learning and writing this guide about the mystic!

Part 1: What is the Mystic class?

”So I’ve come here, now tell me and explain to me just what is it that you are writing about?!”
Mystic Preview Video:
http://www.youtube.c...h?v=RM-km8MilRM

(AA01)
The mystic class in TERA is a hybrid class. By hybrid I mean it mixes and matches parts from other classes or “archetypes” (archetype for healer, crowd control (griefer), debuffer, tank, buffer, summoner, etc.). In fact, the mystic class is so hybridized that it fits into each of those roles I mentioned above! The mystic is a sturdy and agile class, given many ways to heal itself (and its party, of course) complimented by many ways to remove themselves from aversive situations (Teleportation, as well as increased speed buffs!). Not only that, but the mystic brings forth powerful toggle-buffs which are an immense benefit to the sheer force and power of a party (Doubled critical hit rate, increased mana regain) as well as a potent damage increase buff. The summons the mystic brings forth to the table also are a very unique trait that give this class its own natural flair and divides it from the other classes in TERA. Healing is something well-within the mystics capability, having resurrection skills, multiple dispels (one lock-on), and multiple heals (one lock-on, another is the HP orbs we may drop at will.) the mystic is a confident healer more than fit to take a confident leading healer role in any party! To elaborate the mystic is also a very elaborate character with a wide range of crowd control and status alteration spells in its arsenal to bring upon the winds of change in a battle favoring the other team to a battle well within the mystics team’s grasp.
Pro’s and Con’s of the Mystic Class
(AB01)
Pro’s:
-Confident healer. (Can primary-heal 95% of content in TERA so long as isn’t with a “bad team”.)

-Best Crowd-Control class/Griefing class in TERA. Can also strip buffs from enemies.

-Provides very powerful and integral buffs which highly increase a partys productivity.

-Very mobile, can move quickly.

-Confident solo class. ([CON] However, with low DPS, soloing capability is moot.]

Con’s:
-Lowest DPS in TERA.
-Lowest defense in TERA.
-Lowest Critical Resistance in TERA.
-Summons have poor pathing and are weak, Also unable to heal summons.
-HIGHLY mana reliant. MANA CONSUMPTION IS HIGHEST OF ANY CLASS IN TERA.
-Orb dropping method of healing is only as effective as your party is good. (Good party = good results from orb healing. Bad party = orbs usually will be IGNORED.)
-Lacks a “Wide Variety” of heals in contrast to a priest. Is at risk of being overtaken by a priest for the most dangerous of missions since the priest has a more defensive playstyle.
-Most DIFFICULT class in TERA to use correctly/well. Has been rated 5/5 star difficulty in multiple articles released for TERA.

