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Mystic

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ClassIcon Mystic.png Mystic
Mystic.png
Race:Earthguard
Home Town:Tellus City
Type:Magic
Primary Attribute:Magic
Element(s):Wood, Metal (summon), Fire (summon)
Weapon(s):Pataka, Glaive, Magic Sword, Wand
Armor:Arcane Armor
Special Characteristic:Healing, Summons, Plants, and Genie Locking

Mystics are a magic class that gives you an arsenal of wood attack skills along with healing skills to aid yourself and your allies. They also have plants to debuff your enemies or aid you and your allies. Each plant is used for a unique purpose, such as delivering damage, AoE debuffs, healing teammates, or even more choices upon reaching Neverfall status. Instead of taming their pets, like the Venomancer, Mystics have a fixed list of pets which they can summon that can allow them to tap into other elements such as fire and metal. Mystics are a good class to run solo, but they also make a great team player, due to these attributes. Their main unique lure feature is the Neverfall upgrades to ΨVital Herb, which has a variety of very helpful Glyphs for both PvE and PvP. The other lure to the class would be ΨThicket and/or ΨNatures Barrier Argent Glyph, granting them the ability to temporarily disable other player's Genies.

Pros:

  • Healing, plants, and summons make them excellent for both solo and squad situations
  • Summons can lure
  • High physical defence and water and wood elemental resistance
  • Very fast heals

Cons:

  • Massive mana use
  • Low HP
  • Slow movement speed
  • "Jack of all trades" is complicated
  • Can be expensive to play due to mana use

Statistics[edit | edit source]

Mystic Class Statistics
Hit Points (HP) gained per Vitality point 10
HP gained per level 20
Base HP regenerated per second at level 1 1
Magic Points (MP) gained per Magic point 14
MP gained per level 28
Base MP regenerated per second at level 1 2
Accuracy gained per Dexterity point 5
Evasion gained per Dexterity point 2
Base ground speed in meters per second 4.8
Chi gained per normal attack 3
Main attack damage attribute Mag
Mystic Starting Statistics
HP 50
MP 70
P Atk 4-4
M Atk 6-7
Accuracy 25
Evasion 10
Movement Speed 4.8 m/s

Equipment[edit | edit source]

Weapons[edit | edit source]

Magical Damage Chart: Lowest-Lower-Low-Medium-High-Higher-Highest

Pataka: Lowest-Highest damage

Glaive: Lower-Higher damage

Magic Sword: Low-High damage

Wand: Medium-Medium damage

Choosing a weapon is a personal choice for most arcane classes unless Rank 9 is the final goal. For those who have an eye on Warsoul Weapons or have the time and motivation to farm for G17, this adds a variety to the weapon choices.

Wands are the most recommended choice for its reliable consistency, allowing full predictability of how much damage/healing is to be expected.
Magic Swords are also a decent weapon for those wanting to have a little bit extra in their heals and attacks but also have a chance to be slightly lower, yet slightly higher.
Glaives and Patakas experience the most fluctuation in damage output and provide and unreliable source of heals and damage. Though they have the chance to produce the highest hits and burst heals, they are also prone to producing the lowest hit and heals based on Random Number Generator.

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.

Armor[edit | edit source]

Mystics are typically geared wearing Arcane Armor and are built with high magic or, sometimes, with a small mix of vitality. Mystics who can go full magic in their attribute points do exceptionally well at keeping themselves alive through the use of being on point with heals, positioning, or being able to afford more expensive shards in their gear. Mystics who choose to have some vitality in their attribute points are aiming for the extra tankiness that they can't afford through shards, or simply choose to play a more supportive roll. Overall, it is important for Mystics to have as much magic as possible to increase the effectiveness of heals while also being able to put out a decent amount of damage.

Mystics in PvE[edit | edit source]

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.

Mystics in PvP[edit | edit source]

Mystics are a decent solo class in PvP due to their ability to constantly heal themselves and capability to deal massive damage to their target with Absorb Soul, which can bypass defense charms. Mystics in group PvP can be more tricky to maintain due to the multiple rolls they could play to fully utilize their class. It is important to help assist in dealing damage and debuffing enemies, as it is to keeping you and your allies alive.

