Posts by Slashley

    On the contrary, Priest heals are so fast that you'll heal easily even if a Warrior is on you. Circle of Healing at least is so fast that you can use it even between Warrior staggers. Again, even if you Jaunt a Warrior can easily interrupt you because of the IMMENSE delay on your heals.


    And remember, using Stunball solely for a heal or two screws you over.

    "Where's the remaining 45% coming from again....?"



    From another ball already on the floor which he spammed when he had time and he only now picked up ... which happens a lot

    I did account for that.

    Warding totem or crystals don't give you stagger and kd immunity.,.,.,

    The amount of times I've jumped and not getting KD'd on a Mystic says otherwise. Pretty sure it's the Totem though.

    Mire isn't the only expendable cc, they all are..

    And then, pray tell, if you need to blow your CC so that you can relieve pressure on your team and thus have no more CC to apply pressure, how are you going to stop your team from going on the pressured side again? Except that this time, you have less mana than you started with. And thus, the vicious cycle loops until you OOM and then it's game.



    In Priest terms, it's like if ES and Kaia and Healing Immersion shared CD. You can use ES, but it'll leave your team vulnerable. Or you can Kaia which gives offensive benefit but mostly a defensive one. But once do use one of them you're "locked" into that route and if you fail to benefit during then you're outright screwed. You might get pressured, which might demand a Kaia to save somebody's life. After that you recover because hey, Priest OP. And then... and then ES is on CD and you can't apply pressure properly because of the Kaia you used before.

    A warrior can't shut down a mystic, ask any warrior that has fought my mystic? In fact the best scenario for me is when enemy focuses me and my team isn't completely retarded.

    For some reason, many Warriors have entirely the wrong impression. They're trying TO KILL YOU. Which they shouldn't be doing. Against a Priest? Well, you can interrupt them so just keep trying. Sooner or later pressure or RNG will go into your favor. But against a Mystic? Hah, no. Don't. Although a Mystic will have a harder to pick his HP back up, his mobility means that he should be fine against you. However, he CAN and SHOULD interrupt you.

    That way i can easily deal with the pressure and even assist my teammates with CC here and there so they won't have anyone interrupting them , meaning they should kill faster.

    Yeah, you see, this exactly here? How exactly is this going to happen if the Warrior is distrupting you?
    For example, the standard combos
    Stunball -> Sleep. Sleep gets interrupted by Warrior. This is very easy to do, especially if you haven't wasted Backstab in a (most likely) vain attempt to kill you.
    Fear -> Sleep. Again, same story here. Sleep should easily get interrupted, even though Fear casting animation isn't a 100% giveaway for the Warrior what you're going to do, seeing the effect on his teammate is.


    So the end result is, if the Warrior is actually doing his job and INTERRUPTING you, you didn't CC anyone for more than 3 or 6 seconds and you spent one third of your mana pool doing it.

    so about your fictional scenario, warrior swaps on mystic and he gets CCed 40 meters away from his priest so its full duration CC and then you get 2 crit heals and your guy is full hp

    Sure, but that's only if the Warrior is 40 meters away. Which he shouldn't be, because as I said, an interruptor doesn't need to chase you to the ends of the Arena - just 15-20 meters from your DPS is enough.



    In addition, if it's less than than 40 meters away and you Fear/Stun/Sleep him, then he has already won. He forced you to CC which is also your means of pressure output. Now, he only needs to repeat the process.

    --
    The only way to reliably kill a mystic is to 100-0% it or kd chain it so it can't move

    Again, I'm not talking about killing the Mystic himself. That's... problematic. Doable? Sure. But problematic.



    The difference between interrupting a Mystic and killing a Mystic is like the difference between day and night. One is easy to do, one is not. Most players have this strange thought that you need to kill the Mystic. This isn't true at all. Once you take away a Mystic's heals and his CC, he's nothing but dead weight. Sure, it'll take away one player from your side to do that, but you're effectively swapping the game from
    2 DPS 1 Heal vs. 2 DPS 1 Heal
    to
    2 DPS 0 Heal vs. 1 DPS 1 Heal.
    Which side is going to win again?


    I think the biggest problem here is that you're... you. For you, if you're in 2 DPS side, you'll just (hope to) slaughter the enemy Healer in a single combo while your friend keeps the DPS busy. If you're on the side with the Healer, you'll just go "eh business as usual" and promptly slaughter them. But that's not exactly the way it goes for others...

    Please , warriors are known for soloing priests not mystics for a reason lol. You have so many skills to stop him with (every single CC actually, stunball point blank and hes slept or mired and you jaunt and hes in the other corner of the room being a deadweight to his team for 10 seconds.) You can slip a mire after jaunt or fear or stunball and those are realistic options, vs worse warriors u can even throw a sleep or a knockdown as they're charging towards you. Both mire and stunball have relatively short CDs and are usually up at the time.

