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 game-play.

This guide has been updated for Mystic Awakening (02/11/2018)

As of now, the guide has a focus on Mystic Awakening. As the base line of gear increases, being non-awakened should be non-existent in the near future, so I’m sorry that this guide no longer caters to non-awakened Mystics. I am aware that some of you play console, so for now I’ll be adding in a non-Awakened section.


Your Role

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.

Awakening

Mystic’s awakening changes their game-play a bit. They are required to do more and have ways to support the party such as shielding knockdowns and push backs, as well as buffing the party. This guide caters towards the Awakened Mystic. If you’re not awakened, the guide should still be able to somewhat guide you in the right direction and may give you some tips for the future. The biggest differences are thralls and mana, in my opinion. Your thralls won’t give the enhanced effects and therefore won’t need to be casted for DPS support – in addition, since Thrall of Life doesn’t give MP and you won’t be able to explode motes via Arunic Release – you’ll have use Corruption Ring a lot more.


Gear

Builds

Mystics should opt for the standard 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 might aid in your overall support.


Weapon:
Recommended Top Stat Roll:

Decrease skill cooldown by 7.2% – Universal cooldown is essential to properly support your party.

 

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. You can also substitute this for the MP role if you find yourself running into MP issues a lot.

 

Note: Mid-Tier gear have 4 rerollable options, while High-Tier gear has 5. Stormcry gear will offer additional support stats on +7, 8 and 9, whilst Heroic Oath will add them to the base stats.

starfall-scepter
+9 Stormcry Scepter
Level: 65
Mystic
Attack Modifier: 13,432 (+1,813)
Increases MP regen by 29
Punishing Mark
Recovers 10,471 HP
Decreases skill cooldowns by 7.2%
Increases PvP defense by 10
Increases Attack speed by 4.5%
Increases your healing skills by 450

+ Decrease skill cooldowns by 7.2%


+ Increase your healing skills by 6%
+ Decrease skill cooldowns by 7.2%
+ Increase Attack Speed by 4.5%
+ Increase Crit Factor by 14
+7: Replenishes 0.6% of your total MP instantly when you use a skill.
+8: Increases your healing skills by 450.
+9: Decreases skill cooldowns by 1%.


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 3.5ish 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: Mid-Tier gear have 4 rerollable options, while High-Tier gear has 5 rerollable options. Chests have a unique top line skill roll.

dreadnaught-chestcloth
+9 Stormcry Mystic Robe
Level: 65
For Mystic
Defense Modifier: 8,382 (+754)
Raises max MP by 2,469
Raises max HP by 8%
Reduces damage taken by 6%
Decreases damage from enraged monsters by 10%
Increases Crit Resist Factor by 30
Increases Power by 22
Increases Endurance by 6

+ Decrease the cooldown of Teleport Jaunt by 7%


+ Decreases damage from enraged monsters by 10%
+ Reduces damage by 6%
+ Decreases damage from frontal attacks by 6.9%
+ Increase max HP by 8%


+7: Increase Endurance by 3
+8: Increase damage by 1%
+9: Raises max HP by 4%


Gloves:
Recommended Bottom Stat Roll

Increases healing by 6% – More heals is always good.
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 Endurance by 12 – More Endurance allows you to survive better.

 

dreadnaught-glovecloth
+9 Stormcry Sleeves
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 6,288 (+565)
Increases Crit Factor by 12
Increases Attack Speed by 2.25%
Decreases damage taken from crits by 15%
Increases Power by 19
Increases Endurance by 21
Increases skill damage by 3%


+ Increases healing by 6%
+ Increases Attack Speed by 2.25%
+ Increases Endurance by 12

+7: Increase Endurance by 3
+8: Increase damage by 1%
+9: Raises max HP 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 Endurance is more defense, which allows you to survive in general more.
Replenishes 2% of total MP every 5 seconds – This should help you with any MP problems, it seems like a small amount but it stacks up.

dreadnaught-bootcloth
+9 Stormcry Shoes
Level: 65
Sorcerer, Priest, Mystic
Defense Modifier: 6,288 (+565)
Increases Movement Speed by 13%.
Increases total HP by 4%.
Increases Power by 22
Increases Endurance by 6
Increases Crit Resist Factor by 24.