So that being said, as amazing as it may sound, the Mystic definitely comes with its own cascade of problems like any other class.
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***I will personally state here, if you do not enjoy caster classes with low DPS who are primarily a party-utility based upon healing and griefing other players… you will NOT enjoy the mystic class. The mystic class has ABSOLUTELY NO DPS VALUE when compared to a berserker or sorcerer class. If you plan to play this class as a flavor of the month class then you will be SORELY mistaken when you realize that your mystic is N O T what you enjoy. Play what you like and profit!
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Various Comparisons To Classes From Other MMO’s
(AB02)
I believe that the best select comparisons of the mystic class to a few other RPG games would be:
[Note]: The / symbol is when I am combining two classes together to “represent” the mystic.
-Green mage / White Mage (Final Fantasy).
-Spiritmaster / Chanter (Aion)
-Necromancer / Ritualist (Guild Wars)
-Grazier (RFonline)
-Thaumaturge (FFXIV)
Overall the mystic is a delicious blend of a healer and a debuffing archetype class(s), focusing in on benefiting its allies and hindering its foes. However, the mystic seems to gain the negatives of both of these classical archetypes as well… having the lowest attack power, defense in TERA. A cost that is up to none other than -you- to decide if it is worth it, to the mystic player? They’ll take double the risks in order to reep the benefits of these two very special archetypes in TERA.
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However, I must state something very clearly that many people may have already missed when selecting their class. It IS TRUE that the mystic class is the select class that has access to “summons” (spirits, pets, doggies, beavers, rock golems, whores, servants, slaves, gimpy-little-things… are other words I have seen being used to describe the things the mystic poops out from their invisible “Exhaust Pipe”.) but the mystic is DEFINITELY NOT (Stated again: DEFINITELY NOT) a summon archetype. The summons that the Mystic class gains access too are:
-Overall weak (low damage, low defense, low health, low agro generation <tank pet in specifics>)
- Unhealable (As in you can NOT replenish its hitpoints.. when it is at half of its maximum health it is at half of its maximum health... when its dead it is dead.
-Can NOT be buffed (As in you can’t have it buffed to crap by the local buff-bot and have it slay a boss solo.)
-Do NOT last a long duration.
So I am sorry to already break the ice, so bluntly too, but I believe that it is in all of our best interest that I inform anyone looking for a “summoner” class that the mystic DEFINITELY DOES NOT FULFILL THAT ROLE!
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Who the mystic class is for?
The mystic class is meant for people who like having a large amount of different objectives to do, and for those who enjoy being able to fill in the cracks left behind by other classes. Oftentimes the mystic will have to pick and choose what to focus on and what their priority is when in the group. Balancing between healing, crowd control, off-tanking, dpsing, dodging, and buffing whilst keeping an eye on their heavy mana consumption… the mystic must make priorities on the fly and be capable of adapting to any given situation.
Furthermore, the mystic is a tactical class in which planning ahead and experience will definitely show a large leap of both confidence and productivity with the class. Of course, anyone can play any class by merely smashing keys, but the mystic will punish these players significantly harder with its high demands on MP conservation and task-complexes and strategy.
Who is the mystic class not for?
#1:
The mystic class is a capable healer, this however does not mean that they are defensive at all. If you like a healer archetype you are MUCH more suited for the priest class. The mystic can heal confidently, and I mean they can heal well, but they are definitely not the most powerful healer. The mystic is much more of an offensive archetype, especially when one familiarizes themselves with the priest and mystic and contrasts the two. DO NOT ROLL A MYSTIC THINKING YOU CAN REPLACE THE PRIEST, you CAN’T replace the priest as they have a large amount of defensive skills we lack completely.
-N ext off for this first point, do not roll a mystic thinking that you are going to be the “PvP healer”. The priest has much more defensive buffs that alter and migate damage taken, as well as many more heals and they also, believe it or not, have a method to escape danger AND slow the target too… making escape not so big of an issue as some people have been implying (falsely).
#2:
The mystic class is not for those who don’t have patience. This class has THE lowest DPS in TERA. Meaning you will kill things excessively slow compared to other classes, and as a mystic you can bet that you won’t be taken as a damage class (but I explain more of that in the theorycraft section) for your attacks. You honestly are lucky to hit even a quarter of the weakest attack a lancer can do.
#3:
People who are not adaptive and enjoy sticking to doing the same repetitive actions over and over. While most people will say “aw I hate doing the same thing over and over anyhow, no big deal!” I think they don’t quite grasp the depth to this comment. What I mean by this is one second you could be doing (for a theoretical example) what you love… say… healing! “I LOVE HEALING!!!! SO MUCH IT MAKES MY LIFE!”…
… and then your party is overwhelmed by the great pitboss GooGooGaGa (or Lady Gaga, either one works) and then you need to quickly switch to a defensive mode of play switching your buffs around to increase party speed and resistance to critical strikes from the “MotheR MonsteR”.
Then things get back on track and you can “Just Dance” and switch back to using your doubled critical chance buff and MP regain Sanctuary buff.
Now typing and commentary is quite weak (even with humor) at effectively describing this. But when you go through the mystics skill list you will rapidly see that we have many different roles we need to fulfill and other classes leave giant cracks that we have been chosen to fill. We will have to adapt to any situation at any given time and fulfill the roles designated to us.
Also if you go to my theorycrafting section you can read up on Environmental Alteration, another adaptive method that will see its light in TERA, and I think more often than not in important battles.
#4:
Summoner.
This may be the only class in TERA with summons, but honestly don’t roll it expecting to summon a level 99 Lugia or Raichu or Pikachu… what we summon is more like a level 4 wild Pikachu (that sure as hell doesn’t go Pika Pika) and honestly sort of sucks balls. Also the cost of just throwing out that Poke’ball that summoned this worthless Pikachu we should just leave in Nurse Jenny’s Poke’Center.. is EXCESSIVE. Costing 800+ MP.
Mmmm yeah, gimpy Pikachu… you can stay in your Poke’ball and stay there. I have more than enough other things to invest my time and MP in than you.
*Pikachu goes “Chaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa” <-- that Pikachu whine thing from the T.V. show… no one remembers? No one?... FINE =<
#5:
“ACTION PACKED BABY. LOOK AT THAT AWESOME LUNGE! BOO YHEAH! WHOOHOOO!!! I JUST DODGED THAT THING WITH A BACK FLIP MOFO! WHOOOYHEAAAAHAHHH!!!!!1!!!!”
Don’t role the mystic class if you have ever uttered those words. TERA is an action MMO and likewise the main group of people attracted to this game WILL BE those kinds of people. The mystic class can teleport ahead, yeah… we can move pretty fast. But we are far from doing “lunges” (or “pelvic thrusts”), backflips, ninja-kicks, dashing, etc. SWAN DIVE! No… no swan dives either.
I suggest you be rethinkin’ going mystic. We are actually relatively “boring”. Instead TERA offers you the warrior class… Please do consider that, for your own enjoyments sake.
#6:
“BEST PVP CLASS BABY”
Sorry to all people who read these invalid articles stating the mystic class is “the most godly” class in Pvp ever.
Let me break things down for you… as softly as I can:
-Worst DPS in TERA. (We only have one valid attack which is our Lock-On DoT. Anything else is either weak (Elemental Shot) or so close range that I think you have a mental defunction or a masochist-complex (Fury of the Earth, Curtain of Retribution, Essence of Leech) if you actually use them out of context (as in when the slayer/lancer charges right into you… then by all means “Fury of Da Earff” them).
-Lowest Defence/Critical Resistance in TERA (Refer to the section of mystic mechanics in TERA for further detail). Aside from that so self explanatory that we are a cloth wearing ditsy of a healer. <God clerics from Aion, I miss you and your beautiful chain armor already!>
So lowest DPS, lowest defense, lowest critical resistance. = If you really think you have a hope in hell of being the “best PvP class” you need to really receive a good humbling from a ranger or a sorcerer, or a slayer or a berzrker who will just 1 shot you, or a lancer who will neuter you with stuns and they sort of have the best survivability in TERA…. The one class I think may actually be ****** against a mystic is the warrior. But even they can do more than just stand there and die to our little DoT’s that have to tick away at LEAST for 20 seconds (assuming we keep the DoT’s on the ENTIRE time without fail) before they die.
I will give us credit where deserved though. Teleport + speed buff + the critical resistance raising buff (but we have such low critical resistance that that little 30% increase (multiplied on. NOT ADDED) DOES NOT HELP THAT MUCH) makes us a rather annoying teleporting zipping around ninny. But against a player who actually knows how to play TERA… you may just be a little screwed since they’ll definitely catch you using their class skills effectively.
But I’ll admit that teleporting around refreshing our lock-on-DoT will kill idiots who don’t know how to play very easily. So I guess that mystics ARE the best PvP class against morons, but then again isn’t any player who has even a remote idea of how their class works >>>>>> an idiot?
Idk.. maybe I’m the idiot for thinking that. That or logic is completely failing and we’ll be sucked out of our orbit and go colliding with the sun after we get taken over by the Navi race from avatar and the space time continuum will collapse leaving Stephen Hawking being the most logical invalid on the planet and Dumbo the elephant being our supreme and awesomely powerful overlord of that which would be the new eternity… and following that logical correlate that would not be very long.
So please, for the sake of Stephen Hawking, don’t be stupid.
#7:
Last but certainly not least is the giant collectum of logical fallacy I can come up with.
DON’T ROLL A MYSTIC BECAUSE SOMEONE ELSE IS.
I mean I am flattered that you’d roll a mystic just cause I am, but let’s be honest with eachother and face the truth… you’ll never be as good at this class as I am and honestly… you’d be better off rolling a berserker or sorcerer and praying to god I let you in my team. Cause, you know, I’m the best and uhh… yaeh.
Now I would love to post that and call it a day, but I am honestly a very humble person and despite clearly being a cut above the other players “I can’t tank therefore you can’t11!!” “MY LEGION MYSTIC CAN’T TANK DERP THERFOAR U CANT ETHAR” “I AM PRO AND I HAVENZ SEEN IZ U BE LIEZ”… I still will retain composure and humility.
That being said, DON’T roll this class just because X player does. X player likes the different things that the mystic can offer them in terms of buffing, healing, crowd control, etc. THIS DOES NOT MAKE THE MYSTIC THE RIGHT CLASS FOR YOU. Also, just because I can write a 100 page guide with a shitload of images, references, videos, etc… does NOT make it right to roll something you aren’t wanting to roll for the right reasons.
Overall you will, if you aren’t right for the class, end up quitting. Don’t play a flavor of the month class, as we all know (Example: The world famous WoW.) things change month to month and patch to patch DRAMATICALLY. Are you really willing to invest time into the mystic class because some random QQer cried about the mystic class saying they are “super duper OP and no one can fight this best PvP class”… that is wrong.
And you should be ashamed honestly. No, not because you offended me or anyone else. But because you threw yourself and what you like out the window. And that is the most revolting thing a person can do, especially when it’s their leisure time.
Summary of this section: The mystic is a savory blend of multiple classical archetypes such as the healer, the buffer, the crowd-controlling griefer and the summoner. This class fills the demand for a healer in a party beautifully with its confident amount of heals (and diverse form of healing) as well as greatly improves the party’s efficiency through extremely potent buffs and cruel debuffs against the other team. However, the mystic class is definitely not a summoner class (although it may exclusively have access to summons in the world of TERA), and should not be treated as one.
Part 2: Skill Lists

