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			<title><![CDATA[Newbie Mystic, part Deux, Wiz's Woes]]></title>
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			<pubDate>Tue, 10 Nov 2009 19:06:55 GMT</pubDate>
			<description><![CDATA[Hi all.  Thanks for all the resources saved here that I've used in the past two weeks while I leveled a Mystic up from 0 to 80.  It's midterm exam time.  Our guild page doesn't have a Mystic Readme doc, so i wrote one.  This is most of my impression of what we do.  What do I have wrong?


---Quote (Originally by Palantir, level 80 newbie Mystic)---

Mystic Class Readme
Executive Summary: You are a dedicated  healer type. You have some good utility, but you have one function: to keep  people standing. If you want flexibility for DPS and healing, pick a Fury or an  Inquisitor.

What’s a Mystic?
A Mystic is a priest. Our role is to keep  our group and raid standing with Buffs, Wards, Cures and heals (in that order).  We are in the Shaman subtype, which means we have to think ahead. Our Wards and  heals are extremely long casting so we are in trouble if we get behind in our  job, but if you plan ahead your group won’t notice they’re being hit by  mobs.

Mystics have excellent stat buffs, both in our group buffs and in  two single target buffs. Only Templars can give more AC with their group buffs  than we do, and we give more HP and melee stats. We belong in a group full of  melee types, with a Coercer for ourselves if one can be found.

Our Wards  are our bread and butter. We get lots of them, and they come in different  flavors, but what they do is they prevent a certain amount of damage from ever  hitting our groupmates. This is awesome, but they come at a price. Our heal agro  is frontloaded, which means you have to pay attention to what the tank is about  to pull, and how they will pull it/them so you know how much is safe to load on  them ahead of time. More on this later.

Besides these two categories, we  have some good utility. We can dramatically diminish the mob’s damage potential  by taking away large numbers of stats, DPS and attack speed. This leaves less  damage to hit your Wards. Our cures are excellent. 

As for our damage….we  have none. Mystics don’t do DPS they do DPM. People only talk about Mystics  being decent DPS in comparison with Defilers (they have even less DPS potential  than we do (their heals are a smidge better, but they have a smidge less  utility)). Unless you’re soloing (and Pantheon help you if you are), just ignore  your damage spells (except for Master’s Smite which has a debuff on it). Your  casting time is much better spent elsewhere. (I’m actually debating taking them  off of my spellbars entirely and putting them on a separate bar I only bring up  when I’m duoing).

So what do I need to build towards?

Gear:
As  stated, your single job is to keep people up. To do that well you need to boost  your Ward spells and the stats and AA’s tied to them. Your casting times are  horrendous and your reuse timers aren’t great, so bonuses to those get high  priority, on a par with heal crit itself. Each of these three bonuses has  diminishing returns, so spreading the bonuses out is better than focusing on  one. Get a respect mirror. We need one. You will also burn mana on protracted  fights. Group Ward eats mana. It’s not so bad when you’re prewarding because of  out-or-combat-regen, but if you’re casting it lots in combat, you’ll want  potions, shards, hearts, gear that procs refreshes, whatever you can get for  when you can’t find an Enchanter.

Stats:
We’re Priests, so our WIS  determines our mana pool and healing bonuses. In addition, our Mythical gives us  an additional healing bonus equal to 20% of our WIS. So even if you’re way up  past the soft or hard cap for WIS, our Mythical doesn’t care, and will still  take 20% of that number and slap it on our Wards and heals. If a piece of gear  has more WIS on it than what you’re wearing, all other things being remotely  equal, you want it. You’re not ever going to damage a mob significantly with a  spell, so INT is unnecessary (it doesn’t help us land our debuffs, does it??).  You’re not going to melee anything that AOE’s to save more Ward for the tank so  you don’t need STR. You’re not going to be tanking anything, so you don’t need  AGI. STA is moderately useful because our HP per STA conversion isn’t actually  horrible.

Spells:
Start saving your allowance. We have more spells  that need Mastering than many other classes.