+ Increases Movement Speed by 6%
+ Increases Endurance by 4
+ Replenishes 2% of total MP every 5 seconds

+7: Increase Endurance by 3
+8: Increase damage by 1%
+9: Raises max HP by 4%


Belts:

Belts are a complimentary gear piece, don’t worry too much about it.

Viable Rolls
Increases max HP by 2.3% – More max HP allows you to survive through flat damage attacks better.
Increases max HP by 1.5% – See explanation for max HP by 2.3%

starfall-belt
Stormcry Belt
Level: 65
Defense Modifier: 3,242
Raises max HP by 12,686.
Increases Power by 10.
Increases Endurance by 10.
+ Increases max HP by 2.3%
+ Increases max HP by 1.5%

Accessories:

Accessories, for me, include anything which isn’t a main gear piece (Weapon, Armor, Gloves, Shoes or Belt). There’s quite a few pieces of additional gear you can rock: Jewellery, Brooches, Innerwear, Circlets and Masks.


Rerollable Stats: Jewellery

Jewellery make up the main bulk of accessories, they can be etched and can equipped a crystal (Vyrsk). There is less variation in jewellery choice now compared to previous patches. There’s no reason for a Healer to go Pumped, so stick with a full Carving set. This will give you some base crit for some Crit Healing. On top of this, you want to stack Endurance, HP and Healing Modifiers.

Rings

Rings can offer Endurance, Healing or Crit Factor. Generally you should aim for the following rerollables:

Increases Endurance by 4
Increases Healing by 256

t2-soul-ring
Carving Daylight Ring
Level: 65
Attack Modifier: 717

Raises max MP by 172
Increases Endurance by 3
Incrreases Crit Factor by 42
Increases your healing skills by 173
Increases PvP Defense by 3
Increases Healing by 199
+ Increases your healing skills by 256
+ Increases Endurance by 4

Earrings

Your Earrings offer you defense and an increase in HP.

Raises max HP by 4%
Increases Endurance by 4

t2-soul-earring
Carving Daylight Earring
Level: 65
Defense Modifier: 931
Raises max HP by 8,570
Increases Attack Speed by 2%
Increases Crit Resist Factor by 42
Increases Crit Factor by 30
Increases PvP Defense by 3
+ Raises max HP by 4%
+ Increases Endurance by 4

Necklace

Your necklace offers you Attack Speed on its base stats and one rerollable.

Increases Endurance by X – Endurance gives you more defense.
Increases healing by X – Although Mystics do get some benefit from this roll, it is not ideal compared to Crit Factor or Endurance.

soul-necklace
Carving Daylight Necklace
Level: 65
Attack Modifier: 732
Raises max MP by 245
Increases Attack Speed by 6%
Increases Crit Resist Factor by 34
Increases Crit Factor by 38
Increases your healing skills by 209
Increases PvP Defense by 4
+ Increases Endurance by 4

Rerollable Stats: Brooch
Cleansing Brooch (or Quatrefoil and Marrowbrooch) 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. As for belts, it’s just a complimentary gear piece, don’t worry too much about it, roll it the same way.

Viable Rolls
Increases max HP by 2.3% – More max HP allows you to survive through flat damage attacks better.
Increases max HP by 1.5% – See explanation for max HP by 2.3%

superior-cleansing
Cleansing Brooch
Level 65
Attack Modifier: 345
Increases Crit Factor by 6
+ Increases max HP by 2.3%
+ Increases max HP by 1.5%


[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

Rerollable Stats: Circlet

This accessory offers limited variation and doesn’t matter too much, but do obtain one. You can go either Critical Factor or Endurance.

Options
Increases Crit Factor by 8
Increases Endurance by 4

Superior Innerwear
Daylight Circlet
Defense Modifier: 848
Raises max MP by 528
Increases Crit Resist Factor by 16
Increases Endurance by 9
Concentration II
Increases Crit Factor by 8

Fixed Stats: Innerwear

This is situational and more of a preference, you can go either HP or Endurance, it shouldn’t matter too much in the long run but a lot of attacks from bosses can be HP based, which requires you heal yourself more if you have a higher HP pool, in addition, extra endurance give you more defence against non-HP based attacks.

Options
Fitness – Max HP. Increasing your max HP can help you survive flat damage better.
Endurance – Endurance. Increasing your Endurance can help you survive general damage and is better for healing through %-based damage.

