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#Mystic
Mystic Feedback - Suggestions and Improvements
Sep 19, 2023, 10:14 (UTC)
522 3
Last Edit : Sep 19, 2023, 10:20 (UTC)
# 1

Current State:

Limited Playability: Mystic's effectiveness is currently primarily observed in largescale PvP scenarios where high DP (Defense Points) is crucial for survivability. This specialization limits her versatility and makes her less appealing for most player.

Low Damage Output: In comparison to other melee bruiser classes like Drakania, Warrior, and Valkyrie, Mystic's damage output is noticeably lower. This underperformance affects her ability to secure kills and contribute meaningfully in Mainraid fights.

Incomplete Support Role: Despite being designed as a support tank bruiser, Mystic struggles to fulfill this role effectively. Her crowd control abilities, such as vacuum skills, are often nullified due to the widespread availability of crowd control immunity and high mobility among classes.

Class Buffs: When comparing Mystic to classes like the Awakened Striker, significant disparities in class buffs exist. Striker receives a substantial 50 DR (Damage Reduction) and 15 evasion rate boost, while Mystic's 20 DR and 20 AP (Attack Power) are diminished by already existing buffs and are less impactful.

Limited Core Skills: Mystic relies heavily on a single set of core skills, particularly Spiral Torpedo, due to its Super Armor. Without this skill, Mystic lacks protected movement.

Shard Dependency: Mystic's enhanced Sea Dragon skills rely heavily on shards, which regenerate slowly. This dependency leads to inconsistency in her damage output and limits her ability to maintain a competitive edge in prolonged engagements.

Proposed Changes:

Rising Dragon: Changing the shard requirement needed for this skill, from 30 to 10, allows Mystic to access this ability more frequently, promoting a more dynamic playstyle.

Earth Splitter: Adding protective elements such as Super Armor or Frontal Guard and removing crowd control effects enhances Mystic's ability to engage and survive in combat situations.

Waveorb: Removing crowd control effects and introducing Forward Guard (FG) empowers Mystic to engage.

Dragon's Rip and Dragon's Spit: By ensuring Dragon's Pit flows into Dragon's Rip and reworking the slow effect into a Forward Guard break and potential anti-healing mechanic, Mystic gains valuable utility and versatility.

Spiral Torpedo: Transforming the AP (Attack Power) buff into specifically melee AP grants Mystic more focused offensive capabilities in line with her role as a bruiser.

Raging Wind: Increasing the damage output of Raging Wind makes it a more appealing choice for Mystic players, adding variety to their skill rotation.

Dragonize: Allowing Sea Dragon skills to be enhanced during Dragonize, regardless of shard availability, ensures that Mystic can consistently have increased damage during her class buff.

Infinite Fortitude: The addition of a flat healing effect for both allies and the Mystic herself, providing a total of 200 HP per tick x9 over 5 seconds (1.8k HP in total) to enhance her support capabilities.

These additional details and clarifications strengthen the argument for the proposed changes, emphasizing their importance in addressing the challenges Mystic faces and making her a more balanced and competitive class within the game.

Last Edit : Sep 19, 2023, 10:27 (UTC)
# 2

I only play her in pve, so I can't tell too much about it. But I would definitely agree on raging wind damage buff. It's in a weird state and it feels like it doesn't really matter if you use it or not. Waveorb already has fg on the core, however, I think it should be fully protected throughout the whole animation. You can only pick 1 core and it should make a significant difference. I can understand the shard consumption on Rising dragon, however I think 10 is to low. 20 would be okay. I say that because 1.) crouching wolf on mystic doesn't consume shards. 2.) mystic has a shard generating skill (shift + space). 3.) gauntlets classes can have a different time generating shards in pvp due to people iframing hits and shards usually need to be spend on movement/mobility (flash step).

I can't really judge the other changes.

Last Edit : Sep 19, 2023, 11:59 (UTC)
# 3

Awakening mystic's tank to damage ratio is really outdated. Succession deals good damage while being okay tanky. Let awakening deal okay damage while being good tanky, because that's not the case at the moment.

I would change infinite fortitude to heal a lot more than 200*9. Since even full damage builds have around 6k hp (above 7k with shai buffs) I would let the skill heal for a total of 4000 hp ( 400 *10 ) for allies only. Otherwise it would be too strong.

Add a new passive skill that let you auto regenerate shards, like 2/30 shards per second. This is a way to tackle the problem of "please try again in a moment" when you try to consume shards and get the minimum required shards at the same time. This has been a problem for too long, and since the developers can't fix it directly, they have to look at the issue from another angle.

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