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rito
12-19-2007, 09:42 AM
<p>Hi, Im looking for some advice. </p><p>I play mostly solo, and I'm not sure I will ever play a char past level 50. Play time is limited. I'm not a druid fan so to speak. The two roles that appeal to me are inquisitor and defiler/mystic. I like the kind of heals those two classes have.  Before you say: Wanna solo? Play a pet class.. Or a caster.  Thats not the thing for me.  </p><p>Been reading about  Inquisitor and defiler/mystic. I know the differences:</p><p>Inquisitor  : wearing plate, faster heals, but their heals sometimes have a tendency to expire. In theory the surviveability should be better then that of the defiler</p><p>Defiler/Mystic: better buff and debuffs, no plate but and no expiring of heals I understood... when mob dies and you still have some left you get healed anyway. I kinda like the idea of the defiler/mystic, but aa setup ( correct me if I'm wrong please) does not look like its set up for a huge dps contribution. </p><p>My question is: who takes down Mobs the fasted? In theory ( also lookin at aa setup) that should be the inq. But does the defiler/mystic not make up for this his powerfull buff and debuffs? How does this work out? And if there is big difference in dmg output between mystic and defiler, what is causing this? Anyone experienced playing these three classes? And what do you experience as most fun, and why? </p><p>Would love to hear your opinion</p>

Karlen
12-19-2007, 11:09 AM
Mystics and Defilers are very similar but there is a major difference -- the mystic AA tree is set up so that almost all mystics will want to go the "melee mystic" route while defilers tend to focus on spells as their main source of damage.The mystic "combat" AA tree provides Combat Art versions of all of the major damage spells.   You use these instead of spells and the scale to your level.   CAs are quick to cast and cannot be interrupted.   Combine this with the Shaman AGI AA tree which provides for 100% melee crits (so that you will critical hit on every swing and on every combat art) you can do some serious damage relatively quickly.Mystics and Defilers use wards to protect themselves (and/or the group tank depending if you are soloing or grouping).  Wards prevent damage from happening rather than healing it after the fact.  Mystics are not so good at actual healing -- but generally they don't have to as their wards prevent the need.  Generally mystics will stay at full health, sometimes dropping to 3/4 -- if you go below half health, then it might be time to consider running.Mystics wear chain but get mitigation buffs (and stamina buffs) so even when your wards break you still have lots of protection and health.Mystics buff for STR/STA/AGI which works really well in combination with combat arts -- melee damage is increased by STR (although the DoT part of the CAs is boosted by INT which mystics don't buff).Mystics have two stamina debuffs (which I always use to pull with to reduce the total health of the mob) and also debuff attack speed and DPS (which rarely get used when soloing since the mob dies too quickly to bother with).A typical battle against a white solo mob will generally go something like:[stamina debuff][stamina debuff][Heroic Opportunity][Combat Art DoT][Combat Art DoT][send pet in to help][single target ward][HO][CA DD][CA DoT]hit whatever CAs that are ready to go

knightofround
12-19-2007, 12:20 PM
Inquisitor would be the best choice for you. Especially if you don't plan on getting much higher than 50; shamans don't come into their own until later, while inquisitors get a ton of good soloing stuff right off the bat.Shamans have nice debuffs, but considering short solo fights are, they are rarely worth casting...and as far as survival goes, you'll do better killing the mob with an extra nuke or an extra heal, rather than reducing its attack speed by a paltry %.