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Aegis ULTIMATE Mystic Guide (Largest in the World)

#1 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:01 PM

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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.

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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
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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!

Posted Image Table of Contents
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Part 1(AA01): What is the Mystic Class?
Posted Image (AB01) Pro’s and Con’s of the Mystic Class.

Posted Image (AB02)Various Comparisons To Classes From Other MMO’s

Posted Image (AB03)Who is the Mystic Class For? Who is it not for?

Part 2(AA02): Skill Lists (Highly detailed)
Posted Image (AB21)Image Overview

Posted Image (AB22)Skill List

Part 3(AA03): Skill analysis and looking at the bigger picture (Less detailed and focusing at a holistic approach)
Posted Image (AB31)Heals

Posted Image (AB32)Buffs

Posted Image (AB33)Summons

Posted Image (AB34)Control

Posted Image (AB35)Damage

Part 4(AA04): Party Play As a Mystic
Posted Image (AB41)Outline of The Mystic’s Various Roles

Posted Image (AB42) What is Our Main Priority?

Part 5(AA05): Solo Play As a Mystic
Posted ImageAB51)PvE

Posted Image (AB52)PvP

Part 6(AA06): Video Suggestions for the Mystic Class


Part 7(AA07): Mystic Vs. Priest


Part 8(AA08): Gear, Glyphs and Crystals. Mystic Customization.
Posted Image (AB81) Weapons

Posted Image (AB82) Armor

Posted Image (AB83) Glyphs

Posted Image (AB84) Crystals

Posted Image (AB85) Racial

Part 9(AA09): Theory Craft and the Mystic Class
Posted Image (AB91)Environmental Alteration, A Mystic Feat.

Posted Image(AB92)Mystic Tanking

Posted Image (AB93)Mystic’s true DPS


Part 10 (AA10) Mystic Mechanics


Part 11(AA11): CREDITS/REFERENCES
Posted Image (AB11)Data

Posted Image (AB12)Images


How 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!

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Part 1: What is the Mystic class?
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”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

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(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”.) Posted Image
-Best Crowd-Control class/Griefing class in TERA. Can also strip buffs from enemies. Posted Image
-Provides very powerful and integral buffs which highly increase a partys productivity. Posted Image
-Very mobile, can move quickly. Posted Image
-Confident solo class. ([CON] However, with low DPS, soloing capability is moot.] Posted Image

Con’s:
-Lowest DPS in TERA. Posted Image
-Lowest defense in TERA. Posted Image
-Lowest Critical Resistance in TERA. Posted Image
-Summons have poor pathing and are weak, Also unable to heal summons. Posted Image
-HIGHLY mana reliant. MANA CONSUMPTION IS HIGHEST OF ANY CLASS IN TERA. Posted Image
-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.) Posted Image
-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. Posted Image
-Most DIFFICULT class in TERA to use correctly/well. Has been rated 5/5 star difficulty in multiple articles released for TERA. Posted Image

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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
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(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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.
Make Sure To Check Out My Skill Lists! Priest, Sorcerer, and Mystic!
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Posted 18 February 2011 - 05:02 PM

Part 3: Skill Analysis and Looking at the Bigger Picture.
(Less detailed, focusing at a holistic approach).

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(AA03)

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Crystal Representation of the Different Branches of the Mystic Class in TERA
Much like Gestalt psychology, this section of this guide will focus on looking at the larger picture. This principle is that the “whole is greater than the sum of its parts”… essentially that the entire class as a whole is more important and solid than the individual components that we analyzed. Part 2 gave a Structuralist view into the mystic class, each and every piece of the class picked apart and broken down into the tiniest fragments. Now it is important to take another viewpoint to analyze the Mystic class. Too often people are so excessively caught up in the fine details that they tend to blow the entire purpose and meaning behind something in the dust.

So I will break this part of the guide up into 5 main parts that cover the mystic class, and analyze how these contribute to the whole of the class and how they will manifest to produce what we will be actively experiencing and contributing in TERA. I actually continue this approach in the next section, where I analyze and put all the pieces together for Party Play of the mystic class.
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-Heals: The heals, dispels, resurrection abilities of the mystic. How these can be enhanced and their general usefulness. (5 healing spells total)

-Buffs: The various buffs a mystic gains access to. How these can be switched to maximize PvP conditions in favor of their party. (6 buff spells total)

-Summons: The summons are a unique characteristic that the mystic exlusively gain access to in TERA. My goal of this section is to explain the various summons in detail and how they can be utilized effectively! (4 summon spells total)

-Saboteur: Saboteur involves all skills that dehibilitate, hinder, and disorient the opponent. These range from slowing movement, removal of buffs, stuns, knockdowns, fears to increased cooldown time.

-Damage: Though the mystic may be the single lowest DPS class in TERA, the mystic may surprise you more than ever on how it is actually a DPS machine!



------------ Heals:
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Crystal Representation of the Mystic’s Healing Skills.
(AB31)

Of course as I have stated previously, the mystic is a class which is definitely strong enough to stand on its own two feet as a capable healer. A welcome addition to any party. The mystic has all the right components to make it fully self-sufficient and more than just a basic off-healer.

Here I will go with anecdotal evidence when I speak from the past on a mmo most people know, Aion:
Why Aion? Because I believe that the black-cloud surrounding the mystic class is a fallacy that is directly due to peoples previous experiences and expectations with classes in OTHER mmos (like Aion).

Aion had this superb melee oriented healing class, the chanter. This class, admittedly, shared many key features that the mystic does. It had the second most powerful heals in the game, second only to the cleric (equivalent of the priest in TERA) and it had toggle buffs that were called mantras (quite similar to the “Sanctuary” set of buffs we get here in TERA).

However, this class had two detrimental flaws that restricted the success of the class as a healer.
#1: It had healing restricted to one target (okay they had a single AoE HoT they could put in as a stigma (similar to the glyph system in sorts of ways)).
#2: It lacked any dispel capabilities.

These two features are instantly prone for failure as a primary healer. Trying to spread heals over more than a single target and with no method to get nasty debuffs off of their allies… this was a situation definitely brewing for the worst!

This caused the chanter in Aion to be capable of mainly only off-healing.

Now I bring the discussion back into TERA’s ground. ~

The mystic offers the following in terms of heals:

-A fully self sustainable healing-summon.
-Two methods to revive targets (Priest only has one method).
-Two methods to dispel targets
-Two methods to heal others (ignoring the healing-summon as that is more chance than actual “skill”.)

So for those who need that explained in more detail… please refer to the skill list section as I have definitely outlined these skills in wonderful detail for your viewing convenience!


What all of these skills allow us to have? Resurrection methods, two forms of party healing, able to sustain our own self, two methods to get status afflictions off of our allies. Overall this is a breeding ground that is more than fit to take on the various roles of a primary-healer. We don’t suffer from the absence of something as integral as multi-player healing or dispels as Aion’s chanter did.

So what I am curious about is why are all these people speaking at length at how the Mystic is a “Quarter-healer”. I think that comment is absolutely uninformed and terrible. In fact if we look at it in quarters we have a quarter of it filled by resurrection, another quarter filled by dispels, another quarter filled by being able to heal ourselves effectively, oh and as for that last quarter making it 100% (4/4, a.k.a. four quarters…) we sort of do have the ability to heal others.

Thank you “Quarter” people, very much for taking the insults back. You are welcome to crawl back into whatever hole you poked your head out from.

*Methods to increase healing capacity: Using glyphs is an obvious choice. Glyphs can range in effects from allowing us to target more players with our lock-on heal to decreasing cooldown times and mana consumptions. I suggest everyone seriously look into my glyph guide that I wrote-up and plan accordingly.
I’ll write a little something something on what glyphs affect our Mystic’s healing power =)
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Combo Glyph

Essence of Rejuvenation - 3 - Reduces the MP cost of Essence of Power by 100 when it is used after Essence of Rejuventation.

Glyph of Spirit
Essence of Spirit - 5 - 20% increase in MP recovered.
Resurrection - 3 - Reduces the MP cost of Resurrection by 510.

Glyph of Focus
Resurrection - 5 - 50% reduction in cooldown.
Spirit Summon: Life Spirit - 5 - 20% reduction in cooldown.
Blessing of Reincarnation - 5 - 40% reduction in cooldown.

Glyph of Tracking
Healing Shot - 6 - Increases the maximum number of lock-on targets by 1.
Purifying Shot - 4 - Increases the maximum number of lock-on targets by 2.





Secondly, which most people shockingly have NO clue about (which is almost upsetting) is WHAT WEAPON YOU CHOOSE WILL IMPACT YOUR GAMEPLAY.
No, heavens no, I am NOT speaking of “everyone should use a gold weapon at the highest level for the biggest effect, DERP.” I am speaking of the fact that weapons have various qualities on them… and for the mystic who is interested in healing our wands actually gain quite a phenomenal attribute we can obtain.

This attribute? Healing boost +9.1%.
What I like about this is that the value is not merely a static number (Eg: 100), this will scale beautifully and have dramatic results on our capability to heal and keep a party happy and cheerful and overall chugging through content as any half-decent party worth its merit should be able to.

To give an idea how much of a difference this would be say we healed for 10,000. Now we take 9.1% of that which is 910 and then add it onto the value… 10,000 becomes 10,910 (almost 11k! a whole 1K difference!) and that is quite a dramatic change for the “quarter-healer”.

The beauty of this system is we are not limited to a single benefit from a weapon. Though it may be more rare we can obtain even three effects of healing boost on a weapon.. Eg:
-Healing boost + 9.1%
-Healing boost + 9.1%
-Healing boost + 9.1%

So taking basic math that is 9.1% + 9.1% + 9.1% = 27.3% increase.
All of a sudden you are speaking of over a quarter difference in heals… making 10,000 into 12,730 (since 27.3% of 10,000 is 2,730 I added 2,730 to 10,000) This is a very great difference in our healing output and defiantly worth our time invested.
If your play style is leaning more towards providing support through healing, definitely check out the methods I have briefly outlined here!



------------Buffs
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Crystal Representation of the Mystic’s Buff Skills.
(AB32)

Buffs are an essential part for the mystic overall whether it comes to party play or solo play.
Mystics gain a total of 6 buffs.
I will start off by going through the various “Sanctuary” buffs we get.

4 buffs are dedicated to our toggle-buff quartet. These buffs are essentially “Throw up and forget” “Toggle-Buffs”. The disadvantage to this is that they constantly sap mana every 2 seconds in order to maintain themselves being up. However, the effects given by these buffs are extremely potent and definitely worth the constant upkeep-fee
-Sanctuary of Haste (level 20):
Posted Image Our 10% speed increase buff. Without a doubt this will be useful for party AND solo play. Whether it is evading a party or target and trying to escape utter-death, trying to chase down that runner who just won’t stop, or simply trying to move faster from point A to point B, you will definitely find this buff useful!
-Sanctuary of Mist (level 26):
Posted Image Our 30% increase of critical strike resistance buff. I hate to admit it but this buff hits yet another sweet-spot and we can have this buff stacked with our Sanctuary of Haste buff we obtained earlier. This buff will be SUPERB for (1) solo play, (2) party escape <When combined with Sanctuary of Haste>.
-Sanctuary of Spirit (level 36):
Posted Image Probably the single most-wanted toggle-buff we have. Sadly this overrides our Sanctuary of Mist buff we obtained 10 levels prior this one. However, the power of this buff is phenomenal. It heals every party members MP for 20 MP every SECOND (40 every 2 seconds) and that translates to 1,200 MP every MINUTE of play.
The beauty of this mana recovery? Long-term battles easily wear down a party and their mana-morale, causing the party’s overall effectiveness to PLUMMET as sorcerers use less mana-intensive skills to make up for their incredible despair of mana-morale. This allows those sorcerers (I was using sorcerers as an example, almost every class benefits HUGELY from this mana recovery.) to constantly put out their most powerful and flashy techniques… staggeringly increasing their overall effectiveness and damage output.

Not only does this buff allow that, but this allows classes to throw their “mana conservation” crystals and glyphs which clog up integral damage and survivability increasing crystals and glyphs with trash! This, once again, increases party’s overall effectiveness AGAIN.

When you look at it this way, isn’t that rather tiny investment of 30 MP every 2 seconds rather trivial for such a staggeringly large benefit? Any logical person would say YES YES YES YES YES YES YES. As for the non-believers… go back to your button-mashing classes and leave the tactics to the REAL mmo-gamers.

-Sanctuary of Rage (level 50):
Posted Image This skill DOUBLES critical hit rate. This means if you crit 40% of the time, with a mystic in the party you will crit 80% of the time. I don’t think I need to necessarily state this, but that is pretty awesome. No, actually, that is actually a complete alteration of game play. LOL. Considering how powerful critical strikes are in TERA, one would be foolish to pass up the chance to gain doubled chance to have their beloved and precious critical go off. I can honestly see this being useful whether it be in PvP or PvE. Doubled critical chance is just simply that much of an AWESOME change.
This coupled with Sanctuary of Spirit (level 36) actually has led me and many other fans of the mystic class to question this… if the mystic is the lowest DPS class… yet they increase the damage output of everyone by such a large amount… wouldn’t the difference they make in their partys output be THEIR dps? More on this is available in the Theory Crafting or Party-Game-play section of this guide!

So here is me putting together some “Gambits” that a mystic may use these buffs in conjunction for.
[Note]: REMEMBER: These skills all cost mana to activate. These skills all, however, only have a 2 second cooldown. Allowing RAPID alteration of usage.

*Sanctuary of Haste (20) can NOT be active at the same time as Sanctuary of Rage (50). -> Meaning you can NOT have both a 10% speed buff and doubled critical hit chance going at the same time.
*Sanctuary of Mist (26) can NOT be active at the same time as Sanctuary of Spirit (36). -> Meaning you can NOT have both a 30% increase in critical resistance buff and a 20 MP per second buff going at the same time.

However, even with the restrictions imposed, there are many effective combinations we can throw together.

#1: “Escapist”: A primarily defensive build focusing on movement through the use of SOH and SOM. Grants increased resistance to critical strikes and movement speed. THIS ALSO will be the most EFFECTIVE gambit a mystic could use for solo play (as benefits from the other two buffs are moot to a mystic).
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#2: “Intensity” A highly offensive build combining SOS with SOR. This provides the party with increased mana recovery (allowing them to pump out maximum force) and doubled critical rate chance. Overall this results in an INSANE increase in party effectiveness. Throw all worries out the door about spamming those huge and almighty skills and double the chance for them to crit. Sorry, that’s awesome! Obviously effective in both PvE and PvP (though PvE will undoubtebly benefit the most through this.)
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#3: “I just crit myself” A build focused on reducing critical hits RECEIVED and increasing critical hits DEALT. This combines SOM with SOR granting a 30% increased reistance to incoming critical hits and doubling the chance to critical hit a enemy. Overall I see this being most effective in managing a PvP battle, I don’t see this for PvE content as much since longevity of mana-pool would force one to use SOS.
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Those are just a few examples, and they are honestly the most likely to be the gambits a mystic will employ. The others one could use have the potential to be not so awesome. (Mana recovery + running? Very situational, but viable.)

Finally we can delve into the last two buffs that the mystic brings to the table. Both of these are active buffs which we can’t “throw up and forget” about!

I’ll start off with our single “active” buff which requires some thought and careful consideration in using it. This skill boosts the offensive power of the party more than the priest skill. Making it awesome, right?
Yes, if you can get beyond the fact that it only lasts 25 seconds and then requires to be recast and its mana consumption/cost is quite remarkable... (HIGH). However, it has been clear that players are very receptive to this buff and that “berserkers really love it!”. So, overall making this buff a success. A mystic skilled in managing their MP will likely be able to maintain this buff for their party, making this an invaluable asset for the mystic in its supportive buffing role.

Last, but not least, is the buff we can place upon a PC (Player Character). This buff lasts a total of 20 minutes and has a cooldown timer of approximately 15 minutes! This means that this buff can be given to one player and then another player allowing for it to be active on two separate players at a time! Overall, very effective. Why you may ask, what could possibly make such a long cooldown/duration worth it? The fact that this skill grants whoever has the buff an instant resurrection upon death! So if you have an integral member of the party… toss this buff on them and whenever they die they will be immediately resurrected and placed back in the fray! “You aren’t quite out of the frying pan yet!”. This buff is especially exciting as it is the second resurrection skill that the mystic gets and is the ONLY other method (aside from resurrection and going to whatever random bind-point you chose… or better put… DIDN’T choose to go to in TERA) to resurrect a player aside from the basic 6-7 second resurrection skill… which in the middle of PvP? Goodluck getting that off…. You’re more likely to join your friend on the fields of TERA… than to actually get that stupid Rez off.

