September 04, 2010, 01:20:45 PM

Author Topic: Priest Vs. Mystic - Full Skill Review, Class Comparison, Analysis  (Read 51 times)

Offline Organic

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Raxavier requested I post this here for this community.

http://www.terafans.com/topic/3286-priest-vs-mystic-full-skill-review-class-comparison-analysis/

UPDATE: June 15, 2010 - Added the raw healing data in the Healing section of this comparison.

A lot of people have been asking what the difference is between Priests and Mystics, as well as things like, "Can Mystics be main healer for a party?" and "Aren't Mystics really just in a party for buffs?" The usual replies are things like, "Priests are main heals, Mystics are buffers" and "Mystics can only off-heal".

I wanted to take a detailed look (read: this is a LONG post) at every skill we currently know of for the Priest and Mystic classes. By breaking down both classes in to four main areas, I was hoping to really see where the current strengths/weaknesses were as well as better understand the classes for myself. I hope this helps shed more light on these two classes. I offered my own feedback about each of the sections and marked in green the class I thought was the "winner" of each. You can always skip to the bottom to see my final thoughts and which class I thought was overall stronger.

So, here goes. (And thanks to TeraBlah for the skill lists and details! Also, a TLDR was added, so you can skip to the end to read my perspective.)


A. Damage

Priest: 3 Skills
Quote
1. Light of Retribution (Direct)
Power: 16.1
Cast Time: 0.6s
Cooldown: 0.5s
MP: 3
Releases light of retribution forward. Light travels by 10m, giving a damage to targets on hit.

2. Curtain of Retribution (AOE, Direct)
Curtain of Retribution I
Power: 33.2
Cast Time: 0.4s
Cooldown: 2.5s
MP: 10
Forms a temporary fan-shaped magic barrier forward, damaging nearby targets.

3. Divine Explosion (AOE, Direct)
Power: 59.9
Cast Time: 1.0s
Cooldown: 4.0s
MP: 8
Explodes holy power, damaging targets in front with 3m in range


Mystic: 4 Skills
Quote
1. Elemental Shot (Direct)
Power: 16.1
Cast Time: 0.6s
Cooldown: 0.5s
MP: 3
Shoots a magic ball forward. A magic ball flies by 10m, giving a damage to targets on hit.

2. Essence Leach - Imbibe (AOE, Direct)
Cast Time: 1.0s
MP: 32
Takes HP from nearby targets within 6m, reserving it as spiritual essence. The amount of HP absorbed is proportional to the duration the button is pressed.

3. Flash Shot (AOE, Direct)
Power: 100.0
Cast Time: 0.6s
Cooldown: 15.0s
Shoots a flash shot forward. A flash shot flies by 20m, exploding at the maximum range or on hit, causing targets stunned for 3s.

4. Curtain of Retribution (AOE, Direct)
Power: 33.2
Cast Time: 0.4s
Cooldown: 2.5s
MP: 10
Forms a temporary fan-shaped magic barrier forward, damaging nearby targets.

So, Mystics have one extra skill that deals damage. Both classes deal only direct damage (no true DOTs, though Essence Leech does "tick" away while active), with Mystics getting one extra AOE. This overall seems relatively even, though Mystics would pull ahead in overall damage as Flash Shot is also a ranged CC and Essence Leech is a large AOE.


B. Healing

It's important to note that healing in TERA comes in five flavors (not including bandages, potions, etc.):

1. Orbs
2. Lock-on target (1 or 2 targets)
3. Direct AOE heals (two different AOE sizes)
4. An AOE HOT
5. A Sanctuary/Blessing

The two biggest challenges for an apples to apples comparison are the Orbs (Essence of Rejuvenation) vs. Self Heal/Direct Party Heal as well as the Party Buff (Sanctuary vs. Blessing).

Priest: 5 Skills
Quote
1. Regenerating Wind
Cast Time: 2.6s
MP: 50
Gives an effect of restoring HP of nearby party members, with the exception of the caster, within 14m by 44, each 2s over 10s.

2. Healing Wind
Cast Time: 1.0s
MP: 45
Instantly restores HP of 5 nearby party members in forward for 350. The effect does not apply to the caster.

