Mystic Guide – PvE

Mystic Guide – PvE

posted in: Class Guide, Mystic | Updated: Aug 1 2016

 

Introduction

Hai I’m Zephya and this is a semi in-depth guide for the class Mystic. This guide will cover appropriate gear choices, glyph choices, skill usages and other tips to better your game-play. Hopefully this will guide new Mystics whilst helping current Mystics better themselves.

While this guide will prepare you in knowing what to do with your Mystic – your true training comes from experience of applying what you know in actual gameplay.


Your Role

There are two roles for the Mystic class at the moment. However I’d like to stress that it’s a primary and secondary role. Meaning that you should attempt to master the primary role before diving into the secondary. The secondary role also will require party assistance, discuss it with your members and you will most likely need a Priest’s helping hand. Choose your role:

This guide is split into two, by choosing a specific role, everything will change to suit that role beyond this point.



The Support Mystic

Mystic is a support class of TERA – Your primary role is to support your party through dungeons. There are several areas of support which you can offer, namely: Healing and Cleansing, Buffs, Shields, MP management, De-buffs (Enemies), Crowd Control and additional DPS. There are also “healer specific” mechanics in dungeons which require support from the healer. You must do all of this while surviving yourself, which involves correct positioning and use of tools.


Gear

I recommend that all Mystics should gear themselves as a support Mystic first. If you are experienced with the class and want to try dealing damage as a Mystic, then you can gear yourself in a DPS-style as it’ll be more effective.

 

Builds

I will recommend you a basic path of gearing. For the Support build I have proposed the Cooldown build: This is a balance between Cooldown Reduction and Attack Speed, with additional Crit Factor. There are parts where you can choose between survival rolls (Endurance and HP) and offensive/support rolls (Crit Factor) – You need to examine your gameplay; if you can minimize the damage you receive then you can trade these survival rolls for Crit Factor, which will increase your overall support. There are other builds, such as Crit Factor and Increased Healing, I personally don’t like the Crit Factor or Increased Healing build myself, as the healing power from gear itself is quite high and yields less of a reward than what is sacrificed.


Weapon:
Recommended Top Stat Roll:

Decrease skill cooldown by 7.2% – Universal cooldown allows you to use skills more frequently.
Increases Attack Speed by 9% – Attack speed offers reduces the animation locks and increases the ability to throw out faster support and heals.

 

Recommended Bottom Stat Rolls::

Decrease skill cooldowns by 7.2% – To pair with the top stat roll and the base roll, this will give you 21.6% universal cooldown on all skills.
Increases Attack Speed by 4.5% – Attack speed offers reduces the animation locks and increases the ability to throw out faster support and heals.
Increases healing by 6% – More healing is always good.
Increases Crit Factor by 14 – This is only if you can roll 4 lines, if you can only roll 3, then choose the above 3. It’s best to go Crit Factor for extra crit heals.

 

Note: Dreadnaught and Slaughter have 4 rerollable options, while Starfall and Imperator has 5. Starfall and Imperator will offer additional healing modifier on the +13, +14 and +15 stats when Awakened and enchanted.

starfall-scepter
+15 Awakened: Starfall Scepter
Level: 65
Mystic
Attack Modifier: 5,291 (+2,698)
Impact Modifier: 41,651 (+44,983)

Increases MP regen by 29
Blacksmith’s Hammerstrike
Recovers 7,989 HP
Do 6% more damage when you attack
Increase your healing skills by 6%
Increase PvP defense by 9
Decrease skill cooldowns by 7.2%
Increase PvP defense by 7 when attacked from behind

+ Decrease skill cooldowns by 7.2%


+3: Increase your healing skills by 6%
+4: Increase your healing skills by 2%.
+5: Decrease skill cooldowns by 7.2%
+7: Increase Attack Speed by 4.5%
+8: Increase your healing skills by 4%.
+9: Increase Crit Factor by 14
+10: Increase Attack Speed by 1%
+11: Increase Attack Speed by 1.5%
+12: Increase Attack Speed by 2%
+13: Recovers 100 HP.
+14: Recovers 150 HP.
+15: Recovers 200 HP.


Armor:

Recommended Top Stat Roll – Skill modifier:

Decreases the cooldown of Teleport Jaunt by 15% – Decreased cooldown on your only iframe and escape will boost your survivability, this 7% paired with other cooldown reduction brings it down to 4-5 seconds.

 

Recommended Bottom Stat Roll:

Decreases damage from enraged monsters by 10% – More damage reduction; means more survivability – you also can face tank hits while dishing out support for your party.
Reduces damage by 6% – Same as above.
Decreases damage from frontal attacks by 6.9% – Same as above, however your character/you must be facing the boss for this to work.
Increase max HP by 8% – More health is nice as well, this can be substituted in for the frontal damage if you feel this is a safer option, increasing your overall HP will increase your Arun’s Vitae Glyph heal (as it’s 20% of your max HP)

 

Note: Dreadnaught and Slaughter have 4 rerollable options, while Starfall and Imperator has 5. Chests have a unique skill roll, this is the base line for chest pieces and there are limited options.

dreadnaught-chestcloth
+15 Awakened: Starfall Robes
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 3,128 (+2,627)
Balance Modifier: 16,628 (+17,958)

Raises max MP by 2,469
Reduces damage by 6%
Raises max HP by 8%
Decreases damage from enraged monsters by 10%
Increases PvP defense by 13
Increases crit resist factor by 21
Increases power by 7

+ Decrease the cooldown of Teleport Jaunt by 15%


+3: Decreases damage from enraged monsters by 10%
+5: Reduces damage by 6%
+7: Decreases damage from frontal attacks by 6.9%
+9: Increase max HP by 8%

+10: Increase Endurance by 1
+11: Increase Endurance by 2
+12: Increase Endurance by 3


Gloves:
Recommended Bottom Stat Roll

Increases healing by 3% – More heals is always good. (Note: This is 6% for Slaughter and Imperator gloves).
Increases Attack Speed by 2.25% – Attack speed offers reduces the animation locks and increases the ability to throw out faster support and heals.
Increases Crit Factor by 9 – More Crit Factor allows you to crit heals more often. Endurance isn’t a bad roll either, but is less optimal output wise if you don’t get hit often.

 

Offensive / Healing Gloves:

Gloves can either be Offensive or Healing. There is only offensive versions of Slaughter and Imperator gloves, while Starfall and Dreadnaught have both Healing and Offensive version. The healing version offers healing, while the offensive will offer additional Crit Factor and Power. Healing Starfall gloves would be the optimal choice for healing, if min/maxing.

dreadnaught-glovecloth
+15 Awakened: Starfall Gloves
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 2,283 (+1,301)
Balance Modifier: 12,409 (+10,795)

Increases Crit Factor by 3
Increases Attack Speed by 2.25%
Increases damage by 3% when attacking
Increases PvP defense by 7
Increases your healing skills by 3%
You take 15.0% less damage from crits
Increases endurance by 7


+3: Increases healing by 3%
+6: Increases Attack Speed by 2.25%
+9: Increases Crit Factor by 9

+10: Increase your healing skills by 1%
+11: Increase your healing skills by 1.5%
+12: Increase your healing skills by 2%


Footwear:
Recommended Bottom Stat Roll

Increases Movement Speed by 6% – Being mobile on a Mystic is key, it allows you to escape attacks instead of using your only escape, which can be saved for other situations.
Increases Endurance by 4 – More defence allows you to survive more.
Replenishes 1% of total MP every 5 seconds – This should help you with any MP problems, it seems like a small amount but it stacks up. (Note: This is 2% for Slaughter and Imperator boots)

dreadnaught-bootcloth
+15 Awakened: Starfall Shoes
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 2,346 (+1,970)
Balance Modifier: 12,471 (+13,468)

Increases Movement Speed by 10%.
Increases Movement Speed by 3%.
Increases total HP by 4%.
Replenishes 1% of total MP every 5 seconds.
Increases PvP defense by 10.
Increases crit resist factor by 18.
Increases power by 7.


+3: Increases Movement Speed by 6%
+6: Increases Endurance by 4
+9: Replenishes 1% of total MP every 5 seconds

+10: Increase Endurance by 1.
+11: Increase Endurance by 2.
+12: Increase Endurance by 3.


Brooch:
Cleansing Brooch (or Quatrefoil) is the viable brooch for healers as it offers Crit Factor and a self-cleanse skill. If you can change your presets, you can carry a Simple Quickcarve which you can use to speed up your resurrection skill on tricky bosses.

Increases Crit Factor by 4 – Crit Factor is a viable roll, and crit does increase your crit healing output. You can substitute this for HP if you feel you need the extra survivability.
Increases Crit Factor by 6 – See above.

superior-cleansing
Cleansing Brooch
Level 65

Attack Modifier: 345
Impact Modifier: 1,799

Increases Crit Factor by 6
+ Increases Crit Factor by 6
+ Increases Crit Factor by 4


[Accessory] Contains a usable skill to remove harmful effects. Drag to shortcut tray after equipping to use as a skill.
[Skill]: Cleanse harmful effects


Cooldown: 3 min

Belt:
The Belt you want should be one that complements your gears’ set bonuses. As a healer, you want to retain some endurance through set bonuses, however do not stress too much about it, it’s more of a min/max thing for healers.

Increases Crit Factor by 4 – Crit Factor is a viable roll, and crit does increase your crit healing output. You can substitute this for HP if you feel you need the extra survivability.
Increases Crit Factor by 6 – See above.

starfall-belt
Starfall Belt
Level: 65
Defense Modifier: 2,199
Balance Modifier: 2,445
Raises max HP by 9,605.
Increases Power by 7.
Increases Endurance by 7.
+ Increases Crit Factor by 4
+ Increases Crit Factor by 6

Innerwear:

This is situational – If you are fine with surviving, then feel free to go with Crit Factor. More Crit Factor allows you to crit heals more often. HP Innerwear isn’t a bad option, but is less optimal output wise and is more for self survival. Be aware the Crit Factor inner is the most popular and therefore is the most expensive – try and get what you can.

Superior Innerwear
Fortified: Superior Innerwear
Level 1 – iLvl: 173

Defense Modifier: 379
Balance Modifier: 2,032

Increase max HP by 3,436
Increase Crit Factor by 18

Accessories:

There are variations in accessories for different types of healers. However healers sometimes change their build depending on the instance situation. The most common set would be the Pinnace set:


Pinnace: An all rounded set, when using with somewhat perfect rolls it will offer a bit of everything, however it shines best in Endurance and HP with a bit of Crit Factor.

It is recommended to use this set if you’re just starting out or are uncomfortable with a certain instance this set will make your defence higher.

Obtainable Method: Island of Dawn tokens and level 65 starter dungeons/quests.

pinnace

Combinations and Variations:

The Pinnace set is a basic set, you can optimize your stats by using a different combination of accessories – this is often what decides a build for a healer. As a side note, you are not bound to one set/build as you can always re-quip.

Generally builds are a combination of the Pinnace set’s Earrings and Necklace and varying rings. There are two decent set of rings in the game which offer different stats, these are: Frostwise Rings and Hyderad Rings.

Healers may also adopt the Critical build by using complete Corvette, Shadevain and Shademaze accessories.
 

 
[Recommended] Frostwise: This offers an increase (4.5%) in Attack Speed. They use Vyrsks. When accompanied with Swift Vyrsks, it yields a total of additional 8.5% Attack Speed.

Obtainable Method: Alliance Vault.

attackspeed


Rerollable Options:
Rings

Rings are your varying piece (See above), with the main bonuses attached as base stats. Generally you should aim for the following rerollables:

Increases Crit Factor by X – 4 or 2 Crit Factor.
Increases Endurance by X – Endurance gives you more defense.

Frostwise Rings and Hyderad Rings have set stats, their rolls cannot be changed and they have their own set of rolls. Aim for Healing and Crit Factor.

t2-soul-ring
Argosy Ring
Level: 65
Attack Modifier: 576
Impact Modifier: 1,790

Raises max MP by 172
Increases Healing by 199
+ Increases Crit Factor by 4
+ Increases Endurance by 4

Earrings

Your Earrings offer you defence and an increase in HP. The best choice would be Pinnace. (Or Critical Earrings if you’re interested in the Critical build).

Raises max HP by X – More HP for flat damage and self-heal.
Increases Endurance by X – Endurance gives you more defense.

t2-soul-earring
Argosy Earring
Level: 65
Defense Modifier: 726
Impact Modifier: 2,269

Raises max HP by 7,858
Increases Crit Resist by 21
Increases max HP by 4%
+ Raises max HP by 4%
+ Increases Endurance by 4

Necklace

Your necklace offers you Attack Speed on it’s base stats and one re-rollable. The best choice would be a Pinnace necklace.

Increases Crit Factor by X – Crit Factor for crit heals when you can survive.
Increases Endurance by X – Endurance gives you more defense.

soul-necklace
Pinnace Necklace
Level: 65
Attack Modifier: 574
Impact Modifier: 1,782

Raises max MP by 241
Increases Crit Resist by 15
Increases Attack Speed by 6%
Increases Healing by 197
+ Increases Crit Factor by 6

Crystals:

Remember to use the Fine version of these crystals. They’re expensive and are obtainable through Vanguard Credits, so use a Complete Crystalbind.