(AA02)
“So… what exactly does the mystic have in terms of skills to facilitate the bold statements you made earlier, Aegis?”
The mystic class is definitely a mixing-pot of skills from various archetypes we have both learned to love and hate (I know many people hate the griefing spectrum that the mystic offers for a fact!). So knowing what skills the mystic has, their potency, as well as what levels the mystic gains access to these skills is a great benefit to both the mystic reader as well as the person desperately trying to study-up on the mystic class in TERA in order to combat this nasty duo of support and hinder.
Image Overview
(AB21)
Here I am providing you an entire image representation of the Mystics skills. I know only oh too well how dull and dry it is to go over copious amounts of “rawR” data provided to ones self without any real “meaning”. Here my goal is to help translate and make this information and rather dull data relevant and easily understandable. The purpose of a guide is too often lost by the writers, focusing into detail too much, and losing the purpose and meaning behind it all completely.
This first image is going to be a view over all of the Mystic’s skills via “bar-chart” format. Allowing you to see the variety of skills we get in each field we cover.
This second image is the combination of all of the various skill grids I’ve separated. I realize for some this image may fit better into the next sections where I look at the class as a whole… however, it is important to help integrate all of this information into a whole before hitting everyone upside the head with a massive skill list.
Skill List
(AB22)
A basic skill list is provided courtesy of “bygeorge” who can be found on more than just terariot (the location of the guide) spreading information galore about TERA and being an absolute asset to the player-community and overall fanbase of TERA- The Exiled Realm of Arborea.
So a link to the skill-list is here: http://gamerriot.com...skill-list.548/
[!!!!!!!!]: Remember to thank bygeorge for his wonderful work!
So, how this explanation and walk-through of the skill-list will work is that I will go in ASCENDING ORDER from Level 1 (primera) to Level 50 (Current cap in Korean TERA). I will list the level on the side and then I will list specific details about the skill in reference to the skill list created by bygeorge (100% credit to him for that. I take NONE for that part.) and then I will analyze and compare the skills effects to the “real-world” situation of the skill and rate it based upon its usefulness. 10/10 = highest and most -positive- score… and then 1/10 would be the least useful and most -negative- score.
[Note]: Remember these are 100% my OPINION. The things I state here are most likely not going to be agreed with by everyone (sometimes maybe even no one (I hope that I am not alone in what I say LOL!)), so please do not assume I am trying to impose my beliefs that “such and such skill… summon phallus of doom” is sucky and horrible and should be removed from the game completely.
[Level 1]
Level one is the most basic level for any class. Of course, this is where we get a (very) general impression of what roles the mystic will provide in-game.
We obtain two skills at this level. The first is our generic “spam” “combo attack” the Elemental shot, and the second is our tactical healing orb (HoT).
Level 1

Elemental Shot
MP: 32
Power: 11
Shoots an elemental shot, which damages enemies and travels up to 18m. The power is reduced near the maximum range.
My Take on this skill: This skill is pretty much going to be the one attack every mystic will be forced to spam non-stop when they are “dpsing”. However, the damage on this skill is horrifyingly LOW… remember PLEASE that the mystic is NOT a DPS class. All-in-all this is going to be “THE” left-mouse-clicker skill for a solid 95% of mystics out there.
My rating of this skill? 10/10. It’s our most basic damage skill that we are lucky to even get as a healer-controller hybrid combination.
Level 1

