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View Full Version : Mystic Improvements to help smooth out the class


Kyin
09-14-2005, 09:06 PM
<DIV>A few things that I think could be looked at to help smooth us out. </DIV> <DIV>Color coded - <FONT color=#ff0000>Red</FONT> = High need of a fix, to <FONT color=#66ff00>Green</FONT> = Working Great</DIV> <DIV> </DIV> <DIV> <DIV>Groups consisted of my guild members which are as follows (tested over levels 50-51)</DIV> <DIV>    <FONT color=#ffccff>Group 1</FONT> Silent City, Encounters range from 56 solo mobs - 59 Epic X2</DIV> <DIV>        </DIV> <DIV>          51 SK, 51 necro, 51 conj, 51 Guardian, 51 Warlock, (myself 51 Mystic) </DIV> <DIV>     </DIV> <DIV>    <FONT color=#ffccff>Group 2</FONT> Pillars of Fire, encounters ranged from 50 solo - 59 Heroic</DIV> <DIV> </DIV> <DIV>          51 Guardian, 50 Wizard, 51 Conj, 50 Warden, 50 Brigand, 50 Assasin (myself 51 Mystic) (Brigand took the Wizards place, and Warden came later as well. Started off as a group of 5) </DIV> <DIV> </DIV> <DIV>         The point of this though is to show how our flaws become more apparent with the scale up in difficulty.</DIV> <DIV>         </DIV> <DIV>         For the most part I heal fine, wards take up most of my time, and I can just recast the same single ward over and over on things up to Heroic level 59 in the Pillar of flames.  Now the biggest thing you have to know is where your tank is good at. Silent City the SK is the best tank and it is 5x harder if you use the gardian.  The biggest things I noticed was agro coming off of proxy adds that would come to me due to Runic Talisman.  If the tank is tring to pull something I had no problem, but if a group member was walking around and picks up and add, I would be the that would get attacked, and *punished under the new debt system*  There is little stopping a person grieffing you if they wanted to when you go afk because of this.  Raid mobs were insane and I will need to come back with a group of 2 to test it further.  Right now my wards get me kiled on them.  I remove Runic talisman and wait till after pull, let the tank try to get some hate and throw up a ward, and 1 hit later the mob will be coming to me (this is on a single target.)  If the mob is multi target I will be dead at the pull if Runic is up.  If not shortly after the first ward.  Now I do not use this as a bench mark to test for just to show what Runic does to a Mysitc while its ward applies agro to us.  It got to the point almost where I wanted to say, "Guys grab one of the other healers, I will just get us killed here."  Now I know we are not suppose to be able to take them, but I would be fine if we died if the agro stayed on the tank for at lest 10 secounds or so.  </DIV> <DIV> </DIV> <DIV>        The list that follows is a list of suggestions to our spells that would make them better, and our class a more effective, and enjoyable healer.</DIV></DIV> <DIV> </DIV> <DIV><FONT color=#ffffcc>Healing spells</FONT></DIV> <DIV>          - Remove the Max Hp buff and change it to a ward of the same amount of HP.  This would give the same effect as healing and would also give the same effect if you cast when the tank was near full HP and you over healed.  The bonus is that it would also be just as effective when the tank was near dead instead of just hampering your healing.</DIV> <DIV> </DIV> <DIV><FONT color=#ccff99>Debuffs</FONT></DIV> <DIV>         - I miss having the 2 single target debuffs lasting for 120 secounds but I can live with that.  What I would like to see if faster casting times for debuffs and these spells in particular.  Combat is a much faster pace than it was and thus to be effective it would be best if they could be cast faster.  .5-1secound casting time per debuff would be a dream.</DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>Wards</FONT></DIV> <DIV>         - Doing great in this area "Big Bear Hug"</DIV> <DIV> </DIV> <DIV><FONT color=#ffff99>Cures</FONT></DIV> <DIV>         - Of course this area I am very sad about, I miss being a big cure guy, but i can ward most all of the damage away so I am not overly sad about it though I would like to see more cure spells throughout the levels (group cures) and for them to be more effective.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>**Enduring Breat Line**</FONT></DIV> <DIV>         - Ok, I love the idea of this spell but it needs a HUGE fix.  Currently I can use it to kill group members at my whim.  Falling damage under water needs to be removed compleately for this spell to be effective.  Also mega jump needs to be added so you can get out of the water when it is in effect.  I have currently killed 5 group members with this spell and I see a huge greffing problem with it in the future if it remains.  On a side not I would love it to give fish (spirit fish) vision or let you see better underwater if possible.</DIV> <DIV> </DIV> <DIV><FONT color=#ffcc66>Buffs</FONT></DIV> <DIV>          - <FONT color=#ff3300>***</FONT><FONT color=#ff3300>Runic Talisman*** </FONT><FONT color=#ffffff>This buff is great, I love the ward as it is a life saver and a great flavor to the class.  I have a Master 1 of it so it is a 89 point regen ward with 570 mitigation or so to the group.  The problem is when wards changed to place hate on healer this mini ward was included.  I understand why it is so, but I think in this case you need to make an exeption and remove the agro associated with this mini ward.  I do not know how hard it would be to single this spell out and remove the agro factor from this ward but it truely needs to be done.  I do not want to lose the ward, but having mobs come at me whenever a group member runs around and picks up and add is crazy, and dangerous.  </FONT></DIV> <DIV>          - On the most part great work.  I miss the haste from Avatar alot though and would love to see that back.</DIV> <DIV> </DIV> <DIV><FONT color=#ff6600>Pet</FONT></DIV> <DIV>          - <FONT color=#ff9933>Shadowy Attendant</FONT>, First off it cures 1 time the group for 80-105hp at adept 1 then does nothing there after.  I was told it had a minor regen ward (something like 20hp) but after soloing without runic shield I did not see any ward attached.  This spell could be much better as a group regen, for say 30-36 secounds (length of ward) and heal X amount to the group.  I would suggest 60-80 for adept 1 80-100 for adept 3, and 120-140 for master 1, every 3 secounds for the duration with a 45-60 secound recast.</DIV> <DIV> </DIV> <DIV><FONT color=#cccc00>Minor things that would be nice for the solo department </FONT></DIV> <DIV><FONT color=#cccc00></FONT> </DIV> <DIV><FONT color=#ccff99>Dots and DD</FONT></DIV> <DIV>          - I think these could use a buff up, currently they are weak, if they had about 2x the damage on them then it would be effective (dots only) DD need about 1.5x more damage.</DIV> <DIV> </DIV> <DIV><FONT color=#ccffcc>Auto Attack</FONT></DIV> <DIV>         - As a priest we are not DPS but our Auto Attack could use a boost.  I have seen very little difference from level 20-50 in amount of damage I do with my mace/spear.  Buffing my str does little to no effect for me with my Auto Attack.  I do not expect thief or fighter AA but I would like to feel my Mystic learned how to bash things better over the last 50 levels.</DIV> <DIV> </DIV> <DIV>I have tested fights from Solo level 50- Solo level 56, ranging from 1 mob to up to 3 mobs at a time.  Group mobs 50-59, ranging from Single +++ to groups, and Named.  Raid Epic X2 Mobs from the Silent City.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Gustave</DIV> <DIV> </DIV> <DIV>Nektulos Server</DIV> <P>Message Edited by Kyin on <SPAN class=date_text>09-14-2005</SPAN> <SPAN class=time_text>10:20 AM</SPAN></P> <P>Message Edited by Kyin on <SPAN class=date_text>09-15-2005</SPAN> <SPAN class=time_text>07:51 AM</SPAN></P><p>Message Edited by Kyin on <span class=date_text>09-15-2005</span> <span class=time_text>08:35 AM</span>