Buffs: We group buff AC, HP  and resists like any priest. We also group buff STR and STA very well, and can  put Avatar on a group member to further raise all of that person’s stats. We are  the stat and HP buff monsters. Put Premonition on your defensive type (usually a  Zerker) and Avatar on your offensive type (usually an Assassin). And don’t  forget about Bolster- large bonus to all stats (including 20% more HP), can be  used offensively and defensively.

Heals: 
Get to know your Wards well,  they are your best first line of defense, and your actual heals are worse than  other priests’, so you need to get the most out of your excellent Wards. As  mentioned above though, your wards will start getting you agro as soon as the  mob hits the tank, not after the tank is all comfy with their agro lock. You  have to know what's going on and pay attention to what the tank is about to do.  If the tank is going to body pull, you cant pre-ward or you'll get agro and pull  the mob out of position. If the tank is pulling a group encounter, ward lightly  to not drag extra members out of position. Pre-ward the tank's pants off on  named pulls and stand nearby in case the tank has to yank agro back.  

Also notice which of your wards havent expired from the previous pull-  these count as pre-wards for the next pull. Stacked Wards also take damage in  LIFO order, so time your casts for your desired effect. You have to pay  attention and know what is coming. You will get hit some anyway though. That's  why we get metal armor and more HP than most. Dead Shammy = Shammy didnt pay  attention and pre-warded too much. Dead group = Shammy didnt pay attention and  pre-warded too little. It's always under your control, so  improve!


Umbral Warding: This is your group ward. It puts a Ward for  X damage onto the whole group, and anyone taking damage is protected. This also  means that if you can keep 5 people from taking damage, then it is a huuuge ward  for the one who is taking damage. Find a way to stay out of AoE’s to help  improve this effect. This is your longest casting combat spell, so it’s your  first priority to pre-ward. You also have an instant clicky version of this  heal.

Ancestral Ward: this is your primary single target Ward. Pretty  standard functionality, prevents X damage to the target within the next 30  seconds and heals the remaining value if it expires. You should be able to keep  this up on two or three people as a protection from AoE’s or Ripostes if your  primary defensive target isn’t taking damage and eating through his Wards. You  also have an instant clicky version of this spell.

*Important!* The  above two spells *DO NOT STACK *with other shamen’s versions of them. Work  out in advance a coping strategy for this based on whose spells are better,  whose buffs are better (which would determine that one person should cast these  on the MT only), or if the mob is going to put out so much damage that  overwriting is the lesser concern (and therefore everyone should cast these on  the MT)

Torpor: This single target spell is a combination Ward and HoT.  The Ward portion also regenerates. That makes this quite good. It also stacks  with other Shamen’s Wards, which makes it great. It does snare and slow the  attack speed of the target somewhat. The power is worth the pain if the tank has  good agro already, but make sure the target knows they’re snared.

Oberon:  this single target spell is also a regenerating Ward and HoT, stackable with  other Shamen’s Wards. It stuns you while you have it on, so it is even more of  an emergency-only type spell than Torpor. Study your encounters. Know what the  tank is about to pull. The best use of this spell is to absorb the first  onslaught of damage from a raid target, so that this ward gets eaten through  first, and you can go back to casting your normal ones after soaking up the  first 5K on the tank.

Ancestral Savior: Our death-prevention spell. Not  as good as a Defiler’s, but it’s better than not having one.

Ancestral  Sentry: This is a really cool spell, and one you’ll have to notify other raid  healers about if they’ve not often raided with a Mystic. This summons a pet  named Ancestral Sentry (you can’t change the name) that looks like a ghost of  you and stands in the raid and every tick puts a Ward on the whole raid  (significant distance AoE) which takes half of the damage of the raid and  puts it on the Sentry. The Sentry lasts for one minute or until the damage it  takes kills it. Here’s the fun bit: any healer can heal/Ward up the Sentry to  make it live longer, and eat more of the raid’s damage. It’s not important to  keep him in the green, as he’ll die in a minute anyway. But keeping him alive is  a good use of mana if there are open spots in someone’s cast  order.

Beyond this, we have a bear that acts like a smaller version of  the Sentry, but its range is supposedly so short that its usefulness is  questioned. We have standard heals, a group and two single targets. These are  small and long casting, but the do buff STA while they’re on. We use what we  got.

