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{{Legacy user page}} == Jake's Mystic Guide (Level 1-30 so far) == '''Introduction''' A mystic is a hybrid of clerics and venomancers. This means they can heal, buff and summon creatures to tank for them. However, a mystic does not have as many heals or buffs as a cleric. But, they do have an advantage when it comes to a venomancer's pets. This will be explained in the guide. Overall a mystic is able to take on as well as change their role in a squad at will. ---- '''The Build and The Gear''' To make it simple, for myself as well as others, I chose to add the following points into my stats every level: 1 STR and 4 MAG. This build is commonly known as the pure MAG build, since you are adding only what you need for STR and adding the rest into MAG so as to have as much MP as possible. You will be using Arcane armor for this build, so pay attention to how much STR you need for that armor type as you level. As for weapons that is dependent on your play style, particularly when your in a squad. Wands are best for healers, while magic swords and glaives offer more damage output with medium heals. At the beginning, though, I would just take whatever you can get from quests. I am not sure how much STR you'll need to be able to wear end gear at max level. ---- '''The Beginning''' At the start you have two skills: Nature's Vengence and Break in the Clouds. Like a cleric one is your offensive spell and the other is your heal. Level these skills up until you get your first summon. From here on out your summon(s) will be doing all the fighting. All you'll have to do is keep the heal summon spell at max so your summon doesn't die. ---- '''Offensive Spells''' ''Nature's Vengence'' Causes wood damage, reduces target's speed and ''Absorb Soul'' will do 2x damage (high priority, your most used offensive spell, max it a.s.a.p.) ''Swirling Mist'' If target's health is less than 60% they will receive wood damage over the next 9 seconds (not a priority, get level 1 so you can get new skills later on) ''Absorb Soul'' Deals Non-Elemental Damage "physical damage", but can't cause a critical strike (high priority, when used in combination with ''Nature's Vengence'' it murders, max it a.s.a.p.) ''Gale Force'' Attacks all enemies within a few meters, deals wood damage and has a chance to silence or freeze a targets "Requires 30 Chi" (medium priority, pace it slowly, its your first AOE) ''Bramble Tornado'' Deals wood damage and knocks targets back 12 meters "Requires 30 Chi" (medium priority, pace it slowly, your second AOE, spell casters need knockback spells) ''Thicket'' Focused Sparks to summon plants, which deal wood damage and has a chance to silence or freeze targets "Costs 2 sparks" (high priority, expensive but does more damage than ''Gale Force'', max it a.s.a.p.) ---- '''Healing Spells''' ''Break in the Clouds'' Recovers health (high priority, your first heal, fast casting and powerful, max a.s.a.p.) ''Falling Petals'' Target regains HP 9 seconds after being attacked "Lasts for 1 minute" (low priority, unstackable, pace it slowly) ''Comforting Mist'' Restores HP of squad members with a few meters (medium priority, only MP cost squad heal, pace it moderately) ''Resurrect'' Protects the target and provides resurrection after death "Lasts 15 minutes" (medium-high priority, allows you to resurrect yourself, pace it with MP pool or max a.s.a.p.) ---- '''Creature Summons''' ''Important facts about creature summons'' Creature summons mimic your level. In other words, they become stronger as you level up. If you go up a level re-summon your creature and they will also become that level. Spending coin and spirit on level 2+ of your creature summon will not affect its strength or its skills. This only affects the strength of the buff they give you when you sacrifice them. ''Devil Chihyu'' Your physical attack summon Skill 1: Folding Strike- Deals physical damage equal to 3x to that of its base physical damage Skill 2: Skull Slap- Deals physical damage to its base physical damage and stuns target for 3 seconds
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