Mystics Pros & Cons
Fluxal - Dreamweaver
Posts: 91 Arc User
First and foremost, Mystics consume far too much mana compared to other classes...and since the mystic's magic growth potential is about the same as all other magic classes, this is a huge problem. The Mystic's magic either needs to evolve faster (ie: larger mana pool & faster mp regen), or the mana costs need to be cut considerably.
I have 3 other different magic class characters (veno, psychic, & cleric) and all of them generally only have the need to use magic potions and powders in the most extreme conditions, or maybe as a quick top off if you dont want to(or cant) wait for regen. The Mystic on the other hand, can not survive without pots and powders. The problem is so bad that even alternating between the pots and powders, the 2 seperate timers cant keep up with the mana usage...you eventually run dry on mana and have to stop and wait to regen..and you are lucky if your pet doesnt die during this period. The worst part is, if you dont really stay on top of the mana situation, you will let your team down, usually when they need you the most.
DEVIL CHIHYU:
PROS:
One of the Devil's best features is his stun skill, it's very helpful when clearing dungeon mobs with a team. The few seconds the mob is stunned gives the tanks & damage dealers a nice break from the HP dinks. The stun is not one of those spells that "has a chance to stun", its a real surefire, guarantee that you're gonna stun anything that isnt a boss in PVE. (not sure about PVP).
His high attack rate makes up for his average damage dealing, but be careful, depending on the other player's levels, you might end up stealing the agro.
He is the best "overall" pet in the mystic's arsenal.
CONS:
He doesnt have the constitution to be used as a tank, and he has no skill to make him tougher. He's roughly the equivilant of a Veno's Eldergoth Marksman(the non shooting one).
If you dont manage him, he tends to get in the way a lot at NPC's.
STORM MISTRESS:
PROS:
Her ranged casting skill is very powerful, and makes her the obvious choice for forcing any magic casting mobs into a ranged battle. It's also been mentioned that this skill is useful against certain bosses.
CONS:
Her biggest problem is that for a magic caster, her mana pool is way to small...its the only thing she does good, she should be built for that task. BTW, her mana pool IS smaller than the Devil's, which makes no sense at all.
Her basic physical attack is 35% - 40% less than the Devils, and her accuracy is abysmal. Do yourself a favor, just dont use the basic whip...ever.
SALVATION:
PROS:
Lately I've found that her primary shield spell has gotten powerful enough to be very useful for battling mobs "without" running out of mana as fast as usual. Just set her to manual(so she doesnt attack and get killed) cast the shield spell on yourself, and then fight the mobs with your own magic spells.
Keep a close eye on your own health, and when you start to take HP hits, recast & repeat. It's seems to be a more efficient use of mana, but more testing is needed here.
Her shield spell can also be cast on the tank or damage dealer in a squad to help them mitigate the HP loss.
CONS:
Useless for attack of any kind (by design), lowest HP of all the pets, although has a slightly better physical defense than the Storm Mistress.
CRAGGLORD:
PROS:
Zero mana to spawn is a good call since we will need a 2nd spawn a few seconds after the 1st one for another pet that does take mana to spawn. The 2 spark requirement seems appropriate in this case, additionally it keeps him from being spammed.
At higher levels deals massive damage to (?) bosses.
The most fun you can have in 20 sec in PW (IMO)
This pet, IMO, is by far the sweetest looking pet summon.
CONS:
Just when I though mystics finally got a pet summon that was awesome, he disappeared and left me with my virtual agro pants hanging around my ankles. Be careful with this summon when you first get him, and be prepared for the agro, because it will be coming your way in exactly 20 seconds..."Better luck next time kid"
(EDIT# 1: if you are in a squad with a tank, this doesn't apply)
(EDIT# 2: he becomes much more useful at higher levels)
CMON! 20 SECONDS?? REALLY?? NO, REALLY?? You gotta be kidding me. The only reason to have something this powerful is for dungeon brawling, but with a 20 second lifespan, all he manages to do is get you all the agro that you never wanted. It's been mentioned though that this is just temporary and that he really comes into his own at higher levels where the damage dealt with this pet is insane against the level 150 mobs/bosses...so thats something to look forward to. That said, it would be helpful at lower levels for him to be either powerful enough to 1 or 2 hit a dungeon mob before he disappears....OR, he needs to last about 1 - 2 minutes, which is long enough to take out about 1 or 2 dungeon mobs. At 2 minutes he might also prove useful to help finish off a nasty AOE boss.
At lower levels, the only thing you can reliably do in 20 seconds is to kill a regular mob, but theres usually not enough time to kill a 2nd mob, so unless you want the agro, it's probably best to stick with 1 mob at a time...BUT, you probably shouldn't be wasting 2 sparks for 1 mob you can easily kill by yourself, or with another pet, and without worrying about agro.
ALL THE OFFENSIVE PLANTS:
PROS:
If you find yourself in a predicament where you have to pull one mob at a time just to survive the fight (like when clearing in an instance), then you could cast one into your fighting area and make a "death zone" that you can keep pulling new mobs into, this also helps to get the agro off of you immediately after the pull. Just watch your mana very closely, because this tactic will eat it up fast.
My personal favorite is the Punishing Sting, because it deals physical damage and can help you to eat through a mob with increased magic defenses.
It's been mentioned that at higher levels these plant's debuff skills can be very usefull against some bosses.
CONS:
Until you have the spare Spirit and coin to level them up, they are almost a waste of mana. With their effectiveness verses the toll they take on your precious mana pool, its hard to even recommend using them at low levels...but to each their own, a lot of ppl do enjoy using them. If these plants could be cast with a lower mana cost, then they would be a lot more useful, but with the mystics already crippled mana stats, you just have to be very careful if you use them frequently.