Utility: 
As said, our cures are excellent. We group cure Nox and  Arcane, the two most common types. We can quicken their cast time and shrink  their mana cost to make them more useful. Beyond that we can also spend AA to 1)  make the cure target immune to that kind of attack, 2) heal some damage of the  cured type and 3) ward against further damage of the cured type. We also have a  nox/poison only ward, situational but useful.

We can also severely retard  the mob. Defensive debuffs include four attack speed debuffs, two of them group  based in Haze, Umbral Trap, Lethargy and Mourning. Offensive buffs include two  debuffs to drain STA and other stats/resists from the group/encounter,  Deteriorate and Cry of the Ancients. Any time you’re waiting for a Ward to get  used up or waiting for the recast, put these onto the mob to lock it  down.

Damage:
Again, I’m not going to mention these. You get some  token damage spells, but they’re laughable. Use Master’s Smite because it also  debuffs the mob’s attack speed even more.

AA’s
In general, spend  points in Shaman, then Shadows then Mystic.

On the Shaman line, hit the  puppy line (STR) hard and early. The puppy carries on it an interrupt, group  haste, group ward and AoE immunity (for it and the group). Get the puppy, love  the puppy. All of these effects only occur when the puppy is engaged in melee  combat, so don’t forget to send him. Add a /pet attack macro step to each and  every debuff spell you cast and Master’s Smite too, so you’ll be more likely to  have him properly engaged (but do put him permanently on peace though, he’s no  tank). The WIS line is next, getting down to bettering your reuse timers. The  AGI line is a temporary expenditure. If you’re a newbie Shammy (like me), your  heal crit hasn’t gotten to diminishing returns, so you need to spend AA to get  yours up there. Once you can hit 60 or so (without the ones provided by AA),  you’ll want to get out of the AGI line and into the STA line for making your  cures bigger faster and stronger. Whatever you do though, make sure you budget  to pick up the STR and WIS terminals; puppy AoE immunity and Alacrity. Alacrity  just supersizes whoever you put it on, caster, scout or healer. Use it as the  situation dictates, use it every time it’s available.

The Mystic line is  what your AA mirror is for. If you’re soloing/duoing, you’ll want to pick up the  third tree, which lets us put out more DPS. Get rid of these points if your  group size is bigger than 2. You will always want to have points in the second  tree, the one that makes your buffs bigger. Key targets are Precognition (more  HP and AC on two group members) Mastodon (more STA for the group), Oberon (huge  bonus to an emergency heal), and Bolster (makes the huge buff last longer). Pad  out with other points as necessary. I’m still researching the second terminal,  3% more triggers doesn’t seem like a lot. The second thing the mirror is good  for is the first and last trees. The first tree is all about combat rezzes. Pick  this up if the encounter you’re going into will need lots of combat rezzzes,  ignore it if you have good Dirges. If you have good Dirges, then you can spend  points in the fourth tree and get kickbutt Cures/Immunities.

Shadows:  More straight forward. Pick up HP and mana. Then pick up our heal spell and  group AC buff from the Priest line. The raid rez is nice, but if you’re short on  points like me, pick it up later. For the Shaman line grab the improvements to  Ancestral Ward, Umbral Ward and precognition in that order. This tier is awesome  for us, get to 135 aa as fast as you can. Again, the new pet attack is nice, but  if you’re short on points then pick it up later. In the Shammy line, pick up  Ritual Healing, and Mastodon, then our healing stance (OMG, cast time  improvement), group heal and Sentry. After doing that you have 3 points left to  pick up the stuff you blew by.

Our Myth procs mana and attack speed for  our group. The mana is for us and the tank, and the attack speed is for all the  scout DPS we’re with. It’s a nice Myth, love it if/when you can get  it.