3. Healing Invocation
Cast Time: 1.0s
Cooldown: 3.5s
MP: 35
Restores caster's HP by 259.

4. Healing Light
Cast Time: 1.0s
Cooldown: 2.5s
MP: 50
Releases healing light, restoring up to 1 group member's HP by 833 within 15m. Locks on targets with cross hair after pressing skill button, and releases light after pressing skill button once more.

5. Blessing of Regeneration
Cast Time: 1.0s
Cooldown: 3.0s
MP: 62
Bestows blessing that slowly restores HP of up to 5 group members within 15m by 58 each 3s. The effect lasts 900s.

Mystic: 3 Skills
Quote
1. Rejuvenating Shot
Cast Time: 1.0s
Cooldown: 2.5s
MP: 30
Shoots a rejuvenating shot that continuously restores HP of up to 1 group members within 15m by 81 each 1s over 5s. Locks on targets with cross hair after pressing skill button, shoots after pressing skill button again.

2. Sanctuary of Leech
Cast Time: 0.5s
Cooldown: 2.0s
MP: 60
Gives an effect of restoring 72 HP of party members within a 20m radius, including the caster, for each successful strike. MP continuously decreases -1 each 2s while the skill is active. It cannot be used with sanctuary of anguish

3. Essence of Rejuvenation
Cast Time: 2.0s
Cooldown: 5.0s
MP: 40
Concentrates magic power, creates an essence of rejuvenation that instantly restores 194 HP.

Since you can have multiple Orbs in play at once and you can pick them up instantly, you could essentially get someone healed 3-4x in ~1 second which would make Essence of Rejuvenation far superior to Healing Wind or to Healing Invocation (the 5 sec cd self-heal for Priests). However, a Priest using Healing Wind would be able to heal up to 5 people at the same time with Healing Wind. Of course, not everyone may need healing and that extra heal power would be wasted as it can't be stacked up for the target most in need (and you assume that just those needing healing would pick up an orb).

As for the the Sanctuary and Blessing, even for just 1 minute, the Blessing is about 24% stronger than the Sanctuary. However, the Sanctuary heal will vary wildly as it relies on your target actually doing damage. The Priest's Blessing is certainly far easier to sustain and does have a Rank 2 later on.

Below is the comparison between the five heals. NOTE: I used the HP Orb twice given it's both the Mystic's self heal and a direct heal for anyone else. The AOE HOT is for Priest's only.

NOTE: This spreadsheet simply offers the lowest/highest ranks for each of the spells grouped based on their use/behavior. This is not a level-by-level comparison; simply a general look at the overall healing skills to offer a comparison, though max levels are easily compared.

Of course, all of this is subject to change.



It would seem here that Priests would be the clear winner in terms of overall ease of use. Not only do they not require the party members to pick up the big direct Essence of Rejuvenation heals like the Mystic does, but they also get an AOE HOT and a very strong, instant self-heal (Mystics have to drop an orb for themselves, too). Also, Priests have a 15 MINUTE HOT buff for the party which does have an increased rank later on and seems to heal better than the Mystic's Sanctuary of Leech, especially since Sanctuary of Leech costs MP to maintain and fully requires the healed target to actively be doing damage.


C. Party Buffs

Priest: 5 Skills
Quote
1. Blessing of Might
Cast Time: 1.0s
Cooldown: 3.0s
MP: 62
Bestows blessing that enhances attack power of the caster and nearby group members within 8m by 18 for 900s.

2. Trot
Cast Time: 1.0s
MP: 20
Gives an effect enhancing movement speed while not in combat, to the caster and nearby party members within 8m by 10% over 600s. The effect cancels when you use other skill or when you are hit while under the effect.

3. Blessing of Agility
Cast Time: 1.0s
Cooldown: 3.0s
MP: 62
Bestows blessing that enhances up to 5 group members' crit resistance by 2% within 15m. The effect lasts 900s.

4. Blessing of Endurance
Cast Time: 1.0s
Cooldown: 3.0s
MP: 62
Bestows blessing that enhances up to 5 group members' effect resistance by 2% within 15m. The effect lasts 900s.

5. Armor of Safeguard
Cast Time: 1.0s
Cooldown: 25.0s
Gives an effect absorbing 263 damage to up to 5 group members within 15m. The effect lasts 10s, it cancels, even if it does not complete the duration, when the maximum absorb amount is over.

