So... second character. I'll give Romania a human name of Vladmir Popescu until he gets an official name. :)
I got mystic because I wanted to get a magic class and
- It never hurts to have more healers but cleric wasn't my type of class
- I played psychic up to level 60 and it gets... dull and have not much high level skills
- Venomacer... too easy with pets plus I could do without ears and tail
- We already have an active wizard ;)
- I really, really want to try out different plants mystics have
...And thus. I have to do same beginner quest since I made another earthguard, don't I? OTL
This reference sheet is not as detailed as Gilbert's because I got lazy... I'll update it later. >.>;;
_______________________________________________________
Character: VladPopescu (Romania)
Race: Earthguard
Class: Mystic
Class Information:
Hit Points (HP) gained per Vitality point10HP gained per level20Base HP regenerated per second at level 11Magic Points (MP) gained per Magic point14MP gained per level28Base MP regenerated per second at level 12Accuracy gained per Dexterity point5Evasion gained per Dexterity point2Base ground speed in meters per second4.8Chi gained per normal attack3Main attack damage attributeMag
Pros:
- Having summons and healing skills makes them excellent for both solo and squad situations
- Summons can lure
- High magic defense
- Can use both AoE healing plants to perform heals while DDing
- Very fast heals
- Damage almost equivalent to that of psychics
Cons:
- Massive mana use
- Low physical defense
- Low HP
- Slow movement speed
- Class have no focus (jack of trade all class)
- Can be expensive to play due to mana use
- Heals don't stack, making it difficult to keep a tank healed
Build (every two levels):
1 STR, 7 MAG, 2 VIT - until 30 VIT (max 50)
then switch to:
1 STR, 9 MAG
Gears:
Weapons:
- Wands are prefered for those who focus on healing role because of its highest consistency
- Magic swords and Glaives are nice for having both heal and decent attacks; magic swords have higher consistency than glaives
- Pakatas are useful for spike damage but are not very realiable for healing
Armors:
- Arcane Armor are recommended because it doesn't waste Dex points like Light Armor or Heavy Armor does (magic classes get lowest evasion and accuracy points per dex and it sacrifices mag in favor of dex; not worth it at high levels)
- Light Armor build is possible but not recommended if aiming for endgame
Ornaments:
- Use both physical belt and necklace; need physical defense for soloing/getting aggro on accident
- Magic rings should be used because even for physical attacks like plume shell is based on base magic attack
Skills:
Main Skill - max as soon as possible
Mid Level Skill - Get it to about level 5 then level after main skills are maxed/have leftover spirits/coins
Late Game Skill - Sink level 1 to it; too costly to develop early on; level after main and mid level skills are maxed
Low Priority Skill - Leaving at level 1 is fine until endgame; level if desired
**Note: Level 79,80, and 100 skills are not included because those are obviously endgame skills and have only verison 1
Main Skills:
- Natural's Vengeance
- Break in the Cloud*
- Falling Petals*
- Verdant Shell
- Wood Mastery
- Heal Summon
- Healing Herb*
- Vital Herb*
Mid Level Skills:
- Salvation
- Resurrect
- Thicket
- Comforting Mist*
Late Game Skills:
- Absorb Soul
- Gale Force
- Bramble Tornado
- Energy Leach
- Transference
Low Priority Skills:
- Swirling Mist
- Devil Chihyu
- Storm Mistress
- Cragglord
- Punishing String
- Befuddling Creeper
- Spidervine
- Listless Bloosom
- Rapid Growth
* - healing skills/plants