Hello!
I am leveling up a priest, and I would like you to give me some advice by always getting support.
I would also like you to tell me the differences, as far as the supporting role, between Priest and Mystic.
Thanks in advance =)
Hello!
I am leveling up a priest, and I would like you to give me some advice by always getting support.
I would also like you to tell me the differences, as far as the supporting role, between Priest and Mystic.
Thanks in advance =)
Hi,
As someone who has 2 Priests and 2 Mystics*, I can tell you that there's no difference in the healers' role. The difference is only in the tools they have available to do their job - to heal and support. There are a lot of threads about priests and mystics. There are even written, as well as video guides. Some materials are good, others not so much.
As a healer, your primary role is to keep your party alive by healing, cleansing, shielding, and when necessary reviving them. This, however, is not everything there is to healing. You have a number of support skills you should be using all the time.
Generally, there are 3 types of support skills:
The rest is about your own survivability where you have to consider your positioning, self-healing and avoiding of attacks.
Have fun, doctor!
*suggesting that having 2 chars of the same class means anything is obviously a joke
The formatting got lost upon quoting but I hope it's still readable. :3
Display MorePriest vs Mystic - on my personal experiences
Mystic heals more with certain spells (Titanic Favor + boomerang pulse with low CD) but Priest has more variety and better heal-over-time spells for constant healing
Priest has Endurance+Power buff while Mystic gives crit factor
Priest is constantly in combat while Mystic only occasionly (attacks that you can't dodge) so it's easier to run around
Mystic activates auras to upkeep buff and you can leave it there while Priests continuously have to use Energy star to upkeep it
Also, Mystic's endurance debuff on bosses last 21 seconds while Priest is only 12 so you have more time to heal on Mystic
Priest can give you a shield every ~25-35 (depends on your cooldown reduction rolls) seconds that absorbs ~40k damage while Mystics can do the same but only ~7000 damage.
Mystic's cleanse is lock on but almost instant while Priest has a big Aoe cleanse that has a short casting time. Also, mystic can drop motes around for healing+cleansing, something like a portable cleanse candy.
Priest's debuff on bosses are lock on while Mystics have to get close to debuff bosses
Although Priests are a reliable source of mana (fixed 32%, 48% if glyphed), Mystic's mana-recharging skill is lower CD. Weird thing is, the amount of mana you can give is not fixed. The more player you give mana to, the less they get. However if only a few player needs mana then they give more than enough if activated properly.
Mystic relies on off-combat movement to dodge certain mechanics and has only 1 iframe, Priest has 1 iframe but another mobility skill to move around quickly
Priest resurrection might be a bit faster but Mystic can do it fast too with an item called Noctenium infusion.
Mystics can give 2 players (+ to self) a resurrection buff, so if they die within 20 minutes, they can get up instantly. Priest can only have this for themselves.
And there are some other things that benefits one but not the other starting with Priest:
Priests can heal themselves rapidly to 100% every 5 minutes.
Priests can pull you out of harms way if it happens that you are stunned and unable to move
Priests can drop aggro with a spell (although long CD, and somewhat useless)
Priests can stand up knocked down players (but usually useless, mostly a PvP skill or in a few instances)
And now Mystics:
Mystics can summon thralls that do damage or even take aggro so they can fight safely when needed (might be irrelevant at 65)
Mystics can put Mana motes as well, replenishing a fixed 20% mana on consumption (sadly not many players bother to pick them up xD)
Mystics has a variety of crowd control spells, such as fear, stun, slow or even completely stopping someone, but most of them are for PvP
As a healer playing Mystic and Priest regulary I can say the information given above is completly right.
Me myself I see Mystic more as the "harder" healer and I think as a beginner Priest is the easier pick. But maybe it's just me!? ![]()
Most progress statics want a mystic for the extra critrate to max dps etc. But I think if you just enjoy casual playing, Priest is a very welcomed pick aswell.
