|Home Town||Tellus City|
|Elements||Wood, Metal (summon), Fire (summon)|
Mystics are a magic class that uses their arsenal of wood skills as well as a set of summons (the summons will let you tap into other elements, such as metal and fire) and plants to attack, and their healing and defense skills to help themselves and their allies survive. Instead of taming their pets like the venomancer, the mystic has a fixed list of summons which they can summon using their skills. The mystics can also summon plants, which then stay where summoned and affect nearby targets automatically. Each of the summoned plants is used for a special purpose, from delivering damage, to AoE debuffs, to healing teammates. Even though the mystic is a good solo class thanks to their summons, they're good team players as well, due to their various healing and support skills.
- Having summons and healing skills makes them excellent for both solo and squad situations
- Summons can lure
- High magic defense
- Can use both AoE healing plants to perform heals similar to the clerics' "BB"
- Very fast heals
- Damage almost equivalent to that of psychics
- Massive mana use
- Low physical defense
- Low HP
- Slow movement speed
- Class have no focus (jack of trade all class)
- Can be expensive to play due to mana use
Magical Damage Chart: Lower-Low-Medium-High-Higher
For a mystic who focuses on their heals wands are recommended. Wands have the highest low-end magic attack and thus makes your heals stronger and more reliable.
Magic swords and glaives are a good weapon choice for those who would like to have a balance of decent heals and good damage output.
Patakas should be out of the question, unless you would like to focus on the spike damage potential more than your healing power. The gap between low-end and high-end is too big making the heals potentially weaker but also potentially gives incredibly high critical hits.
Note: The stats of the mystic summons are based on the weapon and armor you have equipped when they are summoned. Keep this in mind when picking your equipment.
Mystics need all the magic they can get, so therefore the only advisable thing is to use Arcane Armor. HP and physical defense shards are useful for PvP, otherwise it is advised to use any and all MP shards available for PvE, as you will be using a lot of mana. Useful extra stats are: magic, -channel, physical defense, vitality, and HP.
Ornaments should be magic rings and physical defense ornaments (with HP/PDef/Mag/-Channel bonuses).
Mystic in PvP
Mystics in PvP are capable of killing their enemies within seconds, but it is also known that mystics have low physical defenses, so it is advised to use shards that give HP and/or physical defense accordingly. Their knockback skill can knock back players although not much use against archers, being able to knockback melee attackers is still good. A mystic's single best PvP skill is probably Cragglord, due to it's immense damage. Cragglord can take almost any class out within a few hits, which also helps since even the sage version only lasts 23 seconds.
Mystic in PvE
Mystics in PvE are capable of not only soloing heals within squads, but are also capable of dealing immense damage through use of plants, summons, and their own skills. Along with heals and "DD", mystics are able to solo tank weaker mobs within dungeons and instances through use of their Devil Chihyu summon, and their plants. In their mid 20's to 30's they can start to taking on more than 1 or 2 monsters on at a time, which can help them level up faster than other classes, but because of the rapid MP usage they need to use use either lots of pots or MP charms, which can be expensive, or meditate frequently. Try to get a cleric's HP/MP regeneration buff to help counter the massive MP usage. Make sure to keep your tank and cleric buffed with your resurrect buff so they will be able to return to the fight much more quickly and save your cleric from a really long walk.
Mystic in Territory War
The mystic's "jack of all trades" abilities come in handy in territory wars, allowing them to fill just about any role necessary, other than tank/catapult puller. The Bramble Tornado skill, is also quite useful for pushing the catapult puller away. The Resurrection buff is great for quickly bringing back your own catapult puller as well.
Venomancer Luring (How to pull a single monster out of a group with your pet)