Superior Innerwear
Insulated Catspaw Innerwear
Level 1 – iLvl: 317
Defense Modifier: 486
Increase max HP by 3,935
Increase Endurance by 14

Fixed Stats: Mask

The newest addition to gear is the Mask. This comes in 4 variations Energetic (Cooldown) and 3 others, which are irrelevant to you. In future patches you will be able to dismantle and upgrade them but for now you have to face RNG to get an Energetic Mask as you cannot change the roll. It’s the only useful one for Mystics. There’s currently 2 tiers, with a 3rd coming soon, Onset and Infinity.

Options
Decreases skill cooldowns by 3% – More universal cooldown reduction.

Superior Innerwear
Energetic Infinity Mask
Decreases skill cooldown by 3%
Increases Endurance by 3

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 Crystals:

For Dyads: I recommend Relentlessly (HP) or Poisedly (Enrage Damage Reduction)

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 Crystals:

For Dyads: I recommend Swiftly (Movement Speed)

Hardy – Hardy would be your most useful defense crystal, it offers universal damage reduction and will help you a lot. For most dungeons, a 4 Hardies setup is recommended.
blue-niv
Relentless – This is your situational crystals useful 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, so experienced gameplay is needed.
blue-niv

Accessory Crystals:
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.
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. These are especially useful in Harrowhold.
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 Etchings:
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 IV
Superior


[Effect] Permanently increases Attack Speed by 5% and decreases skill cooldown by 3%

Defensive Etchings:
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 IV
Superior


[Effect] Permanently increases endurance by 10

Accessory Etchings:
Accessory‘s should have Relentless Swift Etching or Swift Etching, these offer Combat Movement speed and HP.
soul-necklace
Accessory Etching: Relentless Swift III
Superior


[Effect] Permanently increases Combat Movement Speed by 2 and max HP by 2,000.

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. Note this is for the Awakened Mystic.

 

This is my Glyph page, you can make alterations as you see fit, for example some people don’t like the RNG on Thrall of Life resetting, so they choose another glyph such as increased Health Restoration on Warding Totem, but the general idea is there.


  Core     Awakened   Arunic Release

Skill Usage: Arunic Release is an awakened support skill which explodes the motes Arun’s Vitae and Arun’s Tear. You can explode up to 5 infront of you. Exploding either one will apply both effects of the mote (similar to as you would when picking them up) to anyone in range of the explosion, for example exploding an Arun’s Tear will also give the healing affect of Arun’s Vitae to anyone in range. The effect of healing is still limited to 2 stacks, even though you can explode 5 motes.

Arunic Release
strike

Cast time: 1.2 sec
MP cost: 875
Cooldown: 5 seconds
Base Damage: 6,500


Explode all motes ahead of you (limited to 5), Arun’s Vitae and Arun’s Tear both apply HP recovery and MP replenishment to allies and deal damage to enemies.


  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.


  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. This mote can be exploded by using Arunic Release, effectively applying both Arun’s Tear and Arun’s Vitae to anyone near enough.

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.

  Core     Awakened   Thrall Augmentation

Skill Usage: Thrall Augmentation is an awakened support skill which allows the thralls to give party members a buff upon cast. You should have this on 100% of the time, however it will drain your MP, you must manage it properly (potions, skills and crystals). The bonuses from thralls support the party immensely and discussed later on in the Role section, see the tooltip on the right to see what each thrall offers.

Arunic Release
strike

Cast time: Instant
MP cost: 250
Cooldown: 2 seconds


While activated, using a summon skill summons enchanced thralls that grants beneficial effects to nearby allies.

Thrall of Protection: Grants a shield that absorbs 30000 HP for 12 seconds with umminty to knock-down and stagger while the shield is active. Costs an additional 340 MP.
Thrall of Life: Removes harmful effects cast on nearby allies. For 5 seconds, increases Movement Speed in combat by 10 and heals 1.5% (15% typo) of maximum HP and replenishes 10% of maximum MP per second. Costs an additional 700 MP.
Thrall of Vengeance: Increases Power by 15 for 12 seconds. Effect ends if knoced-down. Costs additional 700 MP.
Thrall of WWrath: Increases Crit Power by 0.6 times for 20 seconds. Effect ends if knocked-down. Costs additional 1000 MP.


  Core   Thrall of Protection

Skill Usage: This is Shielding Thrall, it has two uses. It has a Glyph which gives every one 10% Endurance for 10 minutes. The endurance buff will remain even if you dismiss the thrall.
This thrall also applies a shielding effect on party members (within an area) when Awakened: Thrall Augmentation is activated. This is a 30,000 HP shield which prevents knockdown and pushback. This is good to stop interruption to DPS, or bypass mechanics which would normally kill your party.