They are temporary summons, and if you continue to respawn them, you will run out of mana sooner than you want to...and may leave you in a worse situation if you cant provide health support to keep your pet alive.
Tragically, there is no "unspawn" for the plants, so while it persists in an area, it could bring you some very unwanted attention if you arent careful about the location you cast it to.
ALL THE SUPPORT PLANTS:
PROS:
Anytime you can get AOE healing without any other cost after the initial cast is a good thing. They are especially useful in dungeons. They work great on the front row as an assist to the cleric to help keep the tanks & BMs alive, although they die frequently when they are in range of an AOE boss. They work great on the back row to help keep the cleric and any other squishy magic casters alive.
They can really be helpful specifically to the cleric when he is doing the blue ball, since he attracts a lot of AOE and other magic attacks.
CONS:
Although the graphics are nice, they can be a little distracting at first, until you get used to it. Great job on the support plants though, they seem well thought out.
General Notes:
There is no un-spawn for Mystic pet summons, but if you pick up a cheap all-class pet, it's a quick alternative to to having your summon.
The Mystics pet heal skill can also be used to heal a Veno's pet. If you are in a squad with a veno filling in for a tank, you can be quite helpful as a veno assist to keep the tank going...especially when things get get a little out of control.
Overall the Mystic is a very fun class to play. Yes, it has some shortcomings, specifically mana related, but it you can find a way to survive through that, there are lots of neat toys and spells to play with, and you will undoubtably have a good time whether you are playing solo, or popping dungeon demons with a team.
On a side note, I managed to piece together archane gear, elite gear, and tomes, that all have a an MP regen ++ property. At level 62 my base mana regen rate is up to 49 per second (98 per second in meditation), without powders or buff assistance. This helps trememdously to overcome the mystic's shorcomings(oversite) of the terrible base build. At this level of MP regen, it "almost" feels like the the way it was meant to be played. My lvl 100 goal is to have a base MP regen rate of 80+ /sec, which sould be doable with more magic, and access to higher lvl magic gear.
If you have some experiences, good or bad, or found some neat new tricks, please feel free to share them here.
Heres a side by side comparison of the mystics summon pets at level 62.
I have 3 other different magic class characters (veno, psychic, & cleric) and all of them generally only have the need to use magic potions and powders in the most extreme conditions, or maybe as a quick top off if you dont want to(or cant) wait for regen. The Mystic on the other hand, can not survive without pots and powders. The problem is so bad that even alternating between the pots and powders, the 2 seperate timers cant keep up with the mana usage...you eventually run dry on mana and have to stop and wait to regen..and you are lucky if your pet doesnt die during this period. The worst part is, if you dont really stay on top of the mana situation, you will let your team down, usually when they need you the most.
DEVIL CHIHYU:
PROS:
One of the Devil's best features is his stun skill, it's very helpful when clearing dungeon mobs with a team. The few seconds the mob is stunned gives the tanks & damage dealers a nice break from the HP dinks. The stun is not one of those spells that "has a chance to stun", its a real surefire, guarantee that you're gonna stun anything that isnt a boss in PVE. (not sure about PVP).
His high attack rate makes up for his average damage dealing, but be careful, depending on the other player's levels, you might end up stealing the agro.
He is the best "overall" pet in the mystic's arsenal.
CONS:
He doesnt have the constitution to be used as a tank, and he has no skill to make him tougher. He's roughly the equivilant of a Veno's Eldergoth Marksman(the non shooting one).
If you dont manage him, he tends to get in the way a lot at NPC's.
STORM MISTRESS:
PROS:
Her ranged casting skill is very powerful, and makes her the obvious choice for forcing any magic casting mobs into a ranged battle. It's also been mentioned that this skill is useful against certain bosses.
CONS:
Her biggest problem is that for a magic caster, her mana pool is way to small...its the only thing she does good, she should be built for that task. BTW, her mana pool IS smaller than the Devil's, which makes no sense at all.
Her basic physical attack is 35% - 40% less than the Devils, and her accuracy is abysmal. Do yourself a favor, just dont use the basic whip...ever.
SALVATION:
PROS:
Lately I've found that her primary shield spell has gotten powerful enough to be very useful for battling mobs "without" running out of mana as fast as usual. Just set her to manual(so she doesnt attack and get killed) cast the shield spell on yourself, and then fight the mobs with your own magic spells.
Keep a close eye on your own health, and when you start to take HP hits, recast & repeat. It's seems to be a more efficient use of mana, but more testing is needed here.
Her shield spell can also be cast on the tank or damage dealer in a squad to help them mitigate the HP loss.
CONS:
Useless for attack of any kind (by design), lowest HP of all the pets, although has a slightly better physical defense than the Storm Mistress.
CRAGGLORD:
PROS:
Zero mana to spawn is a good call since we will need a 2nd spawn a few seconds after the 1st one for another pet that does take mana to spawn. The 2 spark requirement seems appropriate in this case, additionally it keeps him from being spammed.
At higher levels deals massive damage to (?) bosses.
The most fun you can have in 20 sec in PW (IMO)
This pet, IMO, is by far the sweetest looking pet summon.
