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View Full Version : What is up with this EoF rez line ?!


Urian
07-22-2007, 09:03 PM
<p>Hello all</p><p>I am a long time reader but first time poster. Unfortunately today I cannot hold back the urge but to vent here a little after seen this.</p><p>Mystic</p><ul><li>Enhance: Resurrection Efficiency: Improved power reduction from 8% to 12% per rank. </li><li>Spirit Dance: Increased resurrection amount from 15% to 40%. Improved reuse speed from 2 minutes to 90 seconds. Increased radius to 30m. </li><li>Enhance: Cures, Fading Spirit, Ancient Balm: All ward amounts have been increased by 20%. </li><li>Immunization: Improved reuse speed from 3 to 2 minutes. </li><li>Weapon Mastery: Also increases effectiveness of Summoned Spirit Companion (single down arrow instead of double down arrow).</li></ul><p>Why in gods name the devs even bothered to buff up resurrection line when again and again pointed by many mystics that they won't even touch the line. Granted, I am not a raider so I do not know what thats like, but as a person who play with a static group there is absolutely under any circumstances that I would cast a res (unless there was a group wipe and tank told me to run, but in that case I really really don't need the bonus from these AA to get the group back up). As for during combat UNLESS theres a second healer, when the time our group mates starts to face plant the floor ALL I do get to do was ward after ward and heal after heal while our dirge starts the res pronto. Now I don't think I need to even say about how usefull this line when I solo.</p><p>I mean really, is it that hard to see that this line is practically useless?</p><p>Now to add to the insult, and the real kicker for me to post here are:</p><p>Defiler</p><ul><li>Enhance: Curse of Shielding: Also increased triggered ward amount by 4% per rank. </li><li>Enhance: Distill Soul: Increased trigger percent bonus from 4% to 6% per rank. </li><li>Enhance: Dread Invective: Increased trigger percentage from 1% to 2% per rank. </li><li>Enhance: Primordian Terror: Improved resistance reduction from 3% to 5% per rank. </li><li>Curseweaving: Also increases curse durations by 5%. </li><li>Hexation: Now Toggles. Improved trigger percent reduction from 30% to 50%. Improved reuse speed from 90 seconds to 2 seconds. Duration increased from 36 seconds to 1 minute. It drains power overtime instead of a single large cost. </li><li>Soul Ward: Can only be cast while in combat.</li></ul><p>OK, in all honesty I don't really have the full scale of knowledge to understand fully how good are those changes to defilers in reality. I don't know about you all but Hexation sure looks a whole lot better then ours, along with the resistance reduction increase trigger percent bonus yadda yadda yadda... sure some might argue it ain't much. But comon, compare to 2 res line buff that I will never ever consider, and 2 cure lines I probably won't bother cus I don't raid.</p>

Rythen16
07-23-2007, 01:30 AM
<p>I wish the devs would look at this again. Its like mystics got the left over AAs after the other AAs were given out. The "last kid taken" when choosing sides in kickball kind of thing.</p><p>What we have said in the past and will keep saying-- the OP's post backs this up-- Two out of four of our EoF AA lines are <u><b>meaningless</b></u>. This means that you could max out our buff line (the decent line we do get) AAs and some combat AAs with all of your points and not spend one single point in either the cure AAs or rez AAs and still have the same skill as a healer. If you could not spend a single point in the useless lines and still be as good a player/healer as you would if you maxxed out the rez line or the cure line this tells us that these lines do not matter. </p><p>And at the same time, our brother defilers are getting percentage points and a HUGE reduction in recovery time on a spell. These skills do make them better healers for having them. </p>