I'm a main mystic currently but whenever I run with my priest it's also a lot of fun for me. In my point of view you should play both classes to higher your skill as a healer and than you can see what u prefer. I also think it is also depending on which dungeon you are doing. In Veliks Underground Hardmode you have to go with 2 healer set up. In this case I prefer the priest role since you have more aoe heal+big shield+a very big circle aoe cleans. As a mystic your debuff (except for the crit aura which is on always anyway+contagion) is not nessessary to apply since the priest debuffs are stronger. So sometimes if you are running with a strong priest, you feel a bit unnessessary ![]()
Some more stuff you have to be aware of :
- Always save your own ass first. If you are dead your group is dead too. So if everyone is low, first look for your own ass than heal the group. You can rez unlimited but the Damage dealer+Tank can only rezz every half hour.
- Learn the dungeons so you will also improve as a heal since you know "ok in this situation i could use kaias shield (priest) to prevent high damage" just as an example.
So your focus should always be in this order :
- Save your own ass first
- Heal your team
- Apply debuffs to the boss
- Mana support
I hope I was able to help you a little bit.
If you have any more question feel free to contact me via pn ![]()
Thank you so much!
I'll try Priest to level 30+ and i will decide.
Thanks^^
Display MoreSome more stuff you have to be aware of :
- Always save your own ass first. If you are dead your group is dead too. So if everyone is low, first look for your own ass than heal the group. You can rez unlimited but the Damage dealer+Tank can only rezz every half hour.
- Learn the dungeons so you will also improve as a heal since you know "ok in this situation i could use kaias shield (priest) to prevent high damage" just as an example.
So your focus should always be in this order :
- Save your own ass first
- Heal your team
- Apply debuffs to the boss
- Mana support
1. A non-healer can rezz 3 times in one hour (CD Resurrection Scroll 20 mins.), but yes its a hard and long time for this function.
2. "Save your own ass first" is right in theory but not everytime practical. Sometimes the tank have to get a big heal as fast as it has to, even if the healer itself has for examble 50% lifepoints. In lots of situations the tank is the basement for a party to sidetrack the mob/boss whole of the time. When you know as a healer mechanic XY wouldn´t do much dmg to you, then you can withhold your selfheal to rescue the tank in one second.
3. "Save your own ass first" "Heal your team" also sometimes not practical. If you have Teamspeak/Discord/Voice-chat with a party, then sometimes your so cool dps guys begin to blubber "omg heal heal!". They want to be healed ever instantly or as fast as to, even if the healer will be half-dead in this moment. Same for Mana. Healers have CD to mana-skills. when cd it is on cooldown. If a DPS is full after a mana-push, and is out of mana short afterwards, healers cooldown, dps has to take POTIONS so far. Healers aren´t GMs or gods with instantly boost every millisecond.
1. A non-healer can rezz 3 times in one hour (CD Resurrection Scroll 20 mins.), but yes its a hard and long time for this function.2. "Save your own ass first" is right in theory but not everytime practical. Sometimes the tank have to get a big heal as fast as it has to, even if the healer itself has for examble 50% lifepoints. In lots of situations the tank is the basement for a party to sidetrack the mob/boss whole of the time. When you know as a healer mechanic XY wouldn´t do much dmg to you, then you can withhold your selfheal to rescue the tank in one second.
3. "Save your own ass first" "Heal your team" also sometimes not practical. If you have Teamspeak/Discord/Voice-chat with a party, then sometimes your so cool dps guys begin to blubber "omg heal heal!". They want to be healed ever instantly or as fast as to, even if the healer will be half-dead in this moment. Same for Mana. Healers have CD to mana-skills. when cd it is on cooldown. If a DPS is full after a mana-push, and is out of mana short afterwards, healers cooldown, dps has to take POTIONS so far. Healers aren´t GMs or gods with instantly boost every millisecond.
Now I remeber why I didn't want to post in the forum again lol ![]()
1. Didn't know about that. I usually never need a scrool in my runs (when I play dps). Thanks for the explaination tho!
2. This was just an explaination for someone beeing totally new to the game. Of course when you know the content and all boss mechanics you can react situational.