CONS:
Just when I though mystics finally got a pet summon that was awesome, he disappeared and left me with my virtual agro pants hanging around my ankles. Be careful with this summon when you first get him, and be prepared for the agro, because it will be coming your way in exactly 20 seconds..."Better luck next time kid"
(EDIT# 1: if you are in a squad with a tank, this doesn't apply)
(EDIT# 2: he becomes much more useful at higher levels)
CMON! 20 SECONDS?? REALLY?? NO, REALLY?? You gotta be kidding me. The only reason to have something this powerful is for dungeon brawling, but with a 20 second lifespan, all he manages to do is get you all the agro that you never wanted. It's been mentioned though that this is just temporary and that he really comes into his own at higher levels where the damage dealt with this pet is insane against the level 150 mobs/bosses...so thats something to look forward to. That said, it would be helpful at lower levels for him to be either powerful enough to 1 or 2 hit a dungeon mob before he disappears....OR, he needs to last about 1 - 2 minutes, which is long enough to take out about 1 or 2 dungeon mobs. At 2 minutes he might also prove useful to help finish off a nasty AOE boss.
At lower levels, the only thing you can reliably do in 20 seconds is to kill a regular mob, but theres usually not enough time to kill a 2nd mob, so unless you want the agro, it's probably best to stick with 1 mob at a time...BUT, you probably shouldn't be wasting 2 sparks for 1 mob you can easily kill by yourself, or with another pet, and without worrying about agro.
ALL THE OFFENSIVE PLANTS:
PROS:
If you find yourself in a predicament where you have to pull one mob at a time just to survive the fight (like when clearing in an instance), then you could cast one into your fighting area and make a "death zone" that you can keep pulling new mobs into, this also helps to get the agro off of you immediately after the pull. Just watch your mana very closely, because this tactic will eat it up fast.
My personal favorite is the Punishing Sting, because it deals physical damage and can help you to eat through a mob with increased magic defenses.
It's been mentioned that at higher levels these plant's debuff skills can be very usefull against some bosses.
CONS:
Until you have the spare Spirit and coin to level them up, they are almost a waste of mana. With their effectiveness verses the toll they take on your precious mana pool, its hard to even recommend using them at low levels...but to each their own, a lot of ppl do enjoy using them. If these plants could be cast with a lower mana cost, then they would be a lot more useful, but with the mystics already crippled mana stats, you just have to be very careful if you use them frequently.
They are temporary summons, and if you continue to respawn them, you will run out of mana sooner than you want to...and may leave you in a worse situation if you cant provide health support to keep your pet alive.
Tragically, there is no "unspawn" for the plants, so while it persists in an area, it could bring you some very unwanted attention if you arent careful about the location you cast it to.
ALL THE SUPPORT PLANTS:
PROS:
Anytime you can get AOE healing without any other cost after the initial cast is a good thing. They are especially useful in dungeons. They work great on the front row as an assist to the cleric to help keep the tanks & BMs alive, although they die frequently when they are in range of an AOE boss. They work great on the back row to help keep the cleric and any other squishy magic casters alive.
They can really be helpful specifically to the cleric when he is doing the blue ball, since he attracts a lot of AOE and other magic attacks.
CONS:
Although the graphics are nice, they can be a little distracting at first, until you get used to it. Great job on the support plants though, they seem well thought out.
General Notes:
There is no un-spawn for Mystic pet summons, but if you pick up a cheap all-class pet, it's a quick alternative to to having your summon.
The Mystics pet heal skill can also be used to heal a Veno's pet. If you are in a squad with a veno filling in for a tank, you can be quite helpful as a veno assist to keep the tank going...especially when things get get a little out of control.
Overall the Mystic is a very fun class to play. Yes, it has some shortcomings, specifically mana related, but it you can find a way to survive through that, there are lots of neat toys and spells to play with, and you will undoubtably have a good time whether you are playing solo, or popping dungeon demons with a team.
On a side note, I managed to piece together archane gear, elite gear, and tomes, that all have a an MP regen ++ property. At level 62 my base mana regen rate is up to 49 per second (98 per second in meditation), without powders or buff assistance. This helps trememdously to overcome the mystic's shorcomings(oversite) of the terrible base build. At this level of MP regen, it "almost" feels like the the way it was meant to be played. My lvl 100 goal is to have a base MP regen rate of 80+ /sec, which sould be doable with more magic, and access to higher lvl magic gear.
If you have some experiences, good or bad, or found some neat new tricks, please feel free to share them here.
Heres a side by side comparison of the mystics summon pets at level 62.
And I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.
Post edited by Fluxal - Dreamweaver on
0
Comments
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Get to 75 and use mana food. If that isn't enough of a mana shot for you, you're doing it wrong.101 Sage Sin*/Archer
100 Demon BM*/Barb
96 Demon Cleric/Sage Seeker
95 Demon Wiz/
94 Sage Veno
85 Psy/80 Mystic
And a handful of other alts, all 79 and under.
*Pre RB level0 -
Sarrafeline - Sanctuary wrote: »Get to 75 and use mana food. If that isn't enough of a mana shot for you, you're doing it wrong.
lol actually mystics are a mana ***** 1 of their spells takes up a full mana food.[SIGPIC][/SIGPIC]
ty Nowitsawn
Everything has its beginnings, but it doesn't start at one. It starts long before that... The world is born From zero. The moment zero becomes one is the moment the world springs to life. One becomes 2. 2 becomes 10. 10 becomes 100. taking it all back to one solves nothing. so long as zero remains... One.. Will eventually grow to 100 again.0 -
Sarrafeline - Sanctuary wrote: »Get to 75 and use mana food. If that isn't enough of a mana shot for you, you're doing it wrong.
You haven't played a mystic then, at least not at higher levels.
http://pwi-forum.perfectworld.com/showpost.php?p=12340361&postcount=1
Take a look at these skills, how much more mana they take up compared to equivalent skills from other classes. On average, its more than 2x the mana usage, if not more.