Urian
07-23-2007, 03:24 AM
<p>I can live with the medicore cure line, I suppose someone will find them useful. As I pointed out before I only do group and solo content myself. In most heroic dungeons and instances, there are only a handful of named or even last bosses during my mystic career that I find conditions/dots whatnot bothersome enough for me to want to cure it.</p><p>But heres the thing and I want to put it in bold letters, <b>in order for my rez AA line to reach full potential, my group will actually need to do pathetically upon most encounters. </b>I mean pardon my ZOMG LOLZ. Who, in the entire EQ2 mystic population will put 20+ points into this tree?</p>

iduckie
07-23-2007, 06:09 AM
<p>BAH!! I didn't even read the Defiler updates and omg..... We got ripped off big time as Mystics..</p><p>But heres the big kicker!</p><p> <span style="font-size: x-small"><u><i><b>Mystics Already have a PR/DR (Posion/Disease) Ward</b></i></u></span></p><p><span style="font-size: x-small"><u><i><b> Mystics Already have a Group Resist cure or two</b></i></u></span></p><p><span style="font-size: x-small"><u><i><b> AND</b></i></u></span></p><p><span style="font-size: x-small"><u><i><b> We Already have a three decent REZ'S!</b></i></u></span></p><span style="font-size: x-small"><p><b><i><u><hr /></u></i></b></p><p>First off for how many AA's you have to spend for any of it to be worth it in the end it's not worth it..</p><p>They need to just update Mystic REZ spells and revamp our EOF Rez line..</p><p><u>but then you have to realize how bad other classes have it bad EoF and DoF AA-wise..</u></p><p>My 2cents.</p><p>-70 Mystic</p></span>

Java
07-23-2007, 06:35 AM
<p>I do raid fairly frequently and find the res line a joke.  In a raid, if someone does, its not the healers job to res, we are to keep the main tank alive.  As a mystic, I also try to keep my debuffs in.  But ressing is the job of the Dirges and Pallies.</p><p>The only time the res is useful is for wipe recovery, but at that point the res line is pointless because its going to take a few minutes for everyone to get buffed back up and by then, res effects are off and power is back on everyone.</p><p>The Res line is cool in theory, but pointless and useless in practice.  The cure line falls into the same theory as the res line.  It was a good idea but bad implementation.  The only decent thing out of the line is the final ability, but even then its not THAT great for the overall usefullness of the other lines. </p><p>For anyone to pick a line, it has to make someone think, "Hey, that could be useful" or "Wow, I would use that all the time!"</p><p>Here are a couple of abilities that make me want to go, "Wow, I would use that all the time!".</p><ul><li>Soul Ward(Defiler) - Sacrifice your health to create a ward that lasts 1 minute based on your sacrified health.</li><li>Got your back(Guardian) - Protect near by fighters from AOE effects unless target.</li><li>Retribution of Stone(Bruiser) - On riposte, has a chance to give the bruiser a stoneskin trigger</li><li>Blocking Mastery(Paladin) - Increases the effectiveness of shields by 24%</li><li>Reaver(Shadowknight) - Every spell casts heals SK for 2% of max health</li><li>Manaburn(Wizard) - no need to explain...</li><li>Time Compression(Illusionist) - Improves casting, recovery, and reuse speeds of target ally</li><li>Coercive Healing(Coercer) - Improves the special heals for any healer.</li><li>Life Burn(Necromancer) - Nuff said</li><li>Unabate(Conjuror) - Reduces the resisatability for all spells and combat arts of self and pet by now 20%</li><li>Degredate(Dirge) - Improves Casting speed, power cost and duration of their songs.</li><li>Demoralization(Troubador) - Cumulitive ability that causes the target to miss more.</li><li>Repeated Stabbing(Assassin) - Halves the recovery time for abilities.</li><li>Honor Among Thieves(Brigand) - Intercent for Brigand, but damage prevented is turned into a power heal for Brigand.</li></ul><p>These are just some of the abilities that I think are really handy, but they always say that the grass is greener on the other side of the fence...</p>