That’s it for now, more when I’ve had more practice and have read  more.
---End Quote---
]]></description>
			<content:encoded><![CDATA[<div>Hi all.  Thanks for all the resources saved here that I've used in the past two weeks while I leveled a Mystic up from 0 to 80.  It's midterm exam time.  Our guild page doesn't have a Mystic Readme doc, so i wrote one.  This is most of my impression of what we do.  What do I have wrong?<br />
<br />
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				<div>
					Originally Posted by <strong>Palantir, level 80 newbie Mystic</strong>
					
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Mystic Class Readme<br />
Executive Summary: You are a dedicated  healer type. You have some good utility, but you have one function: to keep  people standing. If you want flexibility for DPS and healing, pick a Fury or an  Inquisitor.<br />
<br />
What’s a Mystic?<br />
A Mystic is a priest. Our role is to keep  our group and raid standing with Buffs, Wards, Cures and heals (in that order).  We are in the Shaman subtype, which means we have to think ahead. Our Wards and  heals are extremely long casting so we are in trouble if we get behind in our  job, but if you plan ahead your group won’t notice they’re being hit by  mobs.<br />
<br />
Mystics have excellent stat buffs, both in our group buffs and in  two single target buffs. Only Templars can give more AC with their group buffs  than we do, and we give more HP and melee stats. We belong in a group full of  melee types, with a Coercer for ourselves if one can be found.<br />
<br />
Our Wards  are our bread and butter. We get lots of them, and they come in different  flavors, but what they do is they prevent a certain amount of damage from ever  hitting our groupmates. This is awesome, but they come at a price. Our heal agro  is frontloaded, which means you have to pay attention to what the tank is about  to pull, and how they will pull it/them so you know how much is safe to load on  them ahead of time. More on this later.<br />
<br />
Besides these two categories, we  have some good utility. We can dramatically diminish the mob’s damage potential  by taking away large numbers of stats, DPS and attack speed. This leaves less  damage to hit your Wards. Our cures are excellent. <br />
<br />
As for our damage….we  have none. Mystics don’t do DPS they do DPM. People only talk about Mystics  being decent DPS in comparison with Defilers (they have even less DPS potential  than we do (their heals are a smidge better, but they have a smidge less  utility)). Unless you’re soloing (and Pantheon help you if you are), just ignore  your damage spells (except for Master’s Smite which has a debuff on it). Your  casting time is much better spent elsewhere. (I’m actually debating taking them  off of my spellbars entirely and putting them on a separate bar I only bring up  when I’m duoing).<br />
<br />
So what do I need to build towards?<br />
<br />
Gear:<br />
As  stated, your single job is to keep people up. To do that well you need to boost  your Ward spells and the stats and AA’s tied to them. Your casting times are  horrendous and your reuse timers aren’t great, so bonuses to those get high  priority, on a par with heal crit itself. Each of these three bonuses has  diminishing returns, so spreading the bonuses out is better than focusing on  one. Get a respect mirror. We need one. You will also burn mana on protracted  fights. Group Ward eats mana. It’s not so bad when you’re prewarding because of  out-or-combat-regen, but if you’re casting it lots in combat, you’ll want  potions, shards, hearts, gear that procs refreshes, whatever you can get for  when you can’t find an Enchanter.<br />
<br />
Stats:<br />
We’re Priests, so our WIS  determines our mana pool and healing bonuses. In addition, our Mythical gives us  an additional healing bonus equal to 20% of our WIS. So even if you’re way up  past the soft or hard cap for WIS, our Mythical doesn’t care, and will still  take 20% of that number and slap it on our Wards and heals. If a piece of gear  has more WIS on it than what you’re wearing, all other things being remotely  equal, you want it. You’re not ever going to damage a mob significantly with a  spell, so INT is unnecessary (it doesn’t help us land our debuffs, does it??).  You’re not going to melee anything that AOE’s to save more Ward for the tank so  you don’t need STR. You’re not going to be tanking anything, so you don’t need  AGI. STA is moderately useful because our HP per STA conversion isn’t actually  horrible.<br />
<br />
Spells:<br />
Start saving your allowance. We have more spells  that need Mastering than many other classes.<br />
<br />
Buffs: We group buff AC, HP  and resists like any priest. We also group buff STR and STA very well, and can  put Avatar on a group member to further raise all of that person’s stats. We are  the stat and HP buff monsters. Put Premonition on your defensive type (usually a  Zerker) and Avatar on your offensive type (usually an Assassin). And don’t  forget about Bolster- large bonus to all stats (including 20% more HP), can be  used offensively and defensively.<br />