    I'm not talking about soloing. I'm talking about *stopping a Mystic from healing 100%.* You CANNOT stop a Priest from healing, there's far too fast heals. For a while you can stop a Priest from using the basic heal, but you even that you cannot keep up forever. The Priest WILL get enough distance to get a single heal off - a Mystic CANNOT because the interrupt time window is so huge that the Warrior can easily 720 Combative just to mock him (that's spinning camera twice 360 degrees just for the insult).


    And what happened to Cleanses...? That's all nice if there's no Cleanses for the Warrior, but the Warrior doesn't need to follow you all around the arena just to get Mired on the other side of the Arena behind a pillar. Against a Mystic, it can be even more efficient to not try to kill the Mystic, just stop him from healing.


    So, for example, it can work like this: Start the fight as normal. As soon as you get any HP lost on either of the two DPS, the Warrior swaps to Mystic. His job isn't to kill him - just stop him from healing. After that, the second DPS just slowly whittles down the low HP enemy DPS. He has all the time in the world, as long as the Warrior plays properly the Mystic will NOT heal without using a CC which is required for pressure. If the Mystic does that, just get back to "normal" playstyle and repeat as soon as somebody takes damage - it'll be easier this time since the Mystic will be short on CC. Sooner or later you'll get the situation where the Mystic simply cracks - not enough Mana or not enough CC. And once somebody dies from a Mystic team, that round is over.



    There are other ways, but the baseline is, if the Mystic team starts to fall behind in pressure then the match is usually over. The only way for a Mystic team to relieve pressure is by using CC, which is also a requirement for creating pressure. In other words, you get behind, you stay behind until you crack. This is particularly true if there's an enemy Warrior since their ability to *stop* Mystics is overwhelming. Mire is the only "expendable" CC from a Mystic's arsenal since it only creates Pressure when a DPS is stupid enough to follow you behind a pillar when his healer is miles away.


    Priests on the other hand, excel at neutralizing pressure without expending offensive power. Worst case scenario, you'll "waste" a Kaia's, making your offensive-to-come more vulnerable to Staggers.

    -- The totem doesn't give stagger/kd immunity which is usleess and 5k shield is too low --

    Um, Kaia's doesn't have any sort of magical property which makes you KD and Stagger immune... it's simply that when you take 0 damage these effects don't happen. Mystic Totem Shield has the exact same property - as long as the attack doesn't break the shield, you don't get Staggered. Same with Warding crystals. Of course, the problem here is difference in damage absorption. Even a non-Crit Wallop is likely to break through a Mystic Totem Shield, causing a KD.

    Mystics do recover faster than priests besides divine respite (Which ,like restoration burst, is affected by healing debuff) but it can be used only once a fight. As a mystic your HP can go up and down like crazy and im not sure what 15% are you talking about but b@lls heal you for a lot more.. the 15% is barely half and after eating the ball you get about 15% more, plus you'll probably have b@lls around the place which you can eat as well so you'll be regenerating the entire time. Theoretically if you drop a ball and eat it thats 30%, eat another ball after this one is over is 15% more and then drop another ball and eat it after CD is over and 30% more so here you have a theorerical 75% heal in 10 seconds ,

    First off, I assume you mean "unlike"? Yeah, it is reduced by healing debuff unlike Burst. Still, the healing it give is absolutely absurd. The scaling it gets from +healing is absolutely insane. If it wouldn't have been like since the beginning I'd say it's certainly bugged.


    As for your example here.... what? WHAT? Are we even playing the same game? Picking up multiple ballz doesn't stack. It's a HoT, picking up a new ball simply refreshes that HoT. It takes like 8 seconds (more than one ball, one ball = 5 ticks) to get 15%. You get 15% from casting a HP Ball. That's 30% of HP in 8 seconds. Where's the remaining 45% coming from again....?


    I'm not saying that Mystics are easy to kill, because they aren't. What I am saying that it takes much, much, MUCH longer to recover from damage IF they take it. There's no way in seven hells that you'll recover 75% in ten seconds as a Mystic. Unlike a Priest who just goes Healing Immersion, full, pressure is over, time apply ours. That does require a Crit but hey, theoretically it's possible unlike for Mystics.

    Heh, it was Stickied so I didn' even see this until now. Oh well.


    Good guide, I agree with almost everything entirely. The biggest gripes I have is.... well, Mystics.


    You didn't mention just how ridiculously easy (the only) Mystic heal is to interrupt. Unlike the Priest version which is no longer stagger-able once the heal has arced like halfway, Mystic heal is stagger/stunable even after the Mystic sees the goshdarn heal numbers. The window is HUGE. Because of this, a good Warrior can prevent a Mystic from doing one. Single. Heal. Forever.