Weapon

Swift – This allows you to be quicker whilst in combat as if you get hit, you’ll be able to still move around at a faster speed than default combat speed, allowing you to get out of situations without using up your only escape.
wrathful
Brilliant – This gives you MP regen, which is vital if you’re going to constantly dishing out skills without getting MP back. You should use 3 of these (2 if you use 1 Carving)
Fine Focused
Carving – This is situational, if you feel your MP is good enough and want to try and crit heal a bit more, then feel free to use 1 Carving instead of a Brilliant.
Fine Carving

Armor

Hardy – Hardy would be your most useful defense crystal, it offers universal damage reduction and will help you a lot, 4 Hardies is recommended.
blue-niv
Relentless – This is your situational crystals and for flat damage attacks (the damage you receive is a set amount of HP regardless of your defense). Some healers use these to able to tank more flat damage, however any other incoming attacks would be fatal, therefore experience gameplay is needed.
blue-niv

Accessories

Swift Vyrsk Being swift is always a great thing, with 4 Vyrks you’ll get 4% attack speed – allowing you to execute skills faster. Being able to execute skills faster means less time stuck in animation. I recommend using these. I use these with Frostwise accessories to give me an overall 8.5% increase in Attack Speed.
Keen Vyrsk
Grounded Vyrks If you are not comfortable with a dungeon, you may get hit more. Using these vyrsks will increase your endurance, meaning your defense to help you with survivability while you learn the dungeon. I use these with Pinnace accessories to help survive.
zyrk
Succoring Vyrsk These increase your healing output. I personally don’t know a time where I would need more healing output however.
zyrk

Etching:

Offensive:

Weapon and Gloves should have Energetic Etching, as they offer Attack Speed and Cooldown reduction. Being swifter and having skills on a low cooldown when you have a limited tool kit will help you in tough situations.
soul-necklace
Weapon/Glove Etching: Energetic III
Rare


[Effect] Permanently increases Attack Speed by 4% and decreases skill cooldown by 2%

Defensive:

Armor and Footwear should have Grounded Etching. More Endurance is always good for a PvE player, regardless of class.
soul-necklace
Armor/Footwear Etching: Grounded III
Rare


[Effect] Permanently increases endurance by 8

Skills and Glyphs

Mystics have a wide range of skills, in fact they probably have the most amount of skills. For PvE, many of the skills become somewhat useless or situational. Going even further, some skills become somewhat useless in party play. I have split the skills and glyphs into sections:

Skills:

  • Damage Skills: These are skills which are used to deal damage.
  • Core Skills: These are skills which are used constantly throughout gameplay, specifically PvE – Party Play (and solo).
  • Thralls: These skills are our Thrall summons.
  • Other: These skills are deemed useless or utility, such as some Crowd Control skills.

Glyphs:

  • Red glyphs aren’t useful, they shouldn’t be used.
  • Orange glyphs can be useful in certain situations.
  • Green are always useful and are important for effective Mystic play.

Glyphs:

Before we get into any skills, this is my Glyph page for healing.

 
You can switch some glyphs around, for example the Thrall of Wrath‘s Power on the Healing build can be spent elsewhere. The Vow of Rebirth glyphs can be placed on a different page to free up some space. I’ve explained choices and alternatives below within each skill.

I do believe that there isn’t much variation between Duo and Solo healing for Ninja patch glyphs. You can use less healing glyphs, such as Multiplication ones for more damage if you wish in an attempt to merge both builds if you feel like dealing damage on the side as well.


  Damage   Sharan Bolt

Skill Usage: A filler attack when dealing damage.

Glyphs:: Glyph of Power: No use for healing.

Sharan Bolt XII
strike

Cast time: Instant
MP cost: 32 32 32 32
Base Damage: 609 609 609 609

Unleash a bolt of Sharan Energy at a single target up to 18m away.

PVP: Reduced damage at max distance.


(3) Glyph of Power: Increase skill damage by 25%.

  Core   Arun’s Vitae

Skill Usage: This is your main self-heal. Players, including yourself, can pick them up to recover HP every second for a few seconds, it also cleanses any harmful effects. Placement is important as if you should fall in combat, your party members can still use them. Picking up two heals you for quite a bit.

Glyphs: Glyph of Blaze: The cast time isn’t too long for Arun’s Tears for this to make a drastic difference.

Glyph of Restoration: This is your main self-heal. This heals you 20% of your total max HP when you cast Arun’s Vitae, you can then pick up the mote if you need extra heals.

Arun’s Vitae XI
strike

Cast time: Instant
MP cost: 180 180
Cooldown: 5 seconds

Gather Arunic power to create a mote that recovers 10254 HP every second for 3 seconds and removes all harmful effects. Charge up the mote’s range by holding down the skill button, then shoot the mote up to 18m by releasing the button. HP recovery effect can stack up to 2 times.


(3) Glyph of Blaze: Speeds casting of Arun’s Tears by 25% for a few seconds.
(3) Glyph of Restoration: [Master] Immediately recovers 20% of total HP.


  Other   Mana Infusion

Skill Usage: This is a good way to get passive mana if you need it. This skill has a very long cast time and it ends upon entering combat. If you feel like you can squeeze it in and save an MP potion, go for it.

Glyphs:: Glyph of Spirit: You don’t really need this as you won’t be using this skill a lot and it isn’t worth 5 points.

Glyph of Haste: You don’t really need this as you won’t be using this skill a lot.

Mana Infusion
mana-infusion

Cast time: 4.5 seconds
Cooldown: 10 seconds

You regain 100 MP every 1 second for 20 seconds. Ends if you take damage or use a combat skill or item.


(5) Glyph of Spirit: Increases MP regeneration by 20%
(3) Glyph of Haste: Increases casting speed by 25%.

  Damage   Metaphoric Blast

Skill Usage: A quick burst of decent melee AoE damage, meaning good for Mystic DPS. It speeds the casting of Metamorphic Smite when chained.

Glyphs: Glyph of Power: If you are hybrid DPSing/ healing, or need extra support for mob phases this is a nice glyph to dish out extra damage.

Glyph of Persistence: If you are hybrid DPSing/ healing, or need extra support for mob phases this is a nice glyph to dish out extra damage.

Metaphoric Blast XI
metamorphic-blast

Cast time: Instant
MP cost: 163
Cooldown: 1.5 seconds
Base Damage: 1,197

Project a cone of divine energy that damages nearby enemies.
Activates faster after using Metamorphic Smite.


(5) Glyph of Power: Increases skill damage by 25%.
(3) Glyph of Power: [Master] Increases skill damage by 40%
(4) Glyph of Persistence: 50% chance to eliminate cooldown.

Noctenium infusion effect: Increases damage-consumes 1 noctenium infusion each time this skill is used.


  Thrall   Thrall of Protection

Skill Usage: This is your “tank” thrall, however it doesn’t deal enough damage to make it any use. It does have a Glyph which gives every one 10% Endurance for 10 minutes. You can just cast it then let it die or summon Thrall of Life, and the buff will remain.

Glyphs: Glyph of Energy: Cooldown is like 5 seconds, you probably will never have to recast it within 5 seconds.

Glyph of Power: You won’t use this in party play for damage. For solo play, you might so this is up to you.

Glyph of Fortification: You won’t use this in party play for tanking/damage. For solo play, I’d rather just recast and spend the points somewhere else.

Glyph of Grounding: The best use for this thrall is this buff, it offers 10% more endurance for your whole party, this may be the difference between a 1 hit attack and surviving.

Thrall of Protection XVI
thrall-of-protection

Cast time: 2.8 seconds
MP cost: 425
Cooldown: 5 seconds

Summon a Thrall of Protection that uses melee attacks to draw aggro from monsters and defend the summoner. Lasts 10 minutes or until death. Summoning a Thrall of Life will cancel Thrall of Protection.


(5) Glyph of Energy: Decreases cooldown by 10%.
(4) Glyph of Power: Increases the thrall’s damage by 25%.
(4) Glyph of Power: [Master] Increases the thrall’s damage by 30%.
(3) Glyph of Fortification: Increases the thrall’s defence by 25%.
(4) Glyph of Grounding: [Master] Increases all party members’ Endurance by 10% for 10 minutes.
(2) Glyph of Grounding: [Master] Increases all party members’ Endurance by 10% for 10 minutes.

  Damage   Metaphoric Smite

Skill Usage: A quick burst of decent melee AoE damage, meaning good for Mystic DPS. It speeds the casting of Metamorphic Blast when chained. This is your knockdown skill as a Mystic.

Glyphs: Glyph of Energy: If you are hybrid DPSing/ healing, or need extra support for mob phases this is a nice glyph to dish out extra damage.

Glyph of Influence: Not useful in party play and solo play. MP can be supplied in many ways.

Glyph of Haste: If you are hybrid DPSing/ healing, or need extra support for mob phases this is a nice glyph to dish out extra damage.

Metaphoric Smite XI
metamorphic-smite

Cast time: 1 second
MP cost: 250
Cooldown: 5 seconds
Base Damage: 2,133

Damage targets within 5 meters, and has a chance to knock them down. Activates faster if used after Metamorphic Blast.


(3) Glyph of Energy: Decrease skill cooldown by 20%.
(4) Glyph of Influence: Reduce MP cost of Metamorphic Blast by 41 for a few seconds
(4) Glyph of Haste: Increases casting speed by 25%

Noctenium infusion effect: Increases damage-consumes 1 noctenium infusion each time this skill is used.


  Core   Teleport Jaunt

Skill Usage: This is your main escape as it’s your only escape. Teleport Jaunt will always teleport you in the direction your camera is facing. The iframe part is actually at the start of the skill, as the bubble forms and is quite short. You want this to have a low cooldown to use it often – hence wherever possible, you should opt for cooldown reduction on Teleport Jaunt.

Glyphs: Glyph of Blaze: The cast time is pretty fast anyway, this Glyph isn’t really needed.

Glyph of Energy: This the cooldown on your only escape is being reduced, which is a pretty decent thing.

Teleport Jaunt
teleport-jaunt

Cast time: Instant
MP cost: 120
Cooldown: 8 seconds


Teleport a short distance in the direction the camera faces.


(4) Glyph of Blaze: Speeds casting of Arun’s Vitae by 25% for a few seconds.
(4) Glyph of Blaze: Speeds casting of Thrall of Life by 25% for a few seconds.
(3) Glyph of Energy: Decreases cooldown by 15%.
(2) Glyph of Energy: [Master] Decreases cooldown by 15%.
(2) Glyph of Energy: [Master] Decreases cooldown by 20%.

  Core   Corruption Ring

Skill Usage: This is the more active way of giving Mana back. It’s a two part skill, with the first dealing damage and then using it again to give out Mana. The damage you do is proportionate to the Mana given out. It is then further divided upon how many players are in the Mana circle (and amount given is different for each class). You are immune to Stagger, Knockdown and Stun during cast. You will not be put into combat.

Glyphs: Glyph of Influence: You don’t need MP reduction, waste of points.

Glyph of Spirit: A pretty good glyph which increases MP output by 50%, more MP for your party is always good.

Glyph of Grounding: This reduces incoming damage by 50% during casting, this allows you to survive and save Teleport Jaunt.

Corruption Ring X
corruption-ring

Cast time: Instant
MP cost: 625
Cooldown: 15 seconds
Basage Damage: 1,847


Drain HP from targets within 6m, storing it as spiritual energy. The HP absorbed is proportional to how long you channel the ring. Use the Infusion Ring skill to release the stored energy as MP to up to 20 group members within 16m. Immune to knockdown, stun, and stagger while casting.


(3) Glyph of Influence: Reduces MP cost of Arun’s Tears by 100 for a few seconds.
(4) Glyph of Grounding: Reduces damage taken by 50% while casting.
(3) Glyph of Spirit: Increases MP replenishment by 50%.
(3) Glyph of Grounding: [Master] Reduces damage taken by 50% while casting.

  Core   Retaliate

Skill Usage: Pretty much for when you get knocked down.

Glyphs: Glyph of Power: You won’t ever use this skill to actually damage… right?

Glyph of Energy:: This glyph is situational, you most likely will never need it. However some dungeons, such as Abcess are quite big on knockdowns where it may come in handy.

Glyph of Balance: Never used it, balance isn’t that good.

Glyph of Opportunity:: This glyph is situational, you most likely will never need it. However some dungeons, such as Abcess are quite big on knockdowns where it may come in handy.

Retaliate X
retaliate

Cast time: Instant
Cooldown: 15 seconds
Base Damage: 1276


Leap to your feet while attacking your target. You can use this skill only when knocked down. You become briefly immune to knockdown, stagger and stuns.


(4) Glyph of Power: Increases skill damage by 25%
(4) Glyph of Energy: Decreases cooldown by 20%.
(3) Glyph of Opportunity: [Master] Eliminates the cooldown of Teleport Jaunt.
(2) Glyph of Balance: [Master] Increases balance by 500% for 2 seconds.
(2) Glyph of Opportunity: [Master] Eliminates the cooldown of Teleport Jaunt.

  Damage     Thrall   Thrall of Vengeance

Skill Usage: A thrall which does damage. You can cast this to apply additional damage for the party. It can also be used as an entity to take de buffs, or soak up shared damage. This thrall spawns in the direction your character is facing, not the camera.

Glyphs: Glyph of Power: This could be useful, if you can make use out of it. Something to play around with the new Thrall damage.

Glyph of Fortified:: The thrall’s defense is pretty weak, cast it away from danger. It is long range.

Glyph of Lingering: It lasts 60 seconds, the base cooldown is 22 seconds, not worth the points.

Thrall of Vegneance XIV
thrall-of-vengeance

Cast time: Instant
MP cost: 875
Cooldown: 22 seconds


Summon a Thrall of Vengeance that attacks your enemies at range. Lasts 60 seconds or until death. Summoning a Thrall of Wrath will cancel Thrall of Vengeance.


(3) Glyph of Power: Increases the thrall’s damage by 25%
(3) Glyph of Fortified: Increases the thrall’s defense by 25%
(3) Glyph of Lingering: Increases the thrall’s duration by 25%
(2) Glyph of Lingering: [Master] Increases the thrall’s duration by 35%.

  Core   Volley of Curses

Skill Usage: Your most important offensive debuff. It’s applies a 9% endurance debuff on the target when glyphed (see Glyph of Enfeeblement), which is a huge DPS increase for your party. Aim to keep this up 100%. Does decent physical damage which can be used as a filler for a DPS mystic (although Boomerang is a better choice, unless reapplying Volley of Curses‘s Glyph of Enfeeblement).

Glyphs: Glyph of Lingering: This skill has a short cast time and lasts for a long duration.