3. I can only speak for myself but I usually run with my static or guild/friends and I think no one of them would seriously blame me for healing myself first(when needed) instead of them. Or what not. If a dps takes damage it is in first case his own fault so if he is too stupid to dodge the next damage and he blame the heal he/she should think about the own mistakes first. And another point the mana sup - if u know what you're doing you can easily keep the mana of the grp on a good amount ( except reaper with shitty cristalls when he is using it's buff and/or Sorc for example at the second boss in VS where u have to rez a lot and take the secondary aggro but yeah if u are expierienced it can be good still).
All in all I would say look for ppl you are comfortable with. We are players with mistakes not robots who play 150% correctly and without mistakes.
Cheers and hf healing ![]()
except reaper with shitty cristalls when he is using it's buff and/or Sorc for example at the second boss in VS where u have to rez a lot and take the secondary aggro but yeah if u are expierienced it can be good still).
I feel like Lancers and Warriors are missing there.
I feel like Lancers and Warriors are missing there.
I have very good lancer and warrior in my static and no they don't have mana struggle if the support is good. And right cristalls are used ![]()
Thats atleast what it's like in my static =)
If we assume good gear, no role in the party can run out of mana under normal circumstances aside from tanks as they can't proc glistening dyads.
Tanks and Sorcerer(without potting and without priest) struggle with mana.
My definition of good gear includes a glistening dyad and standard consumables, battle nostrum and mana potions.
My definition of good gear includes a glistening dyad and standard consumables, battle nostrum and mana potions.
I always took dyad as sort of luxury gear, nostrum is must have, circlet has solved a lot of troubles with mana... to sum it a bit and correct what is here
mystic: most parties can go with mana aura + you should be able to support with corruption ring on bursts (enrage), reaper with blue circlet is ok even in reaping, lancer still can burst 80%-100% mana in few sec of his AS buff but truth is that those lancers who can do this have mana pots so you will cost them some dmg but they won't lose aggro due to mana lock if you won't support mana and as kvakva mentioned good players will probably have glistening dyads to avoid mana issues... mana motes are for healers in heavy res situatins, not for party <rolleyes>
priest:I recommend different glyph sets, 1 lets say old, focused on mana, 1 newer focused on healing, those times when you had to have circle glyphned with mana and extra mana + speed on charge and still needed alcoholics in lancers + sorc parties are few patches gone (RMHM patch was quite ok already), basicly when you have in your party players skilled enough they can use potential of all buffs and skills to burn their mana they will be good enough for you to change some healing glyphs to mana
priest is in-combat hard heal, mystic is out-of-combat heal and support, mystic's auras and debuffs are usually better for party
their gameplay differs and so does the gameplay of the party, mysic's main is lock on (good crit, around 90k crits with nostrums), priest's are circles and lock on is more of a support (up to 50% crit and 34k non crit heal) which means mysitc parties can be spread and still can get decent heal, priest parties need to group for heal after hard hits, same applies for cleanse
priest is a bit easier to play, mystic has only 1 movement skill, the shortes iframe and the lowest deffense, so basicly if you get in combat you have a hard time, he can shield 8k dmg with totem but it only lasts for 3s, priest has 1 iframe and 1 extra movement skill, he can shield 40k dmg for 10s
self heal differs too, priest has skill that can crit around 40-45% hp, mystic can glyph motes to heal after cast and then he can eat it or cast thrall for more heal+cleanse... its more situational
basicly you can't tell that any is better or worse, I know ppl who prefer priests for power buffs are better for some classes than crit aura, priest can be life saver for newbies for kaias but same can mystic coz those parties will be more spread and better lock on will be better than immersion
imho nm darkuryon: mystic>priest, m is harder to play but shorter cd on evade was better there for fakeressing... sort of fixed with priest and t4 etchings, lets see how fast vshm will go (idk who said that bs here about troubles on mystic with fakress in vs, but it is no trouble for healers at all and takes none of your time, it is set to fakeress only every 90s so it's nothing you should worry about), speed aura can support in nnihilation
nm darkan: priest > mystic, fixed in vs, but in sc you could get twice randomaggro and it usualy killed mystics lacking another movement skill, also in vs priest can help to skip some mechs with kaias, pull to safe zone etc.