Finora
07-23-2007, 01:16 PM
<p>I'm with the rest of you. The rez line is completely useless. (well maybe there is one or 2 raid fights somewhere in the game that would make it useful but 1 or 2 fights = a lot of wasted achievment points).</p><p>Buffing it up doesn't make it even the slightest bit more appealing. IMO if I'm rezzing during the raid something is horribly wrong with the fight. Rezzing is not my job on the raid, I'm there to keep the MT up and buffed and keep debuffs on the mobs we are fighting.</p><p>We have dirges/necros for that sort of thing (no active pallies in my guild heh), and they are VERY good and efficient at doing it. I usually barely have time to even notice someone has died before they have them back up on their feet again, and we are a casual raiding guild. I can't imagine in a more serious raid guild how absolutely pointless mystic rezzing would be.</p>

Urian
07-23-2007, 08:12 PM
<p>Actually reading from <b>Sandain666</b>'s Fan Fair thread, I think if we can get an EoF line thats specificlly beefing up our dogdog I think that will be a clever way to but us on par with defilers and still remains each with different 'flavour'.</p>

Baccalarium
07-23-2007, 08:33 PM
Agreed,  The rez line would have to have some real function that other classes that rez didn't do before I'd spend points on it.   And even then it'd be begrudgingly spent points.     Where's some enhancements of our debufs?   I suppose if rez was made non-line of sight, summoning,   I might relent to being the class designated to retrieving the pick up raid jumpers, but summoners can pull them to the raid after revive already. Unfortunately I don't think the devs can rebuild the rez line for 1)  There's probably 2 mystics out there that think its great,   and taking back whats already been given causes more uproar than than just not giving to begin with. 2)  Would set precedent for similar changes in other classes. So assuming we can modify the rez line but not replace it,  just tossing out ideas: How about a rez like the guardian deaths door ability that revives a comrade and makes nearly immune spirit form for 30 seconds. How about a rez that restores 50% of all beneficial effects that were on the player at time of death for 30 seconds. How about the summoning non-line of sight rez. Though I'd still rather have my wards better,  my cast times faster, my debuffs last longer or lower power.

SnAke19
07-24-2007, 07:28 AM
the fact is that at the moment there are classes which are overpowered at all looking on their eof trees and others like us mysts with an eof tree which doesn´t improve anything -completly without an eof tree and 50 points less there would be no real difference for us mysts (some stats thats all) - rezzline which makes no sense at all/cureline which in 90% of all cases expires before having any use we have nothing to improve our healing/nothing to improve our debuffs(which resist since eof quiet often)/nothing for enough mana for long fights i could only laugh when i read on top of updatenotes: for rebalancing .... (its nice to see that allways the same classes get rebalanced *irony off*) i never ask for getting overpowered - i only want to be on an equal term to other healers -especially our sister class defiler (comparing the two at the moment i would say a a3 legendary equipt defiler who has no skill at all can do nearly the same than a full fabled/full mastered skilled myst  (and i know both classes very well -raiding since begin 4-5 days a week) probably we´re not screaming loud enough to get heard by devs probably the people where devs get their infos about mysts don´t know their class or are casual gamers who don´t know probs of high end raiding probably devs play no mystics (nearly to suggest some of them are defilers) probably devs hate mystics for some reasons i don´t know probably devs don´t know their own game i don´t know it

ecoskii
07-24-2007, 11:22 AM
<p>Changes are pretty laughabe - rez and cure lines need scrapped or taken in a completely different direction</p><p>Rez line </p><ul><li>100% pointless for solo/group mystics</li><li>I can think of 2 raid mobs (Woushi & 2nd last FTH one) where i might have used the end Rezline ability maybe once in the last month to get a slightly better recovery.  Raid rezzes by healers are only for trash mobs normally so meeehh who cares if the wiz is dead for a little longer...</li></ul><p>Cure Line</p><ul><li>almost 100% pointless for solo/group mystics </li><li>useless for raid mystics as we are 2nd choice in MT group; therefore all those points only really used on the few mobs requiring an OT  </li><li>end mini-sancturay pfft.... only the MT is protected so you might as well just cure him instead</li></ul><p>Don't just bump up the percentages on poor abilities, rethink them</p><ul><li>the shaman ones have genuine choices  </li><li>we are debuffing healer but we have no aa lines for that ----> obvious opportunity</li></ul>

