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Ozgood
08-16-2007, 03:22 PM
<p>Just made a mystic on Nagafen, looking for some insight.  I played a Defiler to a relatively low level and here are some observations I made:</p><p>Dog is worthless</p><p>No CC, except AGI root.</p><p>AGI is ok, but against any non caster, at least at low levels, it didn't do much.</p><p>Rabies seemed nice and spell crits were o.k.</p><p>I didn't die much, but then again, I didn't kill anyone either.</p><p>So, I now have a battle warden and a melee mystic on nagafen.  Our little guild is teaming with Wardens which is why I thought about the Mystic.  Anyways, with my warden, my spells hit harder in PvP then normally and my CAs do less.  Kind of scratching my head as to why I would want to invest all those points just for up close combat.  Natural boon and the amount of strikes and mitigation is what keeps me intrigued.</p><p>Mystic can buff strength, wear chain, get a shield and be effective, have 100% crits as opposed to 75% and a pet, which supposedly got better that could interrupt. </p><p> That said; I see very few Mystic PvP'ers out there and even less with great KvD ratios.  Can a Mystic out DPS a Warden with CAs?  Can a Mystic out DPS a Warden via spells?</p><p>Would a good spec be something like (grouped):</p><p>Str to end, agi to end OR</p><p>AGI to end, Sta to buckler and INT for Rabies</p><p>AGI to 100% crits, STA to max DA and the rest where?</p><p>AGI to end and INT to end, best of both worlds?  I would think immunities and Scourge would be great in PvP.</p><p>Thoughts? Suggestions?</p>

Ozgood
08-16-2007, 06:20 PM
Any Mystics that PvP out there want to weigh in? 

noobpvphealer
08-16-2007, 07:58 PM
<p>im very interested to see answers on this also. ive recently rerolled to nagafen from venekor. i was an inquisitor on venekor and always suffered because i *could not* find groups to heal. spamming healer lf pvp group for hours and no invite.....not sure why. i have great gear and spec'd to heal but running around solo with no track is a rough life on venekor as an inquisitor at my level.</p><p> few days ago i rerolled nagafen (heard grouping was much easier) and i rolled a mystic. why? because they are rare and i would rather choose a rare class and do semi-ok than choose a scout and that means having a title means nothing<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />....</p><p>please answer this guys questions because im very interested in knowing.</p><p>good luck!</p>

CrimsonValerian
08-17-2007, 10:40 PM
<p>Had my mystic to almost 50 on vox and was a destroyer and did a lot of solo'ing *i liked trying 1 vs 1's*.  Solo you're not too shabby  it just takes a while and no way to slow em down except for your grey winds attack when they decide to bolt.</p><p>Was str/sta specc'd the shield bash at the time was a great equalizer against many classes if you were on a cliff/griffontower/etc.  Now that that's gone i''d probably go agi for the crits and haste.  A shield's not a must but against certain classes you'll certainly want it.</p><p>Vs. mages you gotta make em burn themselves out, no other way really i found that works, keep removing their roots, get close bash their skull in, once they're out of power it's miller time. Necro's are tough, with their new AA line that's a 1 second instant recast of their pet, just gotta make the caster go out of power, not easy.</p><p>Vs. Tanks this shouldn't be a real problem, i know that bruisers are highly feared for their high dps, parry, speed, but uh you're a mystic you can drop their dps to zip. Keep your debuffs burning on them, they'll eat their power so fast trying to dps you that you'll chase em back out of the zone. Zerkers/Guards....haha!  Sk's are a decent challenge, your disease mit is fairly high anyway so penitent touch shouldnt hit you that hard, especially after the nerf to those 1-hit abilities. I've fought some good sk's, and maybe run out of there with a 70/30 ratio, depends on the person behind the toon.</p><p>Vs. Healers.....I'd definately not even suggest this at all, i've fought fury's and wardens, never an inq in pvp, but usually fury's and warden's have the i'm a nuker with a heal button mentality, make em burn on you, then mop up the mess afterwards.</p><p>Vs. Scouts...Serious probs here against some classes, dirges not so much, most of their damage is disease, but dang hard to catch, troubs, can't really say i've fought some horrible troubs.  Assassins are a problem at higher levels usually but your dogdog can keep them from backing off and trying to roll into stealth for a back attack, plus your bearform lets you see stealth or is it invis? i don't remember.  Brig's are a pain in the butt, you might be able to go one on one with them if you manage to get off torpor, heal pet, ward like mad and remove their debuffs, it's gonna either be super close or you're going to get slapped down bigtime, at least with other classes you have something of a chance.</p><p>Groupage...You're [Removed for Content] awesome in a group, stomping out wards like mad i've kept one group going through a full on assault at ts station from about 10 fp'ers as long as your tank can keep em off you or your swash is keeping busy also.  Aoe mez isnt as good as aoe fear from defilers.</p><p>Str/Agi line is about your only choice, the int line looks interesting for the remove buff=700'ish damage skill per buff removal but i'd rather have the melee crits.  Combat line for sure for the mystic tree, and also augmenting, not much of a choice there, i would think that the extended range from the resurrection line for group rez's in pvp might be a choice if you're a 2nd healer in a group, but if you're the only healer, you're gonna be the first one dead anyway.</p>