Glyph of Influence:: MP shouldn’t be an issue.

Glyph of Multiplicative: This skill locks onto 4 targets, usually you will only need to lock onto one (the boss) – therefore there is no need for an extra lock on.

Glyph of Enfeeblement:: This applies a 9% endurance debuff on a target which will increase your parties DPS by a lot. You should aim to keep this up 100%, it is a must have glyph.

Volley of Curses X
volley-of-curses

Cast time: 1 second
MP cost: 163
Cooldown: 5 seconds
Base Damage: 2685


Inflict a curse that does 1,238 damage every 2 seconds for 10 seconds. Effect stacks up to three times. Does less damage to other players. Press the skill button once and mouse over to lock on to 4 targets within 18m, then press the skill button again or left-click to curse all targets.


(5) Glyph of Lingering: Increases effect duration by 20%
(3) Glyph of Influence: Reduces MP cost of Volley of Curses by 33 for a few seconds
(3) Glyph of Multiplication: Increases number of lock-on targets by 1
(2) Glyph of Influence: [Master] Reduces MP cost of Volley of Curses by 33 for a few seconds
(4) Glyph of Enfeeblement: [Master] Decreases target’s Endurance by 9% for 21 seconds
(3) Glyph of Enfeeblement: [Rare] Decreases target’s Endurance by 9% for 21 seconds

Noctenium infusion effect: Increases effect duration-consumes 1 noctenium infusion each time this skill


  Core   Arun’s Cleansing Touch

Skill Usage: This is your cleanse, it’s quite fast but you will need to lock on to players so prelocking/predictive cleansing is vital in tough situations. It will also cleanse yourself.

Glyphs: Glyph of Multiplication: This skill only can lock up to 3 players normally, you have at least 4 people to lock on in a normal party, even more in a 7 or 10 man. Therefore this glyph is needed for dungeons which may require everyone to be cleansed.

Arun’s Cleansing Touch
aruns-cleansing-touch

Cast time: Instant
MP cost: 400
Cooldown: 2.5 seconds


Purge all harmful effects from your allies. Press the skill button once and mouse over to lock on up to 3 group members within 19m, then press the skill button again or left-click to purge all targets.


(2) Glyph of Multiplication: Increases number of lock-on targets by 2
(1) Glyph of Multiplication: [Master] Increases number of lock-on targets by 2


  Core     Thrall   Thrall of Life

Skill Usage: I’ve put this thrall as a core skill as well, mainly because it offers a quick burst heal and an AoE cleanse. It can be life-saving and can soak up damage.

Glyphs: Glyph of Energy: This glyph is situational, I’ve put it green because this is an all-rounded guide. If you feel like you survive fine without Thrall of Life being needed so much, feel free to spend it elsewhere. However if you do rely on it, or find yourself lacking self-heals, you should consider it.

Glyph of Lingering: The thrall lasts 10 seconds, this glyph enables it one more heal than usual. Personally don’t use it because it’s 2 points I can spend elsewhere.

Thrall of Life XIII
thrall-of-life

Cast time: Instant
MP cost: 875
Cooldown: 45 seconds


Summon a Thrall of Life that periodically heals you and removes harmful effects. Lasts 10 seconds or until death (Thrall of Life is immune to damage). Summoning a Thrall of Protection will cancel Thrall of Life.


(5) Glyph of Energy: Decreases cooldown by 20%
(2) Glyph of Energy: [Master] Decreases cooldown by 20%
(2) Glyph of Lingering: [Master] Increases the thrall’s duration by 25%

  Core   Resurrect

Skill Usage: This skill pretty much does what it says, it resurrects a dead player. I will say this, I have encountered so many Mystics who die when they attempt to Resurrect – your timing is important, don’t risk yourself and keep your eyes on the boss at all times.

Glyphs: Glyph of Brilliance: You shouldn’t be using this skill too often, even so, MP can be returned – not worth the points.

Glyph of Energy: You shouldn’t be using this skill too often, if it is one of those parties who keep dying, you may consider using it temporarily.

Glyph of Haste: Resurrect is one of the slowest animations out there, so anything to speed it up and make you less vulnerable is good.

Glyph of Heartening: Resurrecting people with 120 stamina is always good, they don’t need Panaceas and can get straight into the fight again.

Resurrect
resurrect_tex

Cast time: 7 seconds
MP cost: 1700
Cooldown: 20 seconds


When a dead group members lie within 4m, you can restore life to the nearest one.


(3) Glyph of Brilliance: Reduces MP cost by 510
(5) Glyph of Energy: Decreases cooldown by 50%
(5) Glyph of Haste: Speeds casting by 40%
(4) Glyph of Haste: [Master] Speeds casting by 40%
(4) Glyph of Heartening: [Master] Resurrects a target and sets their stamina to 120
(4) Glyph of Energy: [Master] Decreases cooldown by 50%

  Core   Titanic Favor

Skill Usage: This is your main heal, previously it had a heal over time, now its a powerful fixed heal. Like cleansing, you should aim to pre-lock or predictive heal your party members.

Glyphs: Glyph of Multiplication: This skill only allows you to lock on 2 people. In a 5 man party, you can heal everyone with the glyph.

Glyph of Longshot: More range allows you to heal from across the field if needed. If you feel like you’re never that far away, feel free to spend it elsewhere.

Titanic Favor IX
titanic-favor

Cast time: 1 second
MP cost: 400
Cooldown: 2.5 seconds


Immediately heal up to 2 allies for 3637 HP. Press the skill button once and mouse over to lock on up to 2 group members within 19m, then press the skill button again or left-click to heal all targets.


(2) Glyph of Multiplication: Increases number of lock-on targets by 2
(4) Glyph of Longshot: Increases range by 3 meters
(3) Glyph of Longshot: [Master] Increases range by 3 meters
(2) Glyph of Longshot: [Rare] Increases range by 5 meters

Noctenium infusion effect: Increases healing-consumes 1 noctenium infusion each time this skill


  Core   Regression

Skill Usage: This is your dispel, some boss mechanics require you to use this skill, for example Abcess or Dreadspire. The boss will gain a buff which must be removed in a certain time period.

Glyphs: Glyph of Energy: Nowadays healers should have enough cooldown reduction to be able to have this skill up for the next time they need it for a boss without this glyph.

Regression II
regression

Cast time: Instant
MP cost: 1000
Cooldown: 1 minute


End all beneficial effects on enemy targets within a 8 min radius of you.


(4) Glyph of Energy: Decreases cooldown by 25%

  Core   Arun’s Tears

Skill Usage: This one of the ways to give MP. Players, including yourself, can pick them up to recover 20% of their total MP. Placement is important to minimize DPS loss.

Glyphs: Glyph of Blaze: The cast time isn’t too long for Arun’s Vitae for this to make a drastic difference.

Arun’s Tears
aruns-tears

Cast time: Instant
MP cost: 150, 150
Cooldown: 5 seconds


Gather Arunic power to create a mote that instantly replenishes MP by 20%. Charge up the mote’s range by holding down the skill button, then shoot the mote up to 18m by releasing the button.


(4) Glyph of Blaze: Speeds casting of Arun’s Tears by 25% for a few seconds.

  Damage     Thrall   Thrall of Wrath

Skill Usage: Summons a thrall.. of wrath.. to deal wrath. This AI is supposedly improved and it does deal a quite a lot of burst damage. Be careful, the thrall can be stunned and staggered. It’s current AI is: If far away, he’ll do Triple Meteor attack. If he’s midway (and often does this on cast), he’ll drill. If he’s close he’ll do a couple punches. Your best rotation would be Drill > Punches > Punches. It lasts 20 seconds.

Glyphs: Glyph of Energy: I use this for additional DPS, without this glyph the cooldown is 7 minutes or so with just reduction rolls. Spamming this every 3 minutes is a nice additional bit of DPS.

(4) Glyph of Power: I’ve never worked this into my healing build, but as a DPS it may be an interesting glyph to play with.

(4) Glyph of Haste: 2.8 seconds isn’t too long, seeing as you’ll cast this every 3 minutes or so, it isn’t worth the points unless they’re spare.

Thrall of Wrath VII
thrall-of-wrath

Cast time: 2.8 seconds
MP cost: 1250
Cooldown: 10 minutes


Summon a Thrall of Wrath for a powerful area attack. Thrall will attack randomly with its three powerful attacks until it dies. Summoning a Thrall of Vengeance will cancel Thrall of Wrath.


(5) Glyph of Energy: Decreases cooldown by 50%.
(4) Glyph of Power: Increases the thrall’s damage by 25%.
(4) Glyph of Haste: Speeds casting by 30%.

  Core   Vow of Rebirth

Skill Usage: This is your second life. Try and maintain Vow of Rebirth, as if you do die – you can get back up. Play safer if you haven’t got it and cast it as soon as you can. Getting people who don’t already have Vow or a passive is a bonus.

Glyphs: Glyph of Energy: A good glyph to have, this reduces the skills cooldown by a lot, giving you more seconds lifes and more party survivability.

(1) Glyph of Altruism: To make this skill work for yourself, you need this glyph, otherwise it’s just a resurrect for the target.

(3) Glyph of Longshot: We’ve never had issues of the close range cast, now that Vow is somewhat ranged, I don’t think this glyph would be needed.

(3) Glyph of Multiplication: This glyph is interesting and may be handy, allowing you to cast upon more than one target. An experience party which doesn’t die as much may not need this. (We’ve done fine without it in the past).

Vow of Rebirth
vow-of-rebirth

Cast time: Instant
MP cost: 250
Cooldown: 15 minutes


Form a pact between you and a group member, who will resurrect if killed in the next 20 minutes. Press the skill button once and mouse over to lock on a group member within 18m, then press the skill button again or left-click to form a pact with the target.


(3) Glyph of Energy: Decrease cooldown by 40%
(2) Glyph of Altruism: Caster receives effect of Vow of Rebirth when used on another target
(2) Glyph of Energy: [Master] Decrease cooldown by 40%
(1) Glyph of Altruism: [Master] Caster receives effect of Vow of Rebirth when used on another target
(3) Glyph of Longshot: [Master] Increases range by 3 meters
(3) Glyph of Multiplication: [Rare] Increases number of lock-on targets by 1

  Core   Warding Totem

Skill Usage: This a good skill to passively heal the party, especially when they’re spread out. This skill has a hidden shield of 7145 and last for 5 seconds, it sadly doesn’t give you immunity to knockdowns, staggers or stuns. In addition, Warding Totem has a 0.5 second vulnerability state – when you cast the skill, it can receive damage for about half a second (maybe even shorter). This can be good or bad – if it gets hit hard, it’ll die, or it can act as another entity to take a debuff or soak up shared damage (like a thrall).

Glyphs: Glyph of Brilliance: This shouldn’t cause you MP issues.

Glyph of Restoration: It’s a decent amount of HP which stacks up, you will need to use this skill a lot to make it worth it however. If you feel like you don’t, then either use it or spend the points somewhere else.

Warding Totem II
warding-totem

Cast time: Instant
MP cost: 600
Cooldown: 25 seconds


Summons a totem 10m in front of you which casts a warding effect on allies within 20m and restores 3500 HP every 2 seconds. The totem lasts for 10 seconds.


(3) Glyph of Brilliance: Decrease MP consumption by 300
(3) Glyph of Restoration: [Master] Increases HP regeneration by 20%
(3) Glyph of Restoration: [Rare] Increases HP regeneration by 25%

  Core   Contagion

Skill Usage: This, in addition to Crit Aura, is what sells a Mystic. Contagion applies an addition 5% endurance debuff for 20 seconds. This can be increased to 29/30 seconds with Noctentium and Lingering glyph. With triple cooldown reduction and etching, you’re look at about 1 minute down time.

Aim to use this skill in conjunction with your DPSs burst skills, this would be:

Slayer’s In Cold Blood
Warrior’s Deadly Gamble
Reaper’s Shadow Reaping
Ninja’s Avalanche
Gunner’s Bombardment
Berserker’s Bloodlust
Lancer’s Adrenaline Rush
Sorcerer, Archer and Brawler should be timed with their brooch.

Contagion and burst skills should be timed with burn phases, this is where the boss is going to be moving less and therefore more back DPS – or for a special mechanic which requires a lot of damage, such as a shield phase. You’ll tend to start off with Contagion unless the boss has a mechanic straight away (like at 90%). Most of the time you can just get away with spamming it off cooldown, but an effective play would be timing, your DPS should adopt the timing as well for an overall quick burn. It is also important to only use Contagion when the boss is enraged for maximum damage output. Your tank should force enrage it for the burn phase if they can, otherwise still use for a shield phase regardless of enrage status.

Glyphs: Glyph of Lingering: Longer duration on Contagion means more DPS for the party.

Contagion
contagion

Cast time: 1 second
MP cost: 750
Cooldown: 2 minutes


Infects one target within 18m with Infection. This target cannot be purified. Infected target’s Endurance is reduced by 5% and they spread a disease that deals 15086 damage per second. Players take less damage and recover fewer HP. Using this skill does not automatically start combat status.


(5) Glyph of Lingering: Increases effect duration by 20%
(4) Glyph of Lingering: [Master] Increases effect duration by 20%

  Core     Damage   Boomerang Pulse

Skill Usage: This skill is your best heal. It’s a two part skill, a forward and rebound heal. It’s an easy skill to throw out at the back of the boss to hit the back DPSers. You can also throw it through the boss and hit the tank. Since it’s a rebound skill, you can always move and position yourself so that the rebounding orb travels through the person you didn’t get when you threw it.

It is also a decent filler DPS skill. Allowing you to heal and DPS at the same time.

Glyphs: Glyph of Brilliance: I don’t use any other MP glyphs other than this one. Purely because you tend to use this skill a lot and the 225 MP does stack up. Without the glyph, 750 MP is a lot to consume. If you’re fine without this glyph, then feel free to spend the points else where.

(4) Glyph of Energy: Using your only other heal more frequently is pretty nice. With cooldown reduction it brings it down to 5 seconds.