Essence of Rejuvenation
MP: 200
Cooldown: 5 sec
Creates an orb which, when picked up by friendly players, recovers 103 HP every second for 7 seconds and removes all harmful debuffs.
My take on this skill: This skill is pretty straight-forward. You drop down an orb and if a friendly grabs it (NOTE: AN ENEMY CAN NOT GRAB YOUR ORBS. Just for those who were worried =p) they get dispelled and they gain a 7 second HoT which restores 103 HP every 1 second (every second, lol.)
7x103 = 715 health total. That is not bad at all for a level one!
Also, this skill is almost a revolutionary push to advance and alter healing in the generally static mmo market. Dropping orbs for healing? Whaat!? It’s like picking up an easter egg! I personally believe that this skill will have a HUGE amount of impact on players who think ahead tactically and will be an ABSOLUTE FAILURE for those who are a more of a smash-and-mash type of person.
Just because it isn’t direct does NOT mean that this skill is sub-par. To any tactical player this actually opens up a window of opportunity to “create a base” in a battle ground where the party can retreat to and pick up orbs and overall ALTERS THE ENVIRONMENT that the party is in. Giving a TREMENDOUS advantage to a party with a seasoned tactician. I can tell you right now I would not be too interested in going into the other party’s “preferred environment”
My rating of this skill? 10/10.
[Level 2]
Level 2 brings with it our generic mana recovery ability and our first “fan-shaped” AoE ability. Both are pretty important to have established at this early point in the game!
Level 2

Mana Infusion
Cooldown: 20 sec
Recover 100 MP every second for 20 seconds. This effect ends when you use a skill or item.
My take on this skill: Generic mana recovery ability. For any caster class I honestly can’t see why we wouldn’t want it.
100 MP every 1 second (every second) for 20 seconds = 2,000 MP total after 20 seconds. You can also move after you have casted the skill. Overall, this skill is pretty dang good. Especially with that 20 second cooldown!
My rating of this skill? 10/10. Essential. Period.
Level 2

Curtain of Retribution
MP: 163
Cooldown: 2 sec
Power: 26
Creates a fan-shaped magical attack which damages enemies.
My take on this skill: It’s a much more powerful ability than our basic elemental shot ability gained at level 1… personally I won’t complain at all because I feel that this skill definitely has potential and is very useful when close to a target (which a clothy class of any-kind usually is not very comforatable up-close…) and for mowing down adds.
My rating of this skill? 7/10. Very useful, but the close-range on a clothy I just cannot understand. I guess I am “Old-school”
[Level 4]
Level 4 brings with it something that is absolutely wonderful and unique to TERA. A summoned spirit. (Refer to summoning section for much more detailed information about summons and summoning as a whole.)
Level 4

Spirit Summon: Guardian Spirit
Cast Time: 2 sec
MP: 875
Cooldown: 600 sec
Summons a Guardian Spirit which creates increased threat towards enemies. The summon defends the caster up to 10 minutes.
My take on this skill: I, unlike many, will not look a gifthorse in the mouth. This summoned spirit has its downfalls (like anything), but I am glad that we gain access to a summonable ally at such an early level. The beauty of this summon is that it is static… it lasts the full cooldown duration (of 10 minutes) and that it is a tank. Being given a free tank at such an early and modest level is honestly quite phenomenal!
My rating of this skill? 9/10. It may not see excessive use later on (until pathing issues are addressed by the developers of TERA… Bluehole/Enmasse), but for the early stages of the game this skill is wonderful. I may be an optimist, but in this case I think that it is optimism well-placed.
[Level 6]
Level six brings with it yet another basic AoE attack, Fury of the Earth.
Level 6

Fury of the Earth
Cast Time: 1 sec
MP: 250
Cooldown: 5 seconds
Power: 59
Uses the earth to damage enemies 3m in front of the caster.
My take on this skill: Yet again I can say that this skills damage severely outdoes our basic Elemental Shot, and this skill does even more damage than Curtain of Retribution. With a modest cooldown of 5 seconds and a casting time of 1 second this skill is pretty reliable. My issue with this skill though is the fact that it is, yet again, a close-range skill. As I stated when I reviewed Elemental Shot, this skill is likely not going to be worth the risk of getting in someones face to use. Despite that, we have glyphs that can give this ability unique properties that could make it viable. But it doesn’t change the issue of being the weakest class in TERA (defense, crit resistance) going right up to a berserker and being ripped in half in a single blow! (Let alone ranged classes, who will wonder what you are smoking exactly when you zip up beside them… *scratches chin* hmm… perhaps that could be a good idea for a mindfuck?)
My rating of this skill? 7/10 (Same as the other one). I just can’t get past the close-range on such a fragile class. It is a bad, bad idea.
[Level 8]
This is a level to be remembered fondly. This level changes the ability for the mystic to travel both inside and outside of combat… this level gives us the beautiful benefit of teleportation.
Level 8

Teleport
MP: 120
Cooldown: 8 sec
Teleports the caster forwards a short distance.
My take on this skill:
ESSENTIAL for such a fragile class. This is effective in moving around anywhere! It’s 8 seconds cooldown time is also quite phenomenal… it allows us to be the single fastest movers in the game. It also allows us to “gtfo” a region where we are in potential danger, zipping off ahead to safety. Also how this skill works is that it grants us the POWER OF CONTROL of where we zip off too... straight ahead. This is significantly more easy to control and effectively utilize than the dodges that move straight backwards (or any other direction, let’s be honest people whipping 197 degrees around themselves) Beyond a doubt an asset.
My rating of this skill? 10/10 Need I say more?
[Level 10]
Level 10 gives us our first of a unique variety of abilities exclusive to the mystic class… the mana regeneration power. Also this is our THIRD AoE ability.
Level 10

Essence of Leech: Imbibe
MP: 625
Cooldown: 15 sec
Power: 14
Drains life from enemies within 6m of the caster. This is a channeled skill.
My take on this skill:
I have stated before that I can’t really get my head around (wrap my head around, meh, same thing!) the fact that the developers of TERA ever made the mystic class have to go close range for the majority of their abilities… but so be it, right? This allows us to channel an AoE (have it up as long as we wish) and then afterwards give our party a supportive burst of MP in accordance to the damage! Mp recovery is an awesome advantage in TERA, one not to be taken lightly.
My rating of this skill? 8/10 cause it’s as horribly close-range as the other two AoE’s, but the ability to replenish mana is invaluable.
[Level 12]
Level 12 grants the mystic its general recovery from knockdown skill (Retaliate) and their second summon. A fair amount of bonuses for this level, likewise.
Level 12