Mystic as a Support[edit | edit source]

Mystics main attribute is their ability to heal not only themselves but their allies as well. Basic Mystic skills provide a large variety of healing, varying from single target burst heal, single target healing over time, AOE burst heal, to even an AOE heal over time. Pre-Neverfall, Mystic healing plants are a nice contribution to healing, but are unfortunately pretty mediocre in terms of survivability when placed in the middle of the front lines. Once raised to the Neverfall version, ΨVital Herb becomes invincible, making it extremely helpful and valuable in the front lines of PvP. Mystics then have a choice of five possible ways they can utilize their ΨVital Herb to effect the front lines with Glyphs.

Mystic as a Damage Dealer[edit | edit source]

Though a Mystic isn't the greatest damage dealer out there, their damage isnt one to be ignored. Mystics can utilize themselves, in aiding to kill off targets, by using Rapid Growth to enhance their attack and channeling power to help deliever damage to enemies stronger than usual. Having Nature's Vengeance and Absorb Soul is the strongest combo that a Mystic has due to Absorb Soul being a DoT hit, ignoring defense charms and Duskblades defense passive.

Survivability[edit | edit source]

Mystics have excellent survivability due to their ability to instantly heal themselves with Break In The Clouds and constantly apply Falling Petals to themselves. Their Verdant Shell buff also gives an extra boost to physical defense and wood and water elemental resistance. Upon reaching level 79, Mystics get an additional defense skill called Nature's Barrier which temporarily reduces all incoming damage which comes in handy upon avoiding deadly combos and heavy focus fire. Lastly Mystics also have an Ulti, "Voidbringer", which aids them a lot in survivability by either absorbing the damage the Mystic would recieve upon being summoned or using Energy Leech to increase your magic attack along with your physical and magical defense.

Weaknesses[edit | edit source]

While Mystics have an incredible survivability rate but, like all other classes, they have their own weaknesses as well. Mystics heavily depend on their ability to spam themselves with Falling Petals and Break In The Clouds to keep themselves alive. Mystics ultimate weakness comes to them when they are being locked down through the use of stun and paralyze skills long enough to successfully bypass their Falling Petals.

Targets to Avoid[edit | edit source]

Mystics would do well to play extremely cautiously against classes with large amounts of crowd-control abilities and high physical damage. Mystics should avoid Blademasters and Duskblades as much as they can due to their overwhelming crowd control abilities. Both of these classes can be problematic for a Mystic to deal with, especially if they are caught in a 1v1 situation with either one of these classes. While Blademasters are problematic to deal with, Duskblades are known for their constant paralyzing abilies and strong multi-hit burst damage. Paralyze can not be purified and makes it nearly impossible to escape from their crowd control abilities unless receiving the aid of allies. A Duskblades main objective is to, hopefully, put a Mystics support skills in cooldown, which can be problematic to yourself and allies. Mystics should also avoid Assassins due to their multi-hit burst damage, which can inevitably by-pass HP and defense charms. Though it is not impossible to escape an Assassin, Mystics who do not have a Rank 9 weapon to Purify themselves often have a harder time dealing with them due to their limited ability to use an anti-stun.

Mystics in Territory Wars and Dragon's Conquest[edit | edit source]

A Mystic's role in Territory Wars often varies to the squad/situation on whether they are needed for extra healing support or DD and debuffs. Many Mystics choose to do one or the other, since it is complicated to do all of the rolls at once, leading to some holes in the maximum potential for the class. It is important for Mystics to coordinate with their squadmates to fulfill one, if not both rolls through-out the battle.

Origins in Legend[edit | edit source]

After the gods created Perfect world, they departed to the Sacred World to rest. In the years following the first conflict between the Winged Elves and the Untamed, chaos and death reigned across Perfect World. The spirits of those who died did not pass on, but lingered, creating an imbalance of yin and yang that threatened the whole world. To avert disaster, the gods created a realm for the spirits to dwell in. They sent their servant, Radiance, to guide the spirits to this realm.

The good souls were allowed to sleep peacefully, while the evil souls were sealed away with the Wraiths. In 889, a dark meteor flashed across the sky. Its energy warped Radiance, creating a twisted, evil personality called Dark Radiance who began turning the wicked souls into Wraiths and sending them back into Perfect World. To combat his other self, Radiance trained the virtuous souls to battle the Wraiths and granted them a third eye to focus their powers. These spirits were the first Earthguard, and it was their solemn duty to defend Perfect World against the Wraiths whenever they might appear.

Other Articles[edit | edit source]

Mystic Basics[edit | edit source]

Skills[edit | edit source]

Plants and Summons[edit | edit source]

Builds[edit | edit source]

Miscellaneous[edit | edit source]