Popori Droppings: A Mystic Healing Guide
Popori Droppings: A Mystic Healing Guide
I. About the Mystic
II. How Mystics Work
III. Basic Abilities
IV. Orb Placement
V. Situational & Crowd Control Abilities
From the official TERA website...
A mystic walks a wild path, combat pets at her sides, wielding primal powers to harm and heal, empowering her allies while cursing her enemies. Mystics travel the whole battlefield freely. They fight at close quarters, healing and boosting allies, draining and destroying enemies. They channel powerful auras that enhance whole groups. They summon allies to draw aggro, to fight, or to heal, and can summon their entire party from one location to another.
Add extensive crowd control and the capability to resurrect fallen allies, and you can see why adventuring parties seek them out. They add to the longevity of any party, can seize an out-of-control situation and dominate it until their allies are on the offensive again, or simply unleash their own magical fury. Mystics make their comrades better at what they do—and a whole lot more.
Mystics seem to not be as popular as priests when it comes to healing and there seems to still be a lot of talk about mystics being sub-par healers. I've seen this discussion in chat almost as much as the age-old Warriors vs Lancers discussion. When it comes down to it, Mystics are great and powerful healers that can heal as well or better than priests when in the right hands.
This game is still fairly new to many people and I still see a lot players not using Mystics to their full capabilities. Hopefully someone will find this guide and become a better healer because of it.
Mystics are played quite differently than priests and if you want to be successful as a healer, you can't be trying to play like a Priest. That being said, it is not just your responsibility as the healer but also the responsibility of your teammates to keep themselves alive. As a Mystic, you are only able to target a maximum of 3 players at a time with your lock-on heal(2, if not glyphed for Titanic Fervor). As much as 50% of your overall healing can come from your Arun's Vitae I and this requires group members to be responsible enough to grab them when they are on the move or are extremely low until you can heal them.
While the group you are playing with must be willing to stop DPSing momentarily so they can pick up the orbs, you are responsible for placing them strategically so that grabbing them takes minimal effort for both melee and ranged DPS. Orb placement will be explained more in-depth later on in this guide.
Aside from lock-on heals, Arun's Vitae I and Arun's Tears you also bring some special tools that other classes don't have. I've found from experience that a lot of Mystics actually over-look these abilities completely or just don't understand them. Mystics have Auras that can be toggled at any time and are fairly low-cost, meaning it's feasible and reasonable to keep these up at all times. You can have multiple auras active at the same time. Examples of these auras: Aura of the Swift, Aura of the Unyielding I, Aura of the Tenacious.
Mystics also come with a few crowd control abilities that can be used situationaly as needed. We'll cover these later in their own section. With that said, let's go ahead and get into some of the basic Mystic abilities.
Since this is primarily a healing guide, I will not be covering the DPS abilities but will instead go into more detail on the healing and support abilities.
Arun's Vitae I is your first healing spell and one of the spells that you start with. One of the first thing I'll mention about this ability is that aside from your Thrall of Life I pet, this is the only way you may heal yourself without some sort of potion. Using the ability causes a red orb to drop in front of you that heals for a set amount over time and removing all harmful effects. Because it removes all harmful effects, this is an ideal way to handle situations where melee players will receive curses that cause damage over time or inflict a large amount of damage after a few seconds. This is your staple ability and is what makes you unique from those stinky priests and their fancy circles. Learning to properly and abundantly place these is your main priority as a healer as not doing so, could mean life or death for your allies in a tight situation.
Mana Infusion is an ability you get at level 2 that when cast and charged will provide you free mana over a short period of time. The amount of mana this replenishes is quite significant and when learning to heal (even with a priest) should be cast nearly every time it comes off cooldown. You should get into a habit of using this early because it becomes mandatory at higher levels and during certain boss encounters. I also personally recommend glyphing with Glyph of Spirit when available.
Corruption Ring I is an ability first introduced at level 10. At first, I shrugged it off and didn't quite understand the purpose behind it. I feel they give us this ability a bit to early to understand it's usefulness, as it doesn't help DPS much and Mana Infusion is almost always easier to use. Getting down to what the ability does: it casts a circular area-of-effect that essentially "steals" life from opponents for as long as it is channeled. When you stop channeling, the damage you did is stored and can be unleashed by hitting the ability again. When unleashed, it returns a percentage of that damage back to as mana. As a DPS, this isn't very useful. It's not very strong and although the tooltip doesn't say this, it makes you more vulnerable to being knocked down. In group situations, this can be mildly useful. If your Mana Infusion is on cooldown and you're in a bind, you can use this and let it hit once or twice to get enough mana to get another heal out. Where I've found it most useful is when pulling trash and you've got several enemies to channel from. Assuming you're low on mana, but your allies have enough health, you can sometimes use this and heal over half of your mana with only two or three ticks of the spell.