Boomerang Pulse
boomerang-pulse

Cast time: Instant
MP cost: 750
Cooldown: 8 seconds
Base Damage: 3301


Fire a rebounding bolt which damages all enemies in it’s path, and also heals party members in it’s path by 2439 (modified by your heal bonus). Using this skill does not automatically start combat status.


(3) Glyph of Brilliance: Reduces MP cost by 225
(4) Glyph of Energy: Decrease cooldown by 20%
(3) Glyph of Energy: [Master] Decrease cooldown by %

  Core   Aura of the Merciless and Aura of the Tenacious

These auras are the important ones for PvE. The Aura of the Tenacious will provide Mana support for your party. The Aura of Merciless is the biggest damage boost you can contribute to your party, it will increase Crit Factor by 2.1 and applies Titanic Wrath to surrounding party members (30m). Titanic Wrath is a 40 Power and 6% Attack Speed buff, however it can be overwritten by Energy Stars.

Aura of the Merciless
aura-of-the-merciless
Grants Titanic Wrath III and Titanic Fury II to you and your allies within 30m. Costs 30 MP every 2 seconds to maintain. Cannot be used with Aura of the Swift.

[Titanic Wrath III] Increases Power by 40. Increases Attack Speed by 6.

[Titanic Fury II] Increases Crit Factor by 2.1 times.

Aura of the Tenacious
aura-of-the-tenacious An aura emanates within 30m of you, restoring 20 MP to all other group members every second. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Unyielding.

  Other   Aura of the Merciless and Aura of the Tenacious

These auras are the less important ones for PvE. The Aura of the Swift will provide movement speed (works in combat too). The Aura of the Unyielding offers Crit Factor Resistance, which is more of a PvP thing.

Aura of the Swift
aura-of-the-swift
An aura emanates within 30m of you, increasing group members’ movement speed by 30%. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Merciless.
Aura of the Unyielding
aura-of-the-unyielding
An aura emanates within 30m of you, increasing group members’ Crit Resist Factor by 40%. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Tenacious.

  Other   Crowd Control Skills:

These skills are pretty much useless for PvE – they are the Mystic’s crowd control skills. Most crowd control does not work for PvE bosses, unless there are mechanics which require you to stun the boss, so you may use Shara’s Lash. In addition, you can use crowd control skills on normal monsters/adds to help ease the fight, such as stunning/fearing/sleeping Archers, for example. These skills are:

– Sonorous Dreams
– Mire
– Ancient Binding
– Curse of Confusion
– Shara’s Lash (Although useful in certain situations)
– Curse of Confusion


Rotation and Positioning

Healing (Solo)

There is not a set rotation when it comes to healing, instead there is a list of tasks – some have priority over others. When starting off as a Mystic, ensure that you tackle this list in order. Your aim is to be able to do all of the tasks listed.

Starting a fight:

When you enter an instance and before engaging a battle, you should complete these tasks:

– Vow of Rebirth
– Turn on correct Auras
– Charms and Consumables
– Cast Thrall of Protection for Endurance Buff
– If the boss allows you, place some Arun’s Vitae and Tears on the field.

Mystic Gameplay:

As a healer you are expected to do these things:

– Survive
– Heal
– Party Support (Buff)
– Debuff
– Mana Management
– Thrall, DPS and Motes

Be smart about this. Resurrect would fall under healing, however you can cast your Volley of Curses debuff while you’re running to the fallen member. It’s all about multitasking and being on top of the list. Below is a break down of the gameplay, with skills which will help. If a mechanic requires your immediate aid, such as needing to dispel a debuff within 5 seconds – you should stop what you’re doing and complete that task first.

 

1) Survival

Your most important task is to survive because you are essential the life of your party. When you die as a healer, the rest of your party will soon follow if you can’t get back up in time. There are several ways to boost your survivability.

Teleport Jaunt: This is your only iframe and escape, with the right cool down reduction you can reduce this to 4-5 seconds. Aim to use this as your last resort, meaning try to Corruption Ring, heal through or walk out of the damage first unless you are absolutely sure that the incoming damage will kill you.

Self Heals and Cleanse: Arun’s Vitae and it’s restorative glyph will be your main self-heals, do not be afraid to pick up your own motes for a cleanse and further healing. Thrall of Life will offer you cleanses and burst healing as well. Warding Totem will also heal you pretty good. You can cast Arun’s Cleansing Touch on a player to self-cleanse too.

Corruption Ring: This skill is often over looked for it’s damage reduction side. Corruption Ring has a glyph which reduces incoming damage by 50% – it could save you from a deadly attack if Teleport Jaunt is on cooldown.

Vow of Rebirth: This is your second life skill, always make sure you have it up. Even if you can’t use it on your tank, apply it to a DPS during the fight if need it. Play safer if you haven’t got it up and it’s on cooldown.

Consumables: You’re a healer but Heaing Potions and Healing Draughts are a good way to get your HP up if you don’t have the time to self heal (or if they’re on cooldown). Warding Scrolls will shield a fixed amount of damage, and also give you immunity to stagger and knockdown. Goddess Blessings, always aim to carry all three kinds, it’s pretty much a Vow of Rebirth as an item.

2) Healing the Party

Aim to keep the party at 100% health at all times (unless they’re slaying) and cleanse away any harmful effects.

Boomerang Pulse: This is good to throw at back DPS and since it can go through the boss, you can hit the Tank at the same time. If you miss someone, try and position yourself so that the rebound pulse hits them. This skill does have a high MP cost.

Titanic Favor: Your lock on heal, however be aware of the animation lock of this. You can prelock this skill if you know damage is coming.

Arun’s Cleansing Touch: Your lock on cleanse. This cleanse is pretty fast and you can prelock this skill if you know your party needs a cleanse soon.

Warding Totem: This is a great way to combat damage over time, or heal everyone passively. With the proper cooldown rolls, you’re looking at 10 second downtime.

Arun’s Vitae: Your motes can be placed for people to pick up. Place a good amount wisely (back of the boss and front for the tank, with some scattered around the field) and try not to merge Arun’s Tears – last thing you need is a DPS dying because they picked up an MP mote.

3) Supporting the Party (Buffs)

Party support is your next mission, you are expected to maintain buffs on your party. Mystic’s buffs are easy to keep-up as long as you stay alive, they are limited to:

Thrall of Protection: This thrall has a Glyph of Grounding which increases Endurance by 10% for 10 minutes. Cast it at the start of the fight and recast if after resurrecting a fallen party member.

Auras: Keep your Auras up – make sure they are turned on, Auras should be the second thing to use when you enter an instance (after Vow of Rebirth). If you die, make sure you turn them on as soon as you get up to minimize DPS loss.

4) Reducing the Bosses Endurance

This part is where most people should be at. This is part of being a TERA healer and it is always expected. Debuffing a boss reduces their endurance by a lot, allowing more party DPS and Mystics have two ways to do it.

Volley of Curses: This is the one which should be kept up at all times. It has a Glyph of Enfeeblement which reduces Endurance by 9%. Aim for 100% uptime, you’ll get use to casting it passively without realising, which is a good thing.

Contagion: I’ve already touched on this, but to quote myself: Contagion applies an addition 5% endurance debuff for 20 seconds. This can be increased to 29/30 seconds with Noctentium and Lingering glyph. With triple cooldown reduction and etching, you’re look at about 1 minute down time.

Aim to use this skill in conjunction with your DPSs burst skills, this would be:

Slayer’s In Cold Blood
Warrior’s Deadly Gamble
Reaper’s Shadow Reaping
Ninja’s Avalanche
Gunner’s Bombardment
Berserker’s Bloodlust
Lancer’s Adrenaline Rush
Sorcerer, Archer and Brawler should be timed with their brooch.

And the Contagion and burst skills should be timed with burn phases, this is where the boss is going to be moving less and therefore more back DPS – or for a special mechanic which requires a lot of damage, such as a shield phase. You’ll tend to start off with Contagion unless the boss has a mechanic straight away (like at 90%). Most of the time you can just get away with spamming it off cooldown, but an effective play would be timing, your DPS should adopt the timing as well for an overall quick burn. It is also important to only use Contagion when the boss is enraged for maximum damage output. Your tank should force enrage it for the burn phase if they can, otherwise still use for a shield phase regardless of enrage status.

5) Mana Management

Mystic’s mana management is decent if used to it’s full potential. There are 3 ways to give mana out the party:

Arun’s Tears: These are motes which can be placed, picking one up will yield you 20% of your total MP. Place them near DPS and the Tank so they can just spam F while still DPSing. Do not be afraid to pick one up yourself.

Corruption Ring: This is a pretty good skill for burst MP, use the skill to deal damage and then press it again to release MP. The circle is quite huge, each class receives a set amount of MP, however it can be reduced as it’s divided amongst the amount of players hit. Plate generally receive the most, while Cloth the least.

Aura of the Tenacious: This is your passive MP release, it may seem little to give 20 MP per second, but it stacks up.


Healing (Duo)

As said before, a Priest and Mystic composition is a viable thing. The remaining 2 damage dealers will deal more damage and overall run is deemed safer. However due to the fact that there are two healers, your involvement and role is shifted. This may also allow you to remove some healing glyphs and put them into damage dealing, for a hybrid “Soft” Damage Dealer.

You are still expected to keep up Volley of CursesGlyph of Enfeeblement and use Contagion properly. You are also expected to heal, unless you’ve stated you’re a pure Damage Dealing Mystic, however the healing job is now split with the Priest so you can use your free time to throw in a bit of damage, with Thralls, Metamorphic Blast and Metamorphic Smite or constantly supply MP with Corruption Ring.

The DPS Mystic

The Mystic class offers a secondary role; the ability to deal damage. This is essentially a Mystic which is geared in a DPS style and attacks the boss instead of supporting the party. This will required the aid of a Priest.

Note: It is highly recommended that this part of the Mystic class is known as a non-compulsory secondary role. You should be experienced with the class and it’s primary role first before attempting this. You are still, first and foremost, a support class of TERA.

Gear

I recommend that all Mystics should gear themselves as a support Mystic first. If you are experienced with the class and want to try dealing damage as a Mystic, then you can gear yourself in a DPS-style as it’ll be more effective.

 

Builds

I will recommend you a basic path of gearing. For experienced Mystics who want to venture into secondary role of Damage Dealing, I have included a DPS-style set up. You should aim to focus on the primary role/build first however.


Weapon:
Recommended Top Stat Roll:

Increase damage 9.3% when attacking enraged monsters – Increasing your damage is always good, be aware this only effects enraged monsters.
Decrease skill cooldowns by 7.2% – An overall decrease your cooldown reduction may help in supporting the party through Contagion, lower Wrath but at the sacrifice of 9.3% enraged damage. However since your skill cooldowns are low enough already, the reduction is minimal.

 

Recommended Bottom Stat Rolls::

Decrease skill cooldowns by 7.2%
Increases Attack Speed by 4.5% – Being swift and executing skills faster allows you to fit in more attacks with less animation lock.
Increases damage by 9.3% when attacking enraged monsters
Increases damage by 6%

 

Note: Dreadnaught and Slaughter have 4 rerollable options, while Starfall and Imperator has 5. Starfall and Imperator will offer additional healing modifier on the +13, +14 and +15 stats when Awakened and enchanted. You cannot roll behind damage on healer weapons.

starfall-scepter
+15 Awakened: Starfall Scepter
Level: 65
Mystic
Attack Modifier: 5,291 (+2,698)
Impact Modifier: 41,651 (+44,983)

Increases MP regen by 29
Blacksmith’s Hammerstrike
Recovers 7,989 HP
Do 6% more damage when you attack
Increase your healing skills by 6%
Increase PvP defense by 9
Decrease skill cooldowns by 7.2%
Increase PvP defense by 7 when attacked from behind

+ Increases damage by 9.3% when attacking enraged monsters


+3: Increases damage by 9.3% when attacking enraged monsters
+4: Increase your healing skills by 2%
+5: Decrease skill cooldowns by 7.2%
+7: Increase Attack Speed by 4.5%
+8: Increase your healing skills by 4%.
+9: Increases damage by 6%
+10: Increase Attack Speed by 1%
+11: Increase Attack Speed by 1.5%
+12: Increase Attack Speed by 2%
+13: Recovers 100 HP.
+14: Recovers 150 HP.
+15: Recovers 200 HP.


Armor:

Recommended Top Stat Roll – Skill modifier:

Increase skill damage of Metamorphic Smite by 17% – Increased damage on one of your only two main damage skills is pretty neat.

 

Recommended Bottom Stat Roll:

Decreases damage from enraged monsters by 10% – More damage reduction; means more survivability – you will find yourself tanking a lot of damage when DPSing due to limited movement skills.
Reduces damage by 6% – Same as above.
Decreases damage from frontal attacks by 6.9% – Same as above, however your character/you must be facing the boss for this to work.
Increase max HP by 8% – More health is nice as well, this can be substituted in for the frontal damage if you feel this is a safer option, increasing your overall HP will increase your Arun’s Vitae Glyph heal (as it’s 20% of your max HP)

 

Note: Dreadnaught and Slaughter have 4 rerollable options, while Starfall and Imperator has 5. Chests have a unique skill roll, this is the base line for chest pieces and there are limited options.

dreadnaught-chestcloth
+15 Awakened: Starfall Robes
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 3,128 (+2,627)
Balance Modifier: 16,628 (+17,958)

Raises max MP by 2,469
Reduces damage by 6%
Raises max HP by 8%
Decreases damage from enraged monsters by 10%
Increases PvP defense by 13
Increases crit resist factor by 21
Increases power by 7

+ Increase skill damage of Metamorphic Smite by 17%


+3: Decreases damage from enraged monsters by 10%
+5: Reduces damage by 6%
+7: Decreases damage from frontal attacks by 6.9%
+9: Increase max HP by 8%

+10: Increase Endurance by 1
+11: Increase Endurance by 2
+12: Increase Endurance by 3


Gloves:
Recommended Bottom Stat Roll

Increases Power by 5 – More power means more overall damage.
Increases Attack Speed by 2.25% – This allows you to execute your skills faster and more frequently with less animation lock.
Increases Crit Factor by 9 – More Crit Factor allows you to crit more.