So in all honesty, the mystic class brings forth 6 buffs and 5 are pretty much “throw up and forget”. Toggle whatever Sanctuary spells you find necessary for the current situation, buff whatever character you think will need the immediate resurrection the most and have fun! We can have a maximum of 2 of the 4 available Sanctuary spells active at a time and then we have that resurrection buff going constantly… so we at any given time have 3 “throw up and forget” buffs going at once… chugging away without us needing to pay much attention to them (just be careful cause the Sanctuary quartet does consume 30 MP every 2 seconds (or 60 MP every 2 seconds if you have both up at once.).

Finally we have the one active buff we will need to worry about, essentially this makes our “buffing career” very nice that we only have a single buff that really requires our utmost attention to maintain. In fact, buffing is most likely not going to be an issue we will need to worry about most of the time. Mystics are very self-reliant and the developers have clearly designed a class based upon the principle that the mystics main role in the party is not going to be worrying about being the buff-bot to everyone in the party. The mystic, clearly, has many other vital roles in order to keep the party not only healthy but also effective as well.

[Side note]: Number crunching for people will be done here…
So 30 MP every 2 seconds translates to how much MP? (Maintaining a single Sanctuary).
30 x (60/2) = 30 x 30 = 900 MP a minute.

And 60 MP every 2 seconds translates to how much MP? (Maintaining a dual Sanctuary).
60x(60/2) = 60 x 30 = 1800 MP a minute.

So it does cost a fair amount of MP to maintain dual sanctuaries at once. But with a mystic confident in their own abilities… maintaining this should not be too difficult of a feat to achieve!

Before wrapping up this section of the guide I will go into detail of what glyphs can impact our ability to buff the party =)
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Glyph of Protection
Essence of Leech - 5 - Triples your knock-down and stun resistances while using Essence of Leech
Essence of Leech - 4 - Damage received reduced by 50% while using Essence of Leech
[Note]: Reason I included these glyphs were because they add buffs onto the Mystic when using the skills. Quite viable to debate how potent they are!

Glyph of Time
Blessing of Might - 5 - Increases the duration of the effect by 35%


Combo Glyph
Blessing of Might - 4 - Reduces the MP cost of Essence of Rejuvenation by 100 when used after Blessing of Might.
Glyph of Spirit
Sanctuary of Rage - 5 - Reduces the MP cost of Sanctuary of Rage by 300.
Sanctuary of Speed - 2 - Reduces the MP cost of Sanctuary of Speed by 50.

Glyph of Focus
Blessing of Reincarnation - 5 - 40% reduction in cooldown.



~ The mystic is given a lot of freedom and will not lose their power by not focusing on buffing the party. They have only one active buff and the rest are all “throw up and forget”. This allows the mystic to focus on other issues such as healing, crowd control, or other things that this guide has touched upon.

------------Summons
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Crystal Representation of the Mystic’s Summoning Skills.
(AB33)

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The types of summons you can expect to see within TERA.

Summons in TERA are something that I don’t want to say were thrown together… but honestly me and the mystic community are as a whole not 100% impressed by the current state of summons in TERA.

Now I won’t look a gift horse in the mouth (more than I already did by saying above…^^^^^^^…….).) as the mystic has such a WIDE RANGE of abilities… we are honestly pretty much lucky to even get what we have in the summoning category.

Pros to summoning
-Generally fast casting.
-Summoning something REDUCES the amount of worry and activity a player has to worry about. As a mystic multi-tasking is a HUGE deal.
-Self reliant summons. They can act on their own… pretty much reinforcing the point I just made above.
-Can help provide TANKING, DAMAGE, HEALING, and for the last one I guess I should say damage… but honestly… just looking COOL.

Cons to summoning
-HUGE mana cost.
-Durations are very short (Omit Guardian Spirit). Essentially a person put it well that these are actually “short term buffs” or just ‘buffs”.
-Cooldowns are significantly greater than duration for all summons (Omit Guardian Spirit). Such as our last summon we get from our summoning quartet actually has a cooldown of 10 MINUTES for a duration of a SINGLE attack (thus why I had issues saying it was damage based… its more just COOL).
-WE CAN NOT HEAL THE SUMMONS. This becomes a huge issue with our spirits (Especially Guardian Spirit).

[Note]: Note the fact I said “HUGE mana cost.” And “Durations are … short”. Combine the two and you have yet ANOTHER method mystics can chug their MP pool like a drunkard on the weekend. YAAAY SUMMONING IN TERA IS LIKE BINGE DRINKING XDD (Doesn’t last long enough, overpriced, ineffective at dealing with the issue and can kill you and others around you (Out of Mana for the win as a healer).)

So essentially I think that pretty much sets up the course for people to imagine that summoning is honestly not that great in TERA. However, it does have its perks when used WISELY. Like anything that a class offers (especially the non-tactically damning mystic class).

So here I will now go into Summoning-101 and inform you all about what these summons do and how they can be used effectively as well as their individual pros and cons. I AM GOING TO rip these summons from the skill list provided for easy reference. It is honestly a fools-whim to imagine that anyone would go zig sagging across a 140 page guide to find “Oh dere it is! Dats da summon we get at lebel fou! EHauhaeuha”.

Also for reference, I have provided links to videos in which the mystics summons are captured in the video section of this guide! Look them up if you are interested =)!

------------- Primera

Level 4

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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.



The first summon we get is the tanking summon. Being completely straight-forward this is a godsend for the mystic class… and it comes at just the right level too! (Level 4). Our HORRIFYINGLY BAD DPS is actually forgiven by the developers of TERA. And for that I extensively thank Bluehole and Enmasse for not damning us completely.
But, things can turn grim with this summon.

As I said in the con’s section located above, we cannot heal our summons at all.
Duration = 10 minutes.
Cooldown = 10 minutes.

For anyone familiar with summoning classes a long cooldown and a long duration is a double-edged sword… not having to be pained to resummon the spirit over and over and over and over and over and over and over and over again (I think you get the point there, emphasis in and OVER AGAIN ;p) which can be highly taxing on both utterly wasting time and killing off our MP pool (as I said in cons section yet again).

Yet, the long duration can be bad. This is shown especially when we (1) want to change channels… the summon despawns and we are left with a 9 minute cooldown… “DANG IT I JUST SUMMONED THE STUPID THING ARGH!”. (2) When we abuse the poor little (sort of ugly actually) thing and it dies off normally… this is not something fun to deal with when your pet is broken within the first two minutes of starting to use it.

So double edged sword right there.

However, this pet actually does have reasonable defense (it DOESN’T replace a tank though) and HP. It’s agro generation is actually pretty fair too. However, the pets attack is quite disgusting… as you can check out by watching videos I provide in the video section of this guide. Hitting 18 damage, SWEET it’s just like the mystic class. “GOD I’M OWNING THIS **** BRAH” (A LANCER comes by and 2 shots the little bunny you were e-peening over)

Also I have to add right here before I conclude this pet and give it a rating… the fact that many people have had issues with this pet running around (pathing issues) and agroing more than they EVER should have and especially considering how they are unhealable this can be a problematic issue for the poor little beaver thing itself.

Also another issue that has arisen is the fact that we cannot send the pet in to fight the battle before we get involved personally. And, personally, I think that is a BIG problem. And I am going to definitely make suggestions for a pet toolbar (Giving pet Rest, Move, Unsummon) commands availability.) non-stop. Because it’s awfully pathetic that we don’t have something that could so EASILY help alleviate the issues this pet brings. It is just a massive faceplam. (Yes, I said faceplam. Not even worth just a normal facepalm.) “WHAPLAM”

So I give this pet, with all this information on it, an overall rating that is a 4/10.

Solo PvE: 8/10. Very useful for helping back you up.
Solo PvP: 7/10. You’ll honestly learn to take whatever you can take.
Party PvE: 4/10. It can be helpful… but its damage won’t be noticeable, it will break really easy since grouped content is usually a lot stronger and it can take up excess space making healing possibly harder (though you, ironically, can’t heal it even yourself) and it can cause training of mobs and accidental aggros. So meh… meh…. Just meh… meh. MEH!

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“HEY HEY! I’M PLAYING THE BEST PVP CLASS MAN DON’T DIS THIS OR YOU’LL GET A TASTE OF THE MYS-****! BRAH!”

------------- Secondera (Shh, trying to look pro and pretending I don’t know what comes after Primera.)
Level 12

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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.


The second spirit we get is at another low level so it’s very easy to access… HOLY BALLS LOOK AT THAT MP COST! 875 ****ING (FLOCKING. Of course I said flocking. Stupid word filter (considering how flocking has 5 letters and it only put 4 asterix.)..).

So this spirit is pretty much our “turret” spirit… stays in place and pew pew’s targets with magic. If anyone here played Aion they should distinctly remember the clerics servants they summoned… this is exactly what I am reminded of when I saw/see this skill… pew pew turret summoning whee! Lasts a short duration (Like Aion’s) and then disappears…

Video of Aion Cleric using their “pew pew turret” as an example (Around 0:10 seconds in):
So overall this is pretty much just like that. Same basic principle.

However this thing definitely does not hit that hard (we are the mystic, realize nothing we do will make our damage amazing or even comparible to other classes.). Overall though it is spammable and useable all the time. Making it easily accessable.

However, the MP cost clearly kills any chance that we will see these being widely used in either PvP or PvE.

Such a pathetic duration + high MP cost + not spectacular damage = Unsuccessful skill.

If the MP cost was like 300 I could see it being used. But almost 900? This skill can pretty much be thrown in the dumpster with the summon itself.

Nuh-uh Pika-poo, you aren’t coming out of your ball for that premium.

My overall rating of this skill: 1/10. This won’t be on anyones skill bars and won’t see the light of day in 99.999999% of the game. No one will pay this much of a premium for something that does so little.

Solo PvE: 1/10. Bad MP cost and short duration.. unsustainable.
Solo PvP: 2/10. Still bad MP cost but in PvP you’ll take whatever you can get.
Group PvE: You have A LOT MORE TO FOCUS ON THAN THIS.
0/10 without a doubt. I feel dumb even having to type this.
Group PvP: You have even MORE to worry about and focus on than this EVER.
000000000000000000000000 /10 A.K.A. the big gooseegg.

This is another skill I plan on making a suggestion for. I ask that this skill has its MP cost reduced SIGNIFICANTLY or this skill please be removed and replaced by the skill called “Mystic Fart” in which the mystic channels all of their MP into a gaseous rip.

What? You think I’m being sarcastic? No I am serious. At least let’s kill off our MP faster and stop wasting our god damned time! Clearly our goal is to have no MP. I demand compensation for how long it takes to kill my MP using a useless skill.



“Mystic Fart… channel all of your MP into a gaseous fart. Causes your party to go “woah brooo, mann, what did you eat last night!? That’s some funky shiz right there ahahaaaa ha hau hau… hau…”

Cause as we all know the mystics main goal is to get rid of their MP faster.
Please implement this skill instead of this summoning skill. It works better.


------------- The Third Musketeer!
Level 16

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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.

Okay I get it, the summons up to this point are absolute trash. Low damage, huge MP costs, issues with duration and overall a giant disappointment thus far.

However, thus summon changes the nihilistic outlook (fine, realistic outlook… even with rose colored glasses / classes… I can’t make them sound too good even if I tried. I am not a used car sales man in real life.), this actually does change things.

This summon is pretty much a dedicated self-healer that we can put on ourselves to restore our HP and cure status aliments… it is pretty awesome! Speaking of how we are a support class ensuring that our own behind is protected is KEY to our success in any game.

Longer life / life expectancy = better healer. Always has been and always will be.

Now the issue with this one is that it only has a duration of 12 seconds and it uses AoEs to heal you (similar to a priests AoE’s). This is both a good thing and a bad thing. You can have the spirit heal the party through its AoE’s (They are NOT limited to just you!) and yet if you move too much the spirit is unable to heal you at all. Therefore if it can’t heal you making it utterly useless… and with a premium MP cost I think that we can’t really afford to blow away grandes of our time (coold0wn) away on top of that.

[Glyph information]: Also you can glyph this spirit to reduce its cooldown! Definitely something to think of!

I think I’ve said all that needs to be said so here is the review:
Overall 9/10. Very useful in all situations presented to be able to toss this fairy out of your *** and get heals for that very *** it popped out of.

Solo PvE: 9/10 Same as above, HEAL ME!
Solo PvP: 10/10 Brutally effective and helpful.
Party PvE: 9/10 Very useful to heal oneself.
Party PvP: 9/10 Keep yourself topped up easily.

So overall this skill is definitely useful. Especially since most mystics consider this their primary self-heal.
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“Ready to serve, mystic sir! Sir Mystic!”


------------- The Fourth… wait, is this even a summon?!
Level 38

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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.


The last summon we get. And potentially the worst of them all. After getting this summon, you won’t really be heart-broken about it being the last one. It pretty much is like those old school Final Fantasy summons in which you summon this mystical legendary beast and it deals damage to everyone on the field and then disappears… essentially a over-drawn and overhyped skill that deals half of what a lancer hits (and incase people are completely oblivious to how TERA works… a lancer is by FAR not a DPS class in TERA. Although I think with this statement, it should be obvious that lancers attacks deal easily up to 20 times our damage. No, that isn’t an exaggeration either =) )

So I mean I am glad for two things:

#1: It is a skill we can use that actually has some damage (although it still sucks a large amount of clock).
#2: Its MP cost is actually lower than the summons we got when we first started TERA (level 10’s and stuff).

I still think this skill is going to get a score just as mind bogglingly flashy and pointless as it is.

0/10. For ALL the points.

Oops I gave that away before the explanation…

So cons to this skill are:
#1: Excessive 10minute cooldown on this skill. Uhm, pointless to give us this skill.
#2: Damage is crap
#3: Does nothing other than that damage.
#4: Its big and gets in the way of viewing. (Could use this as a pro... but really its blocking YOUR vision too.)
#5: It’s really easy to dodge this after you’ve seen the mystic summon it and have it land on you for its pathetic damage… actually with that much damage why not let it hit you? I mean it may as well heal your opponent this skill is that overhyped and worthless.

So yeah, 0/10 for ALL the points <-- I gave it away pretty early on in this view but honestly… when I’m so unimpressed with something its sort of hard to not lead the readers on and be unbiased…
*Hears the priest that is reading this article scream with joy “YES YOU USELESS QUARTER HEALING CLASS. SUCK BALLS!” *
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Hmm… weird my nose go… cause I am sure as hell shocked I’m not knocked out by this one! It STINKS!

[Side Note]: I suppose we also can “Summon” our party members by using “Peer Summon”, but I think the skill itself is rather self explanatory =P

Last but not least for this section I will go into information on glyphs the mystic can utilize to increase their power in the summoning arts.


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Glyph of Spirit
Peer Summon - 2 - Reduces the MP cost of Peer Summon by 640.

Glyph of Focus
Spirit Summon: Life Spirit - 5 - 20% reduction in cooldown.
Spirit Summon: Spirit of Power? - 6 - 10% reduction in cooldown.
Spirit Summon: Guardian Spirit - 5 - 10% reduction in cooldown.


I hope you enjoyed this section =D


-----------Saboteur
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Crystal Representation of the Mystic’s Saboteur Skills.
(AB34)

I can go at lengths describing how this section is the one that excites me the most about the mystic class. Essentially what this part is, is how the mystic class can use their skills to create havoc on the field by debuffing, demoralizing, stripping buffs and controlling targets on the field. Essentially, this is the section that brought me to play the mystic in the first place. This is the role of a saboteur!
I have to say that it is quite classical for a saboteur class to sleep a target as another class comes along and 1-shots the person you dehabilitated. Such would be us with a berserker… we sleep a target and then we buff them and then they destroy the poor fool we CC’ed… but enough of 1-hit KO’s and applying this for now… next section for that stuff! (Just had to get the salivary juices flowing =P)
Put very brisky the mystic gets:
-A lock on sleep spell (Multiple targets)
-A lock on slow spell (90%) (Multiple targets)
-A normal slow spell (50%)
-A buff removing spell (AoE)
-A lock-on increased cooldown timers spell
-A spammable “frag” stun AoE (3seconds duration/15sec cooldown)
-Fear (The most legendary CC of them all baby!)