    Jaunt? The correct response for the Warrior is to run after the Mystic. If he starts the healing animation, THEN Backstab. You'll have plenty of time, I guarantee you you'll interrupt the heal before it goes through. The Mystic is going behind a pillar after Jaunt? No problem, as he gets near the pillar just charge between that pillar and his DPS. He can't heal until he has LoS on his DPS, and that means you as well.


    The one and ONLY way a Mystic can get a heal off against a good Warrior is wasting Fear on him - have fun trying to pressure the enemy team when you wasted your Fear for getting two. Entire. Heals. And since they're Mystic heals that probably means the DPS aren't even topped off...


    Flanberry would probably say that the 2v1 DPS shouldn't be needing any heals, and yeah. That's true. However, in the long run, the enemy second DPS is getting healed by his Priest and thus slowly but surely they'll start having HP issues - and they won't be getting any heals ever. Only HP ballz. Can't even KD Warriors since their endless Stagger spam WILL interrupt all of those. Goshdarn Warriors.


    Another thing I dislike in this guide is Mystic Totem. I see the primary use of this as the Mystic version of Kaia - it's a quick-to-cast 5k Shield effect on allies, and 5k can easily mean the difference between life and death. Particularly for Mystics whose heal is SLOW AS ECK. Also, this Shield will also be applied a second time ~30s into the Totem's lifetime, and really, I find that the primary benefit of the Totem. Except that one time when a Totem gave me that later Shield and my jumped Backstab screwed me over terribly.. ;_;


    Thirdly, last and least I seriously dislike how you said that Mystics recover fast. What? It's true that Mystics are slippery and thus might be harder to kill for some combos, but if damaged properly their recovery times are terrible. 8 seconds per 15% of health, roughly the same for the ball HoT. Fairy doesn't heal jack, the primary use of that is dispels. Implying it'll ever get a single heal off since it gets KD'd by normal attacks these days....
    From 20% Priest will be at full health if you leave him alone in LESS 10 seconds. A Mystic will take 20-24 seconds if not more than that (although granted, slipperyness means that Mystic is likely to take less damage during this time than what a Priest takes). For self-heals Priests have:
    - Self heal, 5 seconds.
    - Restorative Burst, 15 seconds, ignores healing debuffs.
    - Healing Immersion, 20 seconds, requires an ally within 7m, cast-able while moving, HUGE heal (a Crit will give full health).
    - Kaia's, 14k HP buffer (heals for 15% if Glyphed).
    - Divine FREAKING Respite, 5 minute I-win button, short casting time but cast-able while moving. Nothing says HAHAHA like casting this and then purposedly walking into a Slayer-Warrior Backstab combo and walking out of it at FULL HEALTH despite having been Stunned for the past 10 seconds and getting back-Crit like crazy.


    no tl;dr version? ;-;

    "Don't suck" tends to be the gist of it.


    Sadly, the long version of "don't suck" is reading the guide....

    This... seems to be glaringly full of mistakes if you ask me.


    1. If you attack North, why use a group of 5 people to go behind the gate just to fight the enemy? They should equip Backbiting Crystals and destroy the gate in less than one minute, even alone without any help from in front of the gate. Sure, if the enemy team shows up they can't exactly ignore them but the main purpose should be attacking the gate or clearing north ladder so that others can assault the gate from behind.


    2. In your South tactic, you're splitting your forces into mid attackers and gate attackers. If the enemy team has ANY idea on what to do, that'll end in total disaster - you'll accomplish neither. It is much smarter to middle like a madman, and then suddenly swap to inner ladders if the enemy abandons them. Still, if they play smart you'll never get mid thanks to Turrets and Tanks.


    3. What on Earth is the point of bringing Tanks to the gate? That's just a fantastic way of getting your Tanks destroyed while the Turret is bombarding the people at the gate. If you want to reduce the amount of damage your gate people are taking, it's much better to have a Lancer block for them and have your Tanks shooting at the Turret to minimize it's uptime.


    4. For defenders, you should NEVER assume they're going South. You should ALWAYS assume they're going North. Why? Because Tanks and Turrets can decimate people who climb three ladders... but not the furthest one North. So you should get people there ASAP to guard it. Furthermore, those guards may get attacked by people who came in the North airship. Ideally most people really should go North, South should only get two people at start - one for the Turret, one for the Tank. These two can hold their ground until it's established which gate the attackers are rushing.


    5. Bringing South tank anywhere but middle is outright suicide. You WILL lose middle without it being in the middle from the start.


    6. Why are you saying sorry to Berserkers when it comes to going through Tank blocking inner gate? They can Evasive Smash through it just fine.


    Also, the most important thing missing is... if you've been assigned to defend inner ladders, DO NOT LEAVE YOUR POSITION even if somebody gets past you. It's really frustrating when people give the chase and leave their ladder unguarded. It HAS to stay guarded or more and more and more and more people will just keep pouring through. Instead of chasing, tell your team to spawn at Crystal.