Offensive / Healing Gloves:

Gloves can either be Offensive or Healing. There is only offensive versions of Slaughter and Imperator gloves, while Starfall and Dreadnaught have both Healing and Offensive version. The healing version offers healing, while the offensive will offer additional Crit Factor and Power. Offensive Imperator gloves would be the optimal choice for damage dealing Mystics.

dreadnaught-glovecloth
+15 Awakened: Starfall Gloves
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 2,283 (+1,301)
Balance Modifier: 12,409 (+10,795)

Increases Crit Factor by 3
Increases Crit Factor by 9
Increases Attack Speed by 2.25%
Increases damage by 3% when attacking
Increases PvP defense by 5
You take 15.0% less damage from crits
Increases Power by 6


+3: Increases Power by 5
+6: Increases Attack Speed by 2.25%
+9: Increases Crit Factor by 9

+10: Increases Power by 2
+11: Increases Power by 3
+12: Increases Power by 4


Footwear:
Recommended Bottom Stat Roll

Increases Movement Speed by 6% – Being mobile on a Mystic is key, it allows you to escape attacks instead of using your only escape, which can be saved for other situations.
Increases Endurance by 4 – More defence allows you to survive more.
Replenishes 1% of total MP every 5 seconds – This should help you with any MP problems, it seems like a small amount but it stacks up. (Note: This is 2% on Slaughter and Imperator Boots).

dreadnaught-bootcloth
+15 Awakened: Starfall Shoes
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 2,346 (+1,970)
Balance Modifier: 12,471 (+13,468)

Increases Movement Speed by 10%.
Increases Movement Speed by 3%.
Increases total HP by 4%.
Replenishes 1% of total MP every 5 seconds.
Increases PvP defense by 10.
Increases crit resist factor by 18.
Increases power by 7.


+3: Increases Movement Speed by 6%
+6: Increases Endurance by 4
+9: Replenishes 1% of total MP every 5 seconds

+10: Increase Endurance by 1.
+11: Increase Endurance by 2.
+12: Increase Endurance by 3.


Brooch:
Quickcarve or Quatrefoil is a viable option as they both increase Crit Factor and Attack Speed. Quatrefoil goes a bit further and increases Power and offers a Self-Cleanse. If you can change your presets, you can carry an Empowered which you can use to double brooch (have two effects) – Note: Empowered and Quatrefoil share the same cooldown.

Increases Crit Factor by X – Crit Factor is a viable which increases your frequency of crits.
Increases Power by X – You can choose one option to be 3 Power, instead of going double Crit Factor.

superior-quickcarve
Quickcarve Brooch
Level 65

Attack Modifier: 345
Impact Modifier: 1,799

Increases Crit Factor by 6
+ Increases Crit Factor by 6
+ Increases Crit Factor by 4


[Enhanced Accessory] Drag to shortcut tray after equipping to access
[Empowered Prowess]: Increases Crit Factor by 50 and Attack Speed by 12% for 15 sec.


Cooldown: 3 min

Belt:
The Belt you want should be one that complements your gears’ set bonuses. You will want to make sure you get 2 Power rolls from set bonuses. (This can be done by 2/3, 4/1 or a full set of gear).

Increases Crit Factor by X – Crit Factor is a viable which increases your frequency of crits.
Increases Power by X – You can choose one option to be 3 Power, instead of going double Crit Factor. I personally prefer the Crit.

starfall-belt
Starfall Belt
Level: 65
Defense Modifier: 2,199
Balance Modifier: 2,445
Raises max HP by 9,605.
Increases Power by 7.
Increases Endurance by 7.
+ Increases Crit Factor by 4
+ Increases Crit Factor by 6

Innerwear:

You should go with Crit Factor. More Crit Factor allows you to crit more often leading to more damage.

Superior Innerwear
Fortified: Superior Innerwear
Level 1 – iLvl: 173

Defense Modifier: 379
Balance Modifier: 2,032

Increase max HP by 3,436
Increase Crit Factor by 18

Accessories:

The variation for damage dealers is simpler than healers as you should only aim to get the most Crit Factor as Mystic Crit Rate % on skills isn’t very high (like 50-60%) – we have no Crit Factor glyphs.


To do this you may have to mix and match sets. For a good set you should mix and match the Shadowvain set and Corvette set from Dreadnaught series. If you the most optimal variation, you should aim to get the Shadowmaze set.

Mix and matching sets means using the stronger 2 pieces (Ring and Earring) from one set and the stronger 3 pieces (Ring, Earring and Necklace) from the other.

attackspeed

Rings

Your rings should increase your Crit Factor and Power,

Increases Crit Factor by 4 – Crit means more critical attacks, which is more damage.
Increases Power by 4 – Power increases your damage.

t2-soul-ring
Corvette Ring
Level: 65
Attack Modifier: 576
Impact Modifier: 1,790

Raises max MP by 172
Increases Crit Factor by 22
+ Increases Crit Factor by 4
+ Increases Power by 4

Earrings

Your Earrings offer you defence and a lot of increase in HP.

Raises max HP by X – More HP for flat damage and self-heal.
Increases Endurance by X – Endurance gives you more defense.

t2-soul-earring
Corvette Earring
Level: 65
Defense Modifier: 726
Impact Modifier: 2,269

Raises max HP by 7,858
Increases Crit Resist by 21
Increases Crit Factor by 10
+ Raises max HP by 4%
+ Increases Endurance by 4

Necklace

Your necklace doesn’t offer much variety, a good Crit Necklace from the Shadowvain set (or Shadowmaze) is good. (Note the image to the right is Dreadnaught, will change at a later date)

Increases Power by 4 – More power means more damage

soul-necklace
Cutter Necklace
Level: 65
Attack Modifier: 574
Impact Modifier: 1,782

Raises max MP by 241
Increases Crit Resist by 15
Increases Attack Speed by 6%
Increases Crit Factor by 16
+ Increases Power by 4

Crystals:

Remember to use the Fine version of these crystals. They’re expensive and are obtainable through Vanguard Credits, so use a Complete Crystalbind.


Weapon

Focused – This increases your critical damage modifier against enraged monsters by a lot.
focused
Savage – This increases your critical damage modifier against targets when attacking from the rear by a lot.
Savaged
Carving – This will increase your Critical Chance, allowing more critical attacks.
Fine Carving
Bitter – This increases your critical damage modifier against monsters when attacking from the rear by a lot.
Fine Carving
Pounding – This increases damage against monsters by a lot.
Fine Pounding

Armor

Hardy – Hardy would be your most useful defense crystal, it offers universal damage reduction and will help you a lot, 4 Hardies is recommended.
blue-niv
Relentless – This is your situational crystals, this is for flat damage fights; this is where the monster will deal flat HP as damage, regardless of your defense. Hardy Crystals will not be useful here.
blue-niv

Accessories

Keen Vyrks These will increase your Crit Factor and the frequency of critical attacks.
zyrk

Etching:

Offensive:

Weapon and Gloves should have Keen Etching, the reason being is they offer a lot of Crit Factor which increases the frequency of crits.
soul-necklace
Weapon/Glove Etching: Keen III
Rare


[Effect] Permanently increases Crit Factor by 18

Defensive:

Armor and Footwear should have Grounded Etching. More Endurance is always good for a PvE player, regardless of class.
soul-necklace
Armor/Footwear Etching: Grounded III
Rare


[Effect] Permanently increases endurance by 8

Skills and Glyphs

Mystics have a wide range of skills, in fact they probably have the most amount of skills. For PvE, many of the skills become somewhat useless or situational. Going even further, some skills become somewhat for a DPS Mystic. I have split the skills and glyphs into sections:

Skills:

  • Damage Skills: These are skills which are used to deal damage.
  • Core Skills: These are skills which are used constantly throughout gameplay, specifically PvE – Party Play (and solo).
  • Thralls: These skills are our Thrall summons.
  • Other: These skills are deemed useless or utility, such as some Crowd Control skills.

Glyphs:

  • Red glyphs aren’t useful, they shouldn’t be used.
  • Orange glyphs can be useful in certain situations.
  • Green are always useful and are important for effective Mystic play.

Glyphs:

Before we get into any skills, this is my Glyph page for Damage Dealing.

 
You can switch some glyphs around, for example the Vow of Rebirth glyphs can be placed on a different page to free up some space. I’ve explained choices and alternatives below within each skill. The damage build will require you to have a Priest, I wouldn’t attempt to use this build while solo healing, as your party will be at a disadvantage survival wise.


  Damage   Sharan Bolt

Skill Usage: A filler attack when dealing damage.

Glyphs: Glyph of Power: Based on your spare points, you can spend it here if you feel like you use this skill in between phases.

Sharan Bolt XII
strike

Cast time: Instant
MP cost: 32 32 32 32
Base Damage: 609 609 609 609

Unleash a bolt of Sharan Energy at a single target up to 18m away.

PVP: Reduced damage at max distance.


(3) Glyph of Power: Increase skill damage by 25%.

  Core   Arun’s Vitae

Skill Usage: This is your main self-heal. Players, including yourself, can pick them up to recover HP every second for a few seconds, it also cleanses any harmful effects. Placement is important for you (and your party members) to pick them up without consuming time. Picking up two heals you for quite a bit.

Glyphs: Glyph of Blaze: The cast time isn’t too long for Arun’s Tears for this to make a drastic difference.

Glyph of Restoration: This is your main self-heal. This heals you 20% of your total max HP when you cast Arun’s Vitae, you can then pick up the mote if you need extra heals.

Arun’s Vitae XI
strike

Cast time: Instant
MP cost: 180 180
Cooldown: 5 seconds

Gather Arunic power to create a mote that recovers 10254 HP every second for 3 seconds and removes all harmful effects. Charge up the mote’s range by holding down the skill button, then shoot the mote up to 18m by releasing the button. HP recovery effect can stack up to 2 times.


(3) Glyph of Blaze: Speeds casting of Arun’s Tears by 25% for a few seconds.
(3) Glyph of Restoration: [Master] Immediately recovers 20% of total HP.


  Other   Mana Infusion

Skill Usage: This skills cancels if you go into combat, considering your are constantly aiming to deal damage, you should always be in combat. This skill is useless.

Glyphs:: Glyph of Spirit: You don’t need this as you won’t be using this skill.

Glyph of Haste: You don’t need this as you won’t be using this skill.

Mana Infusion
mana-infusion

Cast time: 4.5 seconds
Cooldown: 10 seconds

You regain 100 MP every 1 second for 20 seconds. Ends if you take damage or use a combat skill or item.


(5) Glyph of Spirit: Increases MP regeneration by 20%
(3) Glyph of Haste: Increases casting speed by 25%.

  Damage   Metaphoric Blast

Skill Usage: A quick burst of decent melee AoE damage, meaning good for Mystic DPS. It speeds the casting of Metamorphic Smite when chained.

Glyphs: Glyph of Power: Offers a big DPS increase as a damage dealer.

Glyph of Persistence: Offers a big DPS increase as a damage dealer, as this is your most important skill.

Metaphoric Blast XI
metamorphic-blast

Cast time: Instant
MP cost: 163
Cooldown: 1.5 seconds
Base Damage: 1,197

Project a cone of divine energy that damages nearby enemies.
Activates faster after using Metamorphic Smite.


(5) Glyph of Power: Increases skill damage by 25%.
(3) Glyph of Power: [Master] Increases skill damage by 40%
(4) Glyph of Persistence: 50% chance to eliminate cooldown.
Noctenium infusion effect: Increases damage-consumes 1 noctenium infusion each time this skill is used.

  Thrall   Thrall of Protection

Skill Usage: This is your “tank” thrall, it can be viable to tank when solo DPSing (for example Island of Dawn) but has little use in party play. It does have a Glyph which gives every one 10% Endurance for 10 minutes. You can just cast it then let it die or summon Thrall of Life, and the buff will remain. This thrall can be used to soak up damage (See below in Tips and Tricks).

Glyphs: Glyph of Energy: Cooldown is like 5 seconds, you probably will never have to recast it within 5 seconds.

Glyph of Power: You won’t use this in party play for damage. For solo play, you might so this is up to you.

Glyph of Fortification: You won’t use this in party play for tanking/damage. For solo play, I’d rather just recast and spend the points somewhere else.

Glyph of Grounding: The best use for this thrall is this buff, it offers 10% more endurance for your whole party, this may be the difference between a 1 hit attack and surviving.

Thrall of Protection XVI
thrall-of-protection

Cast time: 2.8 seconds
MP cost: 425
Cooldown: 5 seconds

Summon a Thrall of Protection that uses melee attacks to draw aggro from monsters and defend the summoner. Lasts 10 minutes or until death. Summoning a Thrall of Life will cancel Thrall of Protection.


(5) Glyph of Energy: Decreases cooldown by 10%.
(4) Glyph of Power: Increases the thrall’s damage by 25%.
(4) Glyph of Power: [Master] Increases the thrall’s damage by 30%.
(3) Glyph of Fortification: Increases the thrall’s defence by 25%.
(4) Glyph of Grounding: [Master] Increases all party members’ Endurance by 10% for 10 minutes.
(2) Glyph of Grounding: [Master] Increases all party members’ Endurance by 10% for 10 minutes.

  Damage   Metaphoric Smite

Skill Usage: A quick burst of decent melee AoE damage, meaning good for Mystic DPS. It speeds the casting of Metamorphic Blast when chained. This is your knockdown skill as a Mystic.

Glyphs: Glyph of Energy: Good for solo play or damage dealing Mystics.

Glyph of Influence: Not useful in party play and solo play. MP can be supplied in many ways.

Glyph of Haste: Good for solo play or damage dealing Mystics as this skills cast time is pretty long.