Happa
07-24-2007, 12:02 PM
I just recently switched over to a Mystic to help out my guild who was in need of one. I had previously gotten 67 adventure levels and 93 achievement levels with my Defiler and I was quite surprsied when I saw the Mystic AA tree. It actually took me a while to figure out how exactly I wanted to spend my points and when it came down to it, I spent all 50 points in our buff and melee lines. Even as a raider, I can find neither the resurection nor the cure lines to be of any use. I was also quite disappointed by the final four abilities in our mystic tree as well. The Defiler had three useful ones -- I miss canibalize and soul ward -- and typically had useful abilities down each tree leading the them. I completely agree with the assessment that the rez line is a little screwy and I would love to see the line redone in some way. Perhaps instead of a rez line we ought to get a line to increase the effectiveness of our debuffs. I noticed that we Mystics have some very useful debuffs over our counterparts, yet there is no way for us to improve them. At the end of the line, I would also love to see a skill similar to canibalize, but that is only because I became dependant on it. Althought I will admit that it is sometimes more cost effecitive to rez somebody than to heal them (scouts), I think that even a line improving our ability to heal and ward would be most effective. Perhaps extending the duration of our noxious ward or increasing the maximum HP our heals will provide. And at the end, maybe we could get an emergency single target ward (not Oberon). These would be just a few suggestions, and I'm sure that those who have played the class more than I have would provide better input into what we should have as or in a line. Nonetheless, the cure and rez lines are jokes and ought to be changed.

Rythen16
07-24-2007, 12:29 PM
<cite>Happa wrote:</cite><blockquote>I just recently switched over to a Mystic to help out my guild who was in need of one. I had previously gotten 67 adventure levels and 93 achievement levels with my Defiler and I was quite surprsied when I saw the Mystic AA tree. It actually took me a while to figure out how exactly I wanted to spend my points and when it came down to it, I spent all 50 points in our buff and melee lines. Even as a raider, I can find neither the resurection nor the cure lines to be of any use. I was also quite disappointed by the final four abilities in our mystic tree as well. The Defiler had three useful ones -- I miss canibalize and soul ward -- and typically had useful abilities down each tree leading the them. I completely agree with the assessment that the rez line is a little screwy and I would love to see the line redone in some way. Perhaps instead of a rez line we ought to get a line to increase the effectiveness of our debuffs. I noticed that we Mystics have some very useful debuffs over our counterparts, yet there is no way for us to improve them. At the end of the line, I would also love to see a skill similar to canibalize, but that is only because I became dependant on it. Althought I will admit that it is sometimes more cost effecitive to rez somebody than to heal them (scouts), I think that even a line improving our ability to heal and ward would be most effective. Perhaps extending the duration of our noxious ward or increasing the maximum HP our heals will provide. And at the end, maybe we could get an emergency single target ward (not Oberon). These would be just a few suggestions, and I'm sure that those who have played the class more than I have would provide better input into what we should have as or in a line. Nonetheless, the cure and rez lines are jokes and ought to be changed. </blockquote>and AAs that would shorten our casting times.