Glyphs: Glyph of Energy: You’d want to keep this available for mechanics, and since it has a long cooldown, it might be a good idea to reduce it.

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: 50 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.

  Core   Thrall of Life

Skill Usage: This thrall offers a quick burst heal and an AoE cleanse. It can be life-saving and can soak up damage. Under the effect of Awakened: Thrall of Augmentation, it cleanses upon cast and heals 15% of everyones HP per second for 5 second, it also replenishes MP. Therefore it’s a excellent skill to quickly heal and cleanse, aid in healing specific mechanics, or replenish MP.

Glyphs: Glyph of Energy: This Thrall makes healing so much easier, especially when everyone is low and needs a pick-me-up, so having it more readily available is beneficial.

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.

Glyph of Persistence: This is your Awakened Glyph. Same reasoning as Glyph of Energy, it’s quite nice to have the reset as you’ll find yourself able to use it more often. However, this is a big investment and points can be equally spent 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%
(2) Glyph of Persistence: [Awakened] 20% chance to eliminate cooldown.


  Core   Thrall of Vengeance

Skill Usage: This is one of your most important support skills for your party as it increases Power by 15 for 12 seconds for members when using Awakened: Thrall Augmentation. You should aim to use this off cooldown and attempt to get all party members. 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: Not useful.

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   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. More importantly it applies a 20 second buff to party members (in range) which increases their Crit Power by 0.6 when used whilst Awakened: Thrall Augmentation is active. This is skill is used for burn phases, which are discussed later and should be complimentary to Contagion.

Glyphs: Glyph of Energy: With this glyph and cooldown reduction rolls, Thrall of Wrath cuts down from 5 minutes to 55 seconds, which is good as it’ll be up for every burn phase.

(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: Cast time is instant whilst under Thrall Augmentation, has no effect.

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   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 (more information on this later on) and burn phases; the first forced enrage, the second enrage and either third if it’s a slower party or fourth if it’s fast and tank forces it.
Contagion and burst skills should be timed with burn phases, this is generally when the boss enrages and the tank uses his support buff (Adrenaline Rush for Lancer). You’ll tend to start off with Contagion as the first enrage is forced by the tank most of the time. Your aim is to maximize DPS output by support and therefore effective play would be timing your Contagion and Awakened: Thrall of Wrath with DPS specific burst skills, the tanks support when the boss enrages (which actives DPS increase damage against enraged bosses).

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   Volley of Curses

Skill Usage: Your most important offensive debuff. It’s applies a 10% 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%.

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 10% 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 10% for 21 seconds
(3) Glyph of Enfeeblement: [Rare] Decreases target’s Endurance by 10% for 21 seconds

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


  Core   Teleport Jaunt

Skill Usage: This is your main escape, or iframe skill. Teleport Jaunt will always teleport you in the direction your character is facing. The iframe part 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: 7 seconds


Teleport a short distance in the direction the camera faces. (This wrong, it is the direction of your character).


(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     Awakened   Mass Teleport

Skill Usage: Mass Teleport is an awakened support skill which is a clone of Teleport Jaunt with an added effect of taking up to 4 party members up to you. No one expects you to use this to save other people, it’s quite buggy, so use it for your own survival. It has a slightly longer iframe duration than normal jaunt but has a drastically increase cooldown.

Mass Teleport
strike

Cast time: Instant
MP cost: 120
Cooldown: 30 seconds


Teleport yourself and up to 4 nearby group members.


  Core   Corruption Ring

Skill Usage: This is a secondary 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. When paired with the Grounding glyph, this is a good skill to tank incoming attacks when your iframe is down.

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

Glyph of Spirit: As this is your secondary way of giving MP, the investment may not be worth it.

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.

  Core   Titanic Favor

Skill Usage: This is your main heal, previously it had a heal over time, now it’s 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: You shouldn’t be so far away where this is needed. If you find yourself using or relying on this glyph, you need to revaluate your gameplay.

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     Damage   Boomerang Pulse

Skill Usage: This skill is your best heal. It has 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.

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 elsewhere.

(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   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). In addition, when active it’ll increase healing effects of Titanic Favour and Boomerang Pulse.