And since mystics do not have a large mana pool like wizzies do with their mp buff on... even with aids like event pots it can be hard to keep up.0 -
I have a 23 Mystic, so no, not at 'endgame'. But...
Well, I'm gonna stop until I get at least into the 5x range, I guess. Though, from reading a few threads, I have an idea I want to try out for when I do start leveling, and I will do so solo.101 Sage Sin*/Archer
100 Demon BM*/Barb
96 Demon Cleric/Sage Seeker
95 Demon Wiz/
94 Sage Veno
85 Psy/80 Mystic
And a handful of other alts, all 79 and under.
*Pre RB level0 -
Escorian - Dreamweaver wrote: »lol actually mystics are a mana ***** 1 of their spells takes up a full mana food.
what? at my lvl i havent had a skill that costs more than 5k mana... i think that was exaggeration. b:bye
(and btw those mana foods help a BUNCH! no more charms for me bebeh!)/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )0 -
CHihyu is pretty good in that no other veno pet except the nix attacks at 1/s.
edit: i take that back - all summons **** non-LG veno pets. Good to know.Elena Costel: I wash my hands of this affair.
Legerity: *drags you back* *stains your hands with said affair*
Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
Qui: b:dirty0 -
Interesting read, however Fuzzy believes this one belongs in the mystic sub-forum.
-moved-0 -
on the devil note, the land/air glitch is annoying. the devils attk and def doesnt lower while flying and fighting ground mobs like the other classes do,but he glitches alot when chasing a mob up or down a hill,which is irritating having to land in an aggro area just to get him to move again.
and as for cragglord,i just played for 2 weeks straight to get cragglord,thinking since there was a cleric summon,tank summon and magic summon that he would be a DD summon,i was right on the DD part,but can you even call him a summon,the useless plants last longer than he does and i have to grind my butt off to get to lvl 59 and enlist the help of a group or high lvl ally to kill him and all i get is 20 seconds of severe pain in my ***.
honestly it almost puts me off the game in general,ive played many of the other classes,but the new expansion in general seemed to be lacking in alot of areas.
1: as was said above,mystics crippling mana deficiency.
2:craggs incredible waste of space
3:no fb19
4: a few of the mobs were exactly the same visually as the mobs from the last expansion.
5:devil chihyu, being the most useful summon in the entire mystics aresenal is just weak. visually he looks cool but his attk even at lvl 59 is so low it barely makes a dent,which youd think he would make up in defence,but no,half of the venos pets could outbash and outlast every single summon in the blink of an eye.
6: youd think with 105 lvls and only 4 monsters to summon they would be a bit more useful since you would have to go DD and pour almost all your points into mag just to keep up with the skills,half of which only last for a few seconds to the point of worthlessnes
7:the plants are a good idea,usefull in diff situations and in dungeons and boss battles, the 1 min time limit is intersting,should be brought up to 2 mins considering their mana cost.
8:ive seen alot of ideas spun around for cragglord and the other summons,and heres my idea,make cragg a permanent summon like everyone worked their butts off to get in the first place instead of a waste of sparks skin and intelligence. and make the summons more like seperate characters,each time they level up you can make your devil stronger in attk or defense or whatever, and etc for the other summons
9:another idea would be to just make the devil a tank summon,the magic summon a useful magic summon,the cleric summon a useful heal summon and cragglord a DD summon like i thought he would be.
10:seekers in theri own right have a set of problems as well,every.single.skills, is nothing but an over glorified looking metal boost,give some variety,its an elemental class not a dwarf. give them some wood and water and fire,maybe some lightning or something.
11: all in all the new classes have been declining,the psychics were nice,perfect for DD, asassins were fast,and their skills set them out. but seekers and mystics can be deafeated easily by all their similar classes,venos can take one pet of their choice and beat a summon without having to heal or blink an eyelash. and the seeker,a clear BM knockoff can easily have his *** handed to him on a silver platter by the BM's
12: both seekers and mystics should have more useful varieties of skills to set them apart.the self res for mystics is a good example,cragglord on the other hand is by far the worst ability i have ever seen in all the classes i have thus far played. if any skill only lasts 20 seconds,no one wants it,uses it or bothers with it because unless your pvping,its absolutely and utterly useless. not to mention the mystics have no useful pvp pets,skills or abilities of any type
13: honestly,need i say more,the expansion overall wasnt bad,but between the glitches,the weak summons and the unimaginative skills,they really need to do another update0 -
Fluxal - Dreamweaver wrote: »First and foremost, Mystics consume far too much mana compared to other classes...Fluxal - Dreamweaver wrote: »DEVIL CHIHYU: He doesnt have the constitution to be used as a tank, and he has no skill to make him tougher. He's roughly the equivilant of a Veno's Eldergoth Marksman(the non shooting one). Unfortuantely he's the best overall pet mystics have. I wish he was built more like a Glacial Walker, you can send that bad boy into a group of angry mobs and go get a cup of coffee without even blinking, sigh. The Devil's best feature is his stun skill, it's very helpful when clearing dungeon mobs with a team.Fluxal - Dreamweaver wrote: »CRAGGLORD: The 2 spark requirement seems appropriate, and the zero mana to spawn is a good call since we will need a 2nd spawn a few seconds after the 1st one for another pet that does take mana to spawn. About the only thing you can do in 20 seconds is to kill a regular mob, but theres usually not enough time to kill a 2nd mob, so unless you want the agro, it's probably best to stick with 1 mob at a time...BUT, why even bother wasting 2 sparks for 1 mob you can easily kill by yourself, or with another pet, and without worrying about agro. This pet is in my opinion, by far, the coolest looking pet summon, but unfortuately, its also the most worthless.
