T
TheGrayGhost
Guest
Ok, so I've read all the info I can on the new stuff and things sounded pretty great to begin with. But now after a lot of thought, it seems to me that Mysticism may not be so great.
To truly get the most out of Mysticism you will need
Eval Int
Imbuing
Mysticism
Anatomy
Tactics
Meditation
That pretty much takes all of your skills right there and doesn't leave you much of any skill points left for defense or even a secondary offensive to fall back on. You get defensive wrestling which is ok but I don't know. Chivalry, necromancy and Spellweaving aren't very good stand alone skills but with few requirements to make them effective there easy to add to most templates.
Chivalry requires High Karma and the spell costs are low. A good skill to aid the Melee or Archers dmg output and survivability.
Necromancy requires Spirit speak to hit max potential and Low Karma. Mages and melee's have found uses and room for it in there templates.
Spell Weaving, This one is a bit hard for many to stick in there templates due to the huge mana cost on many of the spells but due to Spell Weaving only requiring an Arcane focus vs. a secondary skill such as Eval Int or SS it has found a home in many a players template. Not a good stand alone but can enhance many templates.
Now Mysticism is comming, Like Spell Weaving it's supposed to have a high mana cost attached to many of it's spells. But unlike the rest of the support magics it has other high requirements making it hard to find room for it on many templates.
It just worries me considering to max out other forms of magic and combat the requirements aren't near as high.
With Skills alone to Max out the potential of
Magery: you need Magery, Eval Int and Inscription. 3 Skills
Necromancy: Necromancy, Spirit Speak, Low Karma but isn't a skill. 2 Skills
Chivalry: Chivalry and High Karma but isn't a skill so. 1 Skill.
Spell Weaving: Spell Weaving and a Focus, focus isn't a skill so. 1 Skill
Most weapons: Tactics and Anatomy + the Weapon skill. 3 Skills. Lumberjack for Axe weapons so a max of 4.
Then theres Mysticism: Mysticism, Imbuing, Evaluate Int., Anatomy and Tactics. So 5 which almost fills up a template. Just with the Primary Skill Mysticism and the secondary skills needed to max out it's potential. Add in the fact you NEED a way to regain and your at 6 skills.
Then again Tactics and Anatomy seem to only be needed by Animated Weapon which means for the most part I see it as becoming an unused spell. 4 Control slots and needing Tactics and Anatomy to reach it's full potential makes it a strange one to me.
Any thoughts so far how to cram this all in to a template and still be effective?
The healing spells seem limited and the fact Cleansing winds is your heal, cure and remove curse as well as being a 6th circle spell I don't imagine it will be overly cheap mana wise.
Only having 2 Direct Damage spells seems a bit bad as well. With the Diminishing returns and your target become temporarily immune after a bit makes Mysticism more reliant on it's pets for dmg.
Has some nice AoE's/Crowd control that I will give it. Mass sleep, Sleep, Spell Purge, Nether Cyclone and Hail Storm.
Pets seem ok, Eagle strike (Unless thats more of a spell than a pet) Rising Colossus, Animated Weapon (If you have tactics and Anatomy ). But as far as pets go, I'm not sure this would be more preferable to a tamer. GD and Rising Colossus both take 5 slots, but it sounds like the RC will act more like an Energy Vortex and attack whats closest to it rather than what you tell it to.
It looks like stone form is meant to replace Resist spells, but with the wording on the description it leaves me thinking it will be less beneficial than 120 Resist.
Enchant Weapon sounds nice, but seems a waste. If you get Mysticism simply for enchant weapon and you add it to your melee or Archer template something will have to be sacrificed, that something is likely to be something important to that template making it not viable. If your adding it on a mage style template then melee doesn't seem to fit in now days so it's likely to not be used.
I don't know, I guess I was excited about the new skills and such until I sat down and started trying to think of templates I could use. Seems the one that may work would be, Mysticism, Mage, Eval Int, Med, Anatomy, Imbuing. Get a decent -Mage weapon Bow and enchant it lol. Pop stoneskin and hope it saves you from not having Resists. Depending on how long Stoneskin lasts and how effective it is, Mysticism might not be so bad.