<br />
Heals: <br />
Get to know your Wards well,  they are your best first line of defense, and your actual heals are worse than  other priests’, so you need to get the most out of your excellent Wards. As  mentioned above though, your wards will start getting you agro as soon as the  mob hits the tank, not after the tank is all comfy with their agro lock. You  have to know what's going on and pay attention to what the tank is about to do.  If the tank is going to body pull, you cant pre-ward or you'll get agro and pull  the mob out of position. If the tank is pulling a group encounter, ward lightly  to not drag extra members out of position. Pre-ward the tank's pants off on  named pulls and stand nearby in case the tank has to yank agro back.  <br />
<br />
Also notice which of your wards havent expired from the previous pull-  these count as pre-wards for the next pull. Stacked Wards also take damage in  LIFO order, so time your casts for your desired effect. You have to pay  attention and know what is coming. You will get hit some anyway though. That's  why we get metal armor and more HP than most. Dead Shammy = Shammy didnt pay  attention and pre-warded too much. Dead group = Shammy didnt pay attention and  pre-warded too little. It's always under your control, so  improve!<br />
<br />
<br />
Umbral Warding: This is your group ward. It puts a Ward for  X damage onto the whole group, and anyone taking damage is protected. This also  means that if you can keep 5 people from taking damage, then it is a huuuge ward  for the one who is taking damage. Find a way to stay out of AoE’s to help  improve this effect. This is your longest casting combat spell, so it’s your  first priority to pre-ward. You also have an instant clicky version of this  heal.<br />
<br />
Ancestral Ward: this is your primary single target Ward. Pretty  standard functionality, prevents X damage to the target within the next 30  seconds and heals the remaining value if it expires. You should be able to keep  this up on two or three people as a protection from AoE’s or Ripostes if your  primary defensive target isn’t taking damage and eating through his Wards. You  also have an instant clicky version of this spell.<br />
<br />
<b>Important!</b> The  above two spells <b>DO NOT STACK </b>with other shamen’s versions of them. Work  out in advance a coping strategy for this based on whose spells are better,  whose buffs are better (which would determine that one person should cast these  on the MT only), or if the mob is going to put out so much damage that  overwriting is the lesser concern (and therefore everyone should cast these on  the MT)<br />
<br />
Torpor: This single target spell is a combination Ward and HoT.  The Ward portion also regenerates. That makes this quite good. It also stacks  with other Shamen’s Wards, which makes it great. It does snare and slow the  attack speed of the target somewhat. The power is worth the pain if the tank has  good agro already, but make sure the target knows they’re snared.<br />
<br />
Oberon:  this single target spell is also a regenerating Ward and HoT, stackable with  other Shamen’s Wards. It stuns you while you have it on, so it is even more of  an emergency-only type spell than Torpor. Study your encounters. Know what the  tank is about to pull. The best use of this spell is to absorb the first  onslaught of damage from a raid target, so that this ward gets eaten through  first, and you can go back to casting your normal ones after soaking up the  first 5K on the tank.<br />
<br />
Ancestral Savior: Our death-prevention spell. Not  as good as a Defiler’s, but it’s better than not having one.<br />
<br />
Ancestral  Sentry: This is a really cool spell, and one you’ll have to notify other raid  healers about if they’ve not often raided with a Mystic. This summons a pet  named Ancestral Sentry (you can’t change the name) that looks like a ghost of  you and stands in the raid and every tick puts a Ward on <i>the whole raid  </i>(significant distance AoE) which takes half of the damage of the raid and  puts it on the Sentry. The Sentry lasts for one minute or until the damage it  takes kills it. Here’s the fun bit: any healer can heal/Ward up the Sentry to  make it live longer, and eat more of the raid’s damage. It’s not important to  keep him in the green, as he’ll die in a minute anyway. But keeping him alive is  a good use of mana if there are open spots in someone’s cast  order.<br />
<br />
Beyond this, we have a bear that acts like a smaller version of  the Sentry, but its range is supposedly so short that its usefulness is  questioned. We have standard heals, a group and two single targets. These are  small and long casting, but the do buff STA while they’re on. We use what we  got.<br />
<br />
Utility: <br />
As said, our cures are excellent. We group cure Nox and  Arcane, the two most common types. We can quicken their cast time and shrink  their mana cost to make them more useful. Beyond that we can also spend AA to 1)  make the cure target immune to that kind of attack, 2) heal some damage of the  cured type and 3) ward against further damage of the cured type. We also have a  nox/poison only ward, situational but useful.<br />