Retaliate
Cooldown: 15 sec
Power: 45
Allows the player to recover from being knock-down and attack the enemy
My take on this skill: Every class gets it and it allows one to get up from a downed state, cooldown of 15 seconds is definitely to a mystics advantage (since we generally don’t knock down anyone!) and a berserkers woe… but aside from that what else can I say?
My rating of this skill? 10/10. Everyone gets it, fair that a mystic does. I’m sort of apathetic about it since its generic but what can one do?
Level 12

Spirit Summon: Lightning Spirit
MP: 875
Cooldown: 22 sec
Summons a Lightning Spirit which attacks enemies with a ranged, magic attack. The summon supports the caster for up to 15 seconds.
My take on this skill: Our second summoning spell is a ranged magical attacking summon. This is a huge relief to me that the developers chose to not have us (as a glass cup or porcelain Elin dooll) right under the wheel of the garbage truck should we hope to do anything other than spam our futile little missile “Elemental Shot” at an enemy.
This is our second summoning spell and it has its pros and cons, like anything (as I stated earlier), and I suggest one reads up the summoning section in this extensive guide write-up for more detail on it.
My rating of this skill? 7/10 Mana consumption is a pain, but in a crunch one can summon this to add a tiny bit more offensive power to themselves. (I’d wish that the mana consumption was GREATLY lowered.)
[Level 14]
O.K., as a “Spiritmaster-tard” from Aion I have to say this level starts to get me a bit excited! Our powerful (fine, powerful TO US (Who have the worst DPS in TERA)) DoT ability and our first CC (sleep). Ohh I think I came!!!!!!!!…………………………………………………………………. like Ke$ha… to TERA’s house!
Level 14

Shackles of Sleep
MP: 750
Cooldown: 35 sec
Puts to sleep targets within 18m.
My take on this skill:
This skill is awesome, a sleep spell which is our first of our wide-array of CC abilities. Cooldown is relatively low at 35 seconds (makes me happy!) and overall… if you use CC wisely you’ll be an invaluable asset to any party. The mystic class gains a boat-load of CC in TERA as well. Overall this skill is pretty much a nice showcase of what we have to look forward towards as we gain more crowd control (griefing) abilities.
Overall this skill is a very “Defensive-Offensive” skill, that is to say that it OFFENSIVELY hinders the target to DEFENSIVELY protect your own team. This is a term that very much describes the mystics crowd control capabilities.
My rating of this skill? Uhm…. 10/10? Need I really explain why/how more?! XD
Level 14

Shackles of Pain
MP: 163
Cooldown: 1 sec
Power: 96
Deals 96 damage every 2 seconds for 10 seconds to a target within 15m. The effect can be stacked up to 3 times. This is a lock-on skill.
My take on this skill:
Okay, as a mystic it does NOT get any better than this skill. This is a lock-on DoT (single target) effect which can stack 3 times and deals 96 damage every 2 seconds for 10 seconds duration… and has a cooldown of 1 second.
So 96 x (2 for every 10 seconds so 10/2 = 5) = 96 x 5 = 480.
Stacked two times? = 960 Three times? = 1440 potential!
My rating of this skill? 10/10 Doesn’t get any better than this for the mystic class.
[Level 16]
Level 16 brings with it two largely beneficial supportive attributes. The healing summon and our lock-on dispel ability.
Level 16

Purifying Shot
MP: 125
Cooldown: 2 sec
Removes harmful effects from up to two friendly targets within 19m. This is a lock-on skill.
My take on this skill:
Everyone knows that any supportive class worth their merit requires a dispel, any method to revoke a status affliction that is definitely unwanted! And purifying shot fulfills that requirement for the Mystic class in TERA. Lock-on skill providing dispels on its targets provides easy-to-use and access support to a party. Furthermore the miniscule cooldown of 2 seconds makes it so that the mystic can dispel in succession (In stark contrast to the priest which is bogged down by 20 second cooldown timer for their one dispel method).
My rating of this skill? 10/10. A much needed addition to any healing class. Without this skill the viability of the mystic as a primary healer would be definitely under question.
Level 16

Spirit Summon: Life Spirit
MP: 875
Cooldown: 35 sec
Summons a Life Spirit which heals and removes debuffs from the caster. The summon stays by the caster's side for up to 12 seconds.
My take on this skill:
The best friend you’ll have in TERA. A personal healer that heals more than graciously! Of course this has its ups and downs, like any other summon the mystic may use, but this one is right up there at the tippy-top of usefulness. This summon also uses AoE’s to heal so it is definitely possible to use it to help an ally who is wounded (I provide video examples and references in the summoning section. I HIGHLY advise one looks it up!). In my humble opinion, this summoning skill boosts the Mystic’s capacity for survival SUBSTANCIALLY. This is a skill I honestly can say is more than worth your time.
My rating of this skill? 10/10. Personal healer for a supportive class, need I say more?
[Level 18]
Level 18 is a level which brings forth a genuine effort to support the Mystic’s capacity for healing and supporting a party, very similar to level 16. However this level gives us our first ability to resurrect a target as well as our most integral healing skill we will get in TERA.
Level 18

Resurrection
Cast Time: 7 sec
MP: 1700
Cooldown: 20 sec
Revives up to two allies within 4m of the caster.
My take on this skill:
Resurrection is a skill to not be snuffed at. The casting time is just as horrible for the priest (and let’s face it, 7 seconds is absolutely horrendous for resurrection time) after all! But the fact that the mystic gains an ability to resurrect the dead stretches the mystics capacity to support a party and be regarded as a capable and reliable healer in TERA.
My rating of this skill? 10/10 as resurrection is resurrection… nothing better to do the job available (though let’s be honest if I were to scrutinize the skill to hell 7 seconds casting time… OOUUFFFF! *shiver*)
Level 18