nm lackelith: ppl prefered mystics, priest required certain skill and coop of all party (fast geting souls, rg for immersion, push, wait for cleanse and dance x slack and eat mote), before evade revamp it was easier for rookies to cleanse boss with mystic (teleport forward and instant cast of regression) than with priest (turn screen to evade towards boss, lock and time properly counting with pleague cast delay), when you used to walk in, there was no need to consider here this mech
nm lilith: I prefered priest, kaias to prevent push, easy pleague from safe-zone
desolarus: I was it only with priest so I can't judge, it's easy dung, lets wait for vshm but I don't think any healer will have such an advantage to prevent the other one to get in as it was in rmhm
in mass pvp I preffered priest as better hard heal but after valky patch the gap is smaller due to insane longshot stagger abbilites and allies canceling your immersion/cleanse/pleague or whatever and your team will lways look for having both p+m for all buffs
1 more thing I guess noone mentioned, glyphs: as priest you will always struggle with glyph points, you will have your 5 slots full, I use different for CU, bgs (sometimes I modify even gridy and fwc), parties that need more mana, p+m runs, sometimes you will need more glyphs to keep yourself alive, to be able to tank some mechs (rly hate diing in hh coz tank missed 1 block etc) sometimes you won't and most important you get emfeebeling tn glyph at some low lwl
as mystic you can have all pve glyphs you need and more, with 60p you could build universal pve+pvp build
(no, chill, but you can get all pvp glyphs you could use in 1 set too) but emfeebeling volley of courses was quite rare as I remember and I had problems to get glyph to ress with full hp too
I didn't want to open a new thread, so:
https://en.tera.gameforge.com/…ch-59-03-demoros-roulette
Mystic
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Well to be honest -> supportwise Mystic has always been (16/17) the better one for progress statics. So it won't change the current "meta".
I don't know how much you are into the current content but there are still plenty dungeons which are "more easy" for a priest and even if the Titanic Favour is pretty good, the mystic is slacking dodgewise/movementskill and also don't have a kaias.
Ofc this is a buff for mystic and nothing for the priest right now but tbh mystic was already picked for 99% of the progress statics so this change won't change much.
I love both my healers and will play both same like before ♥
²: Anyway KTera has the talent system which is just breaking all the class balancing for any region that doesn't have it...
Just to name few examples for (Priest) Dungeons :
- SCEHM
- Harrowhold Raid
- Tower
- Abcess
Priest is still pretty strong when it comes to "big" dungeons with dot damage. Also I believe that playing priest in an unknown dungeon (when just released) is a lot easier and saver. Atleast that's how it is for me.
Well Mystic is the better supporter but priest is the better healer. Everything is as it should be.
Also as lady.kill already said the balancing for us is shit because the koreans have the talentsystem because of which the priest is better in KTera I think.
There are also plenty of players that don't care about these things.
Its a topic of the past now.
Mystic is the old and new king!
Lockon Heal with 35m range, not rly need to aim, just slightly the right angle and the game is doing the rest.
Cleanse is 30m.
Boomerang (depending on target hitbox) up to 18m
Volley of Curses and Contagion mlg range.
Auras on Energy Stars lvl.
Endurance debuff the same as the priests.
To make it short:
Better Support & Heal
U can literally stand at 25m range away from the boss and throw your lockons without worrying about shit.
FUUUUUUUN and CHALLENGING
The fact mystics are better than priests does not make priests useless, same as how lancers being better than brawlers does not make brawlers useless.
As for the lock on assist, it is a disadvantage in score runs because of the lack of precision needed for slaying runs, and I assume it might be a problem in pvp because of the number of players. Experienced mystics were already good at locking on without the aim assist, so the change is just a QoL change for them, instead of a performance increase. The lock on assist only benefits beginner mystics greatly.
As for the range increase, you still can not stand 25 meters away from the boss because of the aura range and the debuffs range (correct me if I'm wrong; I am not sure if those got a range increase as well).