Mystic: Difference between revisions
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=== Mystic in Territory War === | === Mystic in Territory War === | ||
Revision as of 00:52, 10 October 2011
MysticMystic | |
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| Race | Earthguard |
| Type | Magic |
| Home Town | Tellus City |
| Elements | Wood, Metal (pet), Fire (pet) |
Mystics are a magic class that uses their arsenal of wood skills as well as a set of summoned pets and plants to attack, and their healing and defense skills to help themselves and their allies survive. Instead of taming their pets like the venomancer, the mystic has a fixed list of pets which they can summon using their skills. The mystics can also summon plants, which then stay where summoned and affect nearby targets automatically. Each of the summoned plants is used for a special purpose, from delivering damage, to AoE debuffs, to healing teammates. Even though the mystic is a good solo class thanks to their pets, they're good team players as well, due to their various healing and support skills.
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Pros:
- Having pets and healing skills makes them excellent for both solo and squad situations
- Pets can lure
- High magic defense
- Can use both AoE healing Plants to perform heals similar to the Clerics "BB"
- Very fast heals
- Damage almost equivalent to that of Psychic's
Cons:
- Massive mana use
- Low physical defense
- Low HP
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Mystic in Territory War
The mystic's "jack of all trades" abilities come in handy in territory wars, allowing them to fill just about any role necessary, other than tank/catapult puller. The Bramble Tornado skill, being the only skill that allows knockback against other players, is also quite useful for pushing the catapult puller away. The Resurrection buff is great for quickly bringing back your own catapult puller as well.
Mystic Basics
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Miscellaneous
Venomancer Luring (How to pull a single monster out of a group with your pet)