View Full Version : Ward Question

01-03-2005, 03:32 AM
<DIV>(I have reviewed previous postings on Wards and they haven't answered my questions, so whilst I know this is a pretty common topic, please hear me out <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>I am a level 21 Ogre Mystic on the Lucan D'Lere server. I have been thoroughly enjoying the game and have found my Shaman/Mystic to be quite effective as the party healer up until the late teens and current level. The ward spells seem next to useless and it has become rather frustrating.</DIV> <DIV> </DIV> <DIV>Now case in point was last night in the Thundering Steppes. I was with a group of 21-23's and the only healer. In order to keep the MT alive against Griffons (25 - orange double up arrow) I had to effectively que the heals I have (not the most effective things I believe) and could barely fit in a wailing haze or contagion if I was lucky. In mid to late teens the wards would hold up for at least a couple of hits.</DIV> <DIV> </DIV> <DIV>Now I have read that specials seem to go straight through, and I know Griffons seem to hit quite hard. But surely they should be a bit more effective as they are really the 'speciality' of the Mystic.</DIV> <DIV> </DIV> <DIV>Now comes the real question...is it simply they require change (as has been suggested in previous posts), or am I also doing something wrong? I must admit my wards are only APP1 as I have been unable to locate upgraded spells and cannot craft them yet myself (I'm working on it). Or is it that I am thinking they will do too much and they are only really 'flavour' spells?</DIV> <DIV> </DIV> <DIV>Here's hoping it's just me and an easy fix <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Thanks and happy adventuring.</DIV> <DIV>Grishna</DIV>

Gnome mercy
01-03-2005, 04:33 AM
<DIV>umm...Well lets see if I can get this correctly...what I think has been goin on is at 20+ the mobs hit harder which makes wards less useful...But at 24 we get slow so it should slow the time for wards to ware off bigtime...or so i have heard...To be honest I'm only 16 shaman but my dad is a 43 mystic although he isnt home right now so really he cant answer this question...BUT i think that A) its just a level 12 ward and spectral only takes in like a max of 300 dmg and that might be adept 3 lol...i tested mine and got mine to take just a little bit over 200 at 16 with app 3...But I would suggest getting it app2 at least...but really to answer your question i think soe has a purpose for making our wards kinda weak...apparently i havent figured out why yet but will tell you as soon as i figure it out...sorry but this is best help i can give you</DIV>

01-03-2005, 11:38 AM
If your spells are only App 1, then this is half the battle. You can surely buy at least Apprentice II at many of the town scribes found all over. I would also expect your local Broker (or Black Market broker) would have plenty of App III's to upgrade with as well.App III heals and Spectral Ward will help quite a bit, but you'll see the same problem- just slightly minimized. The crawl from 20-24 is pretty tough as our Wards in this range are pretty futile. They only seem to buy 1/2 second at best with harder hitting mobs.The good news is, at 24.6 or so, you'll get your new slow, Keening Haze, which is a significant upgrade to Wailing Haze. With Keening Haze, the same underpowered wards will last a bit longer as well as make healing substantially easier. Until then, UPGRADE those spells (App II's are just too cheap and readily available not to) and stick it out for a bit. Yes, Mystic is one of the tougher Priests to play as a healer since so much is riding on your abilities- landing slow, sticking wards, chaining heals, debuffing/delusion and a plethora of other duties... but you'll get this down once you have the right tools for the job.

01-04-2005, 06:12 AM
<DIV>Thanks for your help and encouraging words. I will indeed stick with the Mystic for the moment, and see how it progresses. I am close to being able to craft my own App3 versions of some of the spells, which will help (if not cure) the problem.</DIV> <DIV> </DIV> <DIV>I have tried a couple of times to look at the brokers to buy spells, but I am either doing something wrong or the Lucan D'Lere server doesn't have a lot of people selling on the markets. Not sure which, but I will continue trying.</DIV> <DIV> </DIV> <DIV>Thanks again for your help.</DIV> <DIV>Grishna</DIV>