Metaphoric Smite XI
metamorphic-smite

Cast time: 1 second
MP cost: 250
Cooldown: 5 seconds
Base Damage: 2,133

Damage targets within 5 meters, and has a chance to knock them down. Activates faster if used after Metamorphic Blast.


(3) Glyph of Energy: Decrease skill cooldown by 20%.
(4) Glyph of Influence: Reduce MP cost of Metamorphic Blast by 41 for a few seconds
(4) Glyph of Haste: Increases casting speed by 25%

Noctenium infusion effect: Increases damage-consumes 1 noctenium infusion each time this skill is used.


  Core   Teleport Jaunt

Skill Usage: This is your main escape as it’s your only escape and quick positioning skill. Teleport Jaunt will always teleport you in the direction your camera is facing. The iframe part is actually at the start of the skill, as the bubble forms and is quite short. You want this to have a low cooldown to use it often – hence wherever possible, you should opt for cooldown reduction on Teleport Jaunt.

Glyphs: Glyph of Blaze: The cast time is pretty fast anyway, this Glyph isn’t really needed.

Glyph of Energy: This the cooldown on your only escape and quick positioning skill is being reduced, which is a pretty decent thing.

Teleport Jaunt
teleport-jaunt

Cast time: Instant
MP cost: 120
Cooldown: 8 seconds


Teleport a short distance in the direction the camera faces.


(4) Glyph of Blaze: Speeds casting of Arun’s Vitae by 25% for a few seconds.
(4) Glyph of Blaze: Speeds casting of Thrall of Life by 25% for a few seconds.
(3) Glyph of Energy: Decreases cooldown by 15%.
(2) Glyph of Energy: [Master] Decreases cooldown by 15%.
(2) Glyph of Energy: [Master] Decreases cooldown by 20%.

  Core   Corruption Ring

Skill Usage: Unless you are in dire need, you should try and use this skill as a defensive skill only. The Grounding glyph allows you to receive 50% less damage, meaning you can face tank damage without Jaunting away from the bosses, or if they turn around. You are immune to Stagger, Knockdown and Stun during cast. You will not be put into combat.

Glyphs: Glyph of Influence: You don’t need MP reduction, waste of points.

Glyph of Spirit: You are a DPS at this point, leave this for the Priest.

Glyph of Grounding: This reduces incoming damage by 50% during casting, this allows you to survive and save Teleport Jaunt.

Corruption Ring X
corruption-ring

Cast time: Instant
MP cost: 625
Cooldown: 15 seconds
Basage Damage: 1,847


Drain HP from targets within 6m, storing it as spiritual energy. The HP absorbed is proportional to how long you channel the ring. Use the Infusion Ring skill to release the stored energy as MP to up to 20 group members within 16m. Immune to knockdown, stun, and stagger while casting.


(3) Glyph of Influence: Reduces MP cost of Arun’s Tears by 100 for a few seconds.
(4) Glyph of Grounding: Reduces damage taken by 50% while casting.
(3) Glyph of Spirit: Increases MP replenishment by 50%.
(3) Glyph of Grounding: [Master] Reduces damage taken by 50% while casting.

  Core   Retaliate

Skill Usage: Pretty much for when you get knocked down.

Glyphs: Glyph of Power: You won’t ever use this skill to actually damage… right?

Glyph of Energy:: This glyph is situational, you most likely will never need it. However some dungeons, such as Abcess are quite big on knockdowns where it may come in handy.

Glyph of Balance: Never used it, balance isn’t that good.

Glyph of Opportunity:: This glyph is situational, you most likely will never need it. However some dungeons, such as Abcess are quite big on knockdowns where it may come in handy.

Retaliate X
retaliate

Cast time: Instant
Cooldown: 15 seconds
Base Damage: 1276


Leap to your feet while attacking your target. You can use this skill only when knocked down. You become briefly immune to knockdown, stagger and stuns.


(4) Glyph of Power: Increases skill damage by 25%
(4) Glyph of Energy: Decreases cooldown by 20%.
(3) Glyph of Opportunity: [Master] Eliminates the cooldown of Teleport Jaunt.
(2) Glyph of Balance: [Master] Increases balance by 500% for 2 seconds.
(2) Glyph of Opportunity: [Master] Eliminates the cooldown of Teleport Jaunt.

  Damage     Thrall   Thrall of Vengeance

Skill Usage: A thrall which does damage. You can cast this to apply additional damage for the party. It can also be used as an entity to take de buffs, or soak up shared damage. This thrall spawns in the direction your character is facing, not camera.

Glyphs: Glyph of Power: This could be useful, if you can make use out of it. Something to play around with the new Thrall damage.

Glyph of Fortified:: The thrall’s defense is pretty weak, cast it away from danger. It is long range.

Glyph of Lingering: It lasts 60 seconds, the base cooldown is 22 seconds, not worth the points.

Thrall of Vegneance XIV
thrall-of-vengeance

Cast time: Instant
MP cost: 875
Cooldown: 22 seconds


Summon a Thrall of Vengeance that attacks your enemies at range. Lasts 60 seconds or until death. Summoning a Thrall of Wrath will cancel Thrall of Vengeance.


(3) Glyph of Power: Increases the thrall’s damage by 25%
(3) Glyph of Fortified: Increases the thrall’s defense by 25%
(3) Glyph of Lingering: Increases the thrall’s duration by 25%
(2) Glyph of Lingering: [Master] Increases the thrall’s duration by 35%.

  Core   Volley of Curses

Skill Usage: Your most important offensive debuff. It’s applies a 9% endurance debuff on the target when glyphed (see Glyph of Enfeeblement), which is a huge DPS increase for your party. Aim to keep this up 100%. Does decent physical damage which can be used as a filler for a DPS mystic (although Boomerang is a better choice, unless reapplying Volley of Curses‘s Glyph of Enfeeblement).

Glyphs: Glyph of Lingering: This skill has a short cast time and lasts for a long duration.

Glyph of Influence:: MP shouldn’t be an issue.

Glyph of Multiplicative: This skill locks onto 4 targets, usually you will only need to lock onto one (the boss) – therefore there is no need for an extra lock on.

Glyph of Enfeeblement:: This applies a 9% endurance debuff on a target which will increase your parties DPS by a lot. You should aim to keep this up 100%, it is a must have glyph.

Volley of Curses X
volley-of-curses

Cast time: 1 second
MP cost: 163
Cooldown: 5 seconds
Base Damage: 2685


Inflict a curse that does 1,238 damage every 2 seconds for 10 seconds. Effect stacks up to three times. Does less damage to other players. Press the skill button once and mouse over to lock on to 4 targets within 18m, then press the skill button again or left-click to curse all targets.


(5) Glyph of Lingering: Increases effect duration by 20%
(3) Glyph of Influence: Reduces MP cost of Volley of Curses by 33 for a few seconds
(3) Glyph of Multiplication: Increases number of lock-on targets by 1
(2) Glyph of Influence: [Master] Reduces MP cost of Volley of Curses by 33 for a few seconds
(4) Glyph of Enfeeblement: [Master] Decreases target’s Endurance by 9% for 21 seconds
(3) Glyph of Enfeeblement: [Rare] Decreases target’s Endurance by 9% for 21 seconds

Noctenium infusion effect: Increases effect duration-consumes 1 noctenium infusion each time this skill


  Core   Arun’s Cleansing Touch

Skill Usage: This is your cleanse, as a DPS Mystic you shouldn’t be worrying about Cleansing, but keep it close if you ever do.

Glyphs: Glyph of Multiplication: You will most likely not need this, as there should be a Priest with you.

Arun’s Cleansing Touch
aruns-cleansing-touch

Cast time: Instant
MP cost: 400
Cooldown: 2.5 seconds


Purge all harmful effects from your allies. Press the skill button once and mouse over to lock on up to 3 group members within 19m, then press the skill button again or left-click to purge all targets.


(2) Glyph of Multiplication: Increases number of lock-on targets by 2
(1) Glyph of Multiplication: [Master] Increases number of lock-on targets by 2


  Core     Thrall   Thrall of Life

Skill Usage: I’ve put this thrall as a core skill as well, mainly because it offers a quick burst heal and an AoE cleanse. It can be life-saving and can soak up damage.

Glyphs: Glyph of Energy: This glyph is situational, I’ve put it green because this is an all-rounded guide. If you feel like you survive fine without Thrall of Life being needed so much, feel free to spend it elsewhere. However if you do rely on it, or find yourself lacking self-heals, you should consider it.

Glyph of Lingering: The thrall lasts 10 seconds, this glyph enables it one more heal than usual. Personally don’t use it because it’s 2 points I can spend elsewhere.

Thrall of Life XIII
thrall-of-life

Cast time: Instant
MP cost: 875
Cooldown: 45 seconds


Summon a Thrall of Life that periodically heals you and removes harmful effects. Lasts 10 seconds or until death (Thrall of Life is immune to damage). Summoning a Thrall of Protection will cancel Thrall of Life.


(5) Glyph of Energy: Decreases cooldown by 20%
(2) Glyph of Energy: [Master] Decreases cooldown by 20%
(2) Glyph of Lingering: [Master] Increases the thrall’s duration by 25%

  Core   Resurrect

Skill Usage: This skill pretty much does what it says, it resurrects a dead player. I will say this, I have encountered so many Mystics who die when they attempt to Resurrect – your timing is important, don’t risk yourself and keep your eyes on the boss at all times. As a damage dealer with a Priest in your party, you will most likely not touch this – but you are expected to resurrect the Priest if they fall.

Glyphs: Glyph of Brilliance: You shouldn’t be using this skill too often, even so, MP can be returned – not worth the points.

Glyph of Energy: You shouldn’t be using this skill for anyone but the Priest, or if a mechanic which requires members up is near, then you may for a DPS.

Glyph of Haste: Resurrect is one of the slowest animations out there, so anything to speed it up and make you less vulnerable is good. However also take into consideration that resurrection isn’t your job when damage dealing. Don’t glyph it if you’re confident in your Priest.

Glyph of Heartening: Resurrecting people with 120 stamina is always good, again it’s up to your confidence in your Priest. I always keep this one on just in case.

Resurrect
resurrect_tex

Cast time: 7 seconds
MP cost: 1700
Cooldown: 20 seconds


When a dead group members lie within 4m, you can restore life to the nearest one.


(3) Glyph of Brilliance: Reduces MP cost by 510
(5) Glyph of Energy: Decreases cooldown by 50%
(5) Glyph of Haste: Speeds casting by 40%
(4) Glyph of Haste: [Master] Speeds casting by 40%
(4) Glyph of Heartening: [Master] Resurrects a target and sets their stamina to 120
(4) Glyph of Energy: [Master] Decreases cooldown by 50%

  Core   Titanic Favor

Skill Usage: This is your main heal, but now you’re a damage dealer so you are not required to heal. If anything, you can use Boomerang Pulse as a quick party member heal.

Glyphs: Glyph of Multiplication: You deal damage, not heal, this is the Priest’s job.

Glyph of Longshot: You deal damage, not heal, this is the Priest’s job.

Titanic Favor IX
titanic-favor

Cast time: 1 second
MP cost: 400
Cooldown: 2.5 seconds


Immediately heal up to 2 allies for 3637 HP. Press the skill button once and mouse over to lock on up to 2 group members within 19m, then press the skill button again or left-click to heal all targets.


(2) Glyph of Multiplication: Increases number of lock-on targets by 2
(4) Glyph of Longshot: Increases range by 3 meters
(3) Glyph of Longshot: [Master] Increases range by 3 meters
(2) Glyph of Longshot: [Rare] Increases range by 5 meters

Noctenium infusion effect: Increases healing-consumes 1 noctenium infusion each time this skill


  Core   Regression

Skill Usage: This is your dispel, some boss mechanics require you to use this skill, for example Abcess or Dreadspire. The boss will gain a buff which must be removed in a certain time period.

Glyphs: Glyph of Energy: Nowadays healers should have enough cooldown reduction to be able to have this skill up for the next time they need it for a boss without this glyph.

Regression II
regression

Cast time: Instant
MP cost: 1000
Cooldown: 1 minute


End all beneficial effects on enemy targets within a 8 min radius of you.


(4) Glyph of Energy: Decreases cooldown by 25%

  Core   Arun’s Tears

Skill Usage: This one of the ways to give MP. Players, including yourself, can pick them up to recover 20% of their total MP. Placement is important to minimize DPS loss.

Glyphs: Glyph of Blaze: The cast time isn’t too long for Arun’s Vitae for this to make a drastic difference.

Arun’s Tears
aruns-tears

Cast time: Instant
MP cost: 150, 150
Cooldown: 5 seconds


Gather Arunic power to create a mote that instantly replenishes MP by 20%. Charge up the mote’s range by holding down the skill button, then shoot the mote up to 18m by releasing the button.


(4) Glyph of Blaze: Speeds casting of Arun’s Tears by 25% for a few seconds.

  Damage     Thrall   Thrall of Wrath

Skill Usage: Summons a thrall.. of wrath.. to deal wrath. This AI is supposedly improved and it does deal a quite a lot of burst damage. Be careful, the thrall can be stunned and staggered. It’s current AI is: If far away, he’ll do Triple Meteor attack. If he’s midway (and often does this on cast), he’ll drill. If he’s close he’ll do a couple punches. Your best rotation would be Drill > Punches > Punches. It lasts 20 seconds.

Glyphs: Glyph of Energy: I use this for additional DPS, without this glyph the cooldown is 7 minutes or so with just reduction rolls. Spamming this every 3 minutes is a nice additional bit of DPS.

(4) Glyph of Power: I’ve never worked this into my healing build, but as a DPS it may be an interesting glyph to play with.

(4) Glyph of Haste: 2.8 seconds isn’t too long, seeing as you’ll cast this every 3 minutes or so, it isn’t worth the points unless they’re spare.