To understand the cragglords strength you'll need a bit more playing experience. One factor that makes summons and pets strong is the 100% damage vs level 150 mobs. The damage dealt with this pet is insane on the level 150 mobs/bosses. Also don't forget that one skill is an aoe. And i've heard stories about this pet doing very good damage in pvp.Fluxal - Dreamweaver wrote: »ALL THE OFFENSIVE PLANTS: They are a HUGE waste of mana. Their effectiveness verses the toll they take on your precious mana pool, pretty much makes them almost as useless as the Cragglord. If I had to pick one favorite plant, it would be the Punishing Sting, because it deals physical damage and can help you to eat through a mob with increased magic defenses. If these plants could be cast with a 50% - 70% lower mana cost, then they would be a lot more useful, but with the mystics already crippled mana stats, its hard to even recommend using them.Fluxal - Dreamweaver wrote: »ALL THE SUPPORT PLANTS: They can really be helpful specifically to the cleric when he is doing the blue ball, since he attracts a lot of AOE and other magic attacks. Although the graphics are nice, they can be a little distracting at first, until you get used to it. Great job on the support plants, they seem well thought out.
You should play a class first for a bit before you comment on the class.[SIGPIC][/SIGPIC]
playing Faction Wars Again.0 -
11: all in all the new classes have been declining,the psychics were nice,perfect for DD, asassins were fast,and their skills set them out. but seekers and mystics can be deafeated easily by all their similar classes,venos can take one pet of their choice and beat a summon without having to heal or blink an eyelash. and the seeker,a clear BM knockoff can easily have his *** handed to him on a silver platter by the BM's
[...]
cragglord on the other hand is by far the worst ability i have ever seen in all the classes i have thus far played. if any skill only lasts 20 seconds,no one wants it,uses it or bothers with it because unless your pvping,its absolutely and utterly useless. not to mention the mystics have no useful pvp pets,skills or abilities of any type
I think you really have no clue how to play a mystic/seeker in pvp... but REALLY no clue xD I won't talk about seekers, I've seen some amazing ones, but I don't know enough about their skills to argue.First of all, summons aren't meant to hit the opponent, and even less a veno's pet. They are meant to bee Leeched. Have you even seen what buffs summons give for 20 secs at lvl 10 ? Check and dare telling us they can't be useful. Secondly, how would you explain that a pvp enabled knockback, a 12 sec sleep, heals, summon leeches, some freeze/silence and a x12 wep damage skill are no use in pvp ? o.o
And finally, I can see that you've never been hit by a Cragglord in pvp... at least not by a high lvl one xD0 -
Retsuko - Heavens Tear wrote: »It's not a cheap class to play. I use the 5000 mana herbs. It's more then enough to keep me spamming skills. The herbs are cheap so it's not like it's terrible.
Thank you, thats good to know, I'm not quite to lvl 75 yet, but at least I'll be ready for it.Retsuko - Heavens Tear wrote: »Mystics shouldn't be played like a veno. Pet's aren't meant to tank with, each pet comes with a set of skills to aid you in battle.
I guess I could have worded my original post better. The point I was trying to make is that for a summon pet that is used for your primary defense, he is pretty mediocre. It's why I used the Eldergoth example, because I would never waste the space to keep one of those in my inventory. I dont think he needs to be a full blown tank, but he does need to be at least a semi-tank to survive in dungeons. I cant speak for higher levels, but for FB59, he gets destroyed. It's hard to even keep him alive when 2 or 3 hits kill him...and as for the exploding dungeon mobs, he dies in every explosion, even it you manage to time it so he's at 100% health when it explodes. If the devil is my main line of defense, then he should be able to at least stand up in any environment I have to encounter. As far as being played like a veno, that would be impossible, I merely used the veno reference, as a point of familiarty for comparison.Retsuko - Heavens Tear wrote: »This right here proves you haven't quite played mystic much. First of all, the cragglord is an amazing 2 spark skill. It's well worth the 2 sparks. But why would you waste 2 sparks on one mob?
To understand the cragglords strength you'll need a bit more playing experience. One factor that makes summons and pets strong is the 100% damage vs level 150 mobs. The damage dealt with this pet is insane on the level 150 mobs/bosses. Also don't forget that one skill is an aoe. And i've heard stories about this pet doing very good damage in pvp.
As stated, I'm only level 62, so I'm sure I still have a lot to learn before I reach endgame. Thats great to know that his skills will improve down the road, because thus far he's without a doubt nothing more than eye candy...but now that I know about his future, I'll be sure to stay on top of his skill.Retsuko - Heavens Tear wrote: »Punishing sting isn't my favourite. Important reason is that it only targets one mob, while all the other plants are aoe. Besides this, if you're cheap with 5000 mana herbs, don't roll a mystic. And it seems you haven't used lysing yet, because that makes the plants really great, especially in pvp/TW.
As a mystic, you cant afford to be cheap with anything mana related, be it herbs, food, pots, powder, armor, or tomes, you have to have it all to survive. I actually used lysing quite a bit, but at least on PVE mobs, it wasnt very effective at my level...if it had been, I would have mentioned it. I'm assuming from your comment that higher level lysing is much more fun to play with...so I have another thing to look forward tooRetsuko - Heavens Tear wrote: »I don't quite see the need for an AoE heal plant when you have BB up.... Use debuff plants instead
You might want to tell that to the BB cleric in Rot Flesh. The Healing effect was cast primarily FOR the cleric since he was taking a lot of very hard magic hits. In addition to that I was healing him with my heal skill if the plant couldnt keep up. It's been my observation that if you can help a cleric to to keep his HP happy, then he can concentrate better on keeping the rest of the team in good shape. In addition to that, the cleric is the 1st person (usually the only person) that I throw the mystic rez on. Anyone else on the team is temporarily expendable, but if the cleric dies, the whole team is screwed....this is assuming you have a well balanced team. Do the debuf plants work any better in instances or dungeons? I actually put a stopwatch on the kill times and saw very little difference with or without them on regular mobs. The difference was small enough that I couldnt justify wasting my mana to cast them, when I might need it for something more important like keeping my weak pet or my own squishy self alive. Maybe this is another end game thing that will prove more useful at higher levels?Retsuko - Heavens Tear wrote: »You should play a class first for a bit before you comment on the class.
