ELYON – Mystic Tome of Support PVE Guide

Hello and welcome to my PvE Mystic Guide. I’m Lysol, a Mystic main in Elyon, and in this guide I will go over how to choose Skills and Skill Attributes, Rune Attributes, Mana Awakening, and Imprints for party-oriented and support-focused play, primarily in dungeon and raid settings. This guide will be heavily specialised towards providing utility for your party and I will not be going over other builds or damage-dealing skills at all. 


While Mystics are very capable of dealing damage, this class is still classified as a Support/Healer class when it comes to dungeon content. Our damage output is certainly potent, but it won’t be as strong as a DPS or a Tank in most endgame parties. As such, it is generally more beneficial to build around making the rest of your party stronger and the boss weaker, in order to maximise efficiency in dungeons.

Why should I be healing and supporting? I thought Mystics did damage!

Yes. Mystics absolutely do damage. But guess what else also does damage and that doesn’t die in 10 seconds and will keep hitting your party until they die? That’s right, the boss. And when the boss does damage to your party, you’ll want to support your party in whichever ways you can in order to maximise efficiency. 

Normally in an open-world or mob-grinding setting, Mystics really shouldn’t need to focus on healing and supporting, but this can be very different in an endgame PvE dungeon setting. For the most part, dungeon bosses can take up to several minutes, going through different phases where your party may take heavy damage (party needs shielding or healing), get CC’d (party needs cleansing), or be required to clear a DPS check (party needs buffing and boss needs debuffing). 

While you can probably clear dungeon content without doing any of those things, it really won’t be a great experience if the boss takes too long to die. As always, the goal is to clear content quickly and efficiently, so our job as Mystics is to allow our party to reach maximum efficiency. 

Note: In KR Elyon, players can actually get so strong that they can solo the 5-man dungeons. We’re clearly not there yet on the Western release, but when we do become that strong, then yes, you can definitely spec back into a damage-focused build, even if you have other party members with you. I’m going to continue the rest of this guide as though soloing 5-man content isn’t going to happen anytime soon. 

Blue skills are essential 

Green skills are recommended when needing more healing output

Orange skills are situational or personal preference

Purple skills are recommended for experienced parties 

Red skills are not recommended

Healing

In this section, I will go over our core healing Skills and Skill Attributes that will be viable for party-oriented play.

Finelight – Altered Finelight

This is your basic healing skill that will give allies ticks of healing (heal-over-time) and will give you Energy replenishment of 20 Energy per hit. This is actually quite a weak heal, and if you are in any dungeon setting where people are not familiar with mechanics, you will find that this will not be enough on its own. You mainly want to use this as sustain healing and also as your own Energy sustain.

Mysterious Mushroom – Default

Throw mushrooms at people to heal them, or throw them on the ground where they stay for 15 seconds or until someone steps on them. The base healing on the default skill is actually quite strong, but a major drawback is the Overheat effect: if doing dungeon content where people are either undergeared or they are not knowledgeable of the mechanics, you could be pressured to dish out more healing, thus being forced to throw out more mushrooms in quick succession.

The Overheat effect prevents this from being viable, which means you may become seriously gated for healing output when things get rough. This is where the following Skill Attributes become viable solutions for when you need extra healing output.

Compressed Mushroom

This is a very good heal-over-time for when your party is in need of extra healing. The only drawback to this is that you do not get healed by the bonus HoT effect, but in terms of healing for your party, this Skill Attribute is much stronger than the default. I would recommend this for difficult dungeons.

Pervasive Mushroom 

This Attribute seems mostly useful for mobbing or PvP, and I don’t believe it to be particularly good for dungeon bosses. The CC effects don’t appear to work on bosses, and the damage is not significant enough to be worth the 36 points that it requires. The only redeeming quality this Attribute has is the Golden Mushroom’s buff effects, but you will need to position for your party to be able to pop the Golden Mushroom easily. For 36 points, I would recommend this only if you have a lot of SKill Attribute Points, or if you do not have any of the other buff-type Attributes.

Boosting Mushroom


This Attribute turns your Mushroom into a chargeable heal nuke. This will give a very strong burst heal effect, but for 49 points, we definitely have better options, such as combining Displacing Spirit Bird (burst heal + mitigate) with Compressed Mushroom (sustain). This could be an option if you have a lot of Skill Points.

Purifying Gust – Supportive GustThis Attribute turns your Cleanse into an AoE burst heal and also gives a small buff to your party. I would recommend this if you feel pressured for healing output. Keep in mind, however, that Purifying Gust also has an Unrelenting Gust Attribute option, which is a much stronger party buff than this one, and that if your party is strong and does not require this much healing, Unrelenting would be a much better option than Supportive.

Spirit Bird – Default

A very passive heal-over-time that does not provide significant healing output for anyone but yourself. This is a viable option if you are in a very experienced party that doesn’t require healing but you are undergeared or otherwise uncomfortable with sacrificing self-healing.

Supportive Spirit BirdExtends the Healing Sphere effect to party members. This makes this skill a potent heal-over-time, and is a viable option for when the whole party is not very experienced with the dungeon mechanics.