As you can see, this is quite a fair list of exciting CC. We have multiple methods to slow, a sleep, fear, ability to strip buffs, a spammable frag and even the ability to increase cooldown timers! I’m pretty sure that at this point I am not the only one salivating! MMMMPHH!! Delicious CC’s! (Cool Cakes? NO CROWD CONTROL <3)

So now people will want me to break down each individual CC, which will help them understand the whole picture in terms of the mystic CC. I will list them in individual order of when you get them, etc. Once again, credits go to bygeorge for providing the raw material for me to work with.
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lvl 14
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Shackles of Sleep
MP: 750
Cooldown: 35 sec
Puts to sleep up to 4 targets within 18m. This is a lock-on skill.

lvl 24
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Blessing Release
MP: 1000
Cooldown: 60 sec
Removes buffs from enemies within 8m of the caster.

lvl 32
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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.

lvl 42
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Binding Shot
MP: 437
Cooldown: 30 sec
Launches a shot which reduces the movement speed of a target within 18m by 50%.

lvl 46
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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.

lvl 50
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Flash Shot
MP: 500
Cooldown: 15 sec
Fires a flare up to 10m which explodes and stuns targets for 3 seconds.

lvl 56
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Curse of Chaos
MP: 875
Cooldown: 120 sec
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.

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So with all of these skills in our personal “Toolbox” of methods we can use to assist the party and dominate the opposition, it becomes very clear that crowd control will become an integral part of our commitment to TERA… and obviously something that we will be greatly desired in party’s for.

One should also realize that we can glyph some of these skills to reduce MP costs, lower cooldown, increase duration and other factors… glyphs that particularily impact our CC abilities are as follows!

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Glyph of Time
Flash Shot - 5 - Increases the duration of the effect by 40%
Binding Shot - 6 - Increases the duration of the effect by 50%
Shackles of Pain - 5 - Increases the duration of the effect by 20%
Curse of Chaos - 5 - Increases the duration of the effect by 25%

Combo Glyph
Shackles of Pain - 3 - Reduces the MP cost of Shackles of Pain by 33 when used in a combo.

Glyph of Spirit
Shackles of Sleep - 5 - Reduces the MP cost of Shackles of Sleep by 150.

Glyph of Focus
Curse of Sloth - 3 - 20% reduction in cooldown.
Shackles of Earth - 6 - 20% reduction in cooldown.
Blessing Release - 4 - 25% reduction in cooldown.



So now it should be obvious that we not only have the faculty to use these abilities, but the facilities to synthesize them to our preference. Adding a lot more depth and thought required to our selection of glyphs…


Hmm… will I take this glyph to increase my CC? Or will I take this one to increase my heals…

No doubt I can see all of these CC being useful in the field. Whether it is slowing down an entire team of players to make them highly vulnerable to your ranged attacks, sleeping a target to force them to wait for their impending and now guaranteed doom, increasing cooldowns of people and knocking all strategy they had, fearing a player and mucking up their controls dehabilitating their potential to counter attack, or just simply stun fragging the living crap out of the other team… only a fool would look over the saboteur properties of the Mystic class in TERA!


-----------Damage


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Crystal Representation of the Mystic’s Damage Skills.
(AB35)


Probably the least significant aspect of the mystic is its ability to pump out damage. While not being devoid of damage, the mystic class surely is a distant relative to even the lancer in terms of damage.
Sporting the title of the lowest personal DPS in TERA, the mystic is a class that shockingly has at least a few methods to widdle away at ones HP bar!

Whether it be for better, or worse, TERA’s developers have chosen to have every class govern at least a strict method of damage. Or in simpler terms, they wanted to make sure everyone could kill **** (no matter how slow and painful it may be, lol).

For the mystic class we obtain 5 different skills to inflict damage, and one has the extra special ability of being able to grant us mana (which I referred to in the healing section, and will refer to again here).

So our damage methods are mainly limited to 3 AoE’s and two long range casting attacks. This essentially boils down to our three AoE’s are close range attacks, something perhaps not necessarily the best thing for us to do. Especially considering how we are a cloth wearing class with the single weakest defense and critical resistance in TERA… not even diving into the fact that our attack power is 20x WEAKER than a berserkers… well I guess I just went there….

But all hope is not lost! In a way we are lucky, the Mystic class actually has a single DoT which we can stack 3x on top of itself and it is our best damaging skill! And it is the second skill after elemental shot that actually has range!

Level 14

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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.


So hallelujah for this beautiful hag of a skill =D

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A Mystic locking-onto a target with their Shackles of Pain skill! Watch out little mob!


However our skill Essence of Leech is very interesting in the fact that the skill allows us to Channel AoE damage while standing in place and then we can use that damage to heal our allies… a skill that fits both the role of healing and damaging. It’s an impressive hybrid!


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Essence of Leech Effects! Left = Damage Right = MP Healing! An Interesting Hybrid Skill!

Aside from that there’s not much I can say. One can use all their offensive skills, but when you get close to a target be wary! They’d more than likely be infinitely confused and overjoyed that the mystic is standing there in place channeling Essence of Leech… uhm… yeah LOL =p

Last but not least for this section, yet again, is the glyphs the mystical Mystic class can utilize to enhance their damaging skills!
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Glyph of Protection
Essence of Leech - 5 - Triples your knock-down and stun resistances while using Essence of Leech
Essence of Leech - 4 - Damage received reduced by 50% while using Essence of Leech

Combo Glyph
Shackles of Pain - 3 - Reduces the MP cost of Shackles of Pain by 33 when used in a combo.
Fury of the Earth - 4 - Reduces the MP cost of Curtain of Retribution by 41 when it is used after Fury of the Earth.

Glyph of Power
Essence Leech - 4 - Adds the effect of reducing the target's movement speed by 40% for 2 seconds to Essence Leech. (Information from Sallas: this glyph is now removed).

Glyph of Focus
Retaliate - 4 - 20% reduction in cooldown.
Fury of the Earth - 3 - 20% reduction in cooldown.

Glyph of Fight
Elemental Shot - 3 - Increase the skill's power by 25%.
Curtain of Retribution - 6 - Increase the skill's power by 25%.
Retaliate - 4 - Increase the skill's power by 25%.