Finora
07-24-2007, 01:47 PM
<p>Happa, you pretty much summed up the feeling the vast majority of us feel about those 2 rez lines.</p><p>As a mystic that solos/groups as much as I raid, I love the melee line and it would have to be a pretty serious good change to either of those lines for me to give it up, but really there should be SOME choice given.</p><p>As it stands these days the only choices for mystics in the EOF trees is if they want to max out the buff tree or the melee tree and which abilities in the tree they didn't want to max are they going to take.</p><p>The sad thing is mystics have been telling them that those two lines (especially the rez line) were pretty pointless and useless since beta for EOF. =( Many were even pretty vocal in that it wouldn't matter how much they buffed up the rez line it would still be completely worthless.</p>

Urian
07-24-2007, 05:17 PM
<p>When I start to think about the whole AA across board I found myself wanting to cut them some slack.</p><p>There are about 60 different KoS AA lines from all archtypes, another 60+ for the EoF lines. Maybe somewhere along the line them devs just ... run out of ideas??</p><p>I am fine with the direction that devs planning for our mystics (more combat active priest?). Actually I am more then happy atm with my CA junkie shaman, but what bothers me is knowing that aside from that I don't have any other REAL options. Not to mention most people like both KoS and EoF AAs compliment each other to get the max effect thus leave even smaller room for other options to play around with. I mean, how am I suppose to use the INT line when I know I got 22 points into our Combat line.</p>

Spyrit
07-24-2007, 10:44 PM
<p>/agree</p><p>I don't really need to add anything here. I am a Raiding Mystic and totally agree with the comments about the REZ line. I am adding this reply in the hope that a Dev is actually reading this post. </p>

Notsovilepriest
07-24-2007, 11:53 PM
I'm going to put in my input for the rez line as a raiding mystic on a PvP server. Honestly, I like the rez line for the PvP server due to the fact. In Good PvP battles, You need to conserver power and get those who are going to die from spike damage back up. Its nice to rez them with bonus power so they can join right back in to the fight. Its nice to be able to cast them more often and faster at lower power cost. Its also a bonus to have the final ability to rez them without rez sickness. The increased range on them is decent for PvP for those rangers that run out of healing range and die, but my rez can still hit them. That is my 2 cents from not being on the blue server.

SnAke19
07-25-2007, 04:48 AM
Notsovilepriest@Venekor wrote: <blockquote>I'm going to put in my input for the rez line as a raiding mystic on a PvP server. Honestly, I like the rez line for the PvP server due to the fact. In Good PvP battles, You need to conserver power and get those who are going to die from spike damage back up. Its nice to rez them with bonus power so they can join right back in to the fight. Its nice to be able to cast them more often and faster at lower power cost. Its also a bonus to have the final ability to rez them without rez sickness. The increased range on them is decent for PvP for those rangers that run out of healing range and die, but my rez can still hit them. That is my 2 cents from not being on the blue server. </blockquote> gz for being the first and only myst who uses this tree and i know many (not sure if i should think you´re crazy)- i don´t know pvp very well (hate it - especially in a game never made for it and only put in game because of wow also has it) - but i know only few people are playing it and it couldn´t be that for these few all other have to live with a totally useless tree

Notsovilepriest
07-25-2007, 07:51 PM
Thanks for the complement <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Baccalarium
07-26-2007, 12:50 AM
Do I read right that we really do get a bit of a choice soon.  If you don't like rez/melee/cure lines in eof we'll soon be able to put those points back into the kos tree? Like I could go str, wis, and int in kos line,  and just keep bufs and ancestry part of the eof aas? Seems like that would be better than str, wis,  bufs,  and wasted points, that I have now from a mostly non-melee, healer/debuffer point of view.

Krovis
07-26-2007, 07:09 AM
How would everyone feel if the end ability of the Mystic resurrect line was changed from an area of effect res to a self res ability?  The self resurrect would have a reuse timer of at least 10 to 15 minutes. 