<br />
We can also severely retard  the mob. Defensive debuffs include four attack speed debuffs, two of them group  based in Haze, Umbral Trap, Lethargy and Mourning. Offensive buffs include two  debuffs to drain STA and other stats/resists from the group/encounter,  Deteriorate and Cry of the Ancients. Any time you’re waiting for a Ward to get  used up or waiting for the recast, put these onto the mob to lock it  down.<br />
<br />
Damage:<br />
Again, I’m not going to mention these. You get some  token damage spells, but they’re laughable. Use Master’s Smite because it also  debuffs the mob’s attack speed even more.<br />
<br />
AA’s<br />
In general, spend  points in Shaman, then Shadows then Mystic.<br />
<br />
On the Shaman line, hit the  puppy line (STR) hard and early. The puppy carries on it an interrupt, group  haste, group ward and AoE immunity (for it and the group). Get the puppy, love  the puppy. All of these effects only occur when the puppy is engaged in melee  combat, so don’t forget to send him. Add a /pet attack macro step to each and  every debuff spell you cast and Master’s Smite too, so you’ll be more likely to  have him properly engaged (but do put him permanently on peace though, he’s no  tank). The WIS line is next, getting down to bettering your reuse timers. The  AGI line is a temporary expenditure. If you’re a newbie Shammy (like me), your  heal crit hasn’t gotten to diminishing returns, so you need to spend AA to get  yours up there. Once you can hit 60 or so (without the ones provided by AA),  you’ll want to get out of the AGI line and into the STA line for making your  cures bigger faster and stronger. Whatever you do though, make sure you budget  to pick up the STR and WIS terminals; puppy AoE immunity and Alacrity. Alacrity  just supersizes whoever you put it on, caster, scout or healer. Use it as the  situation dictates, use it every time it’s available.<br />
<br />
The Mystic line is  what your AA mirror is for. If you’re soloing/duoing, you’ll want to pick up the  third tree, which lets us put out more DPS. Get rid of these points if your  group size is bigger than 2. You will always want to have points in the second  tree, the one that makes your buffs bigger. Key targets are Precognition (more  HP and AC on two group members) Mastodon (more STA for the group), Oberon (huge  bonus to an emergency heal), and Bolster (makes the huge buff last longer). Pad  out with other points as necessary. I’m still researching the second terminal,  3% more triggers doesn’t seem like a lot. The second thing the mirror is good  for is the first and last trees. The first tree is all about combat rezzes. Pick  this up if the encounter you’re going into will need lots of combat rezzzes,  ignore it if you have good Dirges. If you have good Dirges, then you can spend  points in the fourth tree and get kickbutt Cures/Immunities.<br />
<br />
Shadows:  More straight forward. Pick up HP and mana. Then pick up our heal spell and  group AC buff from the Priest line. The raid rez is nice, but if you’re short on  points like me, pick it up later. For the Shaman line grab the improvements to  Ancestral Ward, Umbral Ward and precognition in that order. This tier is awesome  for us, get to 135 aa as fast as you can. Again, the new pet attack is nice, but  if you’re short on points then pick it up later. In the Shammy line, pick up  Ritual Healing, and Mastodon, then our healing stance (OMG, cast time  improvement), group heal and Sentry. After doing that you have 3 points left to  pick up the stuff you blew by.<br />
<br />
Our Myth procs mana and attack speed for  our group. The mana is for us and the tank, and the attack speed is for all the  scout DPS we’re with. It’s a nice Myth, love it if/when you can get  it.<br />
<br />
That’s it for now, more when I’ve had more practice and have read  more.<br />
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			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>Palantir</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54957-newbie-mystic-part-deux-wiz-s-woes.html</guid>
		</item>
		<item>
			<title>Group Ward Question</title>
			<link>http://www.EQ2Flames.com/mystics/54942-group-ward-question.html</link>
			<pubDate>Tue, 10 Nov 2009 13:27:17 GMT</pubDate>
			<description><![CDATA[-Group ward: On average mine collectively wards for around 8690.
-Broken down by 6 players this is 1448 points of prevention per player. (Same as if the REH proc'd on each player)
-Only it does not work like this. On some ae's a couple players will take little damage while other players take a much more substansive attack. (Resists are usually all above 9k for whatever needs to be mitigated, and any more or less won't impact it as far as 10's of %'s in hp loss.)
-Ignore critical mitigation with this question because even without that factor, this has always happened throughout the game.