DS_Tanker
09-02-2007, 06:27 PM
Definately go down the Stamina Line because of the decreased casting and recast time of the heal spells... the buckler is a nice addition for melee as well.

xandez
09-03-2007, 04:38 AM
hmm dogdog rip? still faster cast times? <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> in pvp i'd kill the dogdog 1st just to be sure all benefits it gives are gone... and luckily it dies with 1 hit anyway <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />++Xan

Notsovilepriest
09-04-2007, 03:46 PM
There are 2 types of Mystics in PvP. There wanna be scouts w/o track (AGI Speced w/ CA's) and the defensive healers. The STA is good paired w/ the AGI line due to the fact that with a good 2h weapon your autoattack is doing very good dmg and to have it double attack is nice. The defensive healer is the one that just heals and debuffs through the dmg and basis most of their damage off of the items they wear. Mystic can beat a warden 1 on 1, but its a long and boring fight for a defensive mystic which is the way I play mine. My KvD is a little over 5.0...Not overwhelmingly impressive IMO.

rvbarton
09-05-2007, 12:42 PM
<p>I play on PVP.  My take on Mystics, is that in a solo, even matched, planned fight, you can hold your own for the most part.  Scouts/assassins/brigands will still own you.  No way out of it.  But, PVP fights are seldom planned, staged, or anything..  Moreso than not, if you are solo, you will get jumped by a group, and you will die.  Solo mystics lack in defense.  ALSO, key point...  Pumice stones remove wards.  Bear that in mind, because it's extremely relevant.   Too many things play against a mystics ability to survive...  </p><p>1.  No defense.  heals are too long casting to be any good, and wards only help momentarily.  They take too long to cast also.  No root/snare...  No evac...</p><p>2. Cures are no good in PVP.  You can have multiple DoTs stacked on you, but in PVP, there is a 10sec recast on cures.  on top of this, resists don't count in PVP either, and if they do, it's only miniscule.</p><p>3.  Chain armor mitigation is okay, but that is the only benefit of playing a mystic.</p><p>4.  SoW is useless.  You can't outrun them, everyone runs as fast as you do at least.  No utility whatsoever there.</p><p>5.  Debuffs are useless.  They take too long to cast and dont' offer much benefit.</p><p>In groups, your wards do well as long as the tank can taunt them off of you.</p><p>Good luck!</p>