Well, geez, I thought lvl 62 qualified as "a bit", hehe. Although the higher level insight you provided towards mystics is very much appreciated (thank you for that), I think personal comments, especially belittling ones, should be avoided in the thread, in the future, please feel free to PM me instead. Hopefully, there are some players at or below level 62 that might formulate their own opinion on everyone's posts, and actually benefit a little from this thread. Well, we can only hope.And I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0 -
WTB 2-3 minute Heaven's Flame.
Mystics already have a lot going for them. Quit QQin and learn to play the class with their downsides, just like everyone else does. Just sayin'.[SIGPIC][/SIGPIC]
Dysk is my tasty chimichanga.0 -
Evict - Heavens Tear wrote: »WTB 2-3 minute Heaven's Flame.
Mystics already have a lot going for them. Quit QQin and learn to play the class with their downsides, just like everyone else does. Just sayin'.
Please speak for yourself, lol. Did you ever stop to think that everybody doesnt need or want to play like youAnd I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0 -
Fluxal - Dreamweaver wrote: »Please speak for yourself, lol. Did you ever stop to think that everybody doesnt need or want to play like you
I'm not telling anyone to do as I do. I'm just saying Wanmei didn't make Mystics to be a class without any flaws, as per all the other classes. QQing on the forum won't make them change their mind either.[SIGPIC][/SIGPIC]
Dysk is my tasty chimichanga.0 -
You're probably right, but the title of the thread is "pros" and "cons". Unfortunately thats means some ppl are gonna complain about the cons, just deal with it instead of complaining about the complainers. Thats not helpful in any way...and by all means, please, lets try to keep the posts objective.And I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0
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Did somebody else notice that after the update we cant now use Healing herb + any other debuff plants. Before I used to have Healing Herb + Vital Herb + Creeper all summoned while killing bosses, now If I just can have Vital Herb +1 one more. If I cast Healing herb it will desapear after I cast creeper and the same thing other way around. This was a huge down fall with this update. Is this a Glitch or is the way it supposed to be? And yes, mana consumption and craiglord are huge down sides on mystics. I love craiglord, but just to know that is gonna last just 20 secs, I think I can use the 3 sparks better with something else, even in pvp, its fine to take down 1x1 but when you are been attacker by more ppl, 20s will not save you. As far mana too is kind of very unfair with us have to pay so much to perform well, all the other magic classes dont have to deal with that, why pwi made us the MP charm buyers? They should fix this huge unfairness, I was hoping the 79 skill of mana will be much better, very disapointed because even a apothecary lvl2 or 3 can make better potions than that. But all the rest I love my mystic, its much more fun to play than my 10x sin.0
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Did somebody else notice that after the update we cant now use Healing herb + any other debuff plants. Before I used to have Healing Herb + Vital Herb + Creeper all summoned while killing bosses, now If I just can have Vital Herb +1 one more. If I cast Healing herb it will desapear after I cast creeper and the same thing other way around. This was a huge down fall with this update. Is this a Glitch or is the way it supposed to be?
Vital Herb was always the only plant that could be summoned with another plant. Healing Herb always disappeared if you tried summoning a second one. That's not new.0 -
i think everyone would agree that the mp issue with this class is a big annoyance. however, other than that i find that players who suggest the pets themselves be changed are those who are thinking "veno" when playing this class.
keep note that a mystic's pet stats is determined by the gear of the summoner now consder the following: my mystic is level 65 with **** gear, only decent gear it has is wheall of fate and a level 50 something legend leggings. everything else is just 2 star gear from level 40.
devil- my devil can fight a same level mob and almost kill it without me having to heal it and that's only because when i did this i didn't use any skills to attack the mob with also keep in mind that i'm using crappy gear. they are not as squishy as you try to make it sound. your thinking like a veno, who's pet can take several mobs at once, well sadly mystics are not made to take on several mobs at once, just like wiz, archers, psychics, and clerics. just because mystics have pets like veno doesn't mean they MUST be tough as veno pets. if you want to be able to pull off the feats of tanking, then you must cough up the coin for better gear, then refine said gear so your pet will get more hp and defnce.
storm- a agree with you compeltly here. as an obvious spell caster, her mana pool as well as mana regen should be more.
salvation- yes sally is a support summon. using her for attacking is stupid. your stragy on using her is good and other mystics use it.
cragg- good lord not this subject again. look do yourself a favor. run off and use thicket, then when you get the chance, use craglord on the same mob. guess which skill will kill off the mob. that's right cragglord. when going up against a boss, which skill will do the most damage? answer? cragglord. someone explain to me how EXACTLY is this summon worthless. so what if it's timed? the dame it dishes out even at level one makes up for it being timed. and when you use it on level 150 bosses you'll see even more damage. this skill is balanced just fine. other classes have 2 spark skills that they only use under certain circumstances, (some classes have 2 spark skills no one uses at all) this is the skill mystics use when the opportunity presents itself. you asked "why even bother using a 2 spark skill on a mob that you can easily kill yourself?" that is a good question. it's like why should i waste 2 sparks to use barrage of arrows on one mob. this skill is best for bosses plain and simple.