Healing Shot
Cast Time: 1 sec
MP: 350
Cooldown: 2 sec
Heals up to 2 targets within a 19m range by 1171 HP, and an additional 59 HP every second for 10 seconds. This is a lock-on skill.
My take on this skill:
This skill is the main skill that the Mystic has access to in order to provide support to a party. Now, for some people this skill may take a little-bit of effort to wrap their head around so I will explain it in detail.
#1: This skill provides and INSTANT BURST of health when it is used (of 1,171 HP as specified in the skill description).
#2: AFTER the BURST of health it ALSO provides a HoT (Heal over time) effect of 59 hp every SECOND (every 1 second) for 10 seconds.
59 x 10 = 590 health.
So honestly, if you’re going to try and snuff your nose as the mystic this heal provides an awesome instant burst and HoT effect which totals up to (at level 18) 1,761 health. This is a very sturdy heal and more than ample to cover most content alone.
My rating of this skill? 10/10. Reliable burst-heal followed up by a potent HoT effect. And the most dependable heal a mystic has in TERA. Definitely not to be snuffed at.
[Level 20]
Level 20 is when the mystic class finally starts to gain some buffing abilities! This folds the mystic class from a generic healer (with a sleep spell) class (though it does have summons *raised eyebrow eyes*) to a class with sturdy buffing potential. Overall this level excites me! Sorry, I like weird **** like this- thus why I am a mystic and not a action-slashing berserker of overglorified axe-smashing. Just… me being weird ~
Level 20

Sanctuary of Speed
MP: 125
Cooldown: 2 sec
All party members within 20m of the caster receive a 10% increase in movement speed. Costs 30 MP every 2 seconds. Can not be used in conjunction with Sanctuary of Rage.
My take on this skill:
First of our “throw up and forget” buffs. This buff overall is retardedly effective in helping your party’s movement… by retardedly I sort of mean like AWESOME. In-combat and out-of-combat speed is all affected by this buff. Personally I can see myself using this skill to zip around like a madman when coupled with the teleport skill. Also I shouldn’t need to explain how increased movement = better game play to anyone wanting to play TERA – the game that is sort of revolutionizing the MMO market by having player-controlled dodging system/hitting system. Ya know, speed might just help? (Whether it be catching a target or running away from an enemy).
My rating of this skill? 10/10. Speed buff is awesome. Period. It is, however, a shame that it can’t stack with our doubled critical hit chance buff we gain at level 50. But more on that when I review that skill. (Also I suggest one to refer to the buffing section of this guide for more detail on the buffs and mystic buffing in general!)
[Level 22]
Level 22 is a level in which the mystic gains a pretty useful teleport for the party to teleport to the mystics location.
Level 22

Peer Summon
Cast Time: 4 sec
MP: 1000
Cooldown: 1200 sec
Teleports party members to the caster.
My take on this skill:
Overall this skill will be incredibly effective in order to manage to get a party into a location for a boss or a PvP. Priests get this skill too.
My rating of this skill? 7/10. Excessive 20minute cooldown but very useful for getting a party to a location.
[Level 24]
Level 24 starts to bring forth the Mystic’s qualities in being a griefing class, giving a skill to release buffs on enemies.
Level 24

Blessing Release
MP: 1000
Cooldown: 60 sec
Removes buffs from enemies within 8m of the caster.
My take on this skill:
Overall I have to say that this skill impresses the utter crap out of me. As a person who played as a spiritmaster in Aion I can go at lengths to explain how important and effective buff removal are in any game. This buff removal skill is an AoE and obviously awesome. Removing buffs from a target is infinitely useful.
My rating of this skill? 10/10. AoE dispel on a 1 minute cooldown timer. Very awesome!
[Level 26]
Level 26 brings along two more buffs which help lead the mystic to a sturdy and capable buffing class. This includes our active attack boosting buff and our second “toggle-buff”.
Level 26

Sanctuary of Mist
MP: 250
Cooldown: 2 sec
All party members within 20m of the caster have their critical resistance increased by 30%. Costs 30 MP every 2 seconds. Can not be used in conjunction with Sanctuary of Spirit.
My take on this skill:
Our second toggle buff, we can consistently use this alongside our speed buff we gained earlier. Overall a very effective defensive buff. Please refer to the buffing section of this extensive guide for a more detailed view at this skill and the overall aspects of buffing as a mystic in TERA.
My rating of this skill? 6/10 It is good, but I can see the other buff (Sanctuary of Spirit) being much more useful and used than this skill.
Level 26

Blessing of Might
MP: 875
Cooldown: 8 sec
Increases the strength of all allies within 8m by 20 for 25 seconds.
My take on this skill: Overall this skill is iffy to me, it increases strength by a large amount (greater than priests skill) yet the constant upkeep of it is highly mana intensive. Very effective buff, but if one uses this skill they must be aware of the limits mana puts on them.
My rating of this skill? 7/10 Useful without a doubt, and will be employed by a person skilled in management of their own personal mana supply, but for those who are not skilled in management of mana… this skill will end up being never used or constantly bankrupting their mystic… resulting in a OOM (Out of Mana) mystic character that is generally useless.
[Level 28]
Level 28 brings forth a skill offering a double whammy of unique properties. And overall yet another skill bound to be an asset to any tactician Mystic.
Level 28