01-04-2005, 05:56 PM
<DIV>There is another issue at play here, also.  I think it's a bug but we have never had dev comment, so who knows.  Special attacks ignore wards.  Those Orange^^ mobs will have lots of them, too.</DIV> <DIV> </DIV> <DIV>On the one hand, orange^^ mobs are <EM>supposed </EM>to be tough, but on the other, it would be nice if our wards did <EM>something</EM> against them, eh?</DIV> <DIV> </DIV> <DIV>It's my conclusion in a couple of other threads.  Mystics are balanced well against white mobs with no ^ or ^^, but we suck against things with lots of specials or that our slows and debuffs are resisted by.  To balance our poopy instant heals and inneffective wards with slows and debuffs is fine, but the theory simply doesn't scale, unlike templars and druids.  Templars' reactives fire <EM>more</EM> and are more efficient with mastier monsters, and druids' HoTs are unaffected by the opponent.</DIV> <DIV> </DIV> <DIV>Ah well.  Don't let me get you down, though - I love being a mystic.  There are lots of frustrations to overcome, currently, though - wards are just the biggest <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV>

01-12-2005, 04:51 AM
<blockquote><hr>BigDave wrote:<DIV>To balance our poopy instant heals and inneffective wards with slows and debuffs is fine, but the theory simply doesn't scale, unlike templars and druids.</DIV><hr></blockquote>Herein lies the problem.Our heals are gimped due to our slow, wards, buffs and debuffs. It makes total sense since a Mystic that can heal like a cleric/druid along with slows and wards would be substantially overpowered.But... since product launch, Sony has performed tuning to make a number of encounters less trivial for other classes... so we suffer.The complexity level of the game now makes it so every step forward to fix exploits/issues with one class is two steps back for other classes. Sony has also illustrated that their priority is one of "Too little is much better than too much"- as they will happily implement a fix to curb some middle-end exploit even if it comes at the price of leaving a class or two totally gimped in the meantime. Rather than fix the issue ONLY once they have the sub-class tweaking to compensate done- they are quite happy to throw the nerf in and let the players ill effected (but not involved) suffer with a gimped class until they have time to re-tune them for the nerf.That's how I see the current state of affairs with Mystics. Recent patches that screw us over- I can easily see dozens of things they have fixed for other classes. A pally, two wizards and a cleric should have no business farming RAID mobs. When they are made aware of such an issue, they place a global tweak to discourage these kinds of things across all encounters- mystics suffer until they are re-tuned. Repeat pattern. Get used to it- it's probably going to be this way for a couple months, with hopefully a diminishing scale of tweaks/tuning.

01-12-2005, 11:14 AM
<DIV>I would hope you could always handle healing for a good group that is fighting blues or lower, should be able to do ok with yellows unless the damage rate of the group is poor.  Now if the tank has horrid gear and you don't have good DPS you will be hurting.  It costs too much to keep wards up 100%, the tank has to take some damage between wards for you to be effective so if you have a weak tank, yes I've seen tanks at 19 with level 10 armor that is seriously grey.</DIV> <DIV> </DIV> <DIV>If you buy anything in this game it should be the best wards, best heals, and best slows you can get your hands on.  I have a feeling somebody with a master ward would laugh at the rest of us.  We can do without top armor and use what drops or comes from quests so cash should be saved for key spells.</DIV> <DIV> </DIV> <DIV>Life as a healer in this game includes a lot of frantic button mashing at the start of fights when the mobs have a full power pool.  Two healers makes that first part of the fight a lot easier.</DIV> <DIV> </DIV> <DIV>As a general rule, any group with just one healer and no enchanter will be a lot of stress for the healer.  While you don't always have a choice let the people you group with know that they will get experience faster if they have two healers.</DIV>

01-12-2005, 08:03 PM
<DIV>I *always* mouse over my tank in the group box to see where his HP are, followed immediately by inspecting him to see what kind of armor he has.  As you increase in levels you see fewer and fewer tanks with substandard armor, but in the climb to 25, I ran across a LOT of tanks with crappy armor.  Those tanks reflect upon you as a healer when they go down, so whenever I found a tank with substandard armor I carefully let my group know that we might have some close calls.  I tried to do so in a kidding manner so as not to [Removed for Content] the tank off, but I was definitely letting them know that there might be problems.</DIV>