Mystics Revealed
Ten Ton Hammer Guide to the Mystic
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Guide Contents:
Mystics Revealed - Basics
Mystics Revealed - Combat Methodology
Mystics Revealed - Quests
Mystics Revealed - Spell List
1.0 - Mystic Basics
1.1 - Character Creation
To become a mystic, you must start out in a good aligned city; Qeynos or Kelethin. Other than that, the path to becoming a higher level mystic race really
makes no difference. Some of the races have a little more wisdom than others,
that won't be a major factor at higher levels. The main thing is that you
have to like the race you are playing. You will be the one that is looking at
the character every time you log on. So be sure to choose one that is appealing to
you. After all, your character is an extension of your personality, especially
if you are into role playing, so choose one that you enjoy.
1.1 - Combat / healing abilities
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1. Wards - Wards are a protective shield put on a group member that absorbs damage done by a mob. Wards will dissipate when a specific damage amount has occurred or when the timer runs out. The level of the mystic and level of the spell will determine the amount of damage the ward will be able to absorb and the amount of time it will remain active. Some wards will grant a heal at the end of the time limit if the ward has not been completely drained by damage from the mob. The ward give the main healer in a group a small break while damage is being absorbed allowing him to focus on other things for a short time. -
2. DoTs - Damage over time spells. These spells do a certain amount of damage when cast and then continue doing damage until the mob is dead or the spell timer runs out. These spells will be either disease or cold based for the Mystic. Some DoT spells will also hinder the mob by weakening, debuffing, or slowing as well as damaging over time. DoT spells are great because the different types of DoT spells will stack and do damage all at once as well as giving the desired effect to the mob. -
3. Slows - These spells do one thing, and do it well. They slow the mobs rate of attack. Several slow spells can be used at once because they do stack. There is something to say about a mob that simply does not hit very fast. The tank will thank you every time. -
4. Debuffs - These are spells that remove some of the mobs stamina, strength, and its resistance to magic, poisons, disease, and so on. The mob then becomes more susceptible to spells cast by group members. This makes it easier to kill and thus makes you and your group happy Norrathians. -
5. Instant/Direct Damage - These do exactly that. The mystic has several group DD spells. One is an instant disease damage spell that affects the entire mob group by causing a certain amount of damage to every member of the mob group. -
6. Heals - There are several different types of heals at the mystic's disposal. Some types of heals will replenish health as well as remove an ailment. For example, one type of heal will replenish a certain amount of hit points as well as removing noxious effects from the group member. Because the mystics heals take so much power and have a relatively long recast time, ward must be used to prevent as much damage as possible. Without using wards, the mystic could not keep up with the healing requirements of the group and would quickly run out of power. -
7. Hate reducer - Use this to reduce the hate of the mob so the tank can reclaim the mob's interest. This spell is a last resort since it has a long recast time.
1.2 - Mystic Non-combat abilities
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1. SoW - Spirit of the wolf - This spell increases the run speed of a group member. This must be cast on each member of the group separately in order for the whole group to have a faster run speed.
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2. Buffs - These are spells that take a concentration slot and provide a benefit to the mystic or the entire group. For example, Spirit of the Bull provide strength and stamina to the entire group. On the other hand, Omen is a buff that only covers the group member that it is cast on and provides more power, better damage mitigation and better power regeneration. A buff can be any spell that will provide a group member or entire group with an enhancement that will aid in battle. The mystic has quite a few buffs to choose from and should experiment with different combinations of buffs to get the best results for each type of encounter.
1.3 - Mystic Achievements
Just about everyone will give you advice on what achievement set ups you will need for whatever type of play. In the end, the best way to figure this one out is to simply read up on the abilities to determine what would be most useful for how YOU play!
For the Mystic achievements, someone who groups and raids frequently might find the resurrections and augmentations a bit more useful. The solo player might benefit more from the combat line.
In the Shaman achievements, I like the Wisdom and Intelligence lines for the reuse speed bonus and the extra damage, but again, if you read through the abilities carefully, you can usually pick out which abilities you'd find the most helpful. You can always respec if you dislike your build, and with the addition of a house item that allows you to switch from different achievement builds, you can easily make a solo set of achievements and a group set!
Have something to add? Feedback is always appreciated: email me directly or post in the Ten Ton Hammer EQ2 Class Forum. If your thoughts are included in the guide, you'll get all the credit!
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