View Full Version : New to Mystic - Looking for a few tips
SgtPmpkn
04-07-2006, 10:46 PM
<div>Greetings,</div><div>I have started a Mystic and first time being a healer in EQ2. Have a maxed wizard and wanted to try something else. I am looking for some guidance as to how to play effectively. Here is what I know:</div><div> </div><div>1. I know we have small and large direct heals coupled with max health increases, which I'm assuming are used during battle at certain times.</div><div> </div><div>2. We have a constant group buff coupled with a Ward that regens. Right now being lvl 12 the one I have is for 4 points of dam. This is used constantly.</div><div> </div><div>3. We have castable wards for short durations (im assuming this are like reactives that templars have), which are cast before pulling and last for about 30 secs. Just got one at lvl 12. A question here is do we cast this before pull and then constantly during battle when it drops or is completely used?</div><div> </div><div>Any tips on what to use when is a big help for me to understand, for me, this new class.</div><div> </div><div>Thanks</div>
thedu
04-07-2006, 11:15 PM
<span><blockquote><hr>SgtPmpkn wrote:<div>Greetings,</div><div>I have started a Mystic and first time being a healer in EQ2. Have a maxed wizard and wanted to try something else. I am looking for some guidance as to how to play effectively. Here is what I know:</div><div> </div><div>1. I know we have small and large direct heals coupled with max health increases, which I'm assuming are used during battle at certain times.</div><div> </div><div>2. We have a constant group buff coupled with a Ward that regens. Right now being lvl 12 the one I have is for 4 points of dam. This is used constantly.</div><div> </div><div>3. We have castable wards for short durations (im assuming this are like reactives that templars have), which are cast before pulling and last for about 30 secs. Just got one at lvl 12. A question here is do we cast this before pull and then constantly during battle when it drops or is completely used?</div><div> </div><div>Any tips on what to use when is a big help for me to understand, for me, this new class.</div><div> </div><div>Thanks</div><hr></blockquote>I'll try and answer best as I can under time constraints.1) Sokolov has written a really good guide <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spells&message.id=9434" target="_blank">here</a>2) Wards aren't Regen's. Wards are damage aboserbers. Anything damage that can't be mitigated (i.e. absorbed) or avoided will be absorbed by the ward. Any remaining HP's are used as a heal after ward expires - only with ST ward, not groups. And, no, there is no way to tell how many HP's are left on the ward.3) Almost never Pre-ward unless you are pulling. Wards that absorb damage create a proportinate amount hate towards the Shaman. There are many situation where you CAN Pre-ward, but this dependent on so many factors that the best to figure it out is expirement. If the ward will last till expiration, then let it...don't chain ward unless you are in a good situation.</span><div></div>
Eepop
04-07-2006, 11:27 PM
A good start of battleplan, definitely not the end all be all perfect battleplan, but a good place to start learning:Solo: Pull with AE stamina debuff Heroic Opportunity Starter Single Target stamina debuff Repeat until target is dead Cold Damage over time Direct Damage Heroic Opportunity Starter Poison Damage over time Direct DamageGrouping (heroic mobs, non named): Buff to maximum Let the tank pull (no pre-ward) Cast a debuff while the enemy is incoming, your choice When you see red flames around the enemy's head, cast single target ward If tank orange or below Cast Large Direct Heal Else, if yellow or above Cast Small Direct Heal Repeat Start at the top of these and pick the first that applies, then re-evaluate situation: If single target ward is ready to cast, and the tank has no ward on them, cast single target ward Else, If tank orange or below Cast Large Direct Heal Else, if yellow Cast Small Direct Heal Else (tank is warded and is in green health) Cast damage spell or debuff, your choiceGrouping (heroic mobs, named): ((Mostly as non-named, but debuffs take precedence over damage until all your debuffs are on the mob)) Buff to maximum Ward before the pull if you are completely confident in the tank's ability to keep aggro (just have to learn to intuit this) Let the tank pull Cast two debuffs while the enemy is incoming, your choice When you see red flames around the enemy's head If tank orange or below Cast Large Direct Heal Else, if yellow Cast Small Direct Heal Else (in green) Another debuff Repeat Start at the top of these and pick the first that applies, then re-evaluate situation: If single target ward is ready to cast, and the tank has no ward on them, cast single target ward Else, If tank orange or below Cast Large Direct Heal Else, if yellow Cast Small Direct Heal Else (tank is warded and is in green health) Cast any debuff not currently running on the mob or that will run out of duration soon <div></div>