Well, that is all for this section of the mystic class! =] For a non DPS class we definitely do get a few viable options for ourselves!


~~~~~~~SUMMARY OF THIS SECTION~~~~~~~
Here you got a good view of the major roles that the mystic plays in TERA. I hope that this helps formulate the fusion of the different skills that the class gets into a holistic approach… it will also help you better understand the next section(s) (4/5 in particular) when I whip through information and strategies like wild, mostly because this guide at this time is already obsurdely huge and I think that if you “don’t get” anything you can just reference it elsewhere in this guide =]


Part 4: Party Play As a Mystic

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(AA04)
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This section of the guide is 100% dedicated to the HOLISTIC APPROACH to analyzing the mystic class. This guide excessively breaks down the class into its minor elements to help people grasp the little details, but in reality we all know the true manifestation of the Mystic class is a stark contrast to tinkering with individual tiny differences. The difference is amazing! As I referenced before, Gestalt psychology was a method in which, “The Whole is greater than the sum of its parts”, this goes the exact same for the Mystic class in which it combines these five archetypes and has a few wonderful skills to act as the glue wedging them all together… essentially the last section was dedicated to fleshing out the “bricks” that create the home of the mystic class while definitely skipping out on a few skills (Peer Summon, Teleport, Retaliate, Disenchant).

As stated by the developers of TERA… the main act of customizing the class and representing ones self in TERA is not through simply customization (which I have an entire section dedicated on the topic), it is 100% in control of you! Whether you take on one role or another is 100% your choice! The mystic satisfies this demand in TERA.


Outline of The Mystic’s Various Roles
(AB41)
As a Mystic you can do many things: (I am using FFXIII terminology as I find it is an appropriate reference/comparison for the Mystic class.)


#1: Commando (Damage based): Primarily use offensive spells and glyphs and crystals to juice self offensive capabilities to the roof!

#2:Saboteur (Control/Debilitation based): Primarily use offensive-defensive spells to hinder foes.

#3: Synergist (Buffer): Focus on the use of buffs to boost the party’s power and enhance productivity!

#4: Medic (Healer): Focus on applying heals to the party keeping the party alive and cleansed of all negative status effects.

#5: Sentinel (Tank): Make use of speed buffs, teleportation and agro generated by Essence of X to tank for the party

#6: Tactician: Modify the field in order to achieve a tactical advantage.


What is Our Main Priority?
(AB42)
As I’m sure you already realize from this post instantly. The Mystic in a party has the following curves to its ability to perform these roles.


#1: Commando: the mystic class lacks the facilities in terms of skill power in order to successfully focus just on damaging a target. We sadly are ineffective at best when it comes to this role. Therefore we must look towards other roles we must contribute to
.

#2: Saboteur: Without a doubt this is going to be one of our major roles in PvP especially. Less so in PvE. The abilities we get allow us to effectively neutralize and disbar dangers and threats to the party. Essentially shielding your party from the other players! Too often do people think that the saboteur role is offensive, that is incorrect! It is defensive as the main role of it is to protect ones allies!

#3: Synergist: Synergy in the party in an offensive style is what the mystic does. Luckily (though some may be unhappy about this) the Mystic is NOT REQUIRED to worry about using buffs all the time and constantly refreshing them for the party. We have four sanctuary buffs and we choose the best ones for the given situation and throw them up. There is no real need to constantly be buffing the party non-stop in order to gain the desired results. We are very passive in buffing, allowing us to focus on other more important issues (Saboteur and Medic in particular, while active on the field.)

#4: Medic: Another major role we play in the party is acting as a healer. As stated before we are confident healers (while not quite as good as a priest, we can stand our ground!), and we exude our presence on the field by providing these heals! This will be another vital role we play in both PvP and PvE.

#5: Sentinel: Tanking is a controversial thing in TERA for the Mystic to do. It is already nerve-racking when it comes to speaking of the warrior tanking… then I had the brilliant idea to try this out by using my teleport and pre-planning (orbs/tactical) and self heals/dispels and speed buff and it worked! While I can promise you this will not be a role we take often, ESPECIALLY not at end-game bosses at level 50, I can promise you with enough skill and good timing and humility… the mystic class can fulfill the role of the sentinel in the party if there is no other way to progress! (Refer to Theory Crafting section for more details…………!)


#6: Tactician: An important quality of the Mystic class is its ability to think quickly on the field and literally change the environment in which the party is playing within. Essentially this boils down to pre-planning and tactical maneuvers. The placement of multiple orbs in series or channels may allow a party to tactically overpower another party by being in a constantly friendly environment providing a sturdy income of MP and a constant flow of HoT healing!


This all being said the mystic class can pretty much fill every role in a party aside from Sentinel and Commando (especially commando) as there is usually no need for a Mystic to go out of their way and tank… usually there is a lancer or warrior there willing to (happily) party with the Mystics group! And as for Commando… the damage is just too low!

As for buffing, Mystics methods of buffing are more than easily passive. If you feel like it, you can throw up a +offensive buff (which people LOVE!!!!) but aside from that it is not something we need to actively worry about. It’s throw up the 2 sanctuary spells, place that resurrection buff on someone and hit the increase attack buff once every minute. EAZY.

Easy ;p

As for Saboteur, we primarily won’t need this in PvE but we will DEFINITELY be using these skills in PvP! Absolutely consider investing into these if you like PvP! They are a pivotal set of skills to us in PvP environments! (Example: You sleep a target (they can’t move) and you buff your berserker and then the berserker 1 shots the sleeping target. AWESOME COMBO’S AWAIT !!!)

The same deal with tactician, but you need the right group that is willing to cooperate and utilize the tactical strategies as well. Good placement can make a huge difference in PvP! Plan well =) This can be useful in PvP and PvE, but primarily is NOT the best idea to do all the work setting up the orbs and zones and regions if you are killing trash mobs =\!

So this leaves us with the Medic role being the last one. Clearly we will use it, and I won’t delve into too much detail as I have it strewn across this guide everywhere! Useful in both PvP and PvE. You will almost guaranteed be healing wherever you go and whatever you do.

So in summary…

Main roles in PvE[/b]: Medic. (Passive Synergist).
[b]Main roles in PvP
: Medic. Saboteur. (Passive Synergist).

I hope this helps give every mystic a birds-eye view into party play! And prospective future Mystics an idea of just what they are signing up for! =] <3 <3 <3 <3 <3 <3 <3

I love it, but that doesn’t mean everyone else will ;p
Make Sure To Check Out My Skill Lists! Priest, Sorcerer, and Mystic!
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#3 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:02 PM

Part 5: Solo Play As a Mystic
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(AA05)


This is where things get a little fuzzy for me to be so direct about. The Mystics can perform so many roles but things get a little tricky when it comes to them being by themselves.

When it comes to heals: You have no self-healing Lock-On Heal (Healing-Shot), you cannot dispel yourself with your Lock-On heal (Purifying-Shot) and this may become a major turn-off for prospective mystics as things are definitely not as direct as before.

Also, your buffs that were so great? Your MP one doesn’t affect you, it’s a 100% waste of space and time and MP. Your critical one can be good potentially, but Mystics may not benefit from it as much as they may wish they did!

As for your poor offensive abilities? They are all you got. Better learn how to use that DoT skill quickly.

So essentially we scrapped the party and now have a party-utility focused class left down on their own.



My personal suggestions for PvE:
(AB51)
-You are forced in PvE to perform all roles required to defeat the mobs you are pitted against. Essentially the main skills that you will want to use are quite different from what one would normally imagine.
For buffs: Don’t use both Sanctuary spells at once as they stunt your MP regain and the MP sanctuary buff and the increased critical strike resistance buff are both equally useless in this part of the game. So choose to invest in neither rather than both.
I’d personally, however, suggest the use of the speed buff which helps the Mystic kite monsters and move around in general much easier.

For damage: Unless you are dealing with trash (in which who cares if you get hit, may as well get in its face and take it down “asap”), you’ll want to keep your distance. As I stated earlier, there are only two methods for the Mystic class to deal damage from afar (And 3 methods to do damage close-by) the first method employs the use of the lock-on DoT skill (Shackles of Pain) and Elemental Shot (Our basic “combo” attack). Basically load up that DoT spell 3x on the target and spam its face in with Elemental Shot. ~Second method: We have no second method, rofl.

Use of summons: I’d use the guardian spirit as it can “help add damage” (Sort of… not really, iffy.) but I would NEVER suggest the use of the thunder spirit nor the golem spirit. Both are equally useless in my humble opinion. I would, however, suggest the active use of the healing life spirit as it can provide great quick heals to yourself think of it as a rather effective personal priest. =p

Aside from that not much more I can state. Just be very cautious of your MP as you do go through a lot of MP quickly if you use fancy moves to kill stuff off. It will always be a concern to a mystic where the fine line between reasonable MP expenditure and unreasonable MP expenditure lies.


My personal suggestions for PvP:
(AB52)

-Focus on CC and mobility. Teleport, slows, sleeps, stuns, fears… use them all! You are the number one weakest class in TERA in defence, critical strike resistance, AND DPS. So your good points? You can heal yourself and hinder the opponents ability to touch you. All the meanwhile you’ll want to ensure that you have your DoT’s on the target and if possible keep refreshing the DoT. It can be casted on the fly (while moving), so it’s a pretty amazing skill!

-For healing focus on pre-planning, but we don’t always get that… so in another instance ensure that you have the healing-spirit there to help migate those heavy hits you WILL take! Just be cautious as if a melee class gets ontop of you, you will be highly likely to be stuck underneath them for the duration of the fight (use retaliate/teleport to get out of this horrid situation!).


-For buffs (Sanctuary ones) I’d suggest using the increased speed one (helps kiting) and then the 30% increased (Does NOT MEAN IT ADDS 30% CRITICAL RESISTANCE. Means it adds 30% of your CURRENT critical resistance!) defence against critical strikes… and let’s face it,… the other Sanctuary buff that we could use instead of it (The MP regain one) using it solo is… STUPID. Don’t do it!

-You may want to consider using some of those summons I called “useless” before, as your DPS is really that bad… it takes us approximately 30 seconds of DoT ticking time (constantly) to down a target.



Essentially? KITE KITE KITE KITE KITE KITE KITE the living crap out of the person and DoT them up!

I don’t feel that I should add a guide on “how to counter X class” to this guide as each and every player plays differently… you’ll have a warrior that is highly inclined to mash the utter crap out of their dodge skills, then you’ll have another who desperately wants to smack the crap out of you. However, due to excessive demands for me to do this… I’ll do a GENERAL outlook at how to fight these classes. Even though I COMPLETELY DISGAREE that x player can be summated to be countered by Y tactic in this game, I’ll do it >_>.
[Note]: For this section please take it with a grain of salt. I am not trying to say everyone plays this way and that everyone can be taken down this way. I have been asked to follow a guided outline of how we can counter a particular class or how we can’t…
[Side Note]: Clarification for how I am rating “Difficulty level of about X”. This is me referring to how difficult I find these opponents in the hands of a SKILLED PLAYER (not a scrub) to fight against.

10 stars does NOT mean that we will always lose, it is better put as we are on good footing and they will give us a run for our money… and are my personal favorite classes to fight against. Everyone will have varying opinions, but since this is my views, these are my opinions.

Posted Image Warrior: This class is, in general, a bit of a pain to fight. They whip around the field like its nobody’s business and then they will jump onto you and debuff and lock you down if possible. Good thing for us? Their DPS isn’t the best. Also we can still lock-on to them with out DoT, making their evasionary skills moot.

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Difficulty level of about 4/10.
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Posted Image Lancer: The second tanking class in TERA, essentially you will want to make sure that this lancer is DoT’ed up (as it voids defence) as much as possible (WATCH OUT FOR THEIR SHIELD GUARD. It will nullify all your spells effects on them!). Ensure that you also keep your distance, but that can be very hard considering how they can charge right at you, pull you and keep you stunned and knocked down for more than easily enough to remove our humble amount of HP from us.

Oh, and if things didn’t get better. The lancer class has a rather effective heal that they can (if glyphed) pull out of their *** 7k ish HP every 45 seconds. Also they do have a damage shield they can utilize as well.

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Potentially? If we fight a lancer they can nullify our spells effects by blocking it. They can self heal what does get through and if we are bold enough to try and spam it with attacks it can put up a shield to defend itself. Also since it can pull up its **** to wherever we are, we have a huge chance of being T-barred by their lance… and their chain pull (if used by a seasoned lancer) is pretty much the icing on the cake! “I can get away derp derp!” “Oh no you don’t you Mystic hag!”

Difficulty rating on this battle is definitely up there! 10/10.
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Posted Image Slayer: The first DPS class I will make reference too here… essentially the slayer class is a wonderful class to fight against. They not only have wider range than most, many knockdowns, posses speed boosts, can dodge and have AoE’s… but they also have damage behind their wing.
How do I feel when I fight a slayer? If they are a scrub, really good. If they are good? Really bad.
Things to look out for would primarily be when they go dashing forwards, their 3-part long-range attack that basically if the first hit well… hits you their other 2 home in on you (Hurts. Lots.) and if they get ontop of you, pray to god your teleport cooldown goes away faster. Essentially if the slayer crits on you as well, you can say bye bye to half your HP. Essentially you are a two shot to this class. Horrayyy.


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Difficulty rating on this battle is approximately 7/10.
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Posted Image Berserker: The second DPS class I will reference. Essentially this class can be summated to being the big ****** who 1 shots people. Meh, may as well say it right? However, this is probably one of the easier classes to fight against since they move SLOWLY. They do get a method to jump across the field and if you let them, land right on top of your skull… but overall they are ridiculously clunky. That is something we, as the annoying mobile hissy, can exploit to no end.

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Difficulty rating for this battle: If you get hit? 10/10 (One shot :3 ). Otherwise, this battle is at a difficulty of a 3/10. Honestly I haven’t been too impressed with the berserkers I fight against in general.
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Posted Image Sorcerer: Essentially this class is going to rip up anyone and everyone, the mystic is no exception. This is a long range class which actually has many skills they can cast on the fly easily enough and they deal TREMENDOUS damage. Oh, and they have CC too (but not as much as the Mystic class). Potentially this fight is our single hardest fight we can come across… if we get hit we may as well not even bother healing, its too much damage! (And they can AoE your little healing-fairy-slave to oblivion, alongside you! =D)

Methods to counter this atrocity? Being a slow HP widdling away class… essentially you have to pray you can dodge their attacks and can CC them (while not being CC’ed yourself!) and lay the DoT’s and other attack spells on thick as hell. Overall the sorcerer class will, either way, hit you from afar… may as well try and soak up as little damage as possible by dodging while pushing out as much as you can on this class. (What I mean by that? If you can get close to them by all means feel free to spam them with AoE’s).

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Difficulty rating 10/10
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Posted Image Archer: Similar to the sorcerer, but this class is more “exact” in its aiming system in order to obtain the desired results tsht the player wants to get. Us, as the nitty witty happy-go-lucky Mystic class.. we can drive these poor bastards insane. More often than not we can go zipping around flying and essentially make them miss consistently.
However, one must be careful when fighting this class as they have incredible attack power as well. Potentially able to ground us into dirt quickly as hell. That is completely avoiding the fact that the archer class has stuns, traps and can dodge too. Also be cautious when they use their charge attack, some archers may be “smart” enough to hold their charge attack and then delay the release until you blow your teleport away when trying to escape it… potentially you may as well zig-zag around and drive the poor archer insane and into rageful fits of crying. It works =]
However, I still maintain my stance that the archer class is essentially rather easy to fight. Similar to the berserker class, if one can never land an attack then why even bother being so strong? However, archers do gain two lock-on skills at end game. If you allow the archers to, they will take advantage of these skills in order to hit you… potentially leading to your death. I still say, however, that the main thing to watch out for is their charged power attack… as it does hurt a bit.

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Difficulty rating: 5/10
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Now the last two classes that we may come across would be the priest and the mystic….


Posted Image Priest: Potentially an annoying battle. This class has many defensive buffs, CC and the strongest heals in TERA. They can instantly burst their health up periodically, apply self HoT’s, Oh, and one of their buffs gives them 30% migration of all ranged damage done to them. Essentially that helps butcher your capacity to kill them. To put the icing ontop of the cake they can also dispel themselves of your DoT(s). Also they have much more variety in their damage abilities they can use to abuse you right back.
Potentially this will be a very long and very annoying battle that drags out until one of you runs out of MP or messes up. I’d say the priest potentially has the better chance in a battle of attrition than yourself as a mystic.

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Difficulty: 9/10
Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Posted Image Mystic: Another annoying battle of attrition. Expect everything you’d do to someone to be done back to you right back.

Posted Image

Difficulty: ???????????? Pointless to go and “rate” this. You are fighting against someone playing a similar class. As I mentioned before the interplay between customization and how they use the class will fully result in the variance between you and them.

I actually feel that I should elaborate upon my answers I have given. I figure that the mystic is the #1 class effective at dealing with people who simply don’t know their class or have absolutely poor aiming. I would personally say that with our abilitys to evade and our easy-to-apply DoT skill, we would easily dominate noobs.

I think THIS is where people start to assume that the mystic is the “best pvp class”. It is true, without a doubt, when dealing with noobs or morons, or people that lag, the mystic class will surely dominate. Against a skilled player in the classes I rated 5 and above? We may as well be playing wack-a-mole with them… us teleporting and reapplying our DoT on them and them trying to wack us. Players with a fair background in their class will, of course (like the person obsessively playing the wack-a-mole), be significantly better at utilizing their own toolbox of abilities to “wack-a-mystic”.
So I suppose for players looking for the “best PvP class” should probably stay away from this class. Honestly, even without DoT fully applied it takes at LEAST 20 seconds to wither down a person’s HP and that is considering we have the facilities to constantly apply that DoT without fail. So in a battle where your potential to deal damage is static regardless of what you do, against a player who’s skill factor will depict how successful (or unsuccessful) you are against them, chances are you’re going to lose.

This class is DEFINITELY not the “best pvp class”. You may want to look into a sorcerer or a slayer or lancer for that. We are more than effective at killing people who are noobs… but against pros we honestly don’t deliver that “best pvp class” feel.

Now that that is all over… once again I say that this entire section is iffy as everyone plays differently with their class than another person and generalizations are not always true… but I think that I was able to give the generalizations rather well. Please don’t flame me or say “so and so can do X, so you’re wrong. Therefore this entire guide is invalid”. If you state that the only thing, or well one, that is invalid is you. I’ve already stated it multiple times, different players will play differently. So please don’t even bother to try and lecture me on this topic. I practically have a PhD in it. ;p

I know I’m sort of wishy washy on this section, but I feel that if a player goes through the rest of the guide this section should hit them over the head and they should be able to go “AHGHHH AYE GOT EET!!” <-- Light Bulb Is Turning On Baby!!!!!! =D

Sad that this entire section comprises less than 1% of the total guide :< sorry guys! Things should be self explanatory as I said earlier… (really early ago (horrible wording there, I know) ;p) just read up other sections of the guide and you’ll totally get it!!!!! =]


Part 6: Video Suggestions for the Mystic Class
(AA06)
Posted Image

This section is pretty straight forward… if you want to see videos of the Mystic class in action I have provided you a link to various YouTube videos of different mystics. Of course this is not going to include EVERY video of a mystic… but it definitely has a fair enough volume to help satisfy ones hunger for more information about the class.


[Note]: ALL CREDIT GOES TO THE RESPECTFUL OWNERS OF THIS VIDEO. I AM SIMPLY PROVIDING LINKS TO YOU FOR YOU TO WATCH THEIR VIDEO. I HAVE NO CONTROL OVER THE CONTENT, NOR IF THE USER REMOVES/ALTERS THE VIDEO TO SOMETHING “INCORRECT”. ALL VIDEOS AT THE TIME OF WHEN I ACCESSED THEM HAVE ZERO CONTENT THAT MAY BE OFFENSIVE. BUT I WILL STATE AGAIN, I HAVE ZERO CONTROL OVER THE CONTENTS IN THE VIDEOS. VIEWER DISGRESSION IS ADVISED.

[Side Note]: All videos will be arranged in accordance to the level of the mystic in the video. This is to help users easily track how the mystic class progresses/search for the content they are looking for.
-New Mystic Trailer
http://www.youtube.c...feature=related

-Level 1 <START> Human Mystic CBT #3 <Potentially outdated.>
http://www.youtube.c...h?v=SQ5PvjIDoBU
-Level 4 Popori Mystic <WARNING. OUTDATED>
http://www.youtube.c...feature=related

-Level 5 Human Mystic CBT #3 <Potentially outdated.>
http://www.youtube.c...feature=related
-Level 7 Human Mystic PvE (Soloing).
http://www.youtube.c...feature=related

-Level 8 Human Mystic PvE (Soloing)
http://www.youtube.c...feature=related


-Level 10 High Elf Mystic PvE in level 10 Instance [Island of Dawn] (soloing)
http://www.youtube.c...feature=related
-Level 11 Popori Mystic soloing level 10 Instance [Island of Dawn] (soloing)
http://www.youtube.c...feature=related

Level 12-14 High Elf Mystic PvE (soloing)
http://www.youtube.c...h?v=BFK4CZPpKq0

-Level 17 Popori Mystic PvE (soloing) <WARNING. OUTDATED>
http://www.youtube.c...feature=related
-Level 18 Popori Mystic PvE (soloing) <WARNING. OUTDATED>
http://www.youtube.c...feature=related

-Level 19 High Elf Mystic PvE (soloing)
http://www.youtube.c...h?v=BFK4CZPpKq0

-Level 19 Human Mystic PvE against Bears (soloing)
http://www.youtube.c...h?v=JPtV27v1Wmk

-Level 21 Human Mystic PvE against a huge monster (soloing)
http://www.youtube.c...feature=related
-~Level 25 Human Mystic Vs. Elin Archer (level 24) )Duel(
http://www.youtube.c...h?v=n9VQDRs-Rk4

-Showcase of various level 30 mystic skills
http://www.youtube.c...feature=related
-Level 30 High Elf Mystic PvE (solo)
http://www.youtube.c...feature=related

-Level 34 Human Mystic PvE against giant crabs! (Party. Primary Healing)
http://www.youtube.c...feature=related

-Level 34-35 High Elf Mystic Dungeon Game play (Soloing) [HD] ;p
http://www.youtube.c...h?v=GrN9XT1a6Tk

-G*Star Level 35 Mystic Soloing <WARNING. OUTDATED>
http://www.youtube.c...feature=related
-Level 50 Mystic Soloing a Boss
http://www.youtube.c...h?v=yWhQie9jAtA
-Level 50 slayer vs. Level 50 Mystic:
http://www.youtube.c...h?v=g5QXmH41Rl4


-Sallas entire channel. Level 50 High Elf mystic who knows what he is doing. I suggest any/all of his videos. (Ranges from PvE to PvP)

http://www.justin.tv/sallas89




Summon videos:
-Level 40 Elin Mystic Summoning Tanking Spirit < Spirit Summon: Guardian Spirit>
http://www.youtube.c...feature=related
-Level 19 Mystic Summoning the “Ranged Magical DPS” spirit. < Spirit Summon: Lightning Spirit
http://www.youtube.c...h?v=YgU6WJzctCA

-Level 40 Elin Mystic Summoning Healing Spirit < Spirit Summon: Life Spirit>
http://www.youtube.c...feature=related

-Level 38 Mystic Summoning the “DPS” spirit < Spirit Summon: Spirit of Destruction>
http://www.youtube.c...h?v=-nOxiZjvNE4


There… now that should be enough videos to give viewers of this guide a good impression of the mystic class =] enjoy!


Part 7: Priest Vs. Mystic
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“What are the differences? Aren’t they both just a generic healing class?”
(AA07)
Shockingly enough the community has definitely taken a foothold in the opinion that the mystic is a sub-par party utility not worth sacrificing a slot for the “true” healer in game. This is a fallacy that has arisen from (1) preformed misconceptions and (2) lack of information and comparisons.

For my first point (preformed misconceptions) I have to state very clearly that it is the “normal” for a mmo to have only a single unitary viable healing class… and perhaps a buff bot with very sparse heals (IE: Aion with the cleric and chanter classes. Cleric being the “real healer” and the chanter being a “buffbot”). Strangely enough, this is definitely not the case for the mystic class in TERA.
Secondly (lack of information and comparisons), scarcity of the information about the class and representations of the class in game have caused certain false-statements to be taken seriously by the community as a whole. Some examples of uninformed statements I have personally seen being:


Posted ImageThe mystic doesn’t have much CC, there is no such thing as a crowd control class in TERA

Posted ImageThe mystic class can’t even heal a “QUARTER” of what the priest can heal. It’s absolutely pathetic.

Posted ImageMystics heal through orbs (And ONLY through orbs).

Posted ImageThat mystics are a DPS class (This is a common mistake.)

Posted ImageMystics are only useful as mana-batteries in a party.

Posted ImageMystics can only have one pet out at a time.



So, clearly, this guide won’t go to waste to spread around the TERA community after seeing such statements about my class. In fact, if you can’t shrug off these questions by now then it may be important to return to previous sections of my extensive guide and reread them.

Anyhow, the purpose of this section is to dispel the skepticism around the mystic class as a “subpar” “useless” “mana-battery” which is “easily replaced by a priest”, and finally to “not waste a slot partying the gimpy mystic class”. This is a statement which couldn’t be further from the truth and more derogatory to a wonderful class if it even tried (whilst using proper English, for sake of the better word).
So now how this will go is that I will give general impressions of the mystic class against the priest class. I will, for anyone interested, attach a specific skill-by-skill contrast that I had created before putting the mystic class against the priest class in TERA.

Skill by skill breakdown post:


The mystic, as stated many times before, brings multiple various roles to the party.



Mystic:
-Potent buffs to significantly increase the party’s effectiveness. (Double critical strike, increased speed buff, mana regain buff, increased critical resistance buff, increased attack buff, instant resurrection on target upon targets death.)

-Potent heals (very effective lock-on healing system in conjunction with a brand-spanking-new “orb dropping” system in TERA. Combined they provide excellent healing power with exceptional dispels, the mystic can tide over the healing-woes of the party very easily.
-Potent crowd-control, the mystic is the most powerful crowd-control class in TERA. Possessing sleeps, stuns, and an array of slows, methods to strip buffs from its enemies and of course we can’t forget the awesome power of “fear”. All of this shoves the mystic class from a seemingly healer/buffer role to a highly offensive-defensive crowd control role. (Defensive-Offensive is using an offensive attack to a defensive outcome (Use an offensive Fear spell in order to render an opponent unable to attack your party (defensive).)
--Effective movement around the field (In combat and outside of combat). Facilitated through our teleportation skill and our Sanctuary of Haste buff. Allowing us to be the fastest-moving class in TERA.

The priest however is a class that fulfills a very different role in TERA.



Priest:
-Most powerful heals in game
-Has a sleep spell
-Buffs are very defensive (shields, reduced damage, increased resistances)



Here I will explain in awesome detail a response-style question to a quote I found on the forums. User name has been removed to preserve anonymity of the individual =)


Quote

at other post, i do believe the priest heal is far stronger than the mystic, as 1 ll play mystic, i do expect to see myself in small pve pt and PvP pt, but not that BIG pve pt until i get mana regen skill at higher lvl



Well the mystic does get their mana orbs (that they can drop) at level 26.

And then they get their Sanctuary of Spirit spell at level 36.


And I think that players too often forget about Essence of Leech: Imbide. Which allows us to deal damage and recover MP for the party as well. (Level 10).


However, priest honestly is not that amazing at the beginning either.

For the first ten levels they CAN NOT HEAL ANYONE OTHER THAN THEMSELVES. PERIOD.

Their only heal at that stage of the game is a level 1 self-heal.

In a shocking contrast the mystics orbs can be used to heal party members, perhaps as ironic as it is making the mystic >>>>>>>>>. priest at that point especially. (Even though this will only be about the first hour or so of game play pretty much.)

At level 10 the priests get their first other-player-heal. A lock on-heal which is pretty much the exact same as the lock-on heal skill mystics get ~ level 18.

At level 16 the mystic gain a healing summon which spams aoe heals (possible to hit others, but not really realistic most of the time to expect that).

So mystics and priests are generally on the same footing at that point of the game. (Just in terms of healing).


At level 18 the priests gain an AoE HoT spell (which heals for less than the orbs a mystic could drop AT LEVEL ONE!) But it does include many party members. Easily accessible = potentially better than mystic orbs for a non-tactical measure.

So at level 18 the class heals look like this:
Mystics:
Self heal: Their summon. Overall more potent than priests self heal.

Priests:
Self heal: Their self-heal they gained at level 1.


Mystics:
HoT heal: Orbs they could drop at level 1, heals more than the priests HoT heal and can be pre-placed... BUT! need the party to actively pick them up at will. (Meaning this is NOT idiot-proof.)

Priests:
HoT heal: Gain an AoE HoT heal at level 18, overall deals less healing than the mystics healing orb but is easier to access.

Mystics:
Lock-On Heal: Mystics gain a lock-on heal at level 18 which is definitely comparable to the priest’s lock-on heal that they gain at level 10.

Priests:
Lock-On Heal: Priests gain their first party-affecting heal at level 18 which allows them to heal other players.



So, at level 18 the differences around there are moot.



Where priests heals DO go above the mystics heals is at level 26, where the priest gets their MASSIVE direct-heal spell. But, this is not without its own faults, it has a small AoE effect and is relatively close-range... meaning if you want to heal "Wabahbahbababa" you need to get right up in Wabahbahbababa's face.

Also, that heal does not affect the priest itself. (Potentially this should be altered to help boost the priest class.)

Overall the two cons listed for this skill may just end up forcing priests to decide "is it worth risking my own neck to save his ***?". Making quite a few priests I've spoken to more hesitant to use this skill unless required (Since priests aren't the most mobile class. They do get an ability to gtfo the area, but it’s pale in comparison to the mystic’s skill).

Now I'll compile the heals for both classes.

Mystic:
Resurrections: (2)
-Resurrection (18)
-Blessing of Reincarnation (42)

Heals: (3) (Spirit Summon: Life Spirit is most usually self-exclusive but may provide party healing.)
-Essence of Rejuvenation (1)
-Spirit Summon: Life Spirit (Occasionally. Not always.) (16)
-Healing Shot (18)


(SELF-EXLUSIVE Heals) (1)
-Spirit Summon: Life Spirit (Most of the time.) (16)

Affliction Removals: (2)
-Essence of Rejuvenation (1)
-Purifying Shot (16)

Mana recovery: (5) (3 party) (2 self-exclusive).
-Essence of Leech: Imbide (10)
-Essence of Power (26)
-Sanctuary of Spirit (36)

(SELF-EXCLUSIVE mana recovery) (1)
-Mana Infusion (1)
* Disenchant (level 52) <-- requires confirmation later since its above current Korean Retail TERA level cap and is prone to massive change/removal.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Priest:
Resurrections: (1)
-Resurrection (18)

Heals: (5) (3 Party 2 Self Exclusive)).
-Soothing Light (10)
-Regenerating Wind (18)
-Healing Wind (26)


(SELF-EXCLUSIVE heals)
-Prayer of Healing (1)
*Blessing of Recovery (56) <-- Requires confirmation later since its above current Korean Retail TERA level cap and is prone/subject to massive change/removal.


Affliction Removals (1)
-Purifying Wind (16)

Mana Recovery (2, both SELF EXLCUSIVE)
None

(SELF-EXCLUSIVE mana recovery)
-Mana Boost (1)
-MP charge (12)


So, comparing these tables side-by-side we can easily get a birds-eye view over the mystic and the priest in terms of healing (MP healing and HP healing, dispelling and resurrection).

#1: Resurrection wise: The mystic gains a buff they can cast onto a party member which resurrects the member when they die. A free resurrection that can be placed upon an integral member of the team (say a priest or lancer for example). Quicker resurrection = always better! Resurrections in TERA take a long time.

#2: Healing wise (HP): The mystic and priests both get a fair array of healing skills with an exclusive breed of healing to each. The mystics, however, only get 3 methods to heal HP and the priests gain 5 methods [Note]: That is assuming that the level 50+ skill for priests does exist. (For priest’s exclusive is their level 1 self-heal and for mystics it is their summoned helping healer).

However, the distinction between these two classes in terms of healing becomes very apparent when we compare HOW the heals differ from one another.

-HoT orbs require to be picked up. YET can be placed on the field before a battle. In the end this will be a HORRIBLY BAD mechanic for a scrub-party and a mechanic that a team strong in strategy and planning will excel with! In the end how effective the mystics orb system is for your party is 100% based upon the skill level of your party. Also the Orbs provide a dispel on contact (but I'll touch that in the appropriate section below)

HoT spell (Rejuvenating Wind) from the priest is 100% IDIOT-PROOF. What does this mean? Even if your team is filled with retards you can zip up to the pseudo-tanks-SORCERER and hit them with this.

-Both get a Lock-On heal... but the mystics adds on a HoT effect healing the target for an appropriately larger sum than one would like to be led on to believe. Very potent heals for both classes that honestly are quite fair. Priests don't dominate mystics here/ vice-versa. Though priests healing does heal for more burst. (Refer to glyphs section for a mystic to understand how a mystic can boost their power with this heal. But remember priests can use glyphs for this too!).

Undoubtedly though, the lock-on heal is the single heal the mystic will be using for MOST of their time as a party-healer. This can be both a good thing and a bad thing (low cooldown, far range, low casting time, effective heal, can hit multiple targets) for both the priest and mystic (since the skills are practically mirror-images of one-another.

-For the priest though, they gain access to a quite different scope of skill range in the regard that



Priest Healing Skill - Mystic Counterpart:
Prayer of healing (1) – Summon: Spirit of Life (16)
Rejuvenating Wind (16) – Essence of Rejuvenation (1)
Soothing Light - Healing Shot
Healing Wind - ??????????? (No counterpart).

So judging from this list the priest and mystic are on rather even footing, that is to say that the mystic is definitely not a “quarter-healer” or in adept in comparison. (In the hands of a skilled tactician like me the healing orbs are definitely preferable to the generic HoT AoE spell. But not everyone thinks of an “action mmo” as an active-strategy field of opportunity.)
However, with the Healing Wind (Direct heal, huge health recovery) skill, the priest definitely takes a sharp and abrupt turn to being able to dish out more health power in accordance to if the reward (of healing) is worth the risk (close range, difficult to escape a bad situation). But one must remember that the priest normally does heal for more than the mystic either way.
So summary of healing-wise (HP):
The priest is a fool-proof healer with an array of direct-heals and a single HoT spell allowing the priest to spike health into an ally if needed. Carries the generic MMO formate of healing, as well as the title for the most powerful healer in TERA undoubtedly.
On the other hand, the mystic brings forth a very strange and exciting methodology when it comes to healing. The mystic heals through dropped orbs (an idea exclusive to TERA) and a healing summon (which is NOT exclusive to TERA, but in MMO’s I have played with a similar mechanic <RFonline, Inanna Summon.> I have enjoyed immensely.) Overall, these methods of healing, and their overall success, is attributed to the skill level of the party. An unskilled party will absolutely fail at utilizing these methods properly. Regardless though, the mystics healing does not surpass the healing of a priest who is more dedicated to their craft of healing than the mystical hybrid class… the Mystic.

#3: Affliction Removal wise:
For affliction removal I am referring to the ability to dispel any negative status aliments on party members. The mystics and priests overall differ in this portion that the mystics obtain two different methods to dispel status afflictions where the priest obtains only one.

The differences are: The orbs that require to be actively picked up + give healing also dispel status aliments from the one who picks up the orb. Making the orb skill a great-deal more useful than just a simple HoT heal.

The mystic also obtains yet another lock-on skill which dispels all harmful effects on the targets selected. This is generally straight forward and overall very easy to use and access having a rather low cooldown (2 seconds).

How the priest differs is that it gains a rather large 12m AoE dispel. The downfall? It has a 20 second cooldown timer (10 times longer than the mystic’s lock-on dispels).

So judging from that the mystic class is an effective “dispel machine gun” in contrast to the priest which is like a “dispel flood”… which then turns into a dispel draught. Anyone playing mmo’s knows how long 20 seconds is, especially in TERA which has generally lower cooldown-timers for active class skills. In the end both classes get the job done pretty nicely. In retrospect to the mystic class dispel machine gun, the only method to self dispel is via dropping orbs or utilizing the healing spirit, their lock-on does not dispel them as well.


#4: Healing Wise (MP):

In this category I was very tempted to axe off priest from the section completely before I spoke of self-mana conservation and restoration.

I think from that statement you could Tl;Dr. right here and stop reading… but I’ll continue with an explanation.

Mystics acquire three abilities to help restore and maintain the party’s mana rates… the first Essence Leech: Imbile is more of a charged-up “mana burst”, the second being the drop of an Essence of Power which has the EXACT same principle idea backing it as Essence of Rejuvenation… acting as an immediate mana recovery potion. Last but not least is Sanctuary of Spirit, a DEFINATE asset to any party, maintaining an increased mana recovery rate of 20 mana per second (or 40 mana per 2 seconds). Overall this mana recovery allows the party to not only spam top tier skills more, but also allows them to reconfigure their crystal formations in order to go more offensive (where normally they would be barred from such an offensive build due to mana requirements alone).

While the mystics gain these mana replenishing skills, the priest gains a single charged mana recovery technique. Useful? No doubt. However, the priest falls flat on their face when it comes to maintaining the party’s overall mana-morale (I like that term, since without mana they can’t go crazy spamming skills (low morale relation).).

Here the mystic is beyond a doubt the better, the priest does NOT restore mana for the party in any shapre-nor-forme.



~So in summation to this all for the RESTORATIVE properties of the healing and mystic class in contrast to one-another. The priest brings with itself the most powerful heals in classical-mmo-healing-style whereas the mystic brings in definitely comparable heals using various “brand new” methods.

The priest is DEFINITELY idiot-proof, meaning if you walk into a party you control the healing 100% and don’t have to worry about them picking up orbs.
The mystic is DEFINITELY NOT idiot-proof, meaning that the overall skill and coordination of the team is integral to the effectiveness of orb healing.

But on the other hand, mystics also obtain a lock-on heal which is without a doubt potent if not the most effective method of healing in TERA. Making it definitely possible to heal…. “noobs” as I shall put so eloquently and ever so kindly.

In terms of removing afflictions on allies, a.k.a. dispels, the mystic and priest are relatively even, priests being able to flood the field with dispels (but go through a LONG cooldown time!) and the mystics able to pepper dispels all over the field (as well as having orbs be a viable method to restore life to the party).
Last, but definitely not least in TERA, is MP healing. Priests have no method to aid their parties in maintaining mana…. Meaning they cannot prevent party Mana-Morale from being grinded into the ground. The mystic, however, is the single class in TERA that offers mana replenishment encouraging Mana Morale to skyrocket. Likewise this has INDIRECT REPERCUSSIONS on the party, the party may now switch out ineffective mana crystals/glyphs to go for more offensive crystals/glyphs and thus pump out EVEN MORE damage than before.




So it’s time to do another wonderful summary chart for everyone:

Mystic
-Can provide confident healing.
-As effective as the priest in healing themselves (through summon).
-Only class in TERA that can replenish others mana.
-A more tactical class which will reward tactician players with great benefits.

Priest
-The most powerful heals in TERA.
-Fool-Proof.
-A “defensive” buffer. Greatly adds onto the party’s overall survivability.
-No methods to restore mana.



***Also I’ll state here that the priest actually has higher PERSONAL “DPS” than the mystic. (But refer to theory craft section in which I will explain how the mystic actually has HUGE DPS VALUE!.)

There, now you are educated in the differences between priests and mystics healing potential in thorough detail.





Aegis, why u so negative? Umad @ preeist?

No, lol.


I will now start this section stating that regardless of how “biased” I may seem in my last post, that is far from the truth. I actually started watching TERA wanting to be a priest, so I have ample knowledge (and hands on experience) with the class.

What do I want to say?: Sure, the mystics can provide many assets to the party. These assets range from capable healing, crowd control, offensive buffs and mobility… yet, the mystic is clearly geared towards offense. What does that leave us with? The priest class, left to fill in the defensive line in TERA.

The priest offers a variety of buffs to themselves and the party, all of which are extensively defensive. A stark contrast to a mystic who’s main goal is the juice the most OFFENSIVE capabilities in a party, a priest maximizes the party’s defensive properties.

The priest has a very wide array of skills to boost their healing, which is already higher than the mystics, through glyphs. This actually makes the priests heals considerably larger when you take it from a fields view. A mystics heals will easily be strong enough to help, but a priests heals are definitely superior even if they have only one more “heal” then the mystic.

The priests defensive buffs are of the utmost horror in TERA, reducing all ranged damage by 30% and doubling resistances of the party… they essentially hone in on dramatically raising a party’s survival.

But I think that is enough of that and everyone should now understand, the mystic is good but the mystic is offensive… where the priest is the best healer and is significantly more defensive.

