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The Way of the Mystic (Ver. 82025.a2)
Autorstwa: Goataro Kujo
This guide goes over how to build a mystic character that is effective once you hit level 10 and beyond. This includes stat allocation, skill selection, enchantments, and weapons.
   
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Intro
The mystic class can be incredibly powerful if built correctly, offering unparalleled ranged damage compared to any other class. But if built incorrectly, the mystic can feel underwhelming and weak, as if the skills do barely any damage or have any effect. This guide goes over how to build a mystic that's effective even at level 10.
General Strategy
How we build a mystic will shaped by three core ideas:
  1. Casting Skills
    The bulk of your damage will come from skills especially as you reach higher levels. In general, you should keeping as much as your mana and cool down timers allow. The role of weapons is to provide supplemental damage when you're waiting for mana to regenerate or cool down timers to expire.

  2. Buffing/Debuffing
    You should always try to stack buffs and debuffs whenever possible. Doing so nets you anywhere from 50% to 2X the damage your attacks normally do. Moreover, these buffs and debuffs apply to any mind based skills and weapons (including transmuted weapons).

  3. Mobility
    Mystics have unparalleled lateral mobility compared to any other class. While blocking and parrying are still important, more often you'll find yourself dashing all or the place and singling out enemies as supposed to getting close and personal.
Stats
In general, you should follow a 2-1 ratio of Mind to Vitality points. Strength and Dexterity are completely unnecessary to most mystic builds, so don't be afraid to leave them at 1. Once you hit around 20-25 Vitality, you can put the rest of your points into mind. You can always respec stats if you need to in case you want a little extra vitality earlier on. Remember that every level always comes with extra mana, stamina, and health regardless of where you put your stat points.
Skills
Choosing right skills is the most important choice for an effective mystic. Once you hit level 10 and get your class tome, you'll be reimbursed 15 skill points. While there is some room for personal preference, some skills are necessary and more useful than others. I will be ranking them in order of necessity.

Absolutely Necessary
These are the first four skills you should spec into. They are the bread and butter of mystic and will always be on your skill bar.
  • Fluxbolt
    This is the primary damage dealing attack of mystic. It hits up to four times and scales well with Mind as well as buffs/debuffs. Remember to arc your shots and you'll be doing more damage at range than any other class.

  • Cross
    Often overlooked by new mystics, Cross does modest damage and is a bit tricky to use (especially in high ping). However, it also caries a hefty debuff that greatly increases the effectiveness of Fluxbolt and mind weapons.

  • Restora
    This is the primary healing skill for mystic. It both heals the user and any nearby players at a stupid range away. For most mystics, no other healing skills are necessary until subclass. This single skill will keep you and your friends alive. Also, it stacks with Imbue.

  • Imbue
    This is the primary buff for mystics. It both raises the Mind stat and increases the mana of nearby players for 40 seconds. This increases the damage of all of your Mind skills and weapons and should be the first thing you cast going into a fight.
Optional Level 10 Skill
After getting the skills above, you'll have three skill points left. These are your options for the last skill. You can also spec into these in the next couple of levels if you desire.
  • Prism
    Prism basically gives you free temporary health with no knock back if you get hit. It is incredibly useful later on as enemies get harder and during the Crescent Grove bosses. But it's also useful early on as a buffer while you learn the game. It also makes the Trial of the Stars much easier by letting you ignore damage dealing obstacles.

  • Nova
    A useful area attack skill that has a 50/50 chance of either knocking enemies back or applying a snare condition that stuns them in place. Its instant cast makes it great for PvP but can even get you out of tight corners in PvE.

  • Mind Mastery
    Useful for the damage buff alone, some weapons also have good charge attacks. A good example is the Flamepetal staff, whose charge attack multihits like crazy and does damage comparable to Fluxbolt.

  • Race Skill
    Alarcity and Siphon Leech fit pretty well here but even Leg Up and Sturdy can be useful. I don't see any of the skills being a mainstay in later levels expect for maybe Alarcity.
Useful, But Not Immediately
These skills are good but should not be spec'd into at level 10. These should be your priority from levels 12-24 along with filling out the skills above.
  • Blink
    The source of the Mystic's lateral mobility. This skill will save your life as you wait for your dead friends to respawn and run back to the fight. Mash that E key and watch your character teleport across the map. It's also useful for getting outside maps and on top of certain structures. The only reason you won't get this earlier is the 6 skill point cost.