Displacing Spirit Bird

This turns this skill into a burst heal, but what makes this especially good in experienced parties is its mitigate effect of 15% for 5 seconds. In experienced parties, players might take hits in order to greed for more damage, and this burst heal will quickly help top up anyone who’s taken a chunk of damage, while the mitigate will help reduce their damage taken after that for a few seconds (and lessen the stress on you to heal them even more). For experienced play, you can even use this skill in advance in order to help mitigate strong hits on your party members or on yourself if you are anticipating a big attack. Keep in mind that if you manually detonate the projectile away from you or it detonates at max range, you will not receive healing from this skill, so I do not recommend using this if you are new to a dungeon and may require self-healing.

Balanced Spirit BirdThis skill now becomes a cleanse skill with this Attribute. This is a good option if you do not have enough skill slots and do not wish to take any options of Purifying Gust.

Cleansing

Cleansing, or dispelling, is when you remove special status or crowd-control effects on your allies. Mystics have a few options for this. It is essential that you take one of the following options so that you may cleanse your party members of status effects.

Purifying Gust – Default

AoE cleanse. Pretty simple.

Shocking Gust

The Knockback doesn’t work on bosses, so this will probably be useless against dungeon bosses.

Flashing Gust

This skill now teleports you, being a very useful option if you wish to have more mobility. The decreased cooldown on this also makes it a very viable option when doing content that has a lot of status effects that need cleansing.

[covered above]
Purifying Gust – Supportive Gust

This Attribute turns your Cleanse into an AoE burst heal and also gives a small buff to your party. I would recommend this if you feel pressured for healing output. Keep in mind, however, that Purifying Gust also has an Unrelenting Gust Attribute option, which is a much stronger party buff than this one, and that if your party is strong and does not require this much healing, Unrelenting would be a much better option than Supportive

Unrelenting Gust

An absolutely overpowered buff for your party that increases Crit Rate by 50% (additive!). This buff is extremely good – the Crit buff lasts 2 seconds, but each pulse of the Cleanse refreshes the buff, giving up to 6 seconds of buff total (as long as your party members remain in the AoE). The skill is on a 15 second cooldown with a ~1 second cast time (from skill input to receiving the buff), giving this buff a roughly 35~40% uptime in a boss fight. 50% bonus Crit Rate at a (realistically speaking) 38% uptime is huge. This is a very strong buff and is by far one of the strongest supportive options a Mystic can take in a party setting. 

[covered above]

Balanced Spirit Bird

This skill now includes a cleanse with this Attribute. This is a good option if you do not have enough skill slots and do not wish to take any options of Purifying Gust

Shields, Mitigates, Party Invincibility, Anti-CC

Reducing damage taken by and preventing CC on your party is a very good way to reduce pressure on healing and cleansing.  Mystics have a few options in this aspect.

Nature’s Protection – Default

Applied as a bonus HP shield. Also grants immunity to Stiffen/Knockback. This skill is best used when anticipating a heavy-damage mechanic or Stiffen/Knockback from the boss. 

Explosive protection

The shielding effect of Nature’s Protection gets reduced to only 5 seconds, making this option a less supportive one than the other options available. The extra damage output also only applies to the Mystic, and the stun is not generally useful against dungeon bosses. 

Balanced Protection

This turns Nature’s Protection into a full anti-CC shield for the rest of your party. This is especially good for dungeons where status effects happen frequently, but outside of that, this Attribute is not absolutely necessary or extremely useful. 

Judgement Protection

A party-wide damage buff with a 58~60% uptime. While 15% does not seem like a huge amount, the fact that you can get up to 60% uptime on this buff in a boss fight makes this a very viable option. The only downside is that it would no longer be recommended to save this shield for big mechanics and instead to use it off cooldown, which makes this a recommended option for more experienced parties. If you are confident in healing your party through major mechanics, then this option will be a strong option to take. 

Opportune Protection

For 35% reset chance, the 63 points is way too high a cost. This could potentially be useful in dungeons or content where things just hit really hard, but I cannot really recommend this due to its high point cost. 

Supportive Daybreak

A very useful option for certain boss mechanics that may require party-wide invincibility, or for when your Tank is unable to use party-wide Defence. 

Rootabyss

Reduced incoming Magic Damage by 20% might be useful against bosses with Magic-type attacks. 

Buffs

Here I will go over some buffs that we can give to our allies from Skills and Skill Attributes. Most buffs that come from Skill Attributes will be guaranteed procs, which means that they will have consistent maximum possible uptimes (if used optimally), which is what I will include here in order to give you an idea of how the buff will affect a dungeon boss fight. 

Leaf – Supportive Leaf

Not a particularly useful buff for most dungeons, since Tanks tend to stay in one spot, and DPS do not often need to run around. For dungeons where certain mechanics require quick movement (such as Chain & Key mechanic in Twisted Temple), this could become a viable option. 