~~~~ An issue that has consistently been brought up to me as well as many others is the issue of priest mobility… causing the priest to be not the “PvP healer”.

First off please allow me to say this is utter ********. <-- I know the swear filter will catch me on this one, but I don’t think there’s a much better way to say this. The priest has an escape skill of their own that causes all targets hit by it to be slowed, as well as a speed buff boosting their speed as high as the mystics speed. Sure, their skill to help them avoid may NOT be as easy to use as the mystics to “get the hell out of there”, but honestly the abyss of the QQ and assumptions I have seen is just nerve racking and annoys me. The priest gains multiple defensive buffs as I said, and these more than easily make up for the fact that the mystic doesn’t go flying a few more centimeters across the field than the mystic and rather be a “back-jumper” than a “teleport infront of myself, DERP”.

If your priest cannot manage to avoid damage and keep themselves alive then you need a new priest, if not you need to start to question why your party’s formation is looking more and more like a hunk of mashed potatoes.
I prescribe to you:
Posted ImageAt least 10 seconds of thinking of why your party’s formation failed.

Posted Image2 seconds to evaluate your own performance.

Posted Imagea helpful handbook on priests (which may be published by some aspiring MMO gamer who chooses to make a soul-crushing-wall-of-text like me. Teehee.) to help your clearly delusional priest realize that standing in the middle of the field whilst picking their nose IRL is perhaps not the best way to succeed in PvP.

Posted Imageimplementation of at least a few nuclei in the giant void you call a head.
Make Sure To Check Out My Skill Lists! Priest, Sorcerer, and Mystic!
Posted Image
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#4 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:03 PM

Part 8: Gear, Glyphs and Crystals, Mystic Customization.
Posted Image
(AA08)
This section of this guide will be completely dedicated to the methods behind changing your character to fit your own personal style. Since we are all individuals we will each have a unique focus point in which we prefer to play our class. Given that the mystic is a class that is clearly diverse and capable of fulfilling multiple roles in a party at any given time, we are given the fluidity to choose if we would rather hone our skills in buffing, master the art of healing, add potent effects onto our damaging skills or many other possible combinations!