SgtPmpkn
04-07-2006, 11:36 PM
<div></div><p>Thanks for all the useful info. What I meant about the regen in my original post was pertaining to this:</p><p>If you have your AE buff/ward up that absorbs 4 points of dam it will absorb 4 points then after a certain amount of time (1 tick? secs?) the ward regens itself to be able to absorb another 4 points of damage.... is this correct?</p><p>I know the regen word pertains to other healing classes and apologize for the wording.</p><p>Thanks again.</p>
thedu
04-08-2006, 12:05 AM
<span><blockquote><hr>SgtPmpkn wrote:<div></div><p>Thanks for all the useful info. What I meant about the regen in my original post was pertaining to this:</p><p>If you have your AE buff/ward up that absorbs 4 points of dam it will absorb 4 points then after a certain amount of time (1 tick? secs?) the ward regens itself to be able to absorb another 4 points of damage.... is this correct?</p><p><font color="#ff0033">No. Wards come with a preset amount of HP that can be taken off so to speak. Say for instance you have 100 HP ward. That means that the ward can absorb up to 100 HP worth of damage. So if the ward absorbs 10 pts of damage, you now have 90 HPs left on the ward.</font></p><p>I know the regen word pertains to other healing classes and apologize for the wording.</p><p><font color="#ff0033">No problems. <span>:smileywink:</span></font></p><p>Thanks again.</p><hr></blockquote></span><div></div>
Eepop
04-08-2006, 12:24 AM
<span><blockquote><hr>thedump wrote:<span><blockquote><hr>SgtPmpkn wrote:<div></div><p>Thanks for all the useful info. What I meant about the regen in my original post was pertaining to this:</p><p>If you have your AE buff/ward up that absorbs 4 points of dam it will absorb 4 points then after a certain amount of time (1 tick? secs?) the ward regens itself to be able to absorb another 4 points of damage.... is this correct?</p><p><font color="#ff0033">No. Wards come with a preset amount of HP that can be taken off so to speak. Say for instance you have 100 HP ward. That means that the ward can absorb up to 100 HP worth of damage. So if the ward absorbs 10 pts of damage, you now have 90 HPs left on the ward.</font></p><hr></blockquote></span><div></div><hr>Actually I think <span><span>SgtPmpkn is talking about the mystic buff with a regenerating ward on it against physical damage (Spirit of Badger, Runic Talisman, etc). Those work precisely how he described.Other wards, like the single target line (Spectral Ward, etc) and the group ward line (Wards of Spirit, Umbral Sacrament, etc) work as thedump said.</span></span></blockquote></span><div></div>
SgtPmpkn
04-08-2006, 12:40 AM
<div>Thanks Eepop thats the one i was referring to.</div>
thedu
04-08-2006, 12:41 AM
Doh. My bad...didn't read it carefully enough. I hardly notice those anymore...<div></div>
Karlen
04-08-2006, 05:40 AM
<div><span>Hi. I'm 57 so probably have some spells that you don't have, but my basic battle plan hasn't changed for many levels. I solo most of the time or group with one or two people.<blockquote><hr><font color="#ffff00">SgtPmpkn wrote:</font><font color="#ffff00"></font><div><font color="#ffff00">Greetings,</font></div><div><font color="#ffff00">I have started a Mystic and first time being a healer in EQ2. Have a maxed wizard and wanted to try something else. I am looking for some guidance as to how to play effectively. Here is what I know:</font></div><div><font color="#ffff00"> </font></div><div><font color="#ffff00">1. I know we have small and large direct heals coupled with max health increases, which I'm assuming are used during battle at certain times.<font color="#ffffff">I'm not sure how they compare to other priests, but our heals seem to take a long time to cast. I only rarely use my heals. Instead I try to ward continually so that I don't take damage, or debuff enough that I don't get hurt. But we do have two basic heals that come with max health increases, which lets you "overheal". The extra health only lasts for a little while but can be helpful if the recipient is actively taking damage.</font></font></div><div><font color="#ffff00"> </font></div><div><font color="#ffff00">2. We have a constant group buff coupled with a Ward that regens. Right now being lvl 12 the one I have is for 4 points of dam. This is used constantly.<font color="#ffffff">This is the Runic line of buffs. It is really excellent and I would recommend upgrading it as much as possible. It basically provides a group ward that regens every 4 seconds or so. At 57 I think it wards for 80ish. It doesn't really make much of a difference in a group, but soloing it basically takes a big chunk off of every other hit you take. More on that later.</font></font></div><div><font color="#ffff00"> </font></div><div><font color="#ffff00">3. We have castable wards for short durations (im assuming this are like reactives that templars have), which are cast before pulling and last for about 30 secs. Just got one at lvl 12. A question here is do we cast this before pull and then constantly during battle when it drops or is completely used?