SnAke19
07-26-2007, 08:09 AM
<cite>Baccalarium wrote:</cite><blockquote>Do I read right that we really do get a bit of a choice soon.  If you don't like rez/melee/cure lines in eof we'll soon be able to put those points back into the kos tree? Like I could go str, wis, and int in kos line,  and just keep bufs and ancestry part of the eof aas? Seems like that would be better than str, wis,  bufs,  and wasted points, that I have now from a mostly non-melee, healer/debuffer point of view. </blockquote>would be n1 - but as far as i know you will only be able to rechoice points between each trees - it will still be 50 - 50 (with already 100 point meaningless)

SnAke19
07-26-2007, 08:19 AM
<cite>Krovis wrote:</cite><blockquote>How would everyone feel if the end ability of the Mystic resurrect line was changed from an area of effect res to a self res ability?  The self resurrect would have a reuse timer of at least 10 to 15 minutes.  </blockquote>hm if it would be a selfrezz with all buffs staying (like before death) i for myself would find it ok but without staying buffs i see no sense in it- or selfrezz with 40% mana (buffs down) would be n1 too (would solve part of our nowerdays manaprobs) but overthinking this idea i would prefer not do die

Urian
07-26-2007, 04:53 PM
<cite>SnAke1983 wrote:</cite><blockquote><cite>Krovis wrote:</cite><blockquote>How would everyone feel if the end ability of the Mystic resurrect line was changed from an area of effect res to a self res ability?  The self resurrect would have a reuse timer of at least 10 to 15 minutes.  </blockquote>hm if it would be a selfrezz with all buffs staying (like before death) i for myself would find it ok but without staying buffs i see no sense in it- or selfrezz with 40% mana (buffs down) would be n1 too (would solve part of our nowerdays manaprobs) but overthinking this idea i would prefer not do die </blockquote> Besides .. for a second there I thought your talking about Feign Death

Rythen16
07-26-2007, 05:53 PM
<p>I don't think a self rez would really be worth it. Now, if there was a death penalty, then I'd think about it. The rez line is clearly our worst line possible. The cure line is just a small step above the rez line in picking of two evils. </p><p>Mystics are some of the best debuffers in the game. We have great wards. Our buffs are ok without AA points invested in them. With the AA points, our buffs come up close to other class buffs. If other classes get lines to improve what they are good at, why don't we? A debuff improvement line or a ward improvement line would help us a great deal more than the rez and cure lines. In a perfect world all lines would be the exact ones that help everyone out. We'd have mystics having to choose between different skills with their points. If they would replace the rez line with either of the forementioned ideas, we'd have mystics having to choose which way to go. I'd really love to see the debuff improvement line first, however, the ward improvement line would also be deserving. </p>

Notsovilepriest
07-27-2007, 05:56 PM
I don't want you to think that I believe the Rez Line is the best line ever. I just deem it as more useful that most of you seem to think it is on a PvP server. That is my personal opinion. I hate the Melee and Cure line, both suck for end game IMO.

Birn
07-27-2007, 07:21 PM
I just wish I could put all points into KoS tree so I don't have to choice between semi boring/useless abilites in the EoF tree. At least those KoS ones adds some favour to our class, not reduce by random rez with 0.1% or something.

WarreSammontakoja
07-28-2007, 07:03 PM
<p>Hmm call me odd but i decided to test out the rez line instead od using cure line today and kinda liked it. Spirit Dance actually saved our behinds on a bad pull wheere casters went all squishy =). Getting 8 casters up in no time with 30% health and power with no rez penalties=) and we managed to kill the encounter. Maybe not completely useless as cure line =)</p><p>And that 30% HP and power is before the upcoming changes in test =)</p>

Rythen16
07-31-2007, 12:49 PM
Justiina@Antonia Bayle wrote: <blockquote><p>Hmm call me odd but i decided to test out the rez line instead od using cure line today and kinda liked it. Spirit Dance actually saved our behinds on a bad pull wheere casters went all squishy =). Getting 8 casters up in no time with 30% health and power with no rez penalties=) and we managed to kill the encounter. Maybe not completely useless as cure line =)</p><p>And that 30% HP and power is before the upcoming changes in test =)</p></blockquote><p>I have used it also. It makes rezzing just a little better. But here's what makes this line pretty much useless, especially in raids. ):</p><p>1. Because other classes (Dirge, Necro, Paladin, etc.) get rez abilities, the task of rezzing is given to those classes because...</p><p>2. Healers need to focus on healing/warding/debuffing to keep the rest of the raid going and...</p><p>3. The rezzes of the other classes rez the dead with more power/health than ours even after putting AA's into rez line making their rezzes better and...</p><p>4. There is no AA line to improve our class defining abilities as other classes do have. A line to improve our debuffs or wards would fill this slot.</p>

