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Thread: Healer Debate     submit to reddit submit to twitter

  1. #41
    Formerly BGTemp // TERA Fan
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    Quote Originally Posted by Keshad View Post
    Not having had much chance to play, well I created a character in obt5 then had to leave without getting to play. I'm looking at playing through most content with a small group of friends 3-4 as a base. I'll be rolling either a warrior or lancer as a tank, preferably lancer, one will be dd leaning towards archer for now. Just wondering whether mystic or priest would work better with these combinations or its the usual go play see what you like and what works best? i'm thinking Priest will be better healer overall, mystic will add more utility at the cost of making us all fat from eating skittles.
    I play as Lancer with a Sorc, Zerker and Mystic. So far, so good awesome! My friend who plays the Mystic is no slouch though and we've been playing for a while. I'd suggest that with an Archer in your group, much like our Sorc, you'll only have 2 people who should be in range of BAM aoe's and Mystic has plenty of cure power. Honestly, Priest and Mystic isn't like Whm vs Rdm. Priest has AOE heal as their main "pull", while mystic uses orbs. Both have target heals that are on equal levels. As a lancer, I LOVE the mana orbs from the Mystic.

    Still, no "right or wrong" in this, just my opinion

  2. #42
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    Cheers, thanks for the replies all, in the end she went with mystic, we'll see how it works out and if we have issues, well after open beta we can make some more characters and pair up with what we need.

  3. #43
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    I only tried them up to lvl 20 thanks to the intro mission, but I don't think I could stand popping balls every 5 seconds for hours... I would guess mystic is the better pve support because it can feed slayers mp and the better pvp for several reasons including the teleport evasion. But, I'm guessing priest would be favorable on high damage bosses.

    Mystic was disturbingly complicated for solo leveling as well, priest would be my choice if I ever buy the game.

  4. #44
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    well they added a new glyph to priest aval. around level 24ish i think, but priest has a charge move, with a 6 second cool down, that when held down (and they can still move around) for 3-4 seconds, will give them back 800mp instantly. this new glyph gives ALL party members 25% of the MP you restore, so every 10ish seconds, (or inbetween heals, de-buffs, etc.) i spam that ability when it's not on cool down. I can usasually get a berserker up to around 400-500mp before the next group of mobs in an instance, depending on how fast were rolling...

    So... not sure if that's comparable to mystic in terms of MP regen? 200Mp ever 10-12 seconds?

  5. #45
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    Hard to say.. I played mystic and healing my group was so easy.. glyphed target heal for extra person so hardly use the hp balls... and i'd just run around dropping the mp balls as soon as cooldown wore.. while keeping up my own MP regen thingy.. can drop a ball in about 6 seconds including cooldown and cast time.. 600+ mp per ball.. we usually ended boss fights in manor with my balls all over the place.

  6. #46
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    People seem to forget mystic has target heal spells, not just orbs. Also as said above, the target heal can be glyphed for additional targets.

  7. #47
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    Not sure if any of you have tried to "target cure" a party with no tank ( or anyone who cant use provoke type moves) but you generate a ton of hate with single target cures, will only take 2-3 uses before a bam will turn on you. The larger more power cures priest have (not targetable at all) generate much less hate imo, to which i would have to contribute to needing to A. use skill to position yourself, and B. get right up on the person your curing, which mean getting in the way of the mobs moves. For the other case, where you do have someone who can hold hate, then ya, single target is all you need.

  8. #48
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    Quote Originally Posted by Divimise View Post
    Not sure if any of you have tried to "target cure" a party with no tank ( or anyone who cant use provoke type moves) but you generate a ton of hate with single target cures, will only take 2-3 uses before a bam will turn on you. The larger more power cures priest have (not targetable at all) generate much less hate imo, to which i would have to contribute to needing to A. use skill to position yourself, and B. get right up on the person your curing, which mean getting in the way of the mobs moves. For the other case, where you do have someone who can hold hate, then ya, single target is all you need.
    Branae the healer says:


    "Should have rolled dragon, bitch!"

  9. #49
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    PVE wise mystic is better because of their auras and MP orbs. The critical increase and MP aura's accompanied by MP orbs will make anything die really fast.

    As for priest I'd say is a "safer" route with more healing selection.

  10. #50
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    Gotta love them blue balls.... O_o

  11. #51
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    Quote Originally Posted by sander View Post
    in my opinion, PVE wise mystic is better because of their auras and MP orbs. The critical increase and MP aura's accompanied by MP orbs will make anything die really fast.

    As for priest I'd say is a "safer" route with more healing selection.
    don't think you can make a flat out statement that says "X is better." they both have their uses and both are MORE than competent enough for any PvE content in this game. you especially can't make an opinionless statement like that unless you have played the korean version and gotten to 60 and done HM's

  12. #52
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    About priest: they have a glyph that makes their mana charge skill thing become AoE. I've never used it because I never reached the level needed on the class to try it out, but in theory this sounds like a good glyph to use for pve group play.

    Is it for some reason not good enough that everyone seems to ignore priests being able to recharge party member's MP too?