First off I will start with an introduction on the gears the mystic uses:
The mystic uses a combination of cloth armor alongside a wand weapon.
Posted Image
(Wand weapon image.)

------Weapon Customization.
(AB81)

In TERA there is much more to weapon selection than having “the highest quality highest level weapon”. In fact, sometimes a higher level weapon can be more of a hindrance to your personal play style. Here I will enhance your knowledge on how the mystic can work together with their weapon to attain the desired potency for the mystic class!


Enchantment

Weapons each come with the potential to gain a special effect on themselves. Sometimes a weapon can drop with a special effect on it already! However, weapons can also be enchanted to bring out more special effects on the weapon!
+3 weapon = 1 added bonus
+6 weapon = 2 added bonuses
+9 weapon = 9 added bonuses.

One must realize now that you really do not get to choose what sort of bonus you get on any given weapon you may choose. Meaning that it is up to luck (RNG) in this instance. In this case it can take many trials in order to get duplicate effects that you desire to have. But in the end it is potentially very rewarding!

I will use myself as an example in this case:
-I play a mystic and I want to increase my healing power in parties. Likewise, I would want to aim for a weapon with a +healing boost statistic on it. (If I can get multiples… even better!)


How healing boost works?

Each attribute of healing boost on your weapon adds +9.1% healing power.

Likewise this is pretty awesome in itself, given that % values work off of the whole number (opposed to a relatively useless value of 100 that really does not scale with our class as we level).

Say we can heal 10,000 damage (10k) off of our target using Healing Shot (18). Having a single healing boost attribute on the weapon can increase the health benefits given by this skill by 9.1%... which translated is equivalent to an added 910 healing to that single spell. So 10,000 + 910 = 10,910. Almost 11k health! Adding a full 1K onto our healing output! This is a dramatic difference in healing output and one definitely worth looking into and investing for.

However I did mention multiples. As a person who wants to juice the most out of healing my goal will be to obtain / enchant a weapon with as many healing boost attributes as I can get my mystical little hands on!

So say we obtain a weapon with dual healingboost attributes. This adds 9.1% + 9.1% = a total of 18.2% healing boost total from the weapon.

10,000 x 18.2% = 1,820 healing bonus! This makes our 10k heal nearly 12k! A full 2k difference! (11,820)

Now in the rare case I obtain a weapon with TRIPLE effects on healing boost the effects will be even more dramatic! 9.1% + 9.1% + 9.1% = 27.3% bonus! This is over an entire QUARTER of our healing being raised!
10,000 x 27.3% = 2,730 healing bonus! This makes our 10k heal nearly 13K! A full 3k difference! (2,730).

All of a sudden my statements of us being a capable and confident healer are definitely starting to make sense I can only hope!
[Note]: But remember! We can have more than just one type of effect on our weapon! There is a wide range of attributes we can choose from to customize our playstyle in TERA! (Eg: attack speed.)

------Armor Customization.
(AB82)

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(I’m sorry, but that’s just plain ****** :p. I’d make sweet sweet love to that robe!)



Next up is the armor that we wear. In TERA the system for armor customization is nearly the exact-same as the method to customize weapons. Similar to how I mentioned a weapon can have dual stats, a piece of armor can as well.

For example: You get a piece of armor with dual +9.1 defense on it. This would add +18.2% defense onto your armor! There are, of course, other effects… but the general message is you can definitely edit your armor to suit how you wish to play your mystic!

Last but not least I should add customization for the shoes… In the end speed should really win out… I even as a tactician can’t see slower movement being a benefit. (Unless its slowing you down from running into a zerg and dying, but then again you would move away slower and would just in the end be delaying the inevitable.)


Also one cannot forget the aesthetic end of things! You can definitely have many cool armor models! Check out these links here at TERAfans!

http://www.terafans....__fromsearch__1

And here!

http://www.terafans....rune_key=*&st=0

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Oh, and this is amazing too… TERA really outdid themselves on the cloth models =P these men don’t look like the old dress-wearing clothies most of us are used too!

------Glyph Customization.
(AB83)

Glyphs in TERA is a very important method in designing one’s own character to their personal preference of play style. Without the proper glyphs boosting how you want to play as the very diverse mystic class, you will definitely not enjoy the class as much as you could given the right set of glyphs!

I will, rather than attempt to rehash and formulate my own paraphrased data on glyphs in TERA, link you to this guide done by Organic which is posted on TERAfans. Make sure to thank Organic for the great writeup!

I will now also quote the write-up here. PLEASE REMEMBER THIS IS ORGANIC’S WORK. NOT MINE. I TAKE ZERO CREDIT FOR THIS SECTION!
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View PostOrganic, on 15 January 2011 - 04:04 PM, said:

There have been lots of write-ups about Glyphs, how to obtain them, how to use them, what types are in the game, etc. Here's a quick recap of how it works and most of what's available for the Mystic.

Here's the Korean wiki link to the Mystic Glyphs (and a full list of Glyphs here).

1. Most skills have a Glyph associated with them. Some skills have two or three Glyphs you can purchase.

2. In many cases, you can buy the Glyph for ~11K gold. Higher level Glyphs will cost more.

3. Once purchased, right-click the Glyph to have it added to a second tab in your skills UI.

4. Each Glyph activates a specific modification of that skill (lowers MP, increases damage/number of targets, lowers cd, increase duration, etc.).

5. As you level, you'll gain Glyph skill points.

6. Each Glyph requires a set amount of skill points (2-6), so you can mix 'n match which Glyphs you want active until you've spent your points.

7. After you are happy with your Glyph selection, you activate them.

8. It costs 50K+ gold (appears to increase with level) to undo reset your Glyph skill points. (Brian Knox stated that this mechanic was supposed to be "easily changed", so I expect this cost to be lowered for US/EU.)

9. The active Glyphs (in the first screencap) have the extra gold/bronzed border around them and will be highlighted.

As you can see, many of the Mystic skills can use Glyphs and you can somewhat change your "role" as well. For example:

Solo PVE
If you lower the cd on your biggest damaging AOE and increase the damage of your spamming attack and other AOE, you'll be hitting ~20% harder and doing more damage more often. You can also lower the cd of your tank pet.

Defensive/Healer
You can spec more defensively by lowering the cd on your teleport, having 50% resistance to knockdown while leeching, adding 20% more MP regen, and lower the MP cost and cd on your Rez. You can also increase your targetable heal skill from two targets to three.

CC/Utility/PVP
You can change many of your utility skills, including lowering the MP upkeep drain of your in combat AOE speed boost, lowering the cd on your AOE buff removal, increasing the number of targets affected by your AOE cleanse, and lowering the cd of your sleep.

While not exactly as different as a talent tree, the Glyphs do offer some nice customization of your Mystic.

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So, given this information (done by Organic), one gets a very good idea of the glyph system and its relevance in character customization. As you can see from the examples Organic provided in his write-up there is a large selection of various methods and routes one can go in order to obtain the desired build to your personal play style! Make sure to utilize this system to what you will enjoy the most!

Here I will place a detailed translation done by bygeorge! =]

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Glyph of Protection
Essence of Leech - 5 - Triples your knock-down and stun resistances while using Essence of Leech
Essence of Leech - 4 - Damage received reduced by 50% while using Essence of Leech

Glyph of Time
Blessing of Might - 5 - Increases the duration of the effect by 35%
Flash Shot - 5 - Increases the duration of the effect by 40%
Binding Shot - 6 - Increases the duration of the effect by 50%
Shackles of Pain - 5 - Increases the duration of the effect by 20%
Curse of Chaos - 5 - Increases the duration of the effect by 25%

Combo Glyph
Shackles of Pain - 3 - Reduces the MP cost of Shackles of Pain by 33 when used in a combo.
Essence of Rejuvenation - 3 - Reduces the MP cost of Essence of Power by 100 when it is used after Essence of Rejuventation.
Fury of the Earth - 4 - Reduces the MP cost of Curtain of Retribution by 41 when it is used after Fury of the Earth.
Blessing of Might - 4 - Reduces the MP cost of Essence of Rejuvenation by 100 when used after Blessing of Might.

Glyph of Power
Essence Leech - 4 - Adds the effect of reducing the target's movement speed by 40% for 2 seconds to Essence Leech. (Information from Sallas:
Glyph of Spirit
Sanctuary of Rage - 5 - Reduces the MP cost of Sanctuary of Rage by 300.
Sanctuary of Speed - 2 - Reduces the MP cost of Sanctuary of Speed by 50.
Essence of Spirit - 5 - 20% increase in MP recovered.
Peer Summon - 2 - Reduces the MP cost of Peer Summon by 640.
Resurrection - 3 - Reduces the MP cost of Resurrection by 510.
Shackles of Sleep - 5 - Reduces the MP cost of Shackles of Sleep by 150.

Glyph of Focus
Curse of Sloth - 3 - 20% reduction in cooldown.
Shackles of Earth - 6 - 20% reduction in cooldown.
Blessing Release - 4 - 25% reduction in cooldown.
Retaliate - 4 - 20% reduction in cooldown.
Resurrection - 5 - 50% reduction in cooldown.
Spirit Summon: Life Spirit - 5 - 20% reduction in cooldown.
Spirit Summon: Spirit of Power? - 6 - 10% reduction in cooldown.
Spirit Summon: Guardian Spirit - 5 - 10% reduction in cooldown.
Fury of the Earth - 3 - 20% reduction in cooldown.
Disenchant - 2 - 20% reduction in cooldown.
Teleport - 3 - 25% chance to have no cooldown after using Teleport.
Blessing of Reincarnation - 5 - 40% reduction in cooldown.

Glyph of Tracking
Healing Shot - 6 - Increases the maximum number of lock-on targets by 1.
Purifying Shot - 4 - Increases the maximum number of lock-on targets by 2.

Glyph of Fight
Elemental Shot - 3 - Increase the skill's power by 25%.
Curtain of Retribution - 6 - Increase the skill's power by 25%.
Retaliate - 4 - Increase the skill's power by 25%.





So now you realize the sort of business you are in when it comes down to glyphs as a mystic.

Here I will try and make sense of all this rawr information for your viewing convenience.

[Note]: There are 8 different branches to the glyph system for the mystic.


#1: Protection.
These glyphs primarily focus upon boosting ones survivability and resistances. For the mystic class the main goal of this is to buff the skill “Essence of Leech”. This becomes a very dramatic alteration in the mystics ability to take a hit and migate the damage… 50% is more than easily the difference between life and death. As you will see me post later on in the Theory Crafting section, this skill potentially will make it onto any mystics skill list who is particularily interested in “Mystic Tanking”
I’d personally say that the two skills work together marvelously as they reduce damage more than significantly and increase the mystics resistances to stuns and knockdowns.
Umm… essential for any mystic interested in being able to take a hit.


#2: Time.
The glyphs that fall under the effects of time are very particular in the skills they work upon. As shown by the list you can have it effect everything from our single active buff “Blessing of Might” to effecting our debuffs we cast on others.

I’ll go and use “Blessing of Might” as an example here. Speaking of this skill it has a reported duration value of 25 seconds. Boosting this by 35% would give the skill an added duration of approximately 9 seconds. This makes the duration from 25 to approximately 35. A fair difference honestly.


#3: Combo glyphs.
These glyphs are glyphs that have MP management effects seen during a rotation. Such as if you are spamming orbs you can receive a bonus of paying less mana for the next orb. Potentially very useful for conservation of mana .

#4: Power.
The glyphs of power… or glyph of power that is… affects Essence of Leech and rather than adding “power” it adds the effect of slowing down the targets that it hits. The duration, however, is rather small and it couldn’t be really viable for a mystic to run into a party and slow them this way.


#5: Spirit.
The glyphs of spirit are all about maintaining stable levels of mana and preventing a player from going out of mana.
I’ll be honest here, the mana costs of the spells that it effects are rather moot. I’m not too thrilled about the effects given here. We don’t always have to spam sanctuary of rage or speed, or peer summon or resurrection… making those 4 glyphs useless in my opinion. Shackles of sleep reducing MP cost by 150 isn’t that big of a deal to me either since 150 MP is not that much. Lastly the Essence of Spirit ability looks okay to me since it recovers 20% more MP, but I’m not sure its worth the cost.


#6: Focus.
The glyphs of focus are all about reducing cooldowns. In TERA cooldowns play a major role in if you are going to be able to spam an attack, get off that last heal, maybe even place that one more buff on that character… overall I say this would be the section of glyphs a mystic will have to go through in order to define what they like.



You get a variety of glyphs here and I won’t waste your time reading through them all since it should be obvious. But, I think that some require a particular reference:

Spirit Summon: Life Spirit - 5 - 20% reduction in cooldown.
Essentially this spirit is our self heal. Lowered cooldown on this would be integral for self-sustainability in PvP.


Teleport - 3 - 25% chance to have no cooldown after using Teleport.
Teleport is yet another integral skill to the Mystic class. This skill giving us a 1 in 4 chance to teleport immediately after teleporting is a godsend.


Blessing of Reincarnation - 5 - 40% reduction in cooldown.
Blessing of Reincarnation is our 15 minute cooldown 20 minute duration buff. Potentially a skill we may be biting our nails as we wait for the cooldown to stop ticking down and finally just become available! Also considering how its such a large percentage of cooldown decrease, it is not much to imagine that 40% of 15 minutes would be a very important decrease in duration! That is shaving off an entire 6 minutes of cooldown from the skill! Making an intimidating cooldown time of 15 minutes into a humble cooldown of 9 minutes!

#7: Tracking.
Essentially these glyphs are a must-have for any mystic who plans on healing effectively. These glyphs increase the number of targets that our supportive healing skills can lock onto and, likewise, severely boost our capacity to support a party.

Our heals can have from 2 to 3 targets and our dispel can have from 2 to 4 targets.
Certainly a heavy burden lifted from the mystic class.

#8: Fight
Glyphs of Fight are what one would think that the “Glyphs of Power” would do, they literally increase the power of your offensive skills by a % value. While this may sound great, even with these glyphs our damage is a far cry from being even close to even in the dust of a DPS class of TERA.
Overall I think that these will definitely find their use, but I think one has to compare and contrast the pros between taking these glyphs over others.

I think from here one can easily get the much needed and desired effects to alter our class in accordance to our preferred playstyle.



------Crystal Customization.
(AB84)
Crystals play a quite substantial role in the customization of one’s character in TERA. They can do a wide range of effects from boosting ones attack power at half health, reducing damage taken, increasing MP or HP recovery rate, and much more! I believe that it is in everyones best interest that I quote this article translated by bygeorge and hosted on GamerRiot =)
Link: http://www.gamerriot...t-crystals.767/
Added: I DO NOT TAKE CREDIT FOR ANY OF THIS INFORMATION PRESENTED.
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Tier I----- lvl 1
Tier II --- lvl 11
Tier III -- lvl 23
Tier IV --- lvl 35
Tier V ---- lvl 48

I am just going to be translating the tier V crystals, and only the uncommon (higher grade) crystals. As you can imagine, uncommon quality crystals have better effects than common, and lower tier crystals have weaker effects.

Crystals have a chance of breaking upon death unless stated otherwise.
Multiple crystals of the same type can not be used at the same time unless stated otherwise (Stackable).

Posted Image Projection of Justice V - Recover 95 MP when hit by a PC.

Posted Image Flow of Recovery V - Continuously recover 166 HP every 5 seconds. Stackable

Posted Image Speed of Peace V - Increases movement speed by 27 when not in combat.

Posted Image Endurance V - Increases maximum HP by 2484. Stackable

Posted Image Executioner's Hope V - When knocked down by a normal sized monster, there is a 10% chance to recover HP over 5 seconds.

Posted Image Executioner's Will V - Damage taken from normal sized monsters is reduced by 7%.

Posted Image Hand of Salvation V - When knocked down there is a 50% chance to recover HP over 5 seconds.

Posted Image Blessing of the Gods V - When knocked down or interrupted, there is a 50% chance to create a damage shield.

Posted Image Calming Response V - When knocked down by an enraged monster, a damage shield is created.

Posted Image Calming Commitment V - Reduces damage from enraged monsters by 7.6%. Stackable

Posted Image Challenger's Will V - Reduces damage from medium sized monsters by 7%. Stackable

Posted Image Challenger's Strength V - When knocked down by a medium sized monster there is a 15% chance for a damage shield to be created.

