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# 1
ADVANCED :: Everything Mystic Guide// -
04-14-2009, 01:56 PM
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The Mystics Guide
1. Creating your character
-Is a mystic right for me?
- Birthdays
2. Stats
- What to increase for affinity points
- Basic
- Advanced
- End game
3. Pets
- Combat
- Fusing
- To meld, or not to meld
4. Healing Tips and general theory.
1.0 Creating Your Avatar
First Off, female or male is your preference. Their is no difference besides looks for the Sexes. The race is a tad bit more complicated. Each race gets different skills for your birthdays( read 1.2 For more info. ) Additionally, all the armor sets look the same, level 15 armor for one race looks identical to the level 15 armor for another race. If creating the best character is what you want, pay close attention to the birthdays. If you're more going for cosmetically, then choose what you like and hash out your birthday skill later.
1.1 Is a Mytsic Right for me? Heres what a Mystic is :
*Must have in parties.
*Can solo, But not optimized to be a damage dealer
*Best healer
*Very stressful in mid-end game instances.
Heres what a Mystic is not :
*A tank (obviously)
*Close range fighter (obviously again)
**We are not an "offensive" class, nor pure damage dealer.
^
Many people may disagree with me but honestly anyone who says we can do the same amount of damage as a conjurer is an idiot. We are not built as the primary offensive caster in the game. Our skills are not optimized to do massive amounts of damage. Sure we get by, but a huge part of that is having a pet, and being able to heal ourselves. We CAN NEVER, out-damage any other class besides possibly a pure tank built dragoon. Sure you may out-damage some "people" but not their class. (i.e they have bad gear, are lower level, or really screwed their stats.) We were built to be able to solo effectively without being overpowered. If you still think a Mystic is an offensive class ask yourself 2 questions.
When have you seen a Mystic, being looked for as a main damage dealer?
If we could do as much or more damage then a conjurer, then since we could can also heal, then why would conjurer's even be in ESO?
1.2 Birthday Skills
Each day and each race have different birthday skills. Now, personally I feel one birthday is not better then another. All the skills have at least some use, for someones playstyle. There is however, some that benefit the mystic class more than others. Check out http://ethersaga-tools.com/birthday_generator.php to play with them on your own.
Heres a few of the better ones ;
9/21 Shenzu
Lv10: heal target 30% hp
Lv30: heal target 30% mp
Lv50: resistance + 30
2/16 Yoah
Lv10: unda +10 affinity
Lv30: heal target 30% hp
Lv50: transfer 5% hp to heal target for that amount (every 2 secs for 11 secs)
3/18 Renzu
Lv10: silence target 3 secs
Lv30: heal target 30% hp
Lv50: heal target 30% mp
2.0 The stats and specs.
This part gets into various ways to allocate your stat/affinity points as a mystic
2.1 Basic Info First off, no matter what, you are going unda. Unda is what most of our useful skills are based on. Unda also gives us a slightly larger hp pool. This is useful because in pvp we are big targets, and in pve more hp means the more hits we can take and still be able to concentrate on healing others before we have to heal ourselves.
The most common build is Unda/Pyra (every 10Lvl -5 unda 5 pyra [3 unda/2pyra, 2unda/3pyra])
Of course we have unda, our must have affinity, and then pyra which gives us +3 int. The int will help our attacks and heals have increase effects.
2.2 Advanced Info
Ok, this is ADVANCED. This is mainly towards players who under stand both, stats and affinitys. As well as under stand the basics of ethyrs and gear. Any Spec as long as you go unda is playable. Not only does each affinity add a stats, but also has another property as well. Such as Oora, sure +3 str is not as important as +3 int of pyra, but Oora also increases your critcast%. So make sure you read each affinity closely when deciding what to choose as your secondary one. Splitting your points 3+ ways is not advised. It can be done, but when you split your points that much each affinity has a far smaller effect, and in most cases they are so small that they wont make a difference what so ever. For more info on Advanced specs Read 2.3 Endgame
2.3 Endgame : Plan for the future Ok, so we look at the specs, but this gets a bit more into advanced theory. Leveling with some specs is much easier then others. HOWEVER, we must plan for the end game, not how easy do we want to level, but what we want to be when we reach max level. of course you can spend e-bucks to reset our affinities from the cash shop, but most of us don't have that money, and the e-bucks we do have is going to things like increasing bag sizes, and upgrading weapons. So, with that being said, as stated in the 2.2 section, any spec is viable. The stat bonuses you receive from the affinities is a small fraction of what end-game gear provides. Generally speaking with at-least "decent blue gear", you wont notice a difference at all. The main reason to pick an affinity is both, increase damage with skills via affinity, and their sub-benefit such as +critcast%, +%critstrike damage ect. 150 int of pyra means nothing when your staff with imbues and embeds is giving you thousands of int. But the sub-benefits generally can not be increase, except via pet fuseing, and a very, very few select items, or buffs. REMEMBER, to make sure you pick your correct affinity Ethyr's for your spec.
3.0 Pets Well, I'm not a pet expert, I really only know the mystic aspect, so I will only be covering pet information useful to Mystics.
You should have 2 pets (see 3.1 Combat and 3.2 Fusing for detailed info). The pets early-game before level 20 are mostly useless, they have weak growth rates and aren't really worth even capturing unless you like how they look. Also any pet can be any attitude (normal, bright, fierce, cautious), its randomly decided upon capture. Choose a pet you think looks nice, starting stats are very useful but a pet's beginning stats can be changed and upgraded (see 3.3 Melding).
3.1 Combat Pets Combat pets, a Mystics best friend. A combat pet is the pet you have actively summoned fighting by your side.
The only real choice we have for attitudes for this pet is ,Bright or normal. Why? These are the 2 attitudes that allow our pet to learn Mend (pet heal). As a mystic most parties consider having a pet which can heal a requirement. A bright pet seems to be a better choice as they also have some nice debuffs/buffs, with easily fits into our group support role. Normal does have slightly better hp growth but, in the end that doesn't matter (see 3.3 Melding).
**NOTE on pet heals. on automatic it will only use its heal on you or itself. It will not heal other party members.
3.2 Fusing Pets A fused pet acts as additional hp, basically it shares damage you take. This makes fused pets very important for survivability, however they also have another benefit; Fused abilities. MOST pets, when fused have some sort of bonus with they pass on to you while fused. Important ones to look for are; +%mana, +int, and +unda affinity. Most others can be slightly beneficial but I wouldn't pass them up for one of the previous. Also the best fuse pets seem to be beastkin fierce types. These have the highest starting hp growth, however if you find any other type of pet which has great fuse abilities go with that one. The hp growth can be changed (see 3.3 Melding).
3.3 Melding Pets Melding becomes accessible when you have multiple pets at level 30 or above. This not only costs gold that becomes quickly expensive, but an abundance of spirit, and therefore is not recommended until later levels. Melding takes 2 pets, and combines them into 1 pet. The remaining pet will receive a bonus to all stats. Each pet can be melded 9 times. This means, that even a pet with low stats, can be improved far beyond what it started with. This should be considered when factoring in a pet choice. For more information on melding, consult the in-game guide using the "L" button.
Last edited by zomghealz; 05-22-2009 at 07:19 AM.
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