  13. #53
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    I used it, most times I could keep everyone's MP above 50% during battles and running to and fro, could usually cap them before the next fight. This is lvl 30-32 running through SM so there's that to factor in also. This is also with the AoE glyph only, not the combo with the glyph that actually increases the amount of MP the charge move gives you

  14. #54
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    because ppl like making blanket statements w.o knowing anything about the class or seeing how stuff pans out at endgame when each class has all available tools and glyphs

  15. #55
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    Quote Originally Posted by shepardG View Post
    I used it, most times I could keep everyone's MP above 50% during battles and running to and fro, could usually cap them before the next fight. This is lvl 30-32 running through SM so there's that to factor in also. This is also with the AoE glyph only, not the combo with the glyph that actually increases the amount of MP the charge move gives you

    Never really noticed the MP charge, as berserker, I burn Mp like crazy. I'm mashing the Mp self buffs I got on cooldown the entire run.

  16. #56
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    Quote Originally Posted by Gulkeeva View Post
    Never really noticed the MP charge, as berserker, I burn Mp like crazy. I'm mashing the Mp self buffs I got on cooldown the entire run.
    Yeah last SM run I did with Lucavi, and his MP was my main focus as I tried not to let it drop below1k. I think with self buffs and the mp charge, it's feasible to never run out of MP when you need it. So basically a combo of mart play, aswell as skill and attentiveness equals smooth run. Which is how it should be. I also think the same could be said for mystic in place of priest.
    Honestly I'd like to reproach this thread when we're at cap because I think differences will be more defined then.

  17. #57
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    Just thought I'd chime in on this discussion.

    I've been playing a Mystic for the betas and such, and one thing that I've really noticed about them is their versatility. While I have not played one myself, I would consider priest to be the better healer. However, Mystic has the capacity to throw DoTs, apply buffs, etc.

    While playing my mystic, if I am concentrating on pure healing, and nothing else, I can run with Mana infusion (+100mana/3 seconds) buff active, and rarely have any mana problems. The problem is that the buff is dependent on not performing nay offensive abilities.

    If I want to toss out some little minor attacks, and stack our poison debuff (600 damage per second @ 3 stacks, lasts 10 seconds (12 with glyph)), and summon thrall of vengeance for some added minor DPS, then I begin to run into mana problems if I don't monitor it closely.

    My direct heals hit for about 3k at 32, glyphed for range and to hit 3 targets. The status ailment remover (2 targets) was a much faster cast, but a 2 second recast so you can't spam it as easily. It was typically sufficient, but there were times when we were fighting 2-3 basilisks at a time where I was feeling that the direct cures could have been a bit more powerful.

    Mystic dropping balls is amazing, but I find healing ones to be more often sought out by the ranged DPS (or myself), as I can direct cure up to 3 melees. I typically use the red balls to cure myself (they also cure status ailments), and are cheaper to cast than the thrall of life.

    The Mana balls are great for everyone, except for my own MP pool. They cost 500 mana to restore 600, with a ~2.5 channel time. I know it's a godly amount for a melee, but for my own MP pool, I'm better off just taking the time to lock on for my next cure and sitting on it for a second.

    Also, dropping balls is a TON of threat if done mid-battle. But they're great to set up pre-fight. But that's dependent on getting people to wait to set them up, and then getting the mana back.


    I've been having a lot of fun playing a mystic, and I've been called "The best healer ever" by multiple groups. But so far, healing isn't really difficult in the game.

    tl;dr version: Mystic can do a TON of stuff, Auras, DoTs, CC, Motes. It's difficult and can be stressful if you want to do it all. If you want to be the best healer, Priest is probably better. I know that FFXI comparisons are frowned upon, but I'd consider it comparable between ToAU RDM versus WHM.

  18. #58
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    priest gets aura's also, except they are 10minutes buffs that don't constantly drain MP

  19. #59
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    I can say this about both though (and i've never even played mystic)

    Their both fun as hell to fucking play, and in no way make me feel like i'm playing a healing class lmao! It really blows my mind as i'm used to FFXI, XIV, and Rifts and all those healing jobs all feel like utter shit compared to tera's approach to "healing"

  20. #60
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    until you hit past 40, from looking at just the skill list, nothing changes between the two jobs till then. both jobs get buffs to increase party strength, both get cure spells(mystic has balls, priest gets a up close and personal 5ft burst cure), both can dispel, both can cast regen, both have a form of refresh,(tho spamming the priest one would kill the button its attached too), both can increase movement speed.

    After 40 mystic can cast reraise on others, slow the targets attack speed, stun, fear, and increase crit.
    Priest can increase parties attack speed, increase resistance to debuffs, phalanx vs ranged attacks, and a second self target cure (form of regen)

    Patch notes says new skills for mystic is a stationary regen totem, and priest get another aoe cure (this time ranged) and a self only reraise. (to which, why would mystic have reraise natively and priest didnt get any form of it until just recently?) -- anyone know what the possible cooldown/mp cost of these reraise spells are? In aion, you where limited to casting a targetable reraise on only 1 person.

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