The 16th spell on the list is called . Like the Priest’s version of the spell, you can use it to summon anyone in your party to wherever you are, as long as you are in the same zone as them. This will also change their channels to match yours, but this doesn’t work across continents, across worlds, or inside dungeons.
Regression is your next spell and it’s main uses are in PvP. This is a close range AoE dispel that requires you to be fairly close to whatever it is you are dispelling. There are some mobs that may need to be dispelled in this game in PvE, and learning which and when can be tricky. This spell’s main applications are stripping the buffs off of players though. Skipping over another Aura for now, we jump right into another spell called Titanic Wrath.
This spell is one of the reasons that a Mystic, when you are healing your group, will never have time to do damage. This spell has a small range and buffs anyone near you for 25 seconds to deal increased damage, including yourself. You can glyph it to last longer and the cool down is only 10 seconds. In case you missed hitting a group member, you can cast it again. This does not stack with the Priest’s version of this buff which lasts 15 minutes, so you must be really confused, why you would pick a Mystic over a Priest? Don’t worry, it’s coming, I promise.
Next up is Erin’s Tear. This is one of the top five most overpowered spells in this game. This is a clone of your starting ability, Aron’s Vitae. Only instead of restoring health, it restores mana. All classes can restore mana on their own, so why is this skill so good? It ties into why Mystics are great healers and support. First, you’ll need to know something about Slayers and Berserkers though. Unlike other classes, Slayers and Berserkers do not have typical mana pools, or rather, it’s like a rage pool that goes up when they do basic attacks or eat these orbs. You can guarantee a Slayer and a Berserker full rage going into combat.
You also need to know that basic attacks for all classes to very little damage. Their main purpose is to restore mana for said class. But, by dropping these orbs, you eliminate the need for all damage dealers in your group to do basic attacks. Meaning they can spam their strongest abilities without having to worry about mana. Ever. On top of these orbs, you get another spell I’ll go over later that further improves your group mana regen. As a Mystic you’ll want to be dropping these with your red orbs non-stop during Boss fights while using Titanic Wrath to buff your group between healing people. For best results, drop these orbs right beside the party members that need them so they get minimal interruption in the rotation. You should be all right to run into melee to drop these for them. For Swords and Archers, just run up to their faces and drop them a blue skittle of love.
The next skill you will learn is called Mire. This is a super snare, slowing anyone affected by it drastically. A side effect is that the target cannot be knocked down or immobilized while snared. But, it is worth mentioning that this can target up to four players at once. Meaning if you have four melee trained onto in PvP, this will get them off of you as long as it doesn’t miss or get resisted. I’ll be skipping over another Aura to jump into your next and final Thrall, the Thrall of Wrath.
Thrall of Wrath
This summons a gigantic Golem that will do some AoE damage and then vanish. This is a long cool down and is very situational, but if you find time between buffing, healing, and dropping orbs, this should be your go-to damage spell if it isn’t on cool down. Otherwise, resort to stacking your dot on whatever your group is fighting.
The next skill you learn is called Ancient Binding. It’s another slow that slows less than Mire, but it has a shorter cool down, and isn’t lock on, so it can be used reactively. It’s situational though, and more applicable in PvP than PvE, unless you’re fighting a bam without your Thrall or something.
Vow of Rebirth
Vow of Rebirth is another one of your most powerful spells in your arsenal. This spell can be cast on any group member so that when they, or you die, come back to life. It’s a good idea to cast this on your group’s Lancer by getting
him to stand away from other party members at the start. This skill can be mis-aimed if you try to cast it into a group of people. It is instant cast and will literally cast on the first player in front of you, so make sure you cast it properly, and always have it up. Note that it has a 20 minute cool down.
Curse of Exhaustion
Next up is a PvP only spell called Curse of Exhaustion. Not to be confused with the Priest’s spell Curse of Exhaustion. This spell is a lock-on skill that can target up to four enemy players and increase their ability cool downs by 20%. This does a lot more than you think it does. It can really screw with someone in a fight, or rather, four people at once. So make sure you keep it on your hotkey bar when you are PvP’ing, but when you are PvE’ing, you won’t this on your hotkey bar at all. It doesn’t work on mobs. Skipping over another Aura, we move on to the second to last spell you’ll get as a Mystic: Shara’s Lash.
This skill is your own personal ash arrow. It’s a skill shot that stuns on a 30 second cool down. When using this spell, take into account the incredibly slow missile speed. Anyone who knows it’s coming can dodge it, and it’s range is fairly short. It’s good for PvE when soloing and interrupting bam, and good in PvP to stun someone directly in front of you like a Tera Slayer, Tera Berserker, Tera Warrior or Tera Lancer, giving you time to get away.
Curse of Confusion
Last, but not least, is a Mystic’s strongest PvP spell. Curse of Confusion. This is a lock-on skill that can inflict up to four targets near you, and will fear them temporarily. It’s an AoE CC, amazing for setting up kills in team fights, and this is one of the reasons that despite their low survivability skills in PvP, Mystics are still preferred in PvP over Priests. I may seem like a Mystic advocate by saying that they are better in PvP and PvE, but it’s a known fact that Mystics simply have more utility in both scenario’s despite having less healing than Priests. Priest fans worry not though, Blue Hole is already planning to buff that class. Now that we’ve gone over all of Mystic’s main spells, I’ll explain their Aura’s. Mystics have two separate sets of two Aura’s. What I mean by this, is that one Aura cannot be activated with another. There are four in total, and you can have two Aura’s activated at any time.
Firstly, one thing unanimous with all four Aura’s is they have an MP upkeep cost of 30 mana per second, and they have a 20 yard range, so you have to be near your party members for them to benefit from it.
For more advanced strategies, hints and gaming tips, this advanced TERA Mystic leveling reference is recommended.