My question is how are the priorities of protection decided? Who gets what protection and how much of it before it is passed along to the next player and so on?

The only thing that I could think of was ae hits for 38k to the group collectively and my group ward prevented 8k of the damage leaving 30k to be split between the rest of the group. (30/6 = 5k per player in damage) Some players in the group will have more hp than others and the % loss will reflect that. 5k damage on an hp pool of 10k will reveal 50% hp left; whereas 5k on a 15k hp pool will reveal 66%hp left. *Only it doesn't work this way either.

Anyone have any ideas or sources of info to help me with this?]]></description>
			<content:encoded><![CDATA[<div>-Group ward: On average mine collectively wards for around 8690.<br />
-Broken down by 6 players this is 1448 points of prevention per player. (Same as if the REH proc'd on each player)<br />
-Only it does not work like this. On some ae's a couple players will take little damage while other players take a much more substansive attack. (Resists are usually all above 9k for whatever needs to be mitigated, and any more or less won't impact it as far as 10's of %'s in hp loss.)<br />
-Ignore critical mitigation with this question because even without that factor, this has always happened throughout the game.<br />
<br />
My question is how are the priorities of protection decided? Who gets what protection and how much of it before it is passed along to the next player and so on?<br />
<br />
The only thing that I could think of was ae hits for 38k to the group collectively and my group ward prevented 8k of the damage leaving 30k to be split between the rest of the group. (30/6 = 5k per player in damage) Some players in the group will have more hp than others and the % loss will reflect that. 5k damage on an hp pool of 10k will reveal 50% hp left; whereas 5k on a 15k hp pool will reveal 66%hp left. *Only it doesn't work this way either.<br />
<br />
Anyone have any ideas or sources of info to help me with this?</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>Enyeto</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54942-group-ward-question.html</guid>
		</item>
		<item>
			<title>Mystic vs Defiler</title>
			<link>http://www.EQ2Flames.com/mystics/54602-mystic-vs-defiler.html</link>
			<pubDate>Sun, 01 Nov 2009 21:38:32 GMT</pubDate>
			<description><![CDATA[Hi,
 
Im normally play a 80 SK, myth'd blah blah blah...
 
I have a defiler now...
 
What Im wondering is ...what is the end game differnce between a defiler and a mystic..
 
Can anyone clear that up for me?]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
 <br />
Im normally play a 80 SK, myth'd blah blah blah...<br />
 <br />
I have a defiler now...<br />
 <br />
What Im wondering is ...what is the end game differnce between a defiler and a mystic..<br />
 <br />
Can anyone clear that up for me?</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>Lyricalstorm</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54602-mystic-vs-defiler.html</guid>
		</item>
		<item>
			<title>A few questions for the helpful please</title>
			<link>http://www.EQ2Flames.com/mystics/54591-few-questions-helpful-please.html</link>
			<pubDate>Sun, 01 Nov 2009 08:57:12 GMT</pubDate>
			<description>My Mystic is now played as an alt toon.  Have full set of vp armour, fairly decent jewllery and couple of woe patterns.

My questions are occasionally I use him as OT healer in raid or WOE MT shammy.  I currently ahve 184 AA points.

Question 1  - My Shaman AA build has 70 points in it
Str - 4 4 6 8 1
Sta - 4 4 4 8
Wis - 4 7 4 8 1

is it worth having the points in str or is it better putting them in agility for the heal crit ?  When I have my healing aa setup I dont really go for melle damage but focus purely on heal / cure / etc.


Question 2  - What is the circumstance in  which supplication of the fallen is beneficial or meant to be used for ? 

Question 3 - Kindred restoration.  Does the heal trigger on termination of the ward once it has been used up to absorb damamge or only when the ward goes it full time and runs out naturally   ( i suspect the first but woudl like to check). Is it worth putting AA points into it ?