Arun's Cleansing Touch is a level 16 lock-on ability that purges all magical debuffs from allies. When you first get the spell, as is, it leaves a bit to be desired. Without glyphs, the ability locks on to two targets at a time and has a two and a half second cooldown. You can improve this by equipping Glyph of Multiplication, allowing you to lock on up to three targets. In a balanced group, this is a bit more acceptable as we'd ideally only like 3 people in melee range anyway. I highly recommend taking this glyph as soon as you get level 20, ideally before your first dungeon. There are curses that can be cast on everyone in melee range that will deal 70% of their health in a few seconds if not quickly dispelled and if you don't have this glyphed, it is definitely possible to lose a DPS or tank.
Titanic Favor I is a level 18 lock-on ability that instantly heals for a pretty fair amount. When you first get the spell, it locks on up to two targets. Much like Arun's Cleansing Touch, this ability can be glyphed to lock on to a third target. I recommend grabbing Glyph of Multiplication at level 20, ideally before your first dungeon. If you've ever played a class with lock-on abilities before, this spell is fairly self-explanitory. However, I would warn that you try and place yourself in a way that will allow you to pick and choose your lock-on targets. If you're standing too close to a ranged DPS, you may find yourself accidently locking into them and missing an important melee target. Lock-on abilities DO take practice and I recommend carefully selecting your targets and make sure you're healing the targets that need it. As a side note, this ability uses the same amount of mana whether you're healing one target or three. If you're healing the tank, you might as well heal the other melee dps as well or even a ranged if they need it. For only one target who isn't at about 50% health, I'd recommend waiting and just making them grab up an orb, though. Mana efficiency isn't much of a problem at low levels, but it definitely will be later on. With the addition of the dungeon finder, you'll find yourself in increasingly more situations where you may not have an ideal group and having to use your mana and cooldowns more wisely.
Resurrect is also a level 18 ability and if you've played and MMO before, you should already be familiar with how it works. However, I'm bringing it up to make an important note about ressurecting in Tera. Unlike WoW or several other MMOs, you are allowed to ressurect in the middle of battle. Though it depends on your situation, it is often ideal to ressurect your allies in the middle of battle if you've got the time and mana to spare. It is also important to note that as soon as you begin casting this ability, it goes on cooldown. Do not move after you've cast this until the circle is completely finished. While not as important as other glyphs I've recommended, it's not a bad idea to pick up Glyph of Haste, to minimize downtime.
Arun's Tears is a level 28 ability and is one of the last really common spells you'll learn. Similar to Arun's Vitae I, it drops an orb below you but this one restores mana. These are useful, but much more costly than their healing counterpart. Spamming these in a battle is an easy way to become mana-starved. These should be placed sparingly among your healing orbs and close to DPS. These aren't as desired by melee as much as ranged, but it never hurts to throw a couple in melee range anyway. If you see your tank is running dangerously low on mana, I'd advising running near him and dropping one, as they often heal half of a tank's total mana.
Vow of Rebirth is a level 42 ability that will effectively ressurect a member of your party if they die in the next 20 minutes. This is a great ability and I recommend using it on a DPS who has a scroll of ressurection on them. If you know you're going to wipe, once wiped, that member can ressurect and ressurect you to bring the rest of the party back up. The tank is not ideal for this ability, primarily because it does not bring them up at full health, though I suppose in a raid or a guild run you could orchestrate that to work.
Though this seems like a fairly "duh" subject for many, I have nonetheless seen some mystics placing this in corners of rooms, only using them for themselves or sometimes not using them at all. I assure you, later in game, you will not succeed without dropping and properly placing orbs during or before a boss encounter. I will discuss two of the most common placement scenarios and explain my approach at both of them.
Being a proactive player, I usually prefer to start pre-placing orbs for boss fights if at all possible. While others are sitting around a campfire, it doesn't hurt to run out and start placing your orbs in a close semi-circle around the boss just to get things started.
