PDA

View Full Version : GU 37 - Mystic EOF AA - What is the dev's vision of a mystic?


Ordate
07-21-2007, 01:59 AM
<p>Thanks for looking into the EoF lines.  I must say that the pass on the KOS line was pretty good for mystics/shaman and gave us a few more options.  While this isn't live yet, I don't see the neccesary changes to make mystics change their buying in EOF as you did with KOS.  Pretty much all playing mystics will still be buffs and CA with a slight possibility of Cures.</p><p>The cures:  Ward amount increased.  This makes the trauma cure and ancient balm more tempting.  The others not quite as much as what happens more then anything else is that the ward runs out long before any other damage of that type is applied again.  Pretty much killing the use of the wards in the first place.  If it was an unconditional direct heal, I would buy the skills in an instant.  But they are just way to flakey as is.  The group cure ward really shows this.  As the mystic group cure tends to be used often (nox and arcane tend to be ugly AOEs that have to be cured in eof) most the time the wards length falls off before the next instance AE hits.  Which really makes it silly.</p><p>If I was to design the cure tree:</p><p>             1             /             2   3              /              4              5</p><p>1) Applies a small heal to every cure.  Less then ward amount. 2) Adds a small chance to fire a second cure of the same type to the same target. 3) Adds a very small chance to apply the cure to the group. 4) Increases the casting speed of the group cure 5) Makes ancient balm castable while stunned/stifled/etc.</p><p>REZ'es</p><p>I am begging please drop the rezzes and come up with something else.  Here is the reasoning why no one takes this line and is a repost of my comments elsewhere.  The rez line makes me want to cry.</p><p>The first thing I use to judge the value of a skill:  Consistencey of use.  If I use a skill/enchanced skill 10 times in an entire raid night (4 hours) it is going to have a fairly low value to me when I look at what to put points (and a lot of points) into.  If I use something often I am going to value putting points into it a lot more.  So given this, things that enchance any consistently used skill of my class is going to see a higher weight.  As a mystic this pretty much creates a list akin to this:  (Buffs though not cast often are used constantly), Wards, Heals, Debuffs, Cures, DPS, Rezzes*.  Cures and DPS skills I feel are almost interchangeable as what mob you can dps on a lot you dont seem to need to cure a lot and vice versa.  I'm also a weird healer, if my attention can be diverted for a moment to cast a rez, I'll pop one out, even though dirges etc are our front line rezzers.  I don't count wipes for rezzes as it is downtime, you are going to have a rez debuff anyway.</p><p>I also try and look at the general impact of a skill or in this case the gains.  If I spend 25 points in rezzes, I will ultimately have these useful skills from it - mana cost reduction, casting speed, and MAYBE health/power.  The reason some of those didn't make the list.  Range:  HELLO were mystics!  We have I think the 2nd longest range in the game!  We really don't need more.  Also any skilled raider can shift around a bit as needed and still keep up heals etc.  Aside from a KB mob, you should pretty much know where any given person is generally, which makes your movement minimal coupled with our already long range.  Reuse:  If you are using your rezzes faster then the current reuse, you have already wiped or you are a rez & buff bot.  There are generally 4+ other healers on a raid, a dirge or 2, a pally sometimes, a necro and who knows what else.  That is a lot of individual rezzes.  Which I will comment on more in a minute, stacking.  Health and power being a maybe:  If you are a raider you should have 1) tons of power regen/clickies/sealedbook of knowledge/mana poisons for scouts/etc etc.  Health aspect most people that die, will catch heals from group heals etc going off and be back up to full in no time anyways.  Sometimes them coming back with more health would be nice, but for 9 times out of 10 cases, doesnt really matter a whole lot.  Mana also has that occasional time where would be useful (mana drain mobs).</p><p>Stacking:  Can I use these skills consistenly with every person in the raid with some benefit?  No for the most part.  A person is rezzed they are rezzed.  Most the time they arent going to suddenly die and you will need to rez them again.  Two rezzes cast on the same person does not increase the raid force in any way and actually decreases it (time and power).  DPS unless the mob is dead, more dps is just that more dps.  Same with heals except when you run into cases of spell stacking (wards on wards).  Cures are similar to rezzes, but save a lot more power in the long run (one cure = a lot of health/power saved in many cases) Debuffs, stack up to a cap, a little extra over stacking doesnt hurt as if someone's falls for whatever reason.</p><p>General OOOMMMPPHHH!  Cures can make or break many fights.  Healing makes or breaks pretty much every fight.  DPS well, we have to kill the mob... and the faster we do it the less likely bad luck will hit (decreased window of oppertunity for things to go wrong).  Rez - I can think of one encounter where a fast rez is good, but the better solution is to keep people alive even then?  But I have never seen a fight where its a good idea to have people die then rez them.  Yes people will die.  Yes it is important to rez them to get them doing their job again.  But will all these points help?  No not really.  All of them combined MIGHT be worth 10 points, though Im thinking less in gain vs. cost perspective.  Honestly I would ho and hum over 10 points.</p><p>In summary, it is my feeling that this line is only value added for someone that runs a mystic on a second box and doesnt really pay any attention to him.  The rez line in that situation will help out the raid as they can push one button every so often and still play their main while providing group buffs and possibly a spam macro.  For any active mystic player, the rez line provides a lot less worth as we will be doing a host of other actions.</p>

rumblepants
07-21-2007, 01:59 PM
<p>Was going to start another thread but since there was one already for us Mystics <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p><blockquote></p><p>Weapon Mastery: Also increases effectiveness of Summoned Spirit Companion (single down arrow instead of double down arrow).</p><p></blockquote></p><p>Our spirit companion is triple down, not double down. Making him a single arrow down is an improvement but to me I'm not sure why there should be any arrow at all. Why not just make him an even level no arrow? Note I have no idea how much stronger the difference is but if the monsters we fight are any indication, it's not much.</p>