Thrall of Wrath VII
thrall-of-wrath

Cast time: 2.8 seconds
MP cost: 1250
Cooldown: 10 minutes


Summon a Thrall of Wrath for a powerful area attack. Thrall will attack randomly with its three powerful attacks until it dies. Summoning a Thrall of Vengeance will cancel Thrall of Wrath.


(5) Glyph of Energy: Decreases cooldown by 50%.
(4) Glyph of Power: Increases the thrall’s damage by 25%.
(4) Glyph of Haste: Speeds casting by 30%.

  Core   Vow of Rebirth

Skill Usage: This is your second life. Try and maintain Vow of Rebirth, as if you do die – you can get back up. Play safer if you haven’t got it and cast it as soon as you can. Getting people who don’t already have Vow or a passive is a bonus.

Glyphs: Glyph of Energy: A good glyph to have, this reduces the skills cooldown by a lot, giving you more seconds lifes and more party survivability.

(1) Glyph of Altruism: To make this skill work for yourself, you need this glyph, otherwise it’s just a resurrect for the target.

(3) Glyph of Longshot: We’ve never had issues of the close range cast, now that Vow is somewhat ranged, I don’t think this glyph would be needed.

(3) Glyph of Multiplication: This glyph is interesting and may be handy, allowing you to cast upon more than one target. An experience party which doesn’t die as much may not need this. (We’ve done fine without it in the past).

Vow of Rebirth
vow-of-rebirth

Cast time: Instant
MP cost: 250
Cooldown: 15 minutes


Form a pact between you and a group member, who will resurrect if killed in the next 20 minutes. Press the skill button once and mouse over to lock on a group member within 18m, then press the skill button again or left-click to form a pact with the target.


(3) Glyph of Energy: Decrease cooldown by 40%
(2) Glyph of Altruism: Caster receives effect of Vow of Rebirth when used on another target
(2) Glyph of Energy: [Master] Decrease cooldown by 40%
(1) Glyph of Altruism: [Master] Caster receives effect of Vow of Rebirth when used on another target
(3) Glyph of Longshot: [Master] Increases range by 3 meters
(3) Glyph of Multiplication: [Rare] Increases number of lock-on targets by 1

  Core   Warding Totem

Skill Usage: This a good skill to passively heal the party, if needed but again you are a damage dealer and this is currently not your priority. This skill has a hidden shield of 7145 and last for 5 seconds, it sadly doesn’t give you immunity to knockdowns, staggers or stuns. In addition, Warding Totem has a 0.5 second vulnerability state – when you cast the skill, it can receive damage for about half a second (maybe even shorter). This can be good or bad – if it gets hit hard, it’ll die, or it can act as another entity to take a debuff or soak up shared damage (like a thrall).

Glyphs: Glyph of Brilliance: This shouldn’t cause you MP issues.

Glyph of Restoration: Healing isn’t your priority.

Warding Totem II
warding-totem

Cast time: Instant
MP cost: 600
Cooldown: 25 seconds


Summons a totem 10m in front of you which casts a warding effect on allies within 20m and restores 3500 HP every 2 seconds. The totem lasts for 10 seconds.


(3) Glyph of Brilliance: Decrease MP consumption by 300
(3) Glyph of Restoration: [Master] Increases HP regeneration by 20%
(3) Glyph of Restoration: [Rare] Increases HP regeneration by 25%

  Core   Contagion

Skill Usage: This, in addition to Crit Aura, is what sells a Mystic. Contagion applies an addition 5% endurance debuff for 20 seconds. This can be increased to 29/30 seconds with Noctentium and Lingering glyph. With triple cooldown reduction and etching, you’re look at about 1 minute down time.

Aim to use this skill in conjunction with your DPSs burst skills, this would be:

Slayer’s In Cold Blood
Warrior’s Deadly Gamble
Reaper’s Shadow Reaping
Ninja’s Avalanche
Gunner’s Bombardment
Berserker’s Bloodlust
Lancer’s Adrenaline Rush
Sorcerer, Archer and Brawler should be timed with their brooch.

Contagion and burst skills should be timed with burn phases, this is where the boss is going to be moving less and therefore more back DPS – or for a special mechanic which requires a lot of damage, such as a shield phase. You’ll tend to start off with Contagion unless the boss has a mechanic straight away (like at 90%). Most of the time you can just get away with spamming it off cooldown, but an effective play would be timing, your DPS should adopt the timing as well for an overall quick burn. It is also important to only use Contagion when the boss is enraged for maximum damage output. Your tank should force enrage it for the burn phase if they can, otherwise still use for a shield phase regardless of enrage status.

Glyphs: Glyph of Lingering: Longer duration on Contagion means more DPS for the party.

Contagion
contagion

Cast time: 1 second
MP cost: 750
Cooldown: 2 minutes


Infects one target within 18m with Infection. This target cannot be purified. Infected target’s Endurance is reduced by 5% and they spread a disease that deals 15086 damage per second. Players take less damage and recover fewer HP. Using this skill does not automatically start combat status.


(5) Glyph of Lingering: Increases effect duration by 20%
(4) Glyph of Lingering: [Master] Increases effect duration by 20%

  Core     Damage   Boomerang Pulse

Skill Usage: This skill is a damage dealer and healing skill. It’s a two part skill, forward and a rebound. It is a decent filler DPS skill and if needed, a quick way to heal a party member.

Glyphs: Glyph of Brilliance: I don’t use any other MP glyphs other than this one. Without the glyph, 750 MP is a lot to consume. If you’re fine without this glyph, then feel free to spend the points else where.

(4) Glyph of Energy: This depends on how often you need to use this skill as a filler skill. I personally would always keep it glyph’d just in case.

Boomerang Pulse
boomerang-pulse

Cast time: Instant
MP cost: 750
Cooldown: 8 seconds
Base Damage: 3301


Fire a rebounding bolt which damages all enemies in it’s path, and also heals party members in it’s path by 2439 (modified by your heal bonus). Using this skill does not automatically start combat status.


(3) Glyph of Brilliance: Reduces MP cost by 225
(4) Glyph of Energy: Decrease cooldown by 20%
(3) Glyph of Energy: [Master] Decrease cooldown by %

  Core   Aura of the Merciless and Aura of the Tenacious

These auras are the important ones for PvE. The Aura of the Tenacious will provide Mana support for your party. The Aura of Merciless is the biggest damage boost you can contribute to your party, it will increase Crit Factor by 2.1 and applies Titanic Wrath to surrounding party members (30m). Titanic Wrath is a 40 Power and 6% Attack Speed buff, however it can be overwritten by Energy Stars.

Aura of the Merciless
aura-of-the-merciless
Grants Titanic Wrath III and Titanic Fury II to you and your allies within 30m. Costs 30 MP every 2 seconds to maintain. Cannot be used with Aura of the Swift.

[Titanic Wrath III] Increases Power by 40. Increases Attack Speed by 6.

[Titanic Fury II] Increases Crit Factor by 2.1 times.

Aura of the Tenacious
aura-of-the-tenacious An aura emanates within 30m of you, restoring 20 MP to all other group members every second. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Unyielding.

  Other   Aura of the Merciless and Aura of the Tenacious

These auras are the less important ones for PvE. The Aura of the Swift will provide movement speed (works in combat too). The Aura of the Unyielding offers Crit Factor Resistance, which is more of a PvP thing.

Aura of the Swift
aura-of-the-swift
An aura emanates within 30m of you, increasing group members’ movement speed by 30%. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Merciless.
Aura of the Unyielding
aura-of-the-unyielding
An aura emanates within 30m of you, increasing group members’ Crit Resist Factor by 40%. Drains 30 MP every 2 seconds while active. Cannot be used with Aura of the Tenacious.

  Other   Crowd Control Skills:

These skills are pretty much useless for PvE – they are the Mystic’s crowd control skills. Most crowd control does not work for PvE bosses, unless there are mechanics which require you to stun the boss, so you may use Shara’s Lash. In addition, you can use crowd control skills on normal monsters/adds to help ease the fight, such as stunning/fearing/sleeping Archers, for example. These skills are:

– Sonorous Dreams
– Mire
– Ancient Binding
– Curse of Confusion
– Shara’s Lash (Although useful in certain situations)
– Curse of Confusion


Rotation and Positioning

Damage Dealing

Starting a fight:

When you enter an instance and before engaging a battle, you should complete these tasks:

– Vow of Rebirth
– Turn on correct Auras
– Charms and Consumables
– Cast Thrall of Protection for Endurance Buff
– If the boss allows you, place some Arun’s Vitae and Tears on the field.

As a damage dealing Mystic you should aim to stay behind the boss and deal back damage like a DPS would. Most damage is dealt through Metamorphic Blast (and it’s resets) and Metamorphic Smite. In addition, you are expected to maintain Volley of CursesGlyph of Enfeeblement. You then have a select amount of filler skills: Boomerang Pulse, Corruption Ring and Sharan Bolt.

Basic Rotation:

metamorphic-blast

Metamorphic Blast

Metamorphic Blast‘s Resets

Metamorphic Smite

metamorphic-blast

Metamorphic Blast

This makes up the bulk of Mystic Damage Dealing, it is recommended to use Metamorphic Blast and it’s resets until it goes onto cooldown (doesn’t reset), then quickly switch to Metamorphic Smite and then back to Metamorphic Blast. These skills cast faster if used quickly after the previous, which is important to maximise DPS. Pay attention to the cooldown of Metamorphic Blast – as soon as it goes into cooldown, quickly go into Metamorphic Smite.

Fillers:

Since Metamorphic Blast doesn’t always reset and Metamorphic Smite can be on cooldown, there are a few filler and situational skills.

Volley of Curses

Boomerang Pulse

Corruption Ring

Contagion

Even when you’re dealing damage as a Mystic you are expected to keep Volley of CursesGlyph of Enfeeblement up at all times, so you should be using this in between your DPS rotation – a great way to include it while maximising DPS is to use it as a filler whenever Metamorphic Smite is on cooldown. Be aware it is a lock on skill.

If Glyph of Enfeeblement still has a long duration, then use Boomerang Pulse as a filler. This can also be used if someone is near death as it still heals and if aimed at the boss it will deal damage too, however when damage dealing as a Mystic, try and stick to dealing damage if you’re looking to maximising damage output.

Corruption Ring is more situational, with the above skills on a low cooldown, you won’t find yourself using this skill as a filler. Instead this skill is used to reduce incoming fatal damage while still maintaining a damage output by using it’s Glyph of Grounding. You can also use it to give MP, however again, try and stick to damage dealing if you’re looking to maximise damage output.

Contagion is still an important skill for the party, however now you need to also jump in when its time to burn. This is usually when the boss is occupied meaning less movement so DPS have more back time or for special mechanics such as shields. You don’t really have a burn skill (other than Contagion), so this is where you pop your Brooch and go wild with your rotation.

Positioning:

Your positioning is simply staying behind the boss to deal back damage. You can achieve this by walking around the boss or using Teleport Jaunt. Be aware about mechanics which require you to iframe attacks, try and aim for the back of the boss if using Teleport Jaunt to dodge something, that way you position yourself and avoid damage.

Be smart about this too, if you’re taking the time to walk around the boss, why not cast Volley of Curses at the same time? You can move during the animation.


Tips and Tricks

This applies for both: Healing/Support and Damage Dealing Mystics. Use your knowledge and get into the right mentality when playing this class. It requires you to think out side the box. Make the right calls, because this is what makes or breaks a healer.

You died, what now?

Should you die in battle, don’t panic, try these:

– Did you have Vow of Rebirth? – If so resurrect if the coast is clear. So many people waste their resurrect by using it in danger.

– If not, ask for a resurrect – if the timing is crucial, use a Goddess Blessing to save the party (optional based on how heroic you feel inside).

– Heal yourself – If you get resurrected by a party member your HP, MP and Stamina will be low which puts you at danger, so fix these first. Use a Arunic Panacea and Arun’s Vitae or Thrall of Life and then quickly:

– Use your Auras again – This is important to remember and should be done as quick as you can (ideally after you resurrect and use one form of self heal). Minimising downtime on your buffs is important as every second without them is a DPS loss.

– Use your debuffs – For the same reason above, minimising downtime on your debuffs is important so try and apply Volley of CursesGlyph of Enfeeblement as soon as you can.

– If Vow of Rebirth is off cooldown, use it – this is in case you die again.

– Use your charms and consumables again. – If you happen to get into combat while doing the above attacks, don’t panic. Try and stay out of combat until you can use your charms. If you are damage dealing as a Mystic, using your charms is a higher priority.

– Use Thrall of Protection for Glyph of Grounding‘s endurance buff again. You should be back to normal after this, continue as it never happened.

Note: If your party is in dire need of saving, heal yourself first, then go straight into healing and cleansing. Try not to get into combat however, so you can charm yourself afterwards. Try and do what you can without putting yourself in too much danger when you’re vulnerable.


Motes, Boomerang Pulse and Resurection

An Arun’s Vitae or Arun’s Tears can be picked up while the person is standing up from the resurrect animation. If the player is in a tough situation, like in a damage dealing AoE, or needs a cleanse as soon as, they can spam F on a mote placed on their body before they can even use their own skills. A nifty trick for Mystics since our Resurrect gives players a lower health upon resurrection, than a Priest’s.

Additionally, Boomerang Pulse offers you a similar concept, you can heal a player while they’re standing up – similar to a Priest’s Healing Circle. Normally, you cannot lock onto a player in the resurrect animation. This will help avoid players dying to due low health when they resurrect.


Playing Actively and Predicting

This is what makes a Mystic a good Mystic as you need to make quick and wise decisions. You have one iframe, Teleport Jaunt and you cannot afford to waste it. Learn the bosses mechanics thoroughly as it will help you decide what to use your iframe on. For example, the Pahoegar laser, you will need to remember to save your iframe for this mechanic – if you do not, you will not have an iframe to save you. This means you need to dodge/absorb the majority of the other attacks by walking/running out of danger with Out-of-Combat Play or your Swift Crystal, using Corruption Ring‘s Glyph of Grounding to reduce the incoming damage, or by taking the damage and counteracting with self-healing and consumables.