offensive plant- i agree, this thing is worthless, altho some people like to use lysing with it
support plants- i find uses for all of them really.
time to stop thinking along the lines of a veno people. mystics pets are not meant to be swarmed by several mobs, they are not meant to solo same level instances. at least not right off the bat. if that's what you want, then like the sins, who solo instances due to aps and refines, you need to invest the time and money to refine your gear.
the mp issue really needes to be addressed however. but i get the feeling this will not change. me personally, i can live with it.0 -
Retsuko - Heavens Tear wrote: »I don't quite see the need for an AoE heal plant when you have BB up.... Use debuff plants instead
I see some use in the heal plants, just in case if you don't have a cleric in squad, or if you need to AoE heal quick to stop a party wipe and the cleric doesn't have enough chi for BB, or if the cleric has trouble healing.
Like what you and many others said, Mystics are useful in many ways and people just need continue learning how to "master" the Mystic class.
But I do agree that the main downsides of Mystics is that (like every other magic class) they have low HP and are squishy, and they use more MP than every other class in this game.[SIGPIC][/SIGPIC]
✰The Nostradamus of PWI ✰
★ A not so Retired Veteran of PWI ★
✰ ~SilverCleric~ ✰0 -
Man, I have to say the Vital Herb, Cragglord, Salvation's buffs, Falling Petals, and Break in the clouds are the most used skills in FC by me.
But sure I use creeper sometimes too.0 -
Outlaw_Arch - Heavens Tear wrote: »keep note that a mystic's pet stats is determined by the gear of the summoner now consder the following: my mystic is level 65 with **** gear, only decent gear it has is wheall of fate and a level 50 something legend leggings. everything else is just 2 star gear from level 40.
Thank you, thats great info for every mystic to be aware of.
There is another POST that gives all the details of how your gear affects your summon.And I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0 -
Honestly, all I see is someone who wants to be able to solo all of his FBs and BHes like a herc veno. The truth of it is, we're not meant to be able to do that. The veno is the pet tank class, we are a pet DD class. Honestly, our pets don't need the defense that veno pets have. You know why? Because we have more ways to keep OURSELVES alive than a veno does. Several heals, shields, pdef/wood/water buff... It really doesn't bother me if I steal aggro from my Chihyu.
About Cragg being useless, and wanting his time extended/permanent, I'll post what I've posted in the previous thread on this subject. Cragglord is far too powerful to be made permanent. He eats through other players like nothing, and can generally kill other equal-geared players in 1-3 shots alone. Now combine that with the mystic, who can do attacks of their own simultaneously. And now extend that time window by 6-9 times, and you don't think that's overpowered? Read this post if you're still having doubts.
Also, you believe that the debuff plants are useless because it takes roughly the same time to kill mobs with/without them. This is probably due to the fact that you haven't leveled them very high (probably level 2 or 3, am I right?) because of the sole fact that you think they're useless. Well of course they're going to be useless at lower levels, you need to level them up to get any decent use out of them.
Punishing Sting has it's uses as well, since it has the same effect of doing full damage on a [?] mob/boss, the damage can become fairly decent actually. Also, I like to lysing a Punishing Sting on an arcane wearer to add a nice little spike physical hit.
And as for people focusing on the cons in this thread, it's because you listed a grand total of what, 4 pros? Storm Mistress has a powerful ranged skill (which, according to you, is made useless by her low mp pool/regen), Salvation has nice buffs, you like the healing plants, and we're apparently a fun class to play. Everything else in the OP is negative as far as I could tell, so what exactly do you think makes it a fun class to play? I personally love it, but you make it seem like the same can't be said for yourself.
Mystics can't be good at absolutely everything. We NEED shortcomings. Otherwise it would just end up with all the overpowered QQ hate that sins get being redirected at us for the next few years. And personally, I don't want that kind of attention.[SIGPIC][/SIGPIC]
Heavy Cash Shopping is the difference between understanding simple game mechanics at level 30, or level 101.0 -
eh, I just re-read the cragglord thread, and its gone even further downhill, the suggestions range from the asinine to the downright insane, and mostly suggested by people who can't even use it yet.
and I am not seeing a "pros and cons" thread here, I'm seeing a whine thread...if what you're doing isn't working for you...try something else.
yes, the mystic drains mana like a broken floodgate, but I'm ok with that, I can still steamroll 15-25 equal level mobs in a row without needing to really sit and meditate, my only question about mana costs is on the rez, because even though most of our skills do drain alot of mana, the rez is by far so much more intensely expensive...I know I've made a few suggestions of my own, minor tweaks I think would make the class slightly better and more enjoyable, but nothing to the degree to say "this class/skill is **** because I can't figure out how to use it"...if I couldn't adjust my playstyle to fit the class's abilities, I'd have to play something else.
I love the mystic, and I think it is an amazing and versatile class, very much a jack of all trades...it may not be out-tanking a veno, out-healing a cleric, or out-DDing a sin by any means...but it certainly fills a certain hybrid niche this game has missed for quite some time.0 -
Caterpie - Dreamweaver wrote: »Honestly, all I see is someone who wants to be able to solo all of his FBs and BHes like a herc veno.