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 7000 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   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   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. Also face the boss, most of you should have a chest roll which reduces frontal damage, so face the boss to tank the damage if need be.

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 never know when multiple DPS will die from a mechanic, your job is to quickly get them back into the fight.

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 100% HP and MP means they can get back into the fight quickly, let’s not be selfish.

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   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   Regression

Skill Usage: This is your dispel, some boss mechanics require you to use this skill, for example Runious Manor 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   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 2.2 and applies Titanic Wrath to surrounding party members (30m). Titanic Wrath is a 48 Power and 9.6% 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 48. Increases Attack Speed by 9.6.
[Titanic Fury II] Increases Crit Factor by 2.2 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.


  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%.

  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.


  Damage   Metaphoric Smite

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

Glyphs: Glyph of Energy: Not really useful for party play, as if you ever need to DPS something, you should be able to do so without glyphs (Arunic Release, or Volley, Boomerang, Smite and Blast).

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

Glyph of Haste: See above.

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.


  Damage     Awakened   Thrall Lord

Skill Usage: Thrall Lord is an awakened DPS skill which summons the Thrall Lord and deals immense damage, try to pop this off when possible, however it will be replaced by the use of any other thrall.

Summon: Thrall Lord
strike

Cast time: Instant
MP cost: 1,075
Cooldown: 10 minutes
Base Damage: 16,000


Summon the Thrall Lord in front of you, which deals damage to nearby enemies.

Summon: Thrall Lord cannot be used in the Civil Unrest area.

Summoning a Thrall of Vengeance or Thrall of Wrath will cancel Thrall Lord.


  Other   Mana Infusion

Skill Usage: This is an okay way to get passive mana if you are not doing anything. This skill has a very long cast time and it ends upon entering combat. Usually better to just pop a mana pot instead.

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%.

  Other   Aura of the Swift and Aura of the Unyielding

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


Talents

Patch coming soon: 13th Novemeber 2018 – Guide will be updated within the next few weeks.


Gameplay

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 following things efficiently:


Before the Fight:

When you enter an instance and before engaging a battle, you should turn on Auras (Crit and MP), Thrall Augmentation, cast Thrall of Protection for the endurance buff, use Vow of Rebirth on a party member and use your consumables (Bravery Potion, Everful Nostrum (Battle Nostrum) and Noctenium)


Mystic Gameplay:

As a healer you are expected to survive, heal, support your DPS via buffs and MP, debuff the boss and carry out specific mechanics/call them out. A lot of people say that you matter more than the party, because if you die, then the party dies. That’s kind of true, however your party matters – their DPS matters. TERA is a DPS race at the end of the day and healing isn’t relatively hard, so supporting the DPS by healing them through damage or optimizing their DPS output is just as equally important.


Surviving: #1 Priority

Survival involves you being alert, standing in the right place and healing yourself. Mystic is pretty good at surviving, we’re out of combat majority of the time so you can essentially run from danger. If you have to iframe, or quickly escape then you have both Teleport Jaunt and Mass Teleport. If those are down, then you have Corruption Ring (if it’s glyphed) to halve incoming damage.

Mystic involves a lot of predictive play, you can use this to your advantage with Arun’s Vitae, Thrall of Life and Warding Totem. You can pop these if you know there’s incoming damage, you can pick your motes too. There’s always Healing Potions for emergencies.

If you do fall, resurrect when it’s safe and follow the before the fight steps, making sure you pop your Auras and Vow of Rebirth.


Healing and Mana: #2 Priority

Healing is simple, again, predictive approach. You need to learn a boss’s attack, specifically their stuns. You should pre-lock and cleanse (or heal if it’s damage) whilst being at a safe distance, that way if anyone does get stunned you can limit their downtime to almost zero.

Mana is something you should keep an eye on, specifically the tank’s MP. Try and top it up when it’s under 50%, you can use Arunic Release on nearby motes, Corruption Ring and Awakened: Thrall of Life.


Mechanics (Goes with with Healing and Mana)

There are times where the boss will do mechanics, such as the stuns for example. Like I said, you need to learn these and not just to avoid them – you should learn them to be able to proactively fix things as soon as they occur.

Another example is knockdowns, staggers and pushbacks. Bosses tend to hit back at the DPS, staggering or pushing them back which can interrupt skills, putting them on cooldown. Learn these attacks and use your Awakened: Thrall of Protection to prevent it.

There are also healer specific mechanics, which a guide will tell you about, so just be aware!