Essence of Power
Cast Time: 1 sec
MP: 500
Cooldown: 5 sec
Creats an orb which, when picked up by a friendly player, restores 639 MP.
My take on this skill:
This is a skill that will be completely abused by a mystic who is savvy in tactical features and in altering the very environment they have around the party. Careful planning ahead and strategy will alter the playing field permanently in the party’s favor. But I go into a more detailed explanation of that and reasoning behind that theory elsewhere in my guide (in the Theory crafting section).
This skill pretty much is an instantaneous pick-up MP recovery. This is also a BURST recovery, not a HoT (in juxtaposition to the Essence of Rejuvenation brother skill to this one), allowing a desperate party member to “chug” them and regain LOTS of mana in an incredibly short duration.
My rating of this skill? While I know that this skill will be a 0/10 for those who aren’t tactical players like me. I give this skill a solid 10 out of 10. Effective use of this skill will be fruitful both on the fly and in a tactical setting.
[Level 32]
Finally I can say I am not a liar when I told you all in my own words (putting my own reputation on the line backing it up) that the mystic also offers the most potent crowd control/griefing abilities in TERA. Truthfully one of the many aspects of the Mystic class that make it flair out to someone like me with a history of Spiritmasters and other “control” based classes.
Level 32

Shackles of Earth
MP: 750
Cooldown: 60 sec
Reduces the movement speed of up to 4 targets within 18m by 90%. This also increases their knockdown and stun resistance by 100%. This is a lock-on skill.
My take on this skill:
This skill is finally our second skill that allows us to control and debuff the enemy targets. Likewise a 90% slow is absolutely DETREMENTAL to anyones hope of fighting. In what appears a hope to “balance” the extreme of this skill the players effected by this are unable to be stunned or knockdown’d.
Honestly this goes again, a TACTICAL PLAYER will prosper with this. When a foolish player who should probably be looking into a berserker or sorcerer or priest will utterly fail and make this skill result in a party wipe.
My rating of this skill? 10/10 for tactical players. 6/10 for non-tactical players. In the end how you use this skill defines how useful it is. As I said before, the mystic is definitely not for everyone. Don’t play it if you aren’t confident you can handle it. Both debuffing an enemy so severely and giving them 100% immunity to stuns and knockdowns is a double edged sword that not everyone is ready to handle.
[Level 36]
This level gives us our third of four “toggle and forget” buffs.
Level 36

Sanctuary of Spirit
MP: 375
Cooldown: 2 sec
All party members within 20m of the caster recover 20 MP every second. Does not apply to the caster. Costs 30 MP every 2 seconds. Can not be used in conjunction with Sanctuary of Mist.
My take on this skill:
This is without a doubt our most valuble party buff. Mana replenishment of 20 every SECOND (40 every 2 seconds. That is EASILY worth the investment of 30 of our mana per 2 seconds. (Infact a +10 bonus).)
Yes, we do NOT benefit from this buff. But for any party the ability to give a party a sustainable mana regain rate is invaluable!
More mana results in:
-Party can use their “big” skills more often. This is a make-it-or-break-it property considering how important most of our big skills will effect PvP!
-The party can switch their crystals to more effective crystals and also shift their glyphs to more powerful and more effective glyphs then just carrying around a “I hope this helps cut down mana costs because I honestly can’t manage mana for shit” array of glyphs and crystals.
Overall combine these two properties and you significantly improved the party’s output without doing much more than just standing there. One can’t ask for better than that.
Useful in both PvP and ESPECIALLY PvE. Those long battles in PvE are a cruel judge picking apart your ability to make mana stretch. This ability helps allow you to ignore mana and just go hog-wild. It has also been stated before that this is the SINGLE REASON why mystics would be taken into a party for sure.
I mean… sure… I’ll go and ignore all the other skills we get that I’ve went through (even just thus far)… but this is pretty good skill so I won’t judge people being utterly naïve too harshly.
My rating of this skill? 10/10.
[Level 38]
This level gives us our fourth and final summon. And honestly… I don’t know how to quite think of it.
Level 38

Spirit Summon: Spirit of Destruction
MP: 625
Cooldown: 600 sec
Summons a Spirit of Destruction which uses a powerful attack. The summon uses one of three powerful attacks and then disappears.
My take on this skill:
It has GREAT damage for a mystic skill. But it only pops out once… I do think it has its place but aside from that I think this skill could potentially be the first mystic skill I can say doesn’t deliver much at all. I go into more detail in the summoning section but… 10 minute cooldown for a “decent” amount of damage (any dps class does more EASILY)? Not exactly moving me, especially when its been stated the mystic class is REALLY NOT EVEN CLOSE to being even a pseudo-dps class. We do our damage by helping support our party and hinder the other… not by doing damage (which we don’t, even with this skill LOL.)
My rating of this skill? A stellar 1/10 in reality… but 9/10 for coolness. (Old school Final Fantasy summon for the win?)
[Level 42]
At this point in the game our class still has much to gain and diversify and become. We gain a buff and a debuff at this level.
Level 42

Blessing of Reincarnation
MP: 125
Cooldown: 900 sec
Places a buff on an ally, which immediately resurrects them when they die. This effect lasts for 20 minutes, or until the effect is triggered.
My take on this skill:
Okay, considering how we are a class that has the main responsibility to keep the party alive… I’ll take ANYTHING to help fulfill that role. This buff allows us to grant a single ally the ability to resurrect right after they die. This is our special and unique second resurrection skill.
The 15 minute cooldown timer does NOT thrill me. But the duration of the buff is 20 minutes… potential abuse of putting this buff on multiple team-makes is actually quite realistic. (I did it with stone skin in aion with only a <1min cd> <2 min> duration difference… this will be a cakewalk honestly.
My rating of this skill? The cooldown time doesn’t exactly thrill me, won’t try and even pretend that I like it. But honestly this skill is pretty awesome considering how the only other method to resurrect in the game (save the obvious comment of self-resurrection at binding location for the love of god lol.).
So 9/10. For a skill effective in a pinch-situation and for continued abuse in PvP.
Level 42

Binding Shot
MP: 437
Cooldown: 30 sec
Launches a shot which reduces the movement speed of a target within 18m by 50%.
My take on this skill:
Our third control spell and I honestly am not feeling this one. So far we have a sleep, an amazingly powerful slow and then we have this pretty gimpy slow. I’m not feeling this one, I’d much rather it have been some other form of control magic… but this is o.k.a.y.
My rating of this skill? 3/10. We already have a lock-on skill that hits multiple targets… why would we want another mana intensive skill that is less effective? Perhaps I am being a bit pessimistic, but I see this not being as useful as the other one even in a tactical flop-out.
[Level 46]
I am quite glad that I am writing this up after seeing the last spell we got for control being an utter and abysmal failure. We get a very potent control debuff at this level, one that may just result in people wanting to rip out their hair… I am liking this a lot already.
Level 46