<font color="#ffffff">You need to work out for yourself the best way to go about this. If possible get as powerful a ward as possible -- it is rarely a bad idea to choose the single or group ward as a master II choice when you have a chance. If not, try to get Adept III.Basically the ward will protect you for up to the amount of damage it is rated for. For example, if you cast a single target 600 point ward on yourself, you will not lose health until after the mob has inflicted 600 points of damage on you or the 30 seconds runs out. The recast is only 15 seconds or so, so you can refresh it before it runs out. This is important because wards keep you from getting interrupted (although you still will be interrupted by combat art interruptions, just not the damage-related interrupts).The group ward works the same way but damage inflicted on anyone in the group is absorbed by the ward. My master II ward which I got in the 40s protects for 1800 points (1600 when I mentor to 30). If you are fighting very high level mobs on your own, it is often useful to cast the group ward before you pull -- if you are by yourself, it is the same as a single-ward except that it protects for more, costs more power and is slower to cast. Single wards and group wards will overlap -- whichever you cast first will absorb damage until it runs out and then the other one will take over. Yes, this means that the Runic concentration ward, having been cast first, will grab whatever points it can whenever it regens. Another reason to upgrade it as much as possible.</font></font></div><div><font color="#ffff00"> </font></div><div><font color="#ffff00">Any tips on what to use when is a big help for me to understand, for me, this new class.</font></div><div><font color="#ffff00"><font color="#ffffff">When soloing, the objective is to debuff the mob as much as possible and then alternate nukes and DoTs until it is dead. You will eventually have a number of important debuffs -- two stamina debuffs which reduce maximum health, which are good things to pull with, and a number of DPS/attack speed debuffs. If you debuff the mobs DPS enough, and have a powerful enough runic shield, you can generally work it so that white mobs cannot hurt you (their hits are reduced to the amount the Runic shield can handle) even if you don't cast wards and yellow mobs are reduced enough that your wards can handle their damage.Generally speaking, individual mobs are much easier than groups of mobs because our abilities are mostly single-target. You can kill any solo mob that is yellow, including up-arrows and, depending on your upgrades, some low oranges can be done as well (although orange up arrows can be very tough).</font> </font></div><div><font color="#ffff00">Thanks</font></div><font color="#ffff00"></font><hr></blockquote></span><font color="#ffff00">Eopop wrot:Solo:</font><font color="#ffff00"></font><font color="#ffff00"> Pull with AE stamina debuff</font><font color="#ffff00"></font><font color="#ffff00"> Heroic Opportunity Starter</font><font color="#ffff00"></font><font color="#ffff00"> Single Target stamina debuff</font><font color="#ffff00"></font><font color="#ffff00"> Repeat until target is dead</font><font color="#ffff00"></font><font color="#ffff00"> Cold Damage over time</font><font color="#ffff00"></font><font color="#ffff00"> Direct Damage</font><font color="#ffff00"></font><font color="#ffff00"> Heroic Opportunity Starter</font><font color="#ffff00"></font><font color="#ffff00"> Poison Damage over time</font><font color="#ffff00"></font><font color="#ffff00"> Direct Damage<font color="#ffffff">This is very similar to what I do.For a typical yellow mob:Pull with encounter stamina debuffWardsingle-target stamina debuffHO triggersend pet in to attackCold DoTDisease DotDPS debuffAttack speed debuff(might need to do a cure about now_HO triggerNukeCold DoTWardHO triggerNukeDisease DoTHO triggerNukeCold DoTI no-arrow yellow should be close to death by now.Sometimes I group with one or two other people, very often (usually) without a tank. Basically you want whoever can hold the aggro to be the tank. If you have a wizard, they are usually pretty good for this, or scouts (some scouts even have taunts). With a well-upgraded ward, anyone can be a tank and you can take on mobs much above your level. Just spam the single target ward and overlap the group ward if you need to have extra protection. The key in this case is to not bother trying to do damage to the mob -- that is everyone else's job. You just keep them alive to do it. Debuffs are useful though if you have some extra time to cast them. Master upgrades for debuffs are very useful as they are much harder to resist. The group ward is also nice in a small non-standard group because you can cast it and then it doesn't really matter who gets the aggro as everyone is protected -- as long as you can recast it before it drops. This is very useful in a mentoring situation.</font></font></div>
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