Kyin
09-15-2005, 06:55 PM
updated this alittle after further testing yesterday, let me know your thoughts

Primaris
09-15-2005, 07:10 PM
<P>Speaking about what really needs improvement is the shadowy attendant, I read that he was fixed back in beta but he's back to being completely useless.  Also, I am disappointed with maul being taken away from bear form I mean what the pt is losing any chance we have at melee, as soon as your out of power you best be running because your dead even from stuff 5 levels below you <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />   Trying to melee anything is an absolute joke, especially when there's not much of a difference from a level 50 mystic to a level 20 mystic!  </P> <P>On a positive note wards are actually worth something now but I agree that the added health bonus from the heals should be put into the wards <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>I think it's a joke that SOE doesn't read these boards but I could always hope that one day they will.....</P> <P>Those are just my thoughts not as though it means anything</P> <P>46, Lionheart</P> <P>Grobb Server</P>

Kyin
09-15-2005, 07:29 PM
<P>As for Maul I miss it but I do not see a need to put it back in as all classes lost there procs on spells like that.  I loved it at Master 1 it did 350-550 DD then a 100hp dot after that.  Sad I am, but no where near the top of my list.</P> <P>Shadow attendant is a good one to add.  It casts a 100hp group heal at the start and does nothing afterward.  I was told it had a minor regen ward on it but after canceling Runic shield and testing it against solo's and groups I saw no regen ward on it.  The spell would be great as a group regen the went off every 3 secounds for 30 or 36 secounds (duration of a ward) it would be great. say 80hp adept 1, 100 for adept 3 and 120-140 for master 1.</P> <P>Runic Talisman's agro on the ward though is my top concern, followed by but no where near it, Shadowy attendant, EB, Healing spells.</P> <P>For healing I believe the Enlighted Healing should be 2 secound cast time 10 sec recast, and The Minor healing line to be 2 sec cast time, 3-4 sec recast</P>

Primaris
09-15-2005, 09:19 PM
<P>Something I forgot to mention in my first post was the "aggro issue" it is ubelievable how much aggro you get as a mystic now, there is no reason that I have more aggro then dps classes.  Why does a healer especially mystic have more aggro assigned to it then a caster such as wizard / warlock or melee dps like assasins or rangers?????  Don't get me wrong we have better armor than a caster but that's it lol ;(  Would love to hear any explanation as to why wards cause more aggro than anything else, maybe it's just my perception but then again I might be right <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  Needless to say any ranting or raving is most likely useless because SOE doesn't read this stuff anyway, besides I'm sure that some people may disagree that mystics should have more aggro then what they already have ;(</P> <P> </P> <P>Lionheart</P> <P>46 Mystic Grobb </P>

Kyin
09-15-2005, 10:29 PM
<P>The only agro issue we have is with the ward from Runic talisman.  Agro from the rest of our spells is fine.  The reason why we can get more agro than a mage/scout is because they have agro reducing spells.  Now what I really want to know is ask a tank if they have any spells *besides a paladin* that steals my agro and gives it to them.  I know they have spells like rescue but I want to know if they have any buffs that do it.  I have not played a tank long enough to know if they do after the changes.  </P> <P>Agro from the rest of our spells is fine.  We do alot of healing with a ward.  If the mob hits for 1k on a 1k ward thats a 1000 points of of healing hate that gets reduced by a % but is marked up alittle because you are healing the main tank.  The way I understand it is hate for the #1 person is easy to get, doing anything too the #1 person gets you like 95% or 100% agro for doing so.  if you heal the #2 or #6 person you get like 50% or so agro from that.  Sense for the most part you will be healing the #1 person all the time you and the tank are at a war for hate location on the target.  DPSers have ways to lower themselves, as well as not having to heal the #1 guy and thus appear to be getting less agro.</P> <P>Again only agro issue that needs to be looked at is the ward on Runic talisman, the rest is fine</P> <P> </P> <P>Gustave</P>

Bolr
09-16-2005, 12:05 AM
<div></div><div></div>Accordant Spirits is now a "true AoE 'damage' " spell. The stun component will aggro neutral mobs in the area of effect. Compounded with the change to Fading Spirit, we now have no spells that reduce aggro with (only) the engaged group. <div></div><p>Message Edited by Bolrus on <span class="date_text">09-15-2005</span> <span class="time_text">03:05 PM</span></p><p>Message Edited by Bolrus on <span class=date_text>09-15-2005</span> <span class=time_text>03:06 PM</span>