Posted Image Killer's Commitment V - Reduces damage from small sized monsters by 8%. Stackable

Posted Image Final Will V - Reduces damage taken, when at below 50% HP, by 8.5%. Stackable

Posted Image Final Stand V - Reduces the chance of being critically hit, when at below 50% HP, by 8.5%. Stackable

Posted Image Witch's Jewelry (lvl 35) - Increases your MP by 225. Socketed into weapons. Can not break upon death. Stackable

Posted Image Vampire's Jewelry (lvl 25) - Increases you HP by 897. Socketed into armor. Can not break upon death. Stackable

Posted Image Mana Flow V - Continuously recover 39 MP every 5 seconds. Stackable

Posted Image Battle Speed V - Increases your movement speed while in combat by 13.

Posted Image Erupt V - Recover MP over 5 seconds when you critically hit a target from behind.

Posted Image Counterattack V - Recover MP over 5 seconds when you knock down a target.

Posted Image Vigilance V - Increases your max MP by 228. Stackable

Posted Image Grandeur of the Executioner V - Increases damage when attacking monsters by 7%. Stackable

Posted Image Dirty Blow V - Increases the critical multiplier when attacking a target's rear by 1.08.

Posted Image Executioner's Wrath V - Increases the critical multiplier when attacking a normal sized monster from the rear by 1.24.

Posted Image Wrath of the Challenger V - Increases the critical multiplier when attacking a medium sized monster from the rear by 1.24.

Posted Image Weak Point Strike V - Temporarily increases your attack power when you critically hit a target from the rear.

Posted Image Chance Opportunity V - Temporarily increases your attack power when you knock down a target.

Posted Image Ruthless V - Increases the damage when attacking a knocked down target by 8.3%. Stackable

Posted Image Poisoned Blade V - Causes a damage over time effect when you knock down a target.

Posted Image Wrath of the Terminator V - Increases the critical multiplier when attacking an enraged monster by 1.54.

Posted Image Grandeur of the Challenger V - Increases damage to medium sized monsters by 7%. Stackable

Posted Image Grandeur of the Slaughter V - Increases damage to small sized monsters by 8%. Stackable

Posted Image Slayer's Wrath V - Increases the critical multiplier when attacking small sized monsters by 1.32.

Posted Image Desperate Counterattack V - Increases your damage when you have below 50% HP, by 8.6%. Stackable

Posted Image Mortal Strike V - Increases your critical multiplier when you have below 50% HP, by 1.42.

Posted Image Assault of the Projection V - Recover 73 MP when you hit a PC.

Posted Image Precision Strike V - Increases your critical strike probability by 2.7%.


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Once again I will state I take ZERO credits for the section I just quoted on crystals. Credits go to bygeorge and TERAfans.
Link to the full article: http://www.terafans....he-korean-site/

Please visit that link to the wonderful article and thank those who made it! =)



Also here I’ll include images of the Crystal-Shop where you can purchase crystals in game.
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And then here is the user interface where you can put crystals onto your character! (Notice how the red crystals are on the far left vertical squares? The defensive crystals can go into the far right vertical squares!)
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So from here it’s yet another crossroads at how you will choose to craft your mystic to your personal preference… will you be more interested in survivability and take on crystals that boost that? Will you be mainly interested in having a large manapool or great natural mana recovery? Would you want to deal higher damage?

[Side Note]: I’d personally suggest a player eager to play the Mana-Hog-Class (Mystic.) consider investing into MP regain crystals, or at least seriously consider them.

Overall the crystal system allows the player to design their passive bonuses to their particular needs and interests!


------Racial Customization.
(AB85)
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Finally the fourth method to customize your character to your specific wants and needs is racial selection. Although this may be one of the first choices you make in TERA, the scope of its benefits and drawbacks are actually not as shocking as some would like to believe. Of course though, this will be an essential tool for max-min players to achieve their desired character.

An entire article of racials can be found here that I will make reference to:
http://www.terafans....nhanced-skills/

Credits for translation/the skills themselves in the following images is not mine and I do not take credit for them!
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1. Human
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[From left to right] Expert Duelist (Active Skill): For 3 minutes, it will lower the chance of reactions during PVP by 50%. (?)

Will of Humans (Passive Skill): When your HP goes below 30% you will take 10% less damage during PVP.

Dilligence (Passive Skill): It takes 10% less time to craft Light Armor.

2. High Elf
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Activate Core (Active Skill): Instantly fully restore your MP.

Core's Blessing (Passive Skill): When resurrected from death, you get MP regeneration buff.

Essence Collector (Passive): You take 15% less time to collect Essences.

3. Castanic
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Runic Awakening (Active): When in combat your movement speed will be increased by 35 for 3 minutes, but when attacked your reaction time will be increased and after the reaction, the effect will be canceled.

Master of Ambush (Passive): When attacking from behind, your critical chance is increased by 1%.

Acrobatic (Passive): Decreases fall damage by 50%.


4. Aman
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Veteran Fighter (Active): For 30 seconds, lowers the chance to get knocked down / paralyzed by 70%.

Descendant of Davan (Passive): When your HP goes below 30%, your defense increases.

Strength (Passive): Increases the chance to resist status ailments.

5. Popori
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Friend of Nature (Active): When used before you are in combat, you will not be attacked first by monsters for 3 minutes. The effect disappears when you enter combat and cannot be used during combat.

Joy of traveling (Active): When used, for 3 minutes your out of combat movement speed is increased.

Child of the Lake (Passive): Swimming speed increased by 50%.

6. Baraka
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Nature Fuse (Active): Instantly heal 100% of your maximum HP.

Optimist (Passive): Lowest percentage of your condition is 20% instead of 0%.

Keeping Calm (Passive): Raises the chance to resist movement impairing effect.
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From this list one gets the impression that there is obviously some races that would be preferred towards others.

And there are clear benefits and cons to each.

Example: A human takes 10% less damage in PvP, A Baraka can fully restore their HP, a High Elf can fully restore their mana, a popori can move faster and avoid combat.

From here it’s important to realize an essential thing that people usually forget when looking at details. The fact is, details are important, but enjoying what you play is MORE important… and by enjoy I mean playing the race that is most aesthetically pleasing to you~! No one wants to play something they do not enjoy, so don’t!

Now a person will easily scream at me saying “well everything is important!”

-Yes it is important. Without a doubt! However there are a few facts that this information on racials neglects.

#1: Racial active skills have a cooldown of up to 3 hours. This makes the Barakas self-heal honestly not-so-awesome, same with high elf’s. For a casual player it will be something they see ONCE a day!
#2: Racial passives have minor effects. This includes what may seem “godly” Aman racials. It has been reported by multiple players that the effects of these passives (unless otherwise stated) are clearly minor and very much not game impacting.

So that being said, one is allowed to freely choose whatever race they find most aesthetically pleasing without having too much of an issue.

[Note]: I have stumbled upon, and experienced, something that players refer to as the “hit boxes”. Hitboxes for ALL races are ALL very VERY similar. The purpose for rolling an Elin should NOT be because you’ll have a “smaller hitbox”. That is an inaccurate assumption.

However, when it comes to Lock-On skills, size does become an issue. This includes all the way from receiving heals to being targeted by Lock-On damage skills by an opponent. This may be removed/nerfed later on… but this is one thing that has been noticed when comparing the Baraka (HUGE) race against the Elin (SMALL) race.

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So it is up to you, be hit less by lock-on only skills… or potentially gimp the ability for the healer of the party to heal you?



Summary of Mystic Customization:

Customization comes in four primary forms.
#1: Weapon customization. Choosing the right attribute on your weapon will be integral to the overall success of your character (Eg: A more healing oriented mystic would want to choose a weapon with healing boost attributes on it).
#2: Glyph customization. The right array of glyphs can allow you to play how you wish to play (Eg: decreased cooldowns).
#3: Crystal customization. Crystal customization in TERA allows a player to pick and choose just which passives they wish to see on their character (Eg: increased mana recovery rate).
#4: Racial selection. Racial choice can influence a few skills that you gain access to and help mould the class to your desired outcome. Although the effect is mostly aesthetic.

Also I will take advantage of this section to add this point. As stated previously in this guide the mystic takes the liberty of providing mana to a party. As I stated in those sections respectfully, this allows us to ease the party into being less anxious about their mana recovery rate and mana management skills. Overall the glyph and crystal customization systems are commonly being used in order to support classes who are afraid of running out of mana (OOM) during a fight. The mystic allows these classes to be at ease with the ability to restore MP, and as such these classes can switch to more useful glyphs that increase the classes survivability or the classes offensive power.

Dramatically changing the entire playstyle for the members that the mystic supports!






Part 9: Theory Crafting
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“Where things get a little interesting!”
(AA09)
In this section it will be my great fun to craft theories and ideologies about the mystic class and what new and special attributes the mystic class brings to the table that one might just completely skip over and ignore.

I think the biggest and most prominent feature that most people avoid when they think of the mystic class in general is the capability for –Change of the environment itself-

I understand the absence of thought when it comes to this perspective of the class as it is almost unheard of in an action MMO for a class to literally alter the environment in such a bold and exciting way.

--------Environmental Alteration, a Mystic feat.
(AB91)
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Left: Unaltered environment. Right: Altered environment.
When the creators of TERA stated that the mystic was inclined to be a class connected to the environment and nature of the world of TERA itself they were far from sarcastic. Arming the class with the tools to alter the environment and plan ahead tactically to appropriately combat an oncoming assault.

As I have said very early in this discussion, the mystics bring a new aspect to the table. This aspect is the dispersal of orbs that Replenish HP + Dispel (Essence of Rejuvenation) and a second form of orb which provides an instant burst of MP (Essence of Power). These are both very long-duration orbs that only an ally character can use, ensuring that placement of these orbs would not be to consequence of a double-edged sword.
What does this all mean? With a skilled mystic one can simply plan accordingly for a given situation and “brace for impact” littering the ground with these various orbs… permanently altering the environment itself to be a benefit to your team should the other team be so bold and reckless to charge into what may as well be considered a “Sanctuary” for your team.
Of course, this makes the flow of battle very active and exciting now in contrast to a mindless action environment that one would be used to (and likewise mostly assume) in MMO’s.

Now a party can plan ahead with a skilled mystic player where their party will move and possible escape routes and retreats into a “sanctuary” that the mystic has created through alteration of the environment.

Also, the viability of this idea is the fact that the orbs are relatively easy to spam and set up in a coordinated fashion, as well as the orbs have no limit to amount (well of course they have SOME limit, but they are rather persistent buggers!) and duration.
[Note]: Also, both types of orbs persist in the environment regardless if the Mystic dies. This leaves the potential to receive heals from a “dead healer”, something quite unique in the MMO genre!

Personally I would say that the capability to turn the environment, utterly change the face of the map you are on, is an insane quality to the game play that allows people the ability to form personal safe-zones in which one can constantly place the orbs HoT effects on themselves and self-dispel and recover mana with incredible ease. This turns a basic zone into a zone where you are constantly being healed and are able to stay alive significantly easier than if you were in an unaltered environment.

That being said, the mystic class is beyond a doubt a class that is underappreciated for its astounding prowess with nature itself. Essentially skills that would be completely useless in the hands of most wielders is turned into a skill that is to be taken with extreme caution in the hands of a tactical player.


------ Mystic tanking
(AB92)

Now I have already received a blatantly large amount of public bashing on this topic, but I am fine with that. Every new idea that “breaks the mold” is greeted with challenges and I will happily accept them. Criticism is more than welcomed as it helps one refine and perfect their idea. However simple comments like “noob” and etc are almost funny cause I am doing it successfully and I believe the bigger noob would be the one unable to even mentally grasp the concept opposed to the one doing it.

So now that little disclaimer is done, on with the explanation!

Healing agro. In TERA. Is EXCESSIVE.

Thus, a mechanic the developers clearly made to hinder the **** out of healing classes in TERA is going to be the key element in this very abusive method of game play.

Yes, developers of TERA, I have hit you over the head with my classical “you really thought that you’d do this and I wouldn’t find a way to make it WORK FOR ME?”. I’ve already made a great wild amount of people chuckle who know me from my various mmos I have played before… I seemingly have a complex where I have to make the mechanics designed to hinder me an advantage. Shockingly enough I did it even with the class I plan to roll on TERA.

Naughty, naughty developers. You expected too little from the community and from me who has been branded the mmo “tactician”. Of course I’d abuse the mechanic you meant to abuse me. <3 snuggles and hugs!

Now back to the theory and realization of this “Mystic Tanking” I am going on about. The theory is actually so simple I think that people need to facepalm themselves before continuing… finished? Good.

We have two primary methods to “move”. As I said earlier, the mystic class is probably the most effective class in dashing out/teleporting out (well, both dashing AND teleporting) out of trouble. (Warrior being, of course, more suited to the tanking role because they have this overzealous self-fulfilling title that says they are a “tank” in TERA. Well, warrior, why can you tank being pretty much just as squishy… and I can’t?!). This allows us to evade moves.

Tada, the concept is easy isn’t it?

#1: Build up shitloads of agro from the over-agro causing orbs we can drop. (Thank you developers, again.)
#2: We put up Sanctuary of Haste to boost out speed.
#3: Hopefully we have good enough gears to get more speed boost.
#4: Teleport, teleport, teleport oh and did I mention teleport?

But oh poo, we can’t heal when on the fly –oh wait a second.

Mystics sort of have two heals that are MADE for on-the-fly moving and abuse. You remember those orbs you dropped to **** off that monster excessively? (“Yeah, yeah come on! I GOT MORE BALLS THAN YOU EVER WILL YOU SCALY BIG *** SOAB!!!”) … Well perhaps maybe I can justify it… BUT do you remember them?
You know and do realize how easy it is to pick them up, right? *runs to orb* *picks up* *has HoT effect+ dispel on myself*


Oh, that’s not enough? Fine, the mystic also gets another heal as I mentioned quite a few times before (let’s see, summoning section, skill list, healing section, priest vs. mystic section…). But for convenience sake for those of you who I know are going through my guide just to pick apart this section… I will rehash it for you.

35 seconds cooldown time
Easily summoned on the fly
Provides heals and dispels to you (although you DO need to be careful that you time your teleports right. Once again this comes to a matter of skill. A scrub mystic will teleport and may as well have not summoned this at all. Timing is really key, sort of like a brain… correlation? I do think so my good sirs.)


So now what we have is:

#1: Set up orbs ahead of time to restore your own health when you kite around. AND these orbs also really **** off the target.
#2: Make sure you have your speed enhancement stuff on (gears, Sanctuary speed buff). Might help… a lot (speaking from experience trying it without… was much harder.)
#3: Teleport around with CONSIDERATION that the boss is wanting to smash the living **** out of you… meaning it will chase you around and around and around and arounddddd and around and around and around some more. As I will describe later… this IS NOT all that complex (as people have criticized me on before)
#4: If you take damage use the orbs seen at point #1, and your healing pet.
Now I think I’ve seen quite a few posts mentioning I’ll be one shot should I ever get hit by some attack.
#1: Experience = less being hit and more knowing where to move and when.
#2: If a AoE just barely touches you it doesn’t do the full damage.
#3: You are trying to tank something that clearly a mystic tank can NOT tank. (IE: end game bosses that even lancers have issues with.)


Aside from all that I don’t see why people would be so skeptical over a mystic tank. Essentially they are a warrior-tank and are abusing the living carp out of the fact that in TERA a dodge = a dodge and a hit = a hit. This is not super-science and is really basic.

Also a mystics teleport is directly forward, not out in left field NOR rightfield or some pseudo-teleport backwards leap. I do admit I had to FACEPALM when someone stated I was clearly wrong that mystics can control their teleports… clearly we go zipping off at a 197 degree angle from our target cursor (for those not so geometrically savvy, if we go CLOCK-WISE 197 degrees from a point of start being infront of you… 197 degrees would be behind you and a little off to the left (your left in that reference instance).

Hmmm there was also one other point I was thinking of that might also be a little relevant to mystic tanking, specifically when dealing with adds. Oh I forget what it was (CC). Dang it (CC), I just can NOT for the life of me (CC) imagine what (CROWD CONTROL) I am forgetting that the mystic has a (CONTROL THE CROWDD!!!) distinct set of abilities for… (SLOWS SLEEPS STUNS FEARS AGGGG)… I swear I just can’t think tonight at all.