^^this. But there is more to it than that. Not only are people suggesting things that would make this class overpowered, they are suggesting this class be overpowered and instance soloable with no expense.
the other classes that can solo instances (sin, veno, bm, and barb), all require several peaices of gear that are very expensive. a veno needs to cough up a ton of money for hurc, sins bms and barbs(lol wut?) need to have deeeeep pockets to have interval gear. What these people are asking, is for a class that allows one to solo with standard gear, a class that can make runs and allow them to make money selling mats. i don't think i need to say just how bad a class like that could mess up the game economy >_>
i believe it was said that a pet's stats are dependent on the mystic's gear. obviously this class may be one of those that can solo instances, but they, like the other classes, can only solo after extensive refining (assuming refines bump up the stats as much as i'm thinking)0 -
Earthlaw - Heavens Tear wrote: »(assuming refines bump up the stats as much as i'm thinking)
From what I've heard, each summon gets roughly 50% of a lot of your stats (not sure if it's all) added to the summon's base stats at level 10.[SIGPIC][/SIGPIC]
Heavy Cash Shopping is the difference between understanding simple game mechanics at level 30, or level 101.0 -
Caterpie - Dreamweaver wrote: »Honestly, all I see is someone who wants to be able to solo all of his FBs and BHes like a herc veno.
LOL, no, I have my veno for that
Maybe I need to remove any reference to veno from my post, because many ppl seem to draw the same conclusion about devil needing to be herc'ish...funny thing is, I never even mentioned herc anywhere in my post, lol. *sighs*
OK, I'll try again to explain what I wish Devil could do. First of all, there is a huge difference between surviving a fight, and dominating a fight. I would just like him to have at least the minimal constitution to be survivable against any non-boss adversaries at my level or below. By survivable, I mean that you at least have a small comfort zone that if you heal correctly and you dont do anything stupid , that you can come away without dying. I first started noting this in FB49. I still have quests in Frostcovered that I cant complete at lvl 62, because my devil dies too easily, even when I pull 1 mob at a time. He doesnt die every time, but I have to spam the heal like crazy, and it's a 50/50 chance hes gonna die in the fight. Yes, these are tough mobs, I forget the name, but they are the ones that have the strong HP drain. It's been posted and well documented that the right armor/weapon combinations can have a big effect on how tough your devil is. I havent had the chance yet to experiment around with that yet, but I am kind of excited about it
Something to note, almost everything Im wearing now is elite gear or 3 star, so I'm not sure if I can do much more, but anything is worth a shot. One thing though, all my gear is archane, so not sure if thats part of my problem.(?)
You are right, I re-read my post, and maybe it should have been called cons & cons, lol...Anyway, sorry about that, I think I just died a lot before I posted. I'll go back and edit in some more pros to balance it out a bit.
One thing I can definately say about the mystic, even with all his flaws, I have more fun with this class, than I do with any of my other classes. b:pleasedAnd I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0 -
Earthlaw - Heavens Tear wrote: »^^this. But there is more to it than that. Not only are people suggesting things that would make this class overpowered, they are suggesting this class be overpowered and instance soloable with no expense.
the other classes that can solo instances (sin, veno, bm, and barb), all require several peaices of gear that are very expensive. a veno needs to cough up a ton of money for hurc, sins bms and barbs(lol wut?) need to have deeeeep pockets to have interval gear. What these people are asking, is for a class that allows one to solo with standard gear, a class that can make runs and allow them to make money selling mats. i don't think i need to say just how bad a class like that could mess up the game economy >_>
i believe it was said that a pet's stats are dependent on the mystic's gear. obviously this class may be one of those that can solo instances, but they, like the other classes, can only solo after extensive refining (assuming refines bump up the stats as much as i'm thinking)
Ok, I'm offtopic, but what is Earthclaw's avatar ? o.o its the first time I see such an avatar. If anyone has any clue, pls tell me o.o
Edit: Nvm, after looking in General Discussion and all I think I've found out by myself xD I'm such a dummie sometimes... I guess they changed the "?" default avatar to this chimei0 -
Asthariel - Dreamweaver wrote: »Ok, I'm offtopic, but what is Earthclaw's avatar ? o.o its the first time I see such an avatar. If anyone has any clue, pls tell me o.o
It was an April Fool's joke PWE had. All the people who didn't set a character as their avatar had a Chimei as their avatar.[SIGPIC][/SIGPIC]
Dysk is my tasty chimichanga.0 -
The original post has been updated, hopefully it doesnt sound so negative now.And I will strike down on thee with great vengeance and furious anger...the life you thought you led is gone, and your catshop is on an island surrounded by dinosaurs.0
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Fluxal - Dreamweaver wrote: »OK, I'll try again to explain what I wish Devil could do. First of all, there is a huge difference between surviving a fight, and dominating a fight. I would just like him to have at least the minimal constitution to be survivable against any non-boss adversaries at my level or below. By survivable, I mean that you at least have a small comfort zone that if you heal correctly and you dont do anything stupid , that you can come away without dying. I first started noting this in FB49. I still have quests in Frostcovered that I cant complete at lvl 62, because my devil dies too easily, even when I pull 1 mob at a time. He doesnt die every time, but I have to spam the heal like crazy, and it's a 50/50 chance hes gonna die in the fight. Yes, these are tough mobs, I forget the name, but they are the ones that have the strong HP drain. It's been posted and well documented that the right armor/weapon combinations can have a big effect on how tough your devil is. I havent had the chance yet to experiment around with that yet, but I am kind of excited about it
lol you kinda just proved that you want a pet with hurc capabilites by saying this lol. the mobs in frost coevered could kill even my level 80 archer be thankful you could even kill mobs at all. stop trying to solo instances, it's a fool's quest. even if it's for the mobs in the intance DON'T do it. just because one or 2 classes could pull off running in there at level 60 something doesn't mean mystics can or should. and as menteioned, in oderer to do that, you must cough up the cash to be able to. you want to solo mobs in that place? go refine your gear to 12 then maybe you'lll have a chance to kill the mobs in there.0
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