for fighter type I would say spell plague as it relies on eval int
eval int has nothing to do with myst spells any more
ps. i have a mystic fencer getting geared up atm...i will let you know how it works out
the biggest weaknesses with mysticism in PvP is...
-many of the spells are AE...which means they will not hit a player that didn't flag you first...unless that player is red
-spell trigger has an excessively long timer
-spell plague not only is AE so is limited by the above things...but will be removed 90%+ of the time after one hit...unlike blood oath....it also has a short timer....and can't be reapplied to a target for some time.....and slow cast time....there are far too many draw backs for the spell...
-sleep spells(single target and AE)....these will never land if your enemy has resist spells....at all....ever....if they have resist spells your only chance is to evil omen them first
-bombard NEVER stuns....ever...is useless compared to the much faster and almost as strong eagle strike
-cleansing wind...is far too slow to be used as a reliable heal in pvp...and w/o formal testing...removes curses only around 50-70% of the time if you can manage to get the spell off....
-enchant weapon...this spell should have
no time limit and instead last until the weapon is unarmed...or at the very least be able to recast it allowing it to overwrite the previous enchantment...
-animated weapon is useless in pvp or pve
good things about myst:
-healing stone is fantastic despite the 5 second or so timer between uses
-hail storm is great against reds
-spell plague is great....against reds
-nether bolt is nice for interrupting
-eagle strike is a good medium damage interrupter
-purge magic is in a word....awesome...fast to cast and can rip any buff (including buff pots) off your enemy...this is fun to watch the scripters quickly run themselves out of stam/str potions...which becomes an expensive endeavor for them and severely hinders many templates