Any help is welcome - thankyou</description>
			<content:encoded><![CDATA[<div>My Mystic is now played as an alt toon.  Have full set of vp armour, fairly decent jewllery and couple of woe patterns.<br />
<br />
My questions are occasionally I use him as OT healer in raid or WOE MT shammy.  I currently ahve 184 AA points.<br />
<br />
Question 1  - My Shaman AA build has 70 points in it<br />
Str - 4 4 6 8 1<br />
Sta - 4 4 4 8<br />
Wis - 4 7 4 8 1<br />
<br />
is it worth having the points in str or is it better putting them in agility for the heal crit ?  When I have my healing aa setup I dont really go for melle damage but focus purely on heal / cure / etc.<br />
<br />
<br />
Question 2  - What is the circumstance in  which supplication of the fallen is beneficial or meant to be used for ? <br />
<br />
Question 3 - Kindred restoration.  Does the heal trigger on termination of the ward once it has been used up to absorb damamge or only when the ward goes it full time and runs out naturally   ( i suspect the first but woudl like to check). Is it worth putting AA points into it ?<br />
<br />
Any help is welcome - thankyou</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>suiuc</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54591-few-questions-helpful-please.html</guid>
		</item>
		<item>
			<title>Based on the gear thread.....</title>
			<link>http://www.EQ2Flames.com/mystics/54579-based-gear-thread.html</link>
			<pubDate>Sat, 31 Oct 2009 19:18:14 GMT</pubDate>
			<description><![CDATA[And checking out the vendors in MoY......There is no dps set for Mystics that we can get from shard turn ins / crafting?

Looks like everything from the shard merchants is class specific, so I can't use the chain that was itemized for Rogues for example. I recently made a Mystic, and I love the idea of being dps,heals,buffs and debuffs for the party. But it's a little daunting to seemingly have no options other than healer gear when it comes to shards.

Am I just missing something? =/]]></description>
			<content:encoded><![CDATA[<div>And checking out the vendors in MoY......There is no dps set for Mystics that we can get from shard turn ins / crafting?<br />
<br />
Looks like everything from the shard merchants is class specific, so I can't use the chain that was itemized for Rogues for example. I recently made a Mystic, and I love the idea of being dps,heals,buffs and debuffs for the party. But it's a little daunting to seemingly have no options other than healer gear when it comes to shards.<br />
<br />
Am I just missing something? =/</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>Nexion</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54579-based-gear-thread.html</guid>
		</item>
		<item>
			<title>Newbie chain healer...</title>
			<link>http://www.EQ2Flames.com/mystics/54278-newbie-chain-healer.html</link>
			<pubDate>Mon, 26 Oct 2009 13:26:44 GMT</pubDate>
			<description><![CDATA[Greetings! My guild recently did a merge/re-strategizing of our raid force and my old main is not as needed as he used to be.
 
So I've been tasked to become a chain healer(I was a Fury), and my first question is which one? I'd be the chain healer in the OT group, and we already have a Defiler in the MT group. I know little about chain healers atm, but I'll be reading and studying a lot in the next few weeks as I grind one up.
 
So....what is the State of the Mystic atm, and what do we know about the next expansion? Are we the step-child in the chain healer pair or are we equal-but-different even though populations of defilers are much higher? If you had no myth and no masters...would you betray to defiler or would you stay where you are?
 
Thanks much.]]></description>
			<content:encoded><![CDATA[<div>Greetings! My guild recently did a merge/re-strategizing of our raid force and my old main is not as needed as he used to be.<br />
 <br />
So I've been tasked to become a chain healer(I was a Fury), and my first question is which one? I'd be the chain healer in the OT group, and we already have a Defiler in the MT group. I know little about chain healers atm, but I'll be reading and studying a lot in the next few weeks as I grind one up.<br />
 <br />
So....what is the State of the Mystic atm, and what do we know about the next expansion? Are we the step-child in the chain healer pair or are we equal-but-different even though populations of defilers are much higher? If you had no myth and no masters...would you betray to defiler or would you stay where you are?<br />
 <br />
Thanks much.</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/mystics/">Mystics</category>
			<dc:creator>Palantir</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/mystics/54278-newbie-chain-healer.html</guid>
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