Mystic Genie

Misutishizum - Sanctuary
Misutishizum - Sanctuary Posts: 4 Arc User
edited March 2011 in Mystic
So I've never completely understood how genies work and all that but I know that they're somewhat important at times.

So what I'm wondering is what genie and what skills would work best for the mystics role in groups and in general.

Right now, I have a Zeal with an amazing 6/30 LP, so I'm planning on getting a new one entirely and starting from there, hopefully being a little more lucky than with my current genie.

So if anyone could help me out it'd be greatly appreciated. :D
Post edited by Misutishizum - Sanctuary on

Comments

  • LenieClarke - Heavens Tear
    LenieClarke - Heavens Tear Posts: 3,275 Arc User
    edited March 2011
    the way i build genies, more or less:

    (1) get a zeal. (you've got that, good.) dump XP into it now and then, to level it up and to not level you up, as you please.

    (2) spend loads of time on ecatomb's genie skills page wondering "hmm, how might i use THAT one" and "is there anything here that might help me with THIS problem i'm having". make a list.

    (3) spend more time with Asterelle's genie skill planner finding out all the skills i want can't be fit onto a genie less than level 150 with less than 300 lucky points. pare my wants down.

    (4) got a genie with more lucky points than the one i'm currently using? and got a bunch of spirit i'm not saving up for anything much? take them to the watcher and load up my current "realistic" wish list of skills. THEN max their levels out --- or as much as i can, with what spirit i've got. switch the old genie to "trade ready" state and wait a week, to decomp it for experience to be fed to the next genie i'm raising.

    (5) genie stat points... i save them up until i have 10-15, then look at what skills i have on that genie and which stats would affect them how. usually you have to add five or ten points in one stat to raise something about one skill by one tick, so i add that many at a time and balance my wants.

    i pretty much always have two genies on me, one i'm using and one that's an XP dump, waiting to see if it'll turn out luckier than the last one. whenever it's clear the XP-dump one has no luck, i decomp it early and get another zeal. i never put skills on a genie until it's lucky enough to keep (and my standards for that are still evolving) because otherwise i'd waste too much spirit. mind that luck points only actually get useful once they get past certain levels; anything less than 51 lucky points don't actually gain you anything. figure this in your planning.

    oh, and it doesn't necessarily HAVE to be a zeal, especially in the very early game. they're the only ones i pay mirages for, but any genie can do as a starter one; my seeker's got a... whichever one has wind force, and until i can raise up its zeal, that one works fine. (i've even actually used wind force in gameplay.)
    [SIGPIC][/SIGPIC] Heaven's Tear alts: KenLubin, Sou_Hon, JudyCaraco --- level 5x chars.
  • Retsuko - Heavens Tear
    Retsuko - Heavens Tear Posts: 1,016 Arc User
    edited March 2011
    Genies are often very personal. There isn't always a best genie for a class, but it's obvious that certain genie skills are quite useless for a mystic like wind shield that increases your attack speed.

    Skills i like to have for mystic are:

    Holy path: Mystics are slow just like clerics, so having lvl 10 holy path is a god bless.

    Cloud eruption: Higher level genie skill, but having it is just great. It's sort of a free chi skill that gives you atleast 1 spark. In battle i love having chi of course, so it's incredibly useful. It costs a lot of energy so keep it at lvl 1-3, most leave it at lvl 1.

    Absolute Domain: This skill will protect you and any other squad member near you from any posible damage for 3 seconds. I'm using this a lot in both TW and PvE. Saved me so many times.

    Expel: Makes you immune to any physical damage for x amount of time. Not sure how long, but it's like between 6 and 10 seconds or so if im right. For an arcane class this skill is very good. I've had to use it a lot in RB and in 3-3 TT.

    Extreme poison: Increases damage on a target for x amount of time. Useful for your entire squad to take down your target.

    Frenzy: Increases your own damage at the cost of lowering your defence. When you're not tanking it's a great skill. Also in pk/tw it can give you an edge to take down someone fast.

    Earthquake: It's a very useful skill to interrupt bosses like 2-3 final boss or to kill blacks in nirvana. Also in pk/tw it's useful to stop barrages. But you need to get close to use it. So maybe not the best interrupt skill, but at lvl 10 it will interrupt at a chance of 100%.

    Other skills you'd like to take a look at are:
    Occult Ice (pvp immobilize skill)
    Second Wind (healing self)
    Tree of protection (healing self)
    Tangling mire (aoe amp for phys)
    Relentless Courage (Increase channel)
    [SIGPIC][/SIGPIC]

    playing Faction Wars Again.
  • Vixter - Harshlands
    Vixter - Harshlands Posts: 1,275 Arc User
    edited March 2011
    it really depends on whether you want your genie to have defensive skills or offensive skills, meaning, pvp oriented or pve oriented. i actually have a mix between the skills on my genie. defensive skills means things like guardian tree, second wind, other skills that give you buffs or heals. offensive skills are skills that deal DMG or curse the target. i find that there are not very many skills that deal decent DMG to be worth having on your genie, but there are actually a few that do deal nice DMG and are very worth it.

    with that being said, you need to have a plan of what skills you would like, and then see if theyre available to use together with the limited amount of affinity points you assign to your genie.
    [SIGPIC][/SIGPIC]
    vixter (101 Heavy Veno) ~ TT farmer
    Peachie (102 Mystic) ~ Main character