To truly get the most out of Mysticism you will need
Eval Int
Imbuing
Mysticism
Anatomy
Tactics
Meditation
That pretty much takes all of your skills right there and doesn't leave you much of any skill points left for defense or even a secondary offensive to fall back on. You get defensive wrestling which is ok but I don't know. Chivalry, necromancy and Spellweaving aren't very good stand alone skills but with few requirements to make them effective there easy to add to most templates.
Chivalry requires High Karma and the spell costs are low. A good skill to aid the Melee or Archers dmg output and survivability.
Necromancy requires Spirit speak to hit max potential and Low Karma. Mages and melee's have found uses and room for it in there templates.
Spell Weaving, This one is a bit hard for many to stick in there templates due to the huge mana cost on many of the spells but due to Spell Weaving only requiring an Arcane focus vs. a secondary skill such as Eval Int or SS it has found a home in many a players template. Not a good stand alone but can enhance many templates.
Now Mysticism is comming, Like Spell Weaving it's supposed to have a high mana cost attached to many of it's spells. But unlike the rest of the support magics it has other high requirements making it hard to find room for it on many templates.
It just worries me considering to max out other forms of magic and combat the requirements aren't near as high.
With Skills alone to Max out the potential of
Magery: you need Magery, Eval Int and Inscription. 3 Skills
Necromancy: Necromancy, Spirit Speak, Low Karma but isn't a skill. 2 Skills
Chivalry: Chivalry and High Karma but isn't a skill so. 1 Skill.
Spell Weaving: Spell Weaving and a Focus, focus isn't a skill so. 1 Skill
Most weapons: Tactics and Anatomy + the Weapon skill. 3 Skills. Lumberjack for Axe weapons so a max of 4.
Then theres Mysticism: Mysticism, Imbuing, Evaluate Int., Anatomy and Tactics. So 5 which almost fills up a template. Just with the Primary Skill Mysticism and the secondary skills needed to max out it's potential. Add in the fact you NEED a way to regain and your at 6 skills.
Then again Tactics and Anatomy seem to only be needed by Animated Weapon which means for the most part I see it as becoming an unused spell. 4 Control slots and needing Tactics and Anatomy to reach it's full potential makes it a strange one to me.
Any thoughts so far how to cram this all in to a template and still be effective?
The healing spells seem limited and the fact Cleansing winds is your heal, cure and remove curse as well as being a 6th circle spell I don't imagine it will be overly cheap mana wise.
Only having 2 Direct Damage spells seems a bit bad as well. With the Diminishing returns and your target become temporarily immune after a bit makes Mysticism more reliant on it's pets for dmg.
Has some nice AoE's/Crowd control that I will give it. Mass sleep, Sleep, Spell Purge, Nether Cyclone and Hail Storm.
Pets seem ok, Eagle strike (Unless thats more of a spell than a pet) Rising Colossus, Animated Weapon (If you have tactics and Anatomy ). But as far as pets go, I'm not sure this would be more preferable to a tamer. GD and Rising Colossus both take 5 slots, but it sounds like the RC will act more like an Energy Vortex and attack whats closest to it rather than what you tell it to.
It looks like stone form is meant to replace Resist spells, but with the wording on the description it leaves me thinking it will be less beneficial than 120 Resist.
Enchant Weapon sounds nice, but seems a waste. If you get Mysticism simply for enchant weapon and you add it to your melee or Archer template something will have to be sacrificed, that something is likely to be something important to that template making it not viable. If your adding it on a mage style template then melee doesn't seem to fit in now days so it's likely to not be used.
I don't know, I guess I was excited about the new skills and such until I sat down and started trying to think of templates I could use. Seems the one that may work would be, Mysticism, Mage, Eval Int, Med, Anatomy, Imbuing. Get a decent -Mage weapon Bow and enchant it lol. Pop stoneskin and hope it saves you from not having Resists. Depending on how long Stoneskin lasts and how effective it is, Mysticism might not be so bad.