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zomghealz
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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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#2   04-14-2009, 01:56 PM
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4.0 General Tips and Theory.

This is basically more of a healing guide.
this is not a do this when this happens and you win guide. those guides fail as the game is dynamic and no one can ever predict each and every outcome of every battle. this helps you determine and identify problems, and helps you choose a way to fix them.
as the old chinese provebs says
give a man a fish he will eat for a day
teach a man to fish he will eat for his life time

theres a difference between me telling you how to heal, and TEACHING your how to be a HEALER.

Sucky Groups.
we've all been in them, and mystics get blamed for being the reason why they fail.
wether we suck, or we didnt heal fast enough or who knows, we always get blamed when ~~~~ hits the fan. get used to it. you need to start looking at your grps.
so look at the group.
they should have decent gear, be a decent level for the content. (i.e agroup of level 26's in d2 is not good)
they should have atleast 1 tank, however 2 is more optimal, and you should not be the only healer. ontop of that, they should have brought pots to use on themselves as well. because they have a healer isnt a free pass.
also groups, pull when your out of mana, dont communicate and tons of other problems that revolves around your group or individuals, not you. thats not your fault, its not your problem. if you cant get it to work, thank them for the party and get out.


sometimes a wipe is a wipe.
sometimes its a bad pull, a dps gets knocked out early, tank looses control, or you just arent geared enough for the content. sometimes not matter what you do, you're not going to win. in this case, just wipe the group. tell them to just die. WHY? cause you could.
a.) waste tons of expensive pots and wines and items, and still die and loose xp
or
b.) die and loose exp.
wasteing items on a battle you have no chance on is just making things worse. however if you CAN get away and you know even if you stay the groups done, well run, and come back and rez. anyone smart enough knows they rather take the 4% xp loss of a rez over the penalty of having to town rez.


when in doubt heal whose the most useful.
sometimes things are starting to look bad but you have a chance, you need to quickly look at what you're fighting and their status and whose alive and their status. sometimes you cant save em all, and you have to let a few go in order to save the ones who will be able to finish the battle.
i.e. your tank and rouge are both taking a ton of damage, you could try to save the rouge, but now your heals are spread between the two and now both die, or you could let the rouge die and keep your tank alive.
i.e you have multiple enemies alive but each only have a few% hp left. all thats standing is your conjurer and dragoon as well as yourself. your running low on mana and your dragoon and conjurer are both about to die. you could save the tank, whose going to get pounded and die, or sacrafice the tank and heal on conjurer so he can kite aoe the last 2% hp of the mobs down.

sometimes you have to let some go to save the party. you cant always keep everyone alive every time.


dumb people are dumb.
we've all had that impatient rouge run in their when no one else is ready cause he thinks hes super man. dont save him, just let him die. spending precious resources on him might mean the difference between having enough resources left to keep everyone alive, or having spent so much early on to keep him alive that at the end of the battle you're screwed.


your tank is a second fused pet.
its true, hate to say it but tanks are a meat shield. as long as the tank has control of the battle, the monsters you're fighting cant do damage (except for the few aoe'rs) to you until after hes killed the tank. so consider your tank like a fused pet, or a second life bar. this means, say you take a few hits, your at 1/4 life, dont heal yourself, maybe drop a pot but dont ever HEAL yourself. as long as your tank has thigns under control now, then you should recieve another hit, in other words, as long as your tanks alive and has control, you're relativly safe, theres time where i've choosen to keep myself at below half hp in order to keep the tank at full.


communication is key.
when things hit the fan multiple healers need to know whose healing who, so assign people to healers for when things get messy, last thing you need is 2 or 3 people healing the rouge and no one healing the tank cause no one knows whose healing who.


Last edited by zomghealz; 05-22-2009 at 07:19 AM.
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#3   04-14-2009, 02:41 PM
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New!
yes ill change this and make it look pretty tomorrow. i just edited the whole other section and dont feel like doing it now, so ill jsut drop a real quick basic section.