WarreSammontakoja
07-31-2007, 05:44 PM
<cite>Rythen16 wrote:</cite><blockquote>3. The rezzes of the other classes rez the dead with more power/health than ours even after putting AA's into rez line making their rezzes better and...<p>4. There is no AA line to improve our class defining abilities as other classes do have. A line to improve our debuffs or wards would fill this slot.</p></blockquote> Considering point 3; after AA change a penalty free Rez that gives 55% health and power is still kinda nice (like the groupies never were dead ) =) But I admit would have been nice to see a debuff line or such. Then again Im torn between cures and rez line, since i wont go dps. So between those two I rather take rez than cures

Kaharthemad
08-01-2007, 09:40 AM
<p>By god we need a mystic dev that plays a mystic. cause obviously the chuzzlewits they have thinking up things for us sure dont play one.</p><p>Get rid of rez line. give us a ward line. Move oberon over to ward line, drop in replacement buff spell for that line. add a second instant ward or finaly ability adds 20percent more ward across the line.</p><p>remove cure line give us a set for dogdog. final ability could be be a canni spell. which the shamns have been asking for, esp those of us that played eq1.</p>

rvbarton
08-01-2007, 01:06 PM
<p>I for one, and speaking solely for myself, would love to see Sony do away with the Res & Cure lines.</p><p> The Res line is proactive in nature.  I would prefer to replace this line with a more proactive style, such as increased casting times, or enhancement of my wards, or even enhancement of my buffs!  </p><p>The cure line could be useful, if tweaked more, although speaking purely for myself, playing on a PVP server, the cures are worthless.  Anyone can stack buffs on me quickly and efficiently, but I can only cure one at a time, and with the PVP delay, this is also a pointless reaction.  I'd love to see it done away with, and perhaps give the Mystic additional utility, in regards to travel perhaps.  How about a similar spell such as Odyssey, like Templars have?  Or keep in touch with the Spirit of wolf aspect, and increase runspeed more, to include in combat speed, and fall damage reduction?</p><p>In PVP, especially solo PVP, unless the Mystic sees the attacker coming, he's going to have a hard fight to stay alive with our long cast times.</p><p>I'd also appreciate it if you would change Pumice stones.  They can completely remove my ward, leaving me with little, if any defense.</p><p> This is just what I would like to see, and what I hope for.</p>

Innermirror
08-09-2007, 03:15 PM
I have a Lvl70 Mystic toon. Frankly to say, I don't want to spend any AA points on Rez Line. And here are reasons: 1)Mystic usually doesnot rez others during combats: In those raids I have attended, those rez jobs were for non-healers to do. If I timed to cast rez during combats, some experienced players or raid leaders who noticed what I was doing would send me a tell not to rez others during combats. 2)Mystic is busy during combats: Yeah, especially in raids, Mystics have to focus on MT's Health and cast proper wards, heals, cures and debuffs, and then dots if have times. Our wards are shields of the team. And so there is nearly no time for Mysic to cast  combat rezs, especially while several members with some other healers went down. 3)Mystic's mana is spent very quickly during raid-combats: My mana was spent like drinking a glass of water. Usually when I came to the point that I should rez others during combats, I had already run out of mana, and couldnot cast battle rezs. 4)Last but not least, REZ is only for the specific situation, and that is when "other members" go down. If there is no one going down or all are down, this line cannot be of service. And so why should we spend AA points on this line? Hope SOE can replace this line with other traits like saving Mana, warding with efficiency, debuffing stronger or making our wolf godgod.