  • Manaflow
    Manaflow is very underrated. You don't realize how good it is until you don't have it. The increased mana regen removes most reliance on consumables and increases your skill output. Another really good skill that costs 6 skill points.

  • Fluxspear
    While not necessarily a great skill for PvE due to its low damage and long cool down, its instant cast makes it great for PvP and the snare condition can be useful for stunning enemies in PvE. I generally find most of the skills above to be more useful but I can see where Fluxspear can find a place among certain builds.
Actually Useless
This... "skill" should not be used for any reason. It sucks.
  • Fluxclaw
    I don't know what went wrong with this skill. With a level 40 magus, it only does 62 damage for two hits. Moreover, no matter how many buffs/debuffs I stack, that number only rises to 80. I can stack Imbue, Ruin, and Cross but the damage will not increase. I don't know if this is a bug or intentional, but even at a cost of one skill point, it's not worth it. Maybe early on at level 10 Fluxclaw can have some use. But pretty soon it will be terrible and lose its usefulness. Don't get this one.
What About Other Normal Skills?
I don't view other normal skills as useless but rather unnecessary. Mystic skills compliment each other and there just isn't much need for another damage dealing mind skill or healing skill. Not to mention that this role can also be filled with weapons which don't cost any mana or skill points. There is room for experimentation here but you're gonna have more than enough good skills by the time you subclass that it'll be hard to find a place for a normal skill. I would definitely not take any of these after level 10 for your first mystic.

Example Skill Bar
Here's a good example skill bar that I just used on my most recent mystic including key binds.
  1. Fluxbolt - Mouse 5
  2. Cross - Mouse 4
  3. Restora - 1
  4. Prism - 2
  5. Imbue - 3
  6. Leg Up - 4
Fluxbolt and Cross are on the mouse so they don't interfere with WASD. I try to keep my healing skills on 1 and my buffs on 3 for consistency. Prism is a nice utility for extra durability. Leg Up is just a personal preference for extra mobility. From here, I spec'd into Blink and Manaflow and didn't add another skill until the mid level 20s. My general flow of battle is casting Imbue>Cross>Fluxbolt while repeating Cross for new enemies and Fluxbolt when the cool down is over.
Weapons and Gear
In general, you should use the highest level gear available to you at any given time. Don't fret too much over specific stats or equipment. Don't worry too much about enchants either. You get a much better boost from higher level armor than from enchanted lower level armor.

Once you reach level 20 and beyond, things get a bit more complicated. Here's a quick guide on the best weapons and armor.
  • Flamepetal/Aquapetal Staffs
    Currently, these level 16 staffs are the best staffs in the game. Being only level 16, they're a little under powered at 20-25 Crescent Grove. However, the Flamepetal staff's charge attack still packs a good punch in hard Grove.

  • Colossus Tone
    Currently the best bell in the game. Sitting at level 18, its normal attacks are quite powerful but its charge attack is hard to use and feels underpowered.

  • Magitek Burstgun
    Currently the best ranged weapon in the game. It has the highest base damage and multihits depending on your range to the target. When transmuted to scale off of mind, it is actually more powerful than any other staff available.

  • Valdur Blade/Deathknight Runeblade
    The two best melee weapons in the game currently. When transmuted to scale off mind, they are both strong melee options if you want to try out melee mystic.

  • Wizlad Robe/Hood
    Best Mystic armor in the game at level 24. You should not wear anything else. Use vanity to change your appearance.

  • Magilord Boots
    A part of the Magilord set, these boots fill the slot not taken by the Wizlad armor.

  • Rustwise Shield
    A good shield that gives you a little extra mana.

    There's currently no specific Mystic ring for high level. Good ring options include the Geistlord Band, Valor Ring, and Earthwoken Ring,

Enchantments
In general, you want to enchant everything with the Magical Enchantment. This gives you extra magic power and magic critical percent for every enchanted piece. While the Manaflaunt enchantment sounds useful, understand that it only gives extra mana and does NOT increase mana regen.
Subclasses?
By the time you hit level 28, you should have a pretty good idea of what you're doing (unless you XP-tomed your way there). In general, you follow the same principles above with subclass skills. Stack buffs/debuffs, stay mobile, and keep casting. I won't go into detail since this is also where you can start experimenting and mixing and matching different skills, weapons, and combos. Now that you know the rules, you can bend them and break them to your heart's content.
Happy Casting!
Make Angela proud.