Ceolus
10-02-2007, 12:43 AM
<p><cite>Lyea, I love ya, but I think you're wrong on a few points! </cite></p><p><cite>rvbarton wrote:</cite></p><blockquote><p>I play on PVP.  My take on Mystics, is that in a solo, even matched, planned fight, you can hold your own for the most part.  Scouts/assassins/brigands will still own you.  No way out of it.  But, PVP fights are seldom planned, staged, or anything..  Moreso than not, if you are solo, you will get jumped by a group, and you will die.  Solo mystics lack in defense.  ALSO, key point...  Pumice stones remove wards.  Bear that in mind, because it's extremely relevant.   Too many things play against a mystics ability to survive...  </p><p><span style="color: #0033ff;">I disagree that assassins/brigands will always own you. I find it's been 50/50 with me, and usually their side of the 50 is because they're Generals and way geared out. True about getting jumped by a group, but I think it depends a lot on where you are (Sinking Sands as opposed to the Living Tombs, for example.) When pumiced, do remember to rebuff your two way important lost buffs (they're always the same. One is a mitigation buff and the other is the buff that wards for a certain amount every hit you take.)</span></p><p>1.  No defense.  heals are too long casting to be any good, and wards only help momentarily.  They take too long to cast also.  No root/snare...  No evac...</p><p><span style="color: #0033ff;">True, unless you use tactics. AoE mezz them, cast Shadowy Attendant + Torpor then Oberon Barrier (use emergency wards first if needed). You stay stunned for a bit, but if you've got an M1 Oberon Barrier enhanced with AAs they're a pain in the butt to deal against. Wards for 3k and regens half of that every 2 seconds, so even when they do get past that ward, you get healed/warded by the Shadowy Attendant & Torpor, Oberon Barrier regens, they keep trying, they run outta power, you win!</span></p><p>2. Cures are no good in PVP.  You can have multiple DoTs stacked on you, but in PVP, there is a 10sec recast on cures.  on top of this, resists don't count in PVP either, and if they do, it's only miniscule.</p><p><span style="color: #0033ff;">I don't really use cures a lot myself unless I have time, but as for resists I DEFINITELY disagree. Getting jewelry with good resists made the difference between instadeath dealt upon me and uberpwnage. They have to be one of THE most important things as a mystic in PvP, or any class for that matter.</span></p><p>3.  Chain armor mitigation is okay, but that is the only benefit of playing a mystic.</p><p><span style="color: #0033ff;">Ja, wardens have better mitigation than us anyway usually from their buffs so being a chain healer doesn't seem to make a huge difference for me.</span></p><p>4.  SoW is useless.  You can't outrun them, everyone runs as fast as you do at least.  No utility whatsoever there.</p><p><span style="color: #0033ff;">No one usually runs away from a mystic cause they underestimate us, plus must people love the chance to be able to duel for once. Just use the spell that reduces movement speed of target by 45% or some such, get up next to them, use your root/attack that comes with the str line, and you're fine imo.</span></p><p>5.  Debuffs are useless.  They take too long to cast and dont' offer much benefit.</p><p><span style="color: #0033ff;">If you're against an assassin/brig, yeah you don't really have a lot of time to debuff..but when you have the time, they make a LOAD of difference. One debuff does somewhere near -100 sta/str, which makes a big difference I'd say. Once you use all of your dps/haste debuffs, I'd say they do half the DPS they normally would.</span></p><p>In groups, your wards do well as long as the tank can taunt them off of you.</p><p><span style="color: #0033ff;">I actually have a harder time in groups than I do solo (when there's not a tank, that is) since when I have a whole group assisting someone who's targeting my [I cannot control my vocabulary] (and they usually do target me)...there's no hope. But I don't think any healer can really chance that, so keep a tank with you!</span></p><p>Good luck!</p></blockquote><p>All in all I love Mystics in PvP! It's so fun to be able to shock people who thought it'd be an easy kill. I sometimes have a bit of trouble against Assassins and Brigands, but it all depends on how well-geared they are and I'm not the best as far as gear goes myself. Two words make the world of a difference for a mystic, resists and tactics (order of spell use).</p><p>Also, mystics should use two very important fun spells: slithering form of the serpent and <a rel="nofollow" href="http://eq2.wikia.com/wiki/Haero's_Aura_of_Awareness" target="_blank">Haero's Aura of Awareness</a>. Slithering form of the serpent cause it makes you a really small snake that's almost flat on the ground. Yes, people can use the tab key or target but not everyone does, and if you're in a chaotic pvp mess, it's hard for someone to find your character (again for those who aren't as hotkeyed up.) As for <a rel="nofollow" href="http://eq2.wikia.com/wiki/Haero's_Aura_of_Awareness" target="_blank">Haero's Aura of Awareness</a> puts a blue glow around mages and a green glow around healers (no glow around scouts or fighters, unfortunately) so you can instantly identify what you're up against and let your tank know who to target without looking at everyone's buffs or parsing or anything like that. Keep in mind you have to recast it every time you zone =.</p>

Pvpmedics
10-02-2007, 01:55 PM
<p>I play a 70 Mystic and I seem to have no problem beating wardens in dps. But to be honest I think warden melee spec and mystic melee spec will come to about the same in damage. On a raid I can hit about 1k somtimes more in dps and still top the heal parse, being in the MT group. I am currently spec AGI, with max melee and heal crit, I also have STA with the extra chance to block with a shield maxed. That brought my avoidance up to 51% which is very good. I also like to solo as a mystic, you dont see many mystics out soloing and I do very well. I maxed out Oberon Barior in the EoF tree. I put damage proc adornments on my shoulders and on my buckler and I have the damage proc ring from OOB signet of darkness I think its called. I can take on 2 scouts at once pertty easy unless they are scouts that know what they are doing. I can take on 2 drednought scouts pretty easy the only ones I have trouble with is scouts that are overseers like Swass, Brokensword etc... If you spec the way I am its accually pretty diffecult to beat other healers one on one. I have killed them but most the time the fight last so long that either the other healer or I get jumped by somone flying in on us. I pretty much run from healers because its just a long and boreing fight. As for my pet I really dont rely on him for anything. I just cast him because everyone likes to attack him first so that gives me couple seconds to put some debuffs on before I go in for the dps. </p><p>So normally this is how a fight goes for me solo. Scout flys in I put my single targe ward up, I cast all my CA's and dots onto the enemy then I put oboran barior on. Then I let the enemy melee away on me with all my damage sheilds. Everytime they hit me I do about 800 to 1500 damage to them, so after about 10 seconds they are in the red. I break oboran barior and finish them off. </p><p>I chose the Mystic class because its a rarly played class, im trying to solo becuase people say soloing as a mystic is impossible. I like the challenge, and have been doing pretty good. Im putting a solo video together and should have it on here soon <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Perigrine</p>

Zacarus
05-20-2008, 02:03 PM
I'm bumping this thread because I have a question about Haero's Aura of Awareness, which was brought up earlier in this thread.The description on eq2ref says, ""Fun spell" - Allows the defiler to see beyond the realm of the living and use the eyes of the spirit realm. (Usable by Mystics even though is says defiler. Grants caster ability to see invisible creatures.)"Does this spell actually let the Mystic see invis???  Has anyone tried this out?  That's a pretty huge advantage in pvp if that's the case -- it would mean no more see invis totems for my 42 mystic.Also, why does the spell drop when you zone?  Is that a bug or by design?