Being a predictive healer allows you to make judgements before hand. If the boss is going to swipe at you then it is only wise to grab an Arun’s Vitae or cast it just before the damage occurs, so that it heals you up after the damage has hit. You can also use Warding Totem, Warding Scroll or Thrall of Life. Similarly, if the bosses attack is going to debuff you, then you can pre-lock on your cleanse, drop an Arun’s Vitae to pick up, or cast Thrall of Life to counteract the curse as soon as possible. Going even further, some attacks will knock you down, luckily you can Corruption Ring or use a Warding Scroll to make you immune to knockdown and stagger. There are so many ways to counteract a situation and doing it before hand gives you more control over the situation.

Additionally, you can predictive heal and cleanse your party members. If you know they are going to take damage, or get cleansed, lock on the skill before hand and release when the damage or harmful effect takes place.


Know Your Enemy

It’s important to know what you’re fighting, by knowing every mechanic and have a rough note on it’s attack pattern. This will help you make judgement calls and increase your survivability. For example, if a melee player dies under the boss, know when it’ll be frontal attacking the tank for a few seconds so you can cast Resurrect. Or you know where and when it’s safe to deal damage.

In addition to saving your members, you can use this trick to your advantage and increase your own survivability. Bosses in TERA are programmed to do set mechanics, in set patterns, with a set time. Think of the boss as a player, it’s attacks (skills) have a cool down period and it has a set rotation – however bosses aren’t that smart, AI wise, a lot of mechanics happen by % of their health too so you should have a mental note on what attacks relate to it’s certain %’s. A good way to tackle a fight is to know all of it’s mechanics and ways to counteract them. Ask yourself:

What are it’s tells (how do I know he’s doing this mechanic)? Does this attack deal fatal damage? Can I survive with Corruption Ring? Can I run out of it? Can I run out of it if I’m in combat? Can I position myself to avoid this attack? If so, what position do I need to get to? Do I need to use Teleport Jaunt for this attack?

These are the questions you should consider however you don’t literally have to write these out and answer them, it’s just mental pairing of a mechanic with something to counteract it – you all do it without realising. By breaking down it’s mechanics and matching them up with a way to counteract it, you’ll be able to survive each mechanic when they appear. It’s important that you look at your tools and their cooldowns, because if you’re thinking you can just Teleport Jaunt every mechanic, then you won’t be getting far. What happens if things are consecutive with no down time?


Positioning and Out-of-Combat Play

A good point to make is positioning, this will boost your survivability by a lot. Sadly each boss is different however the general rule is, don’t stand too close where you’re taking a lot of damage if you’re not comfortable and don’t stand too far so that close range mechanics and healing becomes difficult. Find your comfort zone and the area which is easiest for you to be based on the bosses attacks. On side? On the back? Does this boss do back swings, side swings? Try and eliminate attacks thrown at you by standing in areas where they won’t hit you.

Out-of-Combat Play is one of the best attributes we have over Priests, however do not rely on it. It’s a nice feature but if you get hit, you won’t have it. This allows you to run at a faster speed around the field. You should use it to avoid attacks and save your escape/damage reduction skills.


Animation Locks

This is what usually kills a Mystic. Animation lock is when you are stuck in a skills animation, unable to cancel it until it’s over (try it yourself with Titanic Favor), therefore knowing when to use your skills in a safe position is crucial. Don’t put yourself at more risk by casting Resurrect as a boss is about to jump on you. Attack Speed decreases the animation lock, hence why I like the Frostwise build with Swift Vyrsks.


Self Mana Management

Although you may not have to worry about this often, it is important that you do not run out of mana. You can pick up your own motes or you can use an mana consumable. Just take a mental note on what you’re doing, if you’re resurrecting a lot of players then take time to manage your MP.


Using Thralls and Warding Totem as entities

A hidden Mystic talent is the ability to use thralls as entities. They act as players, meaning they can help with certain mechanics which a) deal fixed amount of damage which is shared by the players within the damage area or b) apply a curse which is applied to the closest players. The addition of a thrall reduces the damage each individual player gets as the damage is shared with an extra “player”. Thralls which take curses, instead of players, allows players to continue to DPS without worrying about the curses effect and makes the run easier. I’d recommend using Thrall of Vengeance as you summon it a few meters in front of you. You can also use Thrall of Life to soak up damage and heal you at the same time.

Additionally, Warding Totem has the same concept, meaning you can share the damage even further, or take up to 2 curses for your party. However the timing on Warding Totem is harder to master, as it only has about 0.1-0.3 seconds of vulnerability, after this it is immune to damage and effects. Generally you want it to appear as the curse/damage is taking effect.


The Extra Debuff: Hurricane
Recently people have discovered that there is a weapon with an effect, called Hurricane which reduces the endurance of a monster by 10% for 20 seconds. It is a proc type skill (like Blacksmith’s Hammerstrike), by this I mean it has a % chance to take effect when dealing damage. It has a cooldown of about 2 minutes. (You can time this with Contagion).

To obtain this, you need to craft a Flawless Gateopener Scepter. It’s best to save it as a template and switch back and forth with your hotkeys. This is more aimed at support mystics, who can keep out of combat.

Credit goes to: Lacy_Drays (Rysin)

starfall-scepter
Flawless Gateopener Scepter
Level: 50 or above
Mystic
Attack Modifier: 943
Impact Modifier: 41,651
Increases MP regen by 29
Hurricane
Recovers 2243 HP
Increase your healing skills by 9.1%
0.5% chance to replenish MP when combat starts
Increase Attack Speed by 8%
+ Random Bonus


+3: Random Bonus
+5: Random Bonus
+7: Random Bonus
+9: Random Bonus


Consumables

As I’ve said many times, even though you’re a Mystic who can heal, it is wise to use Consumables to better your gameplay. There are several types of consumables, such as Core, Situational and Luxury.

  Core  

Greater Charms

greater-power-charm greater-enduring-charm greater-infused-charm

It is important to use Charms, more importantly Greater Endurance Charm, Greater Infused Charm. These give you additional defence and MP regeneration which helps immensely. For Healers it is recommended to use Greater Keen Charm, although not needed and is purely for min/max purposes. For Damage Dealers it is recommended to use Greater Power Charm, this is a must for maximum damage output. Elite users can use their Talisman Trio to gain Power, Endurance and Infused quickly.
  Core  

Onslaught Scroll

crit-power speed-scroll

It is important to use Onslaught Scrolls, for Healers it is recommended to use Onslaught Scroll: Attack Speed VI, as it increases Attack Speed by 10. For Damage Dealers it is recommended to use Onslaught Scroll: Crit Power VI, this is a must for maximum damage output as it multiplies critical attack damage by 1.38. Elite users can use their Everful Nostrum to gain an Attack Speed scroll quickly (you won’t get Crit Power scrolls as a Mystic, you need to manually use one).
  Core  

Battle Nostrum

nostrum

Battle Nostrums decrease your damage skills. It doesn’t yield many benefits for a Healing Mystic, however is a must for a Damage Dealing Mystic – allows you to use skills more frequently. Elite users can use their Everful Nostrum to gain a 30 minute Battle Nostrum quickly.
  Core  

Arunic Panacea

crit-power speed-scroll

You won’t find yourself using these a lot however it is crucial to carry them if you need to use one. These restore your Stamina which has been lost through gameplay or by dying and being resurrected by a party member. There a couple types Arunic Panacea, which restores your Stamina by 120 however cannot be used in combat. Combat Panacea, which restores your Stamina by 40 and can be used in combat. Battle Panacea, which restores your Stamina by 120 and can be used in combat.
  Situational  

Healing Potions

healing-potion greater-enduring-charm greater-power-charm greater-enduring-charm

You can heal yourself through consumables, there are a couple of healing potions: Your normal Healing Potion which heal you instantly for a set amount, they have a cooldown of 1 minute. I prefer the instant heal over the Elixir. You also have Healing Draughts which heal you instantly for an increased set amount, they have a cooldown of 3 minutes. Then you have additional ones which share the cooldown of 30 seconds, these are Health Potion which heals you for 50% of your max HP instantly (check before you purchase, there’s two items with identical names) and Rejuvenation Potion which heals you for 5% of your max HP up to 75% every 1 second for 15 seconds.
  Situational  

Mana Potions

mana-potion mana-draught sarb divine-infusion

You can gain mana through consumables, there are a couple of mana potions: Your normal Mana Potion which give mana instantly for a set amount, they have a cooldown of 1 minute. I prefer the instant mana over the Elixir for a quick burst when needed. You also have Mana Draughts which give mana instantly for an increased set amount, they have a cooldown of 3 minutes. Then you have additional ones such as Sarberry Deliciousness which give you 170 mana every 1 second for 15 seconds and Divine Infusion which gives 5% of your max MP up to 75% every 1 second for 15 seconds.
  Situational  

Warding Scroll

mana-potion

This scroll absorbs a certain amount of damage, it lasts 60 seconds – it ends when maximum damage is reached or effect time ends. You are immune to knockdown and stagger during the effect. This could be a life saving consumable, I mainly use it to prevent knockdown in dungeons such as Abcess. It’s worth mentioning that even if the incoming damage is higher than the damage the scroll can absorb, you will still resist knockdown for that attack.
  Situational  

Goddess Blessings

mana-potion

These allow you to resurrect on the spot if you fall in combat, they are good to use to save the party or during burn phases where the DPS cannot resurrect you. They have a 1 hour cooldown however there are 3 types of Goddess Blessing – Goddess’ Blessing, Goddess’s Blessing and Federation Supply: Goddess’s Blessing. If you have all 3 in your inventory, you can resurrect up to 3 times. It’s worth mentioning that they are used in a particular order, if you have more than one Blessing of a specific kind (For example Federation Supply: Goddess’s Blessing), the game will try and use the same kind again (since you will still have another in your inventory). However it will not work since it’ll be on cooldown and will not be able to use your other blessings (Goddess’ Blessing and Goddess’s Blessing). Therefore it is recommended to keep one of each type in your inventory at all times.
  Situational  

Scroll of Dash

mana-potion

This scroll increases your movement speed (including combat speed) by a lot which can come in handy if you need to get across the field quickly, for example to Imperator’s cage.
  Luxury  

Bravery Potion


This increases your Attack Speed by 4%, Damage by 10% and Defense by 10% for 30 minutes and can be beneficial for both Healing and Damage Dealing Mystics. It has a 1 hour cooldown and a limited obtainable method, however you should be able to yield a lot with alts to be able to use frequently.
  Luxury  

Canephora


This increases your Damage by 12% for 30 minutes and is only beneficial for Damage Dealing Mystics. It has a 1 hour cooldown and a limited obtainable method. It’s up to you whether you’d like to use them, it’s more of a min/max item.
  Luxury  

Noctenium


These increase effects on selected skills and can be beneficial for both Healing and Damage Dealing Mystics – You can check the skills above to see what skills have Noctenium Effects and what they do. The only skill I always aim to use a Noctenium for is Contagion, otherwise it’s purely a min/max item.
  Luxury  

Roostock Food

There are different types of Roostock Food and they can be beneficial for both Healing and Damage Dealing Mystics. Freeholds Flame Salad and Bleak Wings increase your Stamina to 135 and prevents it from decaying, which gives you additional charm benefits. Lamb Bulgogi offers more DPS as it increases Crit Factor by 20, max HP by 5% and Attack Speed by 3. Struthio Breast Salad offers more survival as it recovers 1% of max HP every 5 seconds, increases Endurance by 2 and Attack Speed by 3. These are all luxuury items.

Future Updates

Balances and changes to double healer parties

The following will come with the Sorcerer class revamp. Credit to Loriri (Idi0ticGenius) for the translation of KTera patch notes.

Arun’s Vitae:
– Having 2 stacks will heal for only 1.3x the effect of 1 stack.

Volley of Curses – Glyph of Enfeeblement:
– Does not stack with Priest’s endurance debuff (triple nemesis – glyph of enfeeblement).

Vow of Rebirth:
– Effect disappears if the caster leaves the party/raid.

These changes aim to make double healer runs less viable by providing less party DPS, to encourage single healer comps in 5-man dungeons. Priests receive similar changes where their buffs won’t work if they aren’t in the party.


Credits, Revision History and Trivia

Credits

Hai I’m Zephya, again. I’d like to thank the following people for their aid with this guide:

– Obsie: For teaching and helping me code.
– Flossu: For fixing some links.
– Caesar: (My dog). Very inspirational throughout this writing piece.
– Pop: Teaching me the ways.
– Yosha: Class balances.
– Bookie: For teaching me the art of murdering people as a healer… and the art of making up excuses for it.
– Some friends who’ve helped and endured my Mystic trials throughout the years; Luyaenne, Can, Jazzy, Poke, Yooona, Poopsie, Banim, WH static, Back Pain etc.
– That random Mystic on reddit who killed everyone by Teleport Jaunting behind the boss.
– This is getting weird.

Revision History

– Started: February 2016
– First Draft: May 17 2016; 04:07pm
– Final Edit: July 24 2016; 11:41pm
– Future Plans: Mini-Mystic guides for certain dungeon bosses.

Trivia

Gameplay: Where to start? I started TERA in May of 2012 (or 2013, can’t remember) and Mystic was my first class however I did not know I was a healer until level 28 when the Story Quests forced me to queue for Sinestral Manor. I didn’t get yelled at, I just didn’t want anyone to die so I was naturally “healing”. I just like the class and never really strived to be the best, but I’ve always tried to never be a liability within the group.

Writing: According to this, I have a word count of about 14,000 (including tags). I have listened to hours of music and created several playlists, including Fetty Wap, Adele, Beyoncé (#Becky), Sia, Drake and some random Eden Project stuff.

Other: Sorry that this took so long. I was actually completing exams at Uni. But I hope you enjoy it and I hope it helps. I understand it won’t appeal to everyone and there may be people with conflicting views, I’m happy to hear them – let me know in the comments. I will continue to make adjustments.