For general placement, I find the best solution is to always make a circle or half-circle around the boss in two layers. I generally start with Arun's Vitae I first. One layer, with less orbs should be close to the melee in case they get a bad debuff they need to get rid of quickly or they take a huge hit and need a quick fix until a proper heal comes. The second layer, should be about 5 or 10 meters back from those(this is an estimate, I really treat this like that much of a science) but farther apart. This second layer will cover those moments when the boss needs to be moved, or melee need to run out from an explosion (a la Soulcrusher). I then sprinkle a few Arun's Tears in there and around where the ranged DPS sit.
However, you do some have bosses (like Bloodbound Vulcan from Bastion of Lok) that run around their entire room like crazy that make it a little harder. During these battles, it's best just to avoid the boss and pop out and about making sure there are a fair about of orbs around the entire room for people to access if they need it.
In general, I almost never stop placing orbs until about 10%. These orbs DO expire after a couple minutes, so it's best to just keep placing them as you go so you never run out. This makes the game a bit more entertaining when melee aren't taking a large amount of damage.
I've constructed two very crude images to help show the two most common setups you'll be using.
This image shows the most common way you'll want to lay out your orbs. Don't pay so much attention to the quantity of orbs, but rather the ratio of Vitae to Tears. Also fairly important is your placement. Due to the nature of lock-on heals and purges, you'll want to be in a position that lets you see everyone but doesn't cause you to accidently lock onto the wrong targets.
This one shows the boss being tanked in a corner, which is also fairly common. Here, it's not recommended to put orbs very close to the tank as it's very possible to get knocked down, body slammed and die. Instead, make a half-circle around the backside of the boss and sprinkle a few tears. Then, position yourself in a way you'll always have access to lock onto the tank if needed.
Here, I'll cover the abilities that define us as not only a healing class but a utility class as well.
Sonorous Dreams I is a level 14 ability that can be useful for situations where a boss charges a powerful attack or enrages. While it's not always going to be your job to do so - as tanks and melee DPS also have abilities to do the job - this ability can be invaluable in interrupting those bigger abilities. It's not always the best option because of it's relatively high mana cost, but certain situations where an ability must be interrupted and everyone spams an interrupt or stun to do so, it's worth it to throw this out there if you've got the mana to spare.
Regression I is definitely situational due primarily to the fact that it is area of effect with a range of 8M. This is uncomfortably close if you've got a boss who does any sort of cleave or area of effect damage but can definitely be useful. If you're feeling brave (and doing Bastion of Lok at 24?) running in when Soulcrusher enrages and casting this ability will remove the effect from him that prevents damage over time abilities or debuffs. At the time of writing this, the ability does not affect enrage as a whole except for beneficial abilities that proc on enrage.
Mire I I've found this level 32 ability most useful on trash than anything. If you've got a few humanoids who are running away, you might lock onto them with this and shackle them. Purely an optional ability, as I've not come across an instance where I've needed to use it yet.
Titanic Wrath I is a great ability to use, but not a great one to maintain throughout a fight. This can be especially useful towards the end of the fight or when a boss is knocked down for a few seconds. Due to the mana cost, it is not efficient to try and keep up through an entire fight.
Aura of the Swift and Aura of the Unyielding I or similar aura's aren't entirely situational. I would recommend keeping these up at all times during group situations. Of course, there are a few more auras to choose from and these don't have to be the ones you use. However, the mana cost of having two up at the same time is negligible and is technically free. Standing idle with both auras, you get the mana back as soon as it is taken away. In battle, I've never found myself struggling for mana because I've had two auras up.
In closing, I'd first like to thank you for sticking around if you've read through this entire guide. I know this is a lengthy guide, but I wanted to provide as much detail about your abilities and how I personally use them in hopes you could grasp the class a bit better. There are some nuggets sprinkled throughout the guide that you won't know just by reading the tooltips and might even miss by playing. As my final piece of advice, I'd like to offer a few tips about playing a Mystic in general.
- If your teammates are taking a lot of damage and not using orbs, don't be afraid to recommend it to them (nicely!). This game is still fairly new and not everyone might think it common sense to pick them up!
- Don't be stingy with your orbs. I almost never stop placing them. Fights get boring just staring at the melee and waiting for their health to drop. Run around, teleport across the room and drop a few orbs. There's no such thing as too many, but too few could mean death
- Vitae orbs remove all debuffs as well. In fights where purging debuffs are important, remind your allies to pick them up
- Always keep an eye on your mana - If you drop below 75%, use your mana infusion if it's off cooldown
- In the same vein, watch your health as well. Make sure wherever you are, you have access to Vitae orbs, because these are the only way you can heal yourself without potions