Mystic: 6 Skills
Quote
1. Spirit of Bloodlust
Cast Time: 1.0s
MP: 42
Gives an effect enhancing attack power of the caster and nearby group members within 8m by 18 for 15s

2. Essence Leech - Discharge
Cast Time: 1.4s
Converts absorbed HP into MP, and distributes MP to 5 group members within 9m. Available while spiritual essence is reserved.

3. Blessing of Rebirth
Cast Time: 0.5s
Cooldown: 600.0s
MP: 60
Bestows blessing that instantly resurrects the nearest dead party member. The effect lasts 1200s, and it only resurrects dead member while the effect is active.

4. Sanctuary of Rage
Cast Time: 0.5s
Cooldown: 2.0s
MP: 60
Gives an effect of enhancing the crit stat of party members within a 20m radius, including the caster, by 100%. MP continuously decreases -1 each 2s while the skill is active. It cannot be used with sanctuary of haste.

5. Sanctuary of Haste
Cast Time: 0.5s
Cooldown: 2.0s
MP: 60
Gives an effect of enhancing the movement speed of party members within a 20m radius, including the caster, by 10%. MP continuously decreases -1 each 2s while the skill is active. It cannot be used with sanctuary of rage.

6. Sanctuary of Anguish
Cast Time: 0.5s
Cooldown: 2.0s
MP: 60
Gives an effect of restoring 1 MP of party members within a 20m radius, including the caster, for each attack received. MP continuously decreases -1 each 2s while the skill is active. It cannot be used with sanctuary of leech.

Well, Party Buffs are where the Mystics are supposed to really shine. Right?

Both classes have +Attack and +Speed boosts for the party. Priests have +Crit and other Resistances while Mystics offer a HUGE +Crit Hit boost. Mystics are the only class capable of regenerating party MP and actually have two different methods of doing that. Priests offer a damage absorbing bubble which can't be overlooked, though Mystics are the only class to receive two Resurrection abilities which could definitely turn the tide in certain situations. At a glance, it appears that Priests are AS capable a buffer, if not more so given a couple of their buffs last 15 minutes and don't require a constant MP drain to maintain.

So, which class pulls ahead? In my opinion, given the huge +Crit boost and the ability to regen a lot of MP for the party, I'd say the Mystic just barely edges out the Priest for this category. I do think Mystics deserve the devs taking a second look at their Sanctuaries. With Priest Blessings having 15 minute durations and Trot getting 10 minutes, it seems like the Sanctuaries could either be a longer duration (set and forget) or not require MP to maintain. It just doesn't feel very balanced to me, though anything could change this early in the game. That said, I certainly would want BOTH a Mystic and Priest in my party as the combined buffs would be awesome.


D. Other Utility:

Priest: 10
Quote
1. Awake
Cast Time: 1.0s
MP: 40
Instantly helps knocked down party members stand up within a range of 20m.

2. Sleep Ball
Cast Time: 1.5s
Cooldown: 30.0s
Shoots a magic ball of sleep forward. A magic ball of sleep flies by 20m, causing a target on hit to fall a sleep for 10s.

3. Mana Boost
Cast Time: 5.0s
Cooldown: 20.0s
Restores MP for 10 each 1s over 20s. Regeneration cancels when you use another skill or item, or when you are hit during regeneration.

4. Wind of Purification
Cast Time: 1.0s
Cooldown: 2.0s
MP: 37
Instantly removes all harmful effects from up to 15 group members within 8m in range.

5. Resurrect
Cast Time: 3.5s
MP: 100
Resurrects 1 nearest dead party members in 4m to the forward.

6. Camp Return
MP: 75
Teleports all nearby party members within 20 m, including the caster, to the nearest camp.

7. Peer Summon
MP: 75
Teleports all party members wihtin the province next to the caster.

8. Suppress
Cast Time: 2.5s
Cooldown: 300.0s
MP: 50
Resets all aggro level against the caster from nearby mobs.

9. Magic Power Extraction
Cooldown: 300.0s
Extracts magic power from magical items, instantly restoring 250 MP. This skill is usable only when magical items are found in the inventory.

10. Soaring Attack
Power: 57.1
Cast Time: 0.5s
Cooldown: 12.0s
Attacks the target while standing up. You can only use this skill when you are knocked down.