Oh well, I’m sure I’ll remember it sometime later… or well you’re all pretty bright, I hope (CROWD CONRTOL), so you should definitely be able to figure out what I was forgetting.


[Customization Note]:However, as kindly as I can make it. I will also provide an outline of glyphs and crystals that may interest the mystic wishing to tank (refer to mystic customization section, specifically the glyphs + crystals sections):
#1: You will want to reduce the cool down on your healing spirit
#2: Effectively, you will also want to make use of the skill “Essence of Leech” and its glyphs.
Why? Because when glyphed appropriately this skill can allow you to have 50% damage migration AND knockdown/knockback/stun resistance increases.

I’ll actually stress the importaince of this skill, it helps A LOT when you are tanking to be able to use this skill. Our teleport and movement speed is effective, yet it is not always effective because the boss monster either moves too quickly for us to manage to avoid because our teleports cooldown is “long” at 8 seconds… or it attacks too fast. Once again the teleport skill is under huge amounts of stress during this “tanking” style. Allowing one’s self to have an “oh CRAP” moment is ESSENTIAL.

#3: For crystals you will want to focus on crystals that increase your movement speed and ability to take damage. Should be rather self explanatory here (crossing fingers). Also on the other hand you’ll want crystals that boost MP regain. This is definitely an issue that comes to pass, I personally would weigh MP regain more important myself.




*Also I will state here as clearly as I can. I do not expect a mystic to be able to tank end-game bosses. These are bosses that the “tanking classes” have issues with themselves. The mystics naturally don’t have the variety of skills to handle such intense fights. However, for all other content, a mystic can be a viable tank for a party if asked to fulfill the role.
I was thinking of attaching diagrams but it should truthfully be very easy to imagine that a mystic would be able to move around the mob in an angular fashion and then teleport directly behind it (allowing the mob to be “held in place”) appropriately. This is honestly not that different from a warriors tanking. Only difference is that we don’t have the same amount of freedom as the warrior, but we can definitely go without “shadow clones”, excess dodges and fulfill this role easily enough.

I think I should end this brief section with a point. I do not expect the mystic to be a better tank than the lancer or warrior classes, but I am definitely thinking that the mystic is more than able to hold its own footing… after all agro generation is becoming 70% of the problem in TERA. The rest of the issues really aren’t the capacity for the classes to dodge and move around.

Overall I hope this post helped inspire creativity in a seemingly mindless and un-original mindset that MMO gamers share. It’s honestly so sad that we claim to be some of the most skilled and creative people yet we require the website and simple blogs to tell us how things are, the fact that the only two tanks in tera can be the warrior and lancer is very simplified. Remember, don’t let others think for you; it makes you sort of lame… and unoriginal in yourself.

As stated many times by community managers the play style a player adapts is what it will be what makes them unique in TERA… It isn’t the customization options or skills necessarily… it is how you USE what you have.

So think outside of the box for the love of god rather than listen to “Mystics are a spiritual class of butterflies and rainbows and they are usually little fat animals we call popori that hail from the land of the pedobear. Oh, and they are absolutely useless at everything… but they have summons so we’ll just go with that.”

------ Mystic’s true DPS
(AB93)

Often times it is thought of too easily that DPS is “Damage per second”, or more specifically how much damage does that player put out onto X target per second.

Am I right, that is what you believe DPS is? I’m certain for the majority of players, this is exactly what they are thinking.

Player X uses “Smash A’ Mob” skill and it does 900 DPS.
Player Y uses “Burn A’ Mob” spell and it does 1000 DPS.
Player Z (Mystic) uses “Mystic attack” spell and it does 10 DPS.

Clearly, the mystic lacks damage in this example. And it is actually pretty realistic in TERA. The mystics DPS is the lowest in TERA when you think of it in terms of how DPS is framed in the minds of most MMO gamers.

However, I am a strategist and I take pride in that. And, that being said, I can easily take the cover off of all of your eyes through this very easy to grasp concept.

#1: A mystic supplies buffs to the party. Whether this is raising attack, increasing MP regain rates, debuffing the **** out of a monster, or simply doubling critical hit rate.
#2: A party will benefit from these buffs.
-Increased MP regain rate allows the members of the party to switch from MP based glyphs and crystals (Refer to customization section for more detail on that) and this makes a HUGE difference in itself
-Doubled critical hit chance? Doubled the chance to hit those insane critical hits that berserkers, slayers, sorcerers and archers pretty much ****-in-thar-pantz for? Without a doubt that will make a huge impact on damage for the party.
-Increased power (through Blessing of Might buff (Refer to skill list)) for all of their attacks. Clearly this is the MOST DIRECT method to raise the party’s damage.

I’ll ignore other contributing factors as that may get too complex and as such the point and purpose of this would be lost.

So the mystic has three basic methods that they can employ to increase the DPS of the party overall, and these are LARGE bonuses that most players without a background will shrug off too easily. These same players say “Why would we take a mystic over a DPS? Ever?”

Why? Because their buffs juice the maximum out of your party. Doubling the partys critical hit rate, increasing mana regain, CCing monsters, providing healing that may as well be primary healing (though priests are MUCH more defensive oriented than the mystic and have higher healing power.).

Overall it boils down to the fact that allowing players to swap crystals to more offensive oriented crystals (as DPS), and from MP conservative glyphs to offensive glyphs which can staggeringly alter a DPS playstyle and then doubling critical hit chance rate is usually more than enough to fill the “missing DPS” that you “lost” when you took this “scrub” mystic that “can’t DPS”.
As I said before, too often are players fixated upon raw numbers and overly-simplified methods to determine values. I at least hope that we are all not adolescents and can understand the differences between DPS gained and DPS lost. It is calculated much differently than simply “ how much does X class put out when they use X attack”.

I hope this helps alleviate the giant black-cloud over people’s heads when they think of taking a mystic into the party and “losing” a dps. Not only does the mystic solidify the team with its heals but it juices the most out of each and every party member.

Now the question left is, are you good enough at your class to make up for the DPS that you “lost”?

Part 10: Mystic Mechanics
Posted Image
(AA10)

This part of the guide is where I delve into some detail about the Nitty and the Gritty of the Mystic Class in TERA. This section is likely to be a little controversial to people as some people go something like:
-“Weakest attack in game, lowest defence, lowest HP and lowest critical resistance and critical output?!”
-“Well at least we get root resistances….”

However, bad news or good news, this Mystic guide I’ve written is so large and so expansive and omnipotent on covering topics that the Mystic class covers that if I didn’t at least have some section dedicated to the Mystic that was utterly beaming with negatives I would be both horrified and appalled!


Now, rather than being utterly and absolutely banal and trying to speel out information. I am going to reference the articles in the TERAfans wiki on the Mystic class.

As you can see… low defence + armor, HP, critical resistance and the works.
Posted Image

Perhaps the largest negatives come to light when the Mystic Score Sheet is compared to another classes score sheet. (Referenced again from TERAfans wiki.)
Posted Image


And with that you pretty much can make the comparisons between the Mystic and other classes in terms of data.

I don’t think I need to extrapolate much more from that, but we are without a doubt a very squishy magic-based class… topped off with the lowest attack in TERA (yes, even behind priests which have a copious amount of methods to deal out the dish out damage ;p ) perhaps it would be best to invest ones skill and efforts in avoiding attacks rather than attempting to handle them head-on. =)


CREDITS/REFERENCES
(AA11)
A section not only important to give credit where deserved, but this section also can provide you to VERY useful links that you can utilize to find sources of information that may otherwise have been lost. Please make sure you give credits to the people who helped me make this wonderful guide possible.
I also humbly thank anyone who has contributed to this guide directly or indirectly. I greatly appreciate being given the opportunity to make this extensive information about my favorite class in TERA, and overall knowledge of the class, available to the TERA community.

Data:
(AB11)
Mystic Skill List by bygeorge (All raw information INCLUDING SKILL IMAGES <ALL OF THEM!>): http://gamerriot.com...skill-list.548/
Priest Skill List by bygeorge (Same as above for mystic. All priest information is his): http://gamerriot.com...skill-list.179/
Mystic Glyph Information by Organic (What I quoted): http://www.terafans....ic-glyphs-info/
Mystic Glyph Information by bygeorge (What I quoted): http://www.tera-onli...ed=1#post302357
Crystals information thanks to bygeorge and TERAfans: http://www.terafans....he-korean-site/
General information about the Mystics basic mechanics: http://www.terafans.com/wiki/Mystic
TERA Racials information: http://www.terafans....nhanced-skills/
Final Fantasy Class names/breakdown credit to Final Fantasy XIII


Images:
(AB12)
Image of Mystic with multiple orbs around itself: http://tera.hangame....93693987087.jpg
Image of Mystics Various Summons: http://tera.hangame....93789197947.jpg
Image of Mystic summoning an orb: http://cdn.tera-onli...A_Mystic_th.jpg
Image of Aman Mystic “Elementalist”: http://www.terafans....list_Aman_1.png
Image of mystics in party setting: http://www.blogcdn.c...2/terahead1.jpg
Image of Elin looking out into the distance:
http://cdn.shacknews...eview/23778.jpg
Image of the mystics weapon, a wand: http://i2.squidoocdn...70513442758.jpg

Image of Mystic using Curtain of Retribution: http://www.terafans....24_4_184101.jpg

Image of Human Male in Cloth armor (armor customization section of the guide): www.terafans.com
Image of Mystic Icon: http://www.terafans.com/wiki/Mystic
Image(s) of crystals section (shop/interface) credit goes to: http://www.youtube.com/user/Opossites
Image(s) of summons credit goes to http://www.youtube.com/user/Opossites
Image for Spacer found on google/photobucket: http://i22.photobuck...ed1xx/break.gif
Various skill images (essence of leech, lock on, etc) credit to: expl/ http://www.youtube.c...ectronictactics
Banner image obtained from photobucket/google: http://i1230.photobu...xgfx/banner.gif
Star image obtained from photobucket/google: http://i913.photobuc...bureau/star.gif
Credits for various class images goes to TERAfans.com wiki pages. (Main section here: http://www.terafans.com/wiki/Classes )
you a link
Crystalarium Images credit to Final Fantasy XIII

Youtube Links:
*All credits to the respectful owners of these videos

http://www.youtube.c...feature=related

http://www.youtube.c...h?v=SQ5PvjIDoBU
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
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http://www.youtube.c...h?v=BFK4CZPpKq0
http://www.youtube.c...h?v=JPtV27v1Wmk
http://www.youtube.c...feature=related
http://www.youtube.c...h?v=n9VQDRs-Rk4
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related

http://www.youtube.c...feature=related
http://www.youtube.c...h?v=GrN9XT1a6Tk
http://www.youtube.c...feature=related
http://www.youtube.c...h?v=yWhQie9jAtA
http://www.youtube.c...h?v=g5QXmH41Rl4
http://www.justin.tv/sallas89
http://www.youtube.c...feature=related




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#5 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:04 PM

Snipped. Compressed.
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#6 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:05 PM

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#7 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:05 PM

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#8 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:06 PM

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#9 User is offline   HolyAegis 

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Posted 18 February 2011 - 05:07 PM

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#10 User is offline   xbrightx 

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Posted 18 February 2011 - 06:10 PM

no way in hell am I going to read all of that.
But some things i found funny:
Mystic's have NO DPS compared to a Zerker. pretty funny statement

Some things I saw that were wrong:
Warrior/slayer requiring less skill compared to a lancer/zerker.

Warrior is probably the most skill dependent class in Tera, followed by Slayer.
How do you tell the difference between a skill zerker and a baddie... They both charge up a skill and try to land a hit. Compared to 2 classes that have to continuously dodge and have fast paced skill combos...
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#11 User is offline   HolyAegis 

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Posted 18 February 2011 - 08:08 PM

View Postxbrightx, on 18 February 2011 - 06:10 PM, said:

no way in hell am I going to read all of that.
But some things i found funny:
Mystic's have NO DPS compared to a Zerker. pretty funny statement

Some things I saw that were wrong:
Warrior/slayer requiring less skill compared to a lancer/zerker.

Warrior is probably the most skill dependent class in Tera, followed by Slayer.
How do you tell the difference between a skill zerker and a baddie... They both charge up a skill and try to land a hit. Compared to 2 classes that have to continuously dodge and have fast paced skill combos...


I did laugh when u said "no way in hell" LOL :P

And it is sort of funny cause its true D:? o_o



Eh o.o where did I say that because its common sense that those would require more "skill" in order to play... >.<

In the PvP section I did mention, though, that the warrior regardless of what they would do would be a little screwed since the mystic simply needs to lock on (which the warrior cannot dodge).

*thinking*
OHHH u read the stars and thought I meant how much skill it takes to play o.o? I meant how well we can combat and fight them (Will revise and clarify next revision storm).
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#12 User is offline   xbrightx 

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Posted 18 February 2011 - 08:20 PM

And yeah the "Mystics have the lowest hp"

Is just wrong.

I know for a fact they have more than a zerker, I can assume they have more than other classes as well.

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all 3 had full condition and the bottom zerker actually has 1 of the best earrings in the game.
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#13 User is offline   HolyAegis 

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Posted 18 February 2011 - 08:24 PM

View Postxbrightx, on 18 February 2011 - 08:20 PM, said:

And yeah the "Mystics have the lowest hp"

Is just wrong.

I know for a fact they have more than a zerker, I can assume they have more than other classes as well.

Posted Image

all 3 had full condition and the bottom zerker actually has 1 of the best earrings in the game.


Ooh o.o more revision material ! I am appretiating =]!

-May I use that image? I actually never noticed it before
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#14 User is offline   Foxer 

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Posted 18 February 2011 - 08:28 PM

Lots of wrong info on this guide. Maybe downsize it and leave it as a discussion thread on Mystic or something.
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#15 User is offline   HolyAegis 

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Posted 18 February 2011 - 08:29 PM

View PostFoxeR, on 18 February 2011 - 08:28 PM, said:

Lots of wrong info on this guide. Maybe downsize it and leave it as a discussion thread on Mystic or something.

Ahhh I am trying at least :<

If people scruitinize the **** out of it and I edit it through it'll become more accurate :3
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Posted 18 February 2011 - 08:32 PM

Yeah, well, it's a very good post with much information but it might end up being overwhelming to the reader, as opposed to just making a guide and letting people respond and discuss important points on it.

Anyway, good info and great effort.

+1

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#17 User is offline   xbrightx 

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Posted 18 February 2011 - 08:33 PM

just from skimming thru it i saw a bunch of personal opinion rather than facts.

It makes a guide of a class pretty bad.

Do you currently play a mystic?
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#18 User is offline   HolyAegis 

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Posted 18 February 2011 - 08:44 PM

View Postxbrightx, on 18 February 2011 - 08:33 PM, said:

just from skimming thru it i saw a bunch of personal opinion rather than facts.

It makes a guide of a class pretty bad.

Do you currently play a mystic?

I do share a level 50 mystic with a friend who got the account from a Korean not too long ago. Sadly I haven't put in much more than 20-30 hours playtime in since my schoolwork is becoming highly demanding (neurology)... so a lot of this has been written on the bus, when taking a break inbetween studying/lectures.

I definately do admit that I have been much more into PvPing rather than actually analyzing of mechanics when I can get on it... :\
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#19 User is offline   Kittie17 

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Posted 18 February 2011 - 09:06 PM

This is too much for the average reader to dedicate time to read, i agree with downsizing it :o All the effort is appreciated though ^_^ Btw, some of the info, as mentioned, is wrong :ermm:
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Posted 18 February 2011 - 09:10 PM

View PostKittie17, on 18 February 2011 - 09:06 PM, said:

This is too much for the average reader to dedicate time to read, i agree with downsizing it :o All the effort is appreciated though ^_^ Btw, some of the info, as mentioned, is wrong :ermm:

Indeed... this I am now sarting to consider as more of a "beta stage" for the guide. After writing all of this myself I skim through it without even thinking and I automatically don't register something as being incorrect when if its pointed out to me even I am like "oh ****, well yea!". But there is the odd case where I am 100% dead wrong smacked upside the head stupid answer and if someone criticizes that particular point and says whats wrong I can correct it.

I'm taking all the criticism given positively ^_^

I've also been thinking I may release one in the future (after this one has been... "dekinked"/"debugged" :P) in which I lay down raw information only. This is more of a commentary and hand holding through the raw information... which definately amplified the volume exponentially. Which its great for some people, but not everyone!
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