Mystic Methodology
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Mystics Revealed - Basics
Mystics Revealed - Combat Methodology
Mystics Revealed - Quests
Mystics Revealed - Spell List
2.0 - Mystic Combat Methodology
Soloing
1. Pulling the mob - This is getting the attention of the mob and locking yourself into a combat situation with it. The best way to pull the mob is with a debuffing type of spell.
2. Ward yourself between the time you cast the debuffing spell and the mob actually getting to you. If you position yourself as far from the mob as possible, there should be enough time to finish the cast just before the mob hits you. Then recast ward as needed between the next steps. You may need to throw in a heal or two in as well to maintain your health.
3. Slow the mob. Cast a slowing or a weaken type spell.
4. Start an HO. Use two dots, one for the first part of the HO and one for the completion of the HO. This way the mob gets damage from the HO as well as from the constant damage being done from the dots.
5. Now start using the HO with one dot and one instant damage spell such as cold wind or grey wind. Using cold wind or grey wind to finish an HO will give an extra bonus damage to the mob. When you get a little higher and get other spells like cold fire, begin using them alternately for completing your HO.
6. Repeat steps 2 through 5 as needed.
One tip is to let the dots run out before recasting them. This will save you power and give you time to recast ward or debuffs as needed.
Grouping
Grouping is a major way to gain experience. A mystic is
always welcome in a group because of their ability to slow, debuff and cast DoTs on the mob. Mystics also have the ability to ward group members and play the role as back-up healer. Even if the mystic is considered a healer, the
group will better benefit if the mystic uses power to slow, weaken, debuff and
ward. As a backup healer, there is no parallel class. A mystic's group heal casts
faster than any other priest class. Speed is excellent for emergencies when a mob has just cast an AoE (area of effect) on the group or when the main healer is mezzed/charmed.
1. Before the pull, ward the tank. Wait for the tank to establish aggro. Ward as needed.
2. The very next thing is to debuff the mob.
3. Slow or weaken the mob.
4. By this time, it should be safe to cast an HO. Using dots to start and complete the HO will do two things. First of all, it will not do enough instant damage to pull hate from the tank. Second of all, it will continue to do damage well after the completion of the HO.
4. Repeat the steps as needed, being sure to watch group members for needed heals. (The best way to heal. Cast ward on the member getting attacked., then send heal. Repeat as needed. It is best to not have to heal until the tank has good aggro because the heal seems to be a very powerful hate inducer.
5. If you get hate from the mob, and the tank cant get it back, there are two things that you might do. (a). ward and heal yourself till tank gets mob back. (b). if all else fails use your hate reducer spell. Make sure that it is the last resort, because there is a long recast time.
6. If you group a lot on the same mobs, you may notice a pattern where you
gain hate from the mob at a certain point in the fight, usually right after
warding the tank. If you sense that this may happen, and your power pool is not
too low, try casting a group ward instead. At least then if hate shifts to you
(or to that tissuepaper-wearing wizard or illusionist), the tank has time to
peel the mob back off before it does major damage.
Group Buffs
A group augmentation that increases the noxious resistance and health pool of the mystic's group. The noxious resistance protects more against poison than disease.Single Target Buffs
Greatly boosts the maximum health, attribute scores, and size of an ally for a limited durationImpairment Cure Spells
Cures noxious impairments on the target ally. This includes poison and disease effects.Instant Heals
Heals all allies near the mystic. This also temporarily increases their maximum health for a short duration.Heal Over Time (HoT)
Places a regenerating ward over target ally and replenishes their health over time. While this spell is in effect, that ally has reduced movement and attack speed. This spell also has a recurring power costRessurect Spells
Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group.Damage Ward (group)
Applies a powerful ward for a short duration on the mystic's group that prevents damage to them until the ward has absorbed its maximum amount of damage.Damage Ward (single target ally)
Applies an emergency ward for a short duration that prevents damage to target ally until the ward has absorbed its maximum amount of damage. If any absorption remains when the ward expires, it is converted into a heal. This spell does not require any power and does not have a casting time.Debuffs - Area of Effect (AoE)
;
An impairment that decreases the attack speed of the enemy and surrounding encounter members.Debuffs - Single Target
Impairment that decreases target's attack speed and offensive melee skills.Direct Damage (DD) Spells
Deals instant disease damage to the enemy and surrounding encounter members.Damage over Time (DoT) Spells
An impairment that deals cold damage over time to the enemy.Shape Change (bear)
The mystic takes on the form of a bear, increasing strength and maximum health. While in this form, the mystic also gains the ability to see stealthed creaturesMesmerize (Mez)
Mesmerizes all enemies near the mystic and reduces their hate towards the shaman. Any hostile actions taken on them will break the mesmerize effect.Summoned Pet
Summons a protective spirit which cannot attack but casts beneficial spells on the mystic's allies.Special Skills
Summons food and drink for the chosen ally.
Guide Contents:
Mystics Revealed - Basics
Mystics Revealed - Combat Methodology
Mystics Revealed - Quests
Mystics Revealed - Spell List
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