GEAR

+hp gear

+hp gear is best used for instances/dungeons. This helps you survive the big hits. In the long run the extra hp is far more helpful then extra defense. WHY? because it doesnt matter how much less damage you are taking, it matters if you survive or not, and bosses hit hella-hard

+ defense gear

+defense gear is best used for soloing. WHY? benefits of defense is much more apparent when your taking repeated and multiple smaller hits. Sure = +hp gear is good too, but you're not in danger of any monster around your level outside of an instance taking off 50% + hp in one swing. the smaller hits are reduced alot by defense.


Theory
based on 4000 hp
instance
boss hits you for 2000 damage per swing (50% hp)
defense reduces hit by 100 (1900taken ) (47.5% hp)
+500 hp, get hit for 2000 (44.4% of hp)

based on 4000 hp
normal monsters
monster hits you for 300 (7.5% of hp)
+500 hp monster hits for 300 (6.6% of hp)
defense reduces hit by 100 (200 taken) (5% of hp)


Last edited by zomghealz; 05-22-2009 at 07:21 AM.
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#4   04-14-2009, 03:13 PM
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Thanks for the advice

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#5   04-14-2009, 05:46 PM
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Thanks.
I just killed my rogue and made a mystic (once a healer always a healer for me. :/ can't break my habit) and this guide clarified a few things for me. I wish some more experienced mystics could comment on this guide so I could see some more opinions though.

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#6   04-15-2009, 07:37 AM
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looks pretty good.

Dungeon Comments

I agree, in dungeons the number one priority is to heal the tank. If the tank dies and loses agro, things get messy and everyone starts dying. At that point, the run is usually over (d1 and d2 parties at least, haven't done any boss killing in d3 yet). The only time I'll switch to heal someone else is if the tank is doing fine or if the tank loses agro.

Also, you are definately not the only healer. Most of the good parties for d2 I've been on have 3 healers plus healing pets. Have good healing pet. You really can't mess with having your pet attack the boss while you're healing, so you use a pet for extra healing. This also helps for if you accidentally let your mana drop too low and miss a couple heals. (And make sure you have lots of those mana pots). I also have a fuse pet to keep the random boss aoe shots from taking off too much health.


Crafting
Mainly your preference. The ones I've found useful/wanted the most are Arcanecraft, Cooking, and Petcraft. Arcanecraft is nice for gear, but it gets very expensive very fast. Also, if you make an item you make several and pick the one with the best stats. Cooking is for mana potions, which become critical for doing upper d2 runs and beyond. The mana meter starts dropping like crazy, especially if you use any of the lv35 or lv40 buffs. I haven't tried petcraft, though I've gone through so many cookies/tarts/etc for my healing pet (30 tarts for d2 became good) that itd be nice to keep. Of course, pretty much anything except the other class' armor crafting will be of use.

so, not to steal your guide, just got a little carried away in response

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#7   04-15-2009, 07:43 AM
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Great, great Guide.

Anyway i will reccomend for birthday a day with special skills that really matter.

I don't need a cure of 30% hp that i can use every only 30 seconds, especially when Wine restorin hp and mana is at hand.
I prefer a Morpheus Embrace for puttin an enemy to sleep or Cryogenic skill to save the day, for example.

Bye.

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#8   Pets - 04-15-2009, 08:01 AM
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This post has outlived it's usefulness,
please delete it.


Last edited by Chafe - Ancestral Ruins; 04-26-2009 at 12:06 PM. Reason: Delete post please
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#9   04-15-2009, 12:41 PM
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Hahaha, nice thread, I had healers for many games and what you said are so true for me as well ^_^

Though I do have a few questions before I start to play this game and pick a job for the char. :

1. Does this game have Round Rabin as a looting option for the party?
2. Is there a skill for the healer to heal everyone in the party all at once sooner or later? If there is one, approximately at what level do they get such skill?

I'm sorry if I spelled something wrong in advance.

Thank you for your help ^_^

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#10   04-15-2009, 04:48 PM
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Interesting thread, mostly useful information, though pearlers such as


"Specs.
unda/pyra
this is your best choice if your main content endgame will be pve

unda/windu
this is your best choice if you plan on pvp'n"

Are a bit shallow and misleading if not entirely false.

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