DPS Support:

This is probably what makes and breaks a good Mystic, supporting your DPS through buffs at efficient times. Up times of your buffs are important – I’ve listed a rough guide on what you should aim at. There’s no way to legit tell how well you’ve done other than Third Party Software, which EME does not support. Therefore, I can’t recommend it – use at your own risk. There are 2 levels of DPS support you can give:


Overall Support: You’ll be doing this throughout the fight, not at specific times – so off cooldown.

thrall-of-vengeance
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 10%. Aim for 100% uptime, you’ll get use to casting it passively without realising, which is a good thing.

The Aim
98-100%: Excellent!
95-98%: Good!
90-95%: Decent!
Below 90%: Needs work, 90%+ is easily obtainable.
thrall-of-vengeance
Awakened: Thrall of Vengeance: This is your enhanced Thrall of Vengeance, which gives your party 15 Power for 12 seconds (if they’re in range). Try and get everyone in the circle, if you have ranged classes which are playing far, then it might be wise to give them priority. The cooldown of this skill is 16 seconds with your cooldown reduction, meaning that there’s downtime of 25%. You should use it off cooldown to maximise the uptime of it.
The Aim
65-75%: Excellent!
60-65%: Good!
50-60%: Decent!
Below 50%: Needs work, 50%+ is easily obtainable.

Burn Phase Support:

thrall-of-vengeance
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.
thrall-of-vengeance
Awakened: Thrall of Wrath: This follows Contagion, it increases your party members’ Crit Power by 0.6 for 20 seconds (in range).
Uptime is not the focus; using them at the correct times is. Your party should use their burn skills are specific times during the fight, for most of the time this is when the boss enrages, and (if you have one) when the Lancer uses Adrenaline Rush. The combination of these two, alongside the DPS’s own burn skills allows them to use high damaging skills quickly and rapidly – thus contributing to a lot of damage. Your goal is to make your members stronger and the boss weaker during those phases by buffing them with Awakened: Thrall of Wrath and debuffing the boss with Contagion.
Quick Tip about Enrages: Most 99% of bosses enrage at 90% naturally, and majority of the time the Tank will force the enrage (using Infuriate), to make it occur at 100%. Enrages last for 36 seconds and the boss will re-enrage throughout when sufficient damage has been dealt after an enrage phase as ended. In simple terms, the boss re-enrages when the party deals 10% after the the boss un-eranges.

It’s important for you to note this as you need to know when the enrage phase is coming and whether it’s the first, second, third, forced, etc enrage phase – as it will correlate to the DPS’s burn phase.

In the simplest of scenarios, you’ll use Contagion and Awakened: Thrall of Wrath every enrage, or aim for it. So at the start, you’ll use both (With Contagion and Contagion), then when the next enrage comes, you’ll use it again, etc. That will look something like this:

However you’ll soon find out that due to cooldowns of your own, DPS and Lancer’s skills don’t fully match up so there are variations, there is also the possibility that the Tank will force another enrage mid-fight. When the party deals more damage, you won’t be able to use it every enrage. You may be able to use it for the first, second and find Contagion is not up for the third – in this scenario you may be forced to skip the third enrage. Your tank should also not be able to use Adrenaline Rush, so if they’re experienced they should force enrage it after the third ends, causing a forced burn phase (Burn Phase – 3), allowing you to use your skills here instead. So your fight may look something like this:

Take note that in a fast party, Adrenaline Rush may still not be up for the start of Burn Phase – 2, therefore it might be wise to keep an eye out for when the Lancer uses it so you can sync up.


Tips

Resurrecting

Most Mystics die when they’re trying to resurrect. You are expected to resurrect the DPS as soon as possible so they’re not out of the fight for long, but mechanics and other things can delay that. If you know your DPS is going to die (wrong debuff), you can pre-cast res, if they’re “dead” and in the circle when the resurrect animation ends, they’ll get it.

Always keep an eye on the boss and face the boss – a lot of people turn around or face a different way, if you followed the gear guide then you should have a roll which reduces frontal attack damage, so take advantage of it. You should also know your boss, some attacks might knock you down, so you may want to cast Awakened: Thrall of Protection or use a Sky Lotus Drink for the anti-stagger and knockdown. In addition, you can also use your Brooch (if it’s Quatre or Marrow), or Lein’s Dark Root Beer to speed up the resurrect animation.