Curse of Sloth
MP: 1000
Cooldown: 180 sec
For up to 4 targets within 18m, Increases the cooldown of skills by 20% for 20 seconds, . This effect only applies to PCs. This is a lock-on skill.
My take on this skill:
Cooldown of 3 minutes isn’t bad for a powerful lock-on skill like this. Increased durations is something that will definitely hurt many players a GREAT deal and cause immense amounts of trouble in PvP. People tend to take for granted the fact that they can use X skill right after X skill and pretty much hammer it non-stop without even thinking.
Even if it adds only 20% more duration to the cooldown, that is a significant amount that most players will not be able to cope with. I can imagine even myself being annoyed when I get this on me. All of a sudden a 10 second cooldown becomes 12 seconds (for example). This can often mean the difference to (example a mystic) whether we can teleport out of a super dangerous position… or if that berserker knocks us down and 1-shots us afterwards.
My rating of this skill? 10/10 for a skill that will be goddang annoying.
[Level 50]
This level brings our final toggle-and-forget buff, and probably the biggest one we get. Also we get another control skill, a long range stun that can effect multiple enemies… pretty much the equivalent to a grenade in Call of Duty. I like it, I’m lame that way!
Level 50

Sanctuary of Rage
MP: 750
Cooldown: 2 sec
All party members within 20m of the caster have their critical rate increased by 100%. Costs 30 MP every 2 seconds. Can not be used in conjunction with Sanctuary of Speed.
My take on this skill:
Our most aggressive toggle buff we have. This DOUBLES (increases by 100%) the party’s critical strike rate. Want to crit like a madman? Bring a mystic and tell them to pull this crap out from their behind. This single-handedly will DRAMATICALLY increase the effectiveness of the party.
Honestly, why do you think the mystic would need any offensive skills when they can just boost yours through the roof? The mystic more than obviously emphasizes their presence through their skills and bonuses to the party. They do their portion of the damage by how much MORE damage you do.
My rating of this skill? 10 ****-in-my-pants out of 10.
Level 50

Flash Shot
MP: 500
Cooldown: 15 sec
Fires a flare up to 10m which explodes and stuns targets for 3 seconds.
My take on this skill:
Anyone who has played Call of Duty knows the utter annoyance of being stunned by a grenade and then being fragged to ****. (Let alone other shooters.) Relatively low cooldown (15 seconds is spammable in my opinion, you’ll likely be hit by it an annoyingly large amount of times) making it easily accessible in most fights… and a seemingly small but actually quite devastating stun duration of 3 seconds. 3 seconds can make a world of difference, trust me. If you don’t believe me, you’ll find out within time if you ever do play TERA how quickly a battle can turn for the worst.
My rating of this skill? 10 frags out of 10.
OVER LEVEL 50
******Now here I will go into the skills available after level 50 for the mystic. These are currently NOT within the game since the current Korean Retail cap. But it is expected that we will see level 60 within the near-future of TERA. So, therefore, it is relevant for me to discuss these skills to “fulfill” the requirements I place upon my guide to further educate and inform the gaming community of TERA.
-Also for these skills I am hoping that everyone understands that these skills are 100% prone to either being removed completely or modified. These are definitely NOT set in stone!
Level 52
<No Skill Image, Yet At Least.>
Disenchant
Cooldown: 30 min
Immediately restores 2000 MP. Requires an item in order to be used.
My take on this skill: Given that the mystics only self-recovery of mana is really their level 1 Mana Infusion skill… this is probably a well-needed mana supplement for the mana-battery class. The cooldown on the otherhand is horrible.
Level 56

Curse of Chaos
MP: 875
Cooldown: 120 seconds
Puts up to 4 enemies within 18m into a state of fear. Changes the movement controls when used on other players. This is a lock-on skill.
My take on this skill:
YAY FEAR. Powerful control skill yet again. Designating the mystic as the king of crowd control. Without a doubt an asset to any party. If you don’t know how then seriously just stick to playing a lancer or berserker as this entire class may be a little too difficult for you.
My rating of this skill? 10 fear-bawls out of 10.

Help


























Projection of Justice V - Recover 95 MP when hit by a PC.
Flow of Recovery V - Continuously recover 166 HP every 5 seconds. Stackable
Speed of Peace V - Increases movement speed by 27 when not in combat.
Endurance V - Increases maximum HP by 2484. Stackable
Executioner's Hope V - When knocked down by a normal sized monster, there is a 10% chance to recover HP over 5 seconds.
Executioner's Will V - Damage taken from normal sized monsters is reduced by 7%.
Calming Response V - When knocked down by an enraged monster, a damage shield is created.
Final Will V - Reduces damage taken, when at below 50% HP, by 8.5%. Stackable
Witch's Jewelry (lvl 35) - Increases your MP by 225. Socketed into weapons. Can not break upon death. Stackable
Vampire's Jewelry (lvl 25) - Increases you HP by 897. Socketed into armor. Can not break upon death. Stackable
Mana Flow V - Continuously recover 39 MP every 5 seconds. Stackable
Battle Speed V - Increases your movement speed while in combat by 13.
Vigilance V - Increases your max MP by 228. Stackable
Grandeur of the Executioner V - Increases damage when attacking monsters by 7%. Stackable
Dirty Blow V - Increases the critical multiplier when attacking a target's rear by 1.08.
Poisoned Blade V - Causes a damage over time effect when you knock down a target.
Desperate Counterattack V - Increases your damage when you have below 50% HP, by 8.6%. Stackable
Assault of the Projection V - Recover 73 MP when you hit a PC.


