Mystic: 9
Quote
1. Binding Shot
Cast Time: 1.0s
Cooldown: 7.0s
MP: 35
Shoots a magic ball forward. A magic ball flies by 20m, decreasing movement speed of target on hit by 90% for 6s.

2. Flash Shot
Power: 100.0
Cast Time: 0.6s
Cooldown: 15.0s
Shoots a flash shot forward. A flash shot flies by 20m, exploding at the maximum range or on hit, causing targets stunned for 3s.

3. Mana Boost
Cast Time: 5.0s
Cooldown: 20.0s
Restores MP for 10 each 1s over 20s. Regeneration cancels when you use another skill or item, or when you are hit during regeneration.

4. Purifying Shot
Cast Time: 0.5s
Cooldown: 1.0s
MP: 10
Shoots a purifying shot that instantly removes all harmful effects from 1 group members within 15m. Locks on targets with cross hair after pressing skill button, shoots after pressing skill button again.

5. Resurrect
Cast Time: 2.5s
MP: 100
Resurrects 1 nearest dead party members in 3m to the forward.

6. Peer Summon
MP: 75
Teleports all party members wihtin the province next to the caster.

7. Teleport
Cast Time: 1.5s
Cooldown: 5.0s
MP: 12
Teleports a short distance to the direction where the character faces.

8. Magic Power Extraction
Cooldown: 300.0s
Extracts magic power from magical items, instantly restoring 300 MP. This skill is usable only when magical items are found in the inventory.

9. Soaring Attack
Power: 60.7
Cast Time: 0.5s
Cooldown: 12.0s
Attacks the target while standing up. You can only use this skill when you are knocked down.

This category is a big disappointment for me.

Priests have a stronger CC (sleep vs. movement decrease), stronger dispel (party-wide instead of single member targeted), they can summon to Camp instead of just bringing the party to the caster, and they have Awake which brings the entire party back to its feet after being knocked down. I believe Priests are also the only class to have a threat wipe/detaunt.

So, what do Mystics bring to the party for general utility that's better than the Priest? They do have Flash Shot which is a 3 second AOE stun (Priests just have the single target Sleep), Teleport which is an instant move forward, getting you (hopefully) out of harm's way (and making it easier to get where you're going!), and their CC is a movement debuff which means that accidentally hitting that target won't cancel the CC. However, overall, it just seems that they either have the same utility as Priests (self MP regen, Peer Summon, and Resurrection) or it's simply not as good as the Priest.

So, here's the breakdown of skills and which class I thought won each section.

A. Damage
Priest
Mystic

B. Healing
Priest
Mystic

C. Party Buffs
Priest
Mystic

D. Other Utility:
Priest
Mystic

Overall Winner = Priest

By the way, if you were to reclassify Awake and Wind of Purification as "Party Buffs" instead of "Other Utility", Priests would easily beat out Mystics for most Party Buffs and would then be only slightly weaker in overall in "Other Utility". I'm still a bit in shock how strong Priests are in overall party support compared with Mystics. I think their strong heals, tons of utility, two different group teleports, and things like Awake and Wind of Purification make Priests an incredibly valuable addition to any party.

I think the class comparison then begs a few questions.

1. If you were wanting to play a Mystic, does their current state have you looking more toward Priests given how much utility they offer?

2. Do you feel that Mystics need a second look by the devs in terms of MP usage compared with the Priest's long duration buffs?

3. Do you feel Mystics offer enough utility and "uniqueness" to deserve a spot in a party?

4. Anything you'd like to see changed about the skillsets for the two classes? E.g. Give Mystics the Camp Return instead of Priests?


TLDR: Ultimately, despite the Mystic and Priest sharing a number of mirrored skills, the differences, IMO of course, put Priests ahead in the overall usefulness to a party at this time for several reasons.

1. The Priest buffs durations are substantially longer than the Mystic's and don't have any prerequisites or restrictions of use (e.g. some Mystic Sanctuaries can't be used with others).

2. Priests have stronger utilities (Awake, Sleep Ball, Suppress) and a stronger CC.

3. Several of the mirrored skills are simply better and more useful for the Priest (Wind of Purification > Purifying Shot; Blessing of Regeneration > Sanctuary of Leech).

In the end, for being "the" buffing class in the game, it currently feels that the Mystics are a bit underpowered compared to the Priest and I'd like to see them get a boost.