Additionally, skills which don’t require a lock on such as Boomerang Pulse and Awakened: Thrall of Life can still heal or cleanse a player while they’re standing up. Normally, you cannot lock onto a player in the resurrect animation. This can help if they chose a bad time to resurrect.


Animation Locks

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 an Attack Speed build.


Playing Actively and Predicting

You have one short iframe and one pretty long, Teleport Jaunt is a short cooldown, but there are times where a boss might target you in succession. Learn the boss’s mechanics thoroughly as it will help you decide what to use your iframe on. You may you need to dodge/absorb some 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 beforehand. If the boss is going to swipe at your DPS then it is only wise pre-lock Titanic Favour and complete the cast just as the damage occurs, so that it heals your group up quickly with no downtime. Similarly, if the bosses attack is going to debuff you or your party members, 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.

Again, some attacks will knock you or your group down, luckily you can Corruption Ring or Awakened: Thrall of Life. There are so many ways to counteract a situation and doing it beforehand gives you more control over the situation.


Know Your Enemy

It’s important to know what you’re fighting by knowing its mechanics and have a rough note on its 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 instead of blindly doing and having to cancel.

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 and then on a timer, so after a while you’ll have a feel for when a major mechanic might occur.

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… well you might be able to sometimes, but what happens if things are consecutive with no down time?


Positioning and Out-of-Combat Play

A good point to make is positioning- 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 boss’s attacks. On side? North Earth, North West? 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. Standing at a comfortable distance allows you to out run mechanics, you shouldn’t be in combat – you are free to run around and a fast pace.

An important point is, don’t stand behind the boss – Bosses will a healer specific attack, or at least a range attack on the further player, which should be you most of the time. Therefore, if you stand at the back, the boss will do a 180 every so often which causes the whole party to reposition. Try to at least stand on the side.


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
– b) apply a curse which is applied to the closest (or furthest) players. Note: This is not the case for newer bosses, depends on the fight, refer to a guide.

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. The only two thralls which are viable are Thrall of Vengeance and Thrall of Protection, as they take damage and are on a shorter cool. However, since they are used for other things (buffs and support), this may pose an issue – so I don’t believe this is expected.

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 0.5~ seconds of vulnerability, after this it is immune to damage and effects. You want it to appear as the curse/damage is taking effect.


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  

Everful Nostrum / Battle Solution

healing-potion

If you are a returning player, this consumable replaces campfire charms, battle nostrums and onslaught scrolls. This is a must use consumable, as it gives endurance, MP regen in combat, attack speed, cooldown reduction and more.
  Core  

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. I prefer the instant heal over the Elixir. 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. Even as a healer, using Potions is essential for those sticky situations and multitasking.

  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. I prefer the instant mana over the Elixir for a quick burst when needed. 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. Mana mangement is important, and potions can be a way to quickly replenish yourself in sticky situations.

  Core  

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. You should always have 1 in your inventory, just in case you fall without Vow of Rebirth.

  Core  

Bravery Potion

This increases your Attack Speed by 4% (6%), Damage by 10% (12%) and Defense by 10% for 30 minutes. These are good for general game play, the attack speed allows for less animation lock and the defensive part can save you. They are purchasable from merchants.

  Situational  

Noctenium

These increase effects on selected skills, you can check the skills above to see what skills have Noctenium Effects and what they do. I do highly recommend Mystics to use Noctenium since it increases Contagion duration, speeds up Ressurect cast time, and increases your healing. If your DPS is spending their noctenium, you should too as it’ll benefit them as well.

  Luxury  

Roostock Food

There are different types of Roostock Food and they can be beneficial Mystics. Sky Lotus offers resistance to knockdown and stagger for 10 seconds, good for when you’re trying to resurrect someone. Lein’s Dark Root Beer offers increased Attack Speed by 20 for 10 seconds, against good for when you’re trying to resurrect someone quickly.

Future Updates, Credits and Revision History

Future Updates

The next patch is the talent system. I won’t be updating it as soon as the patch comes out, but will try after!

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.
– Floss: For fixing link and updating the guide for new patches.
– 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.

Revision History

– Started: February 2016
– First Draft: May 17 2016; 04:07pm
– Final Edit: July 24 2016; 11:41pm
– Velik’s Fate patch Update: May 18, 2017 by Floss
– Awakening Part 2: Started: October 10, 2018
– Awakening Part 2: Draft Finished: November 2, 2018

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