[covered above]

Judgement Protection

A party-wide damage buff with a 58~60% uptime. While 15% does not seem like a huge amount, the fact that you can get up to 60% uptime on this buff in a boss fight makes this a very viable option. The only downside is that it would no longer be recommended to save this shield for big mechanics and instead to use it off cooldown, which makes this a recommended option for more experienced parties. If you are confident in healing your party through major mechanics, then this option will be a strong option to take. 

Agile Tidal Wave

This Skill Attribute is actually particularly strong in a dungeon setting against bosses. The reason this Attribute shines against bosses is because most basic attacks from the boss are generally focused on the Tank, and DPS can often go on for 10 seconds without getting hit. With a 27 second cooldown and approximately 2.5 seconds for the wave to hit your allies and for the effect to activate, this buff will have a 36~38% uptime. 30% bonus Power at up to 38% uptime is very significant, so this option is something that I would definitely recommend. 

[covered above]

Pervasive Mushroom 

This Attribute seems mostly useful for mobbing or PvP, and I don’t believe it to be particularly good for dungeon bosses. The CC effects don’t appear to work on bosses, and the damage is not significant enough to be worth the 36 points that it requires. The only redeeming quality this Attribute has is the Golden Mushroom’s buff effects, but you will need to position for your party to be able to pop the Golden Mushroom easily. For 36 points, I would recommend this only if you have a lot of SKill Attribute Points, or if you do not have any of the other buff-type Attributes. 

[covered above]

Unrelenting Gust

An absolutely overpowered buff for your party that increases Crit Rate by 50% (additive once, refreshes with every cleansing pulse). This buff is extremely good – the Crit buff lasts 2 seconds, but each pulse of the Cleanse refreshes the buff, giving up to 6 seconds total (as long as your party members remain in the AoE). The skill is on a 15 second cooldown with a ~1 second cast time (from skill input to receiving the buff), giving this buff a roughly 35~40% uptime in a boss fight. 50% bonus Crit Rate at a (realistically speaking) 38% uptime is huge. This is a very powerful buff and is by far one of the strongest supportive options a Mystic can take in a party setting. 

Debuffs

Mystics currently only have one debuff from Skill Attributes (others are from Rune attributes):

Summon Havoc Golem

This Golem applies a debuff on enemies that increases their damage taken by 15% for 10 seconds. The proc chance on this effect seems quite low, so it’s currently inconclusive whether each hit of the Golem can potentially refresh this effect. 

Armor Melt effect stacks with Weaken Support Rune Attribute:

Rune Attributes

To begin, you should definitely aim to get 33 Fate points for this Rune:

Rune Energy will allow you to spec into 3- and 6- point Runes of every other colour.

If you are currently missing Fate slots or Fate Stones (tip: by doing the Hall of Honor – Training Field you will get Account-bound Level 3 Fate Stones), then you can focus first on getting certain Assault, Support, and Protection Runes. Regardless, here are some of the most beneficial Runes for party-oriented play. 

Control and Fate (except Rune Energy mentioned above) will not be included in detail because you can build into anything for that Rune type.

For the 48- and 88-cost Rune Attributes, both Support and Protection offer quite viable options, so pick whichever best suits your playstyle. 

Assault

Increased healing and damage is good. 

Mystic has a lot of animation locks, and increased attack speed will help reduce them.

Support

Mystic has huge mana issues, and this will help alleviate some of that. 

A very strong effect that buffs allies. This will activate whenever you use any type of effect on allies, including Protection and Gust. This will have a maximum uptime of 50%, which is very substantial.

A debuff-type effect on enemies that will help your allies do more damage to the target. You can definitely get 100% uptime on this debuff, so you can proc this by using any kind of attack skill with a maximum cooldown of 10 seconds. 

OR

Both of these are viable options. Choose Linked Heal if you feel you need healing. Choose Cleanse if doing content that applies a lot of negative status effects onto your party. 

OR

OR

All three of these are viable options. The wording seems a bit ambiguous here – if the effect lasts only for the first 20 seconds of battle and boss fights last for a few minutes and this effect does not refresh at all, then Physical Enhancement might be the best effect. The reason for this is because 100 Energy recovery every 5 seconds, while good, is not particularly useful if it is only during the first 20 seconds of the fight, and the barrier effect for only the first 20 seconds of the fight isn’t great either because that’s usually before the boss goes into any heavy mechanics anyway. 

Energy recovery is very useful, and the Invincibility is a pretty good bonus on top. 

OR

You can spec into either the Magical or Physical effect depending on the attack type of the enemy you’re fighting. 

Protection

Max HP increase makes you tankier.

Taking less damage means you have to heal yourself less.

Depending on your positioning, this might be the most effective one, as if you’re familiar with back-chasing, you will almost always be proccing rear hits, which means you can potentially have 100% uptime on this effect. 

The Safety First effect may seem like a good alternative, but if you are standing 12m away from an enemy, chances are you will struggle with healing melee allies, so you will likely not be able to take advantage of that effect. However, if you find yourself to be fighting more at a distance than from behind the boss, then please do use Safety First instead – whatever procs more often for you will be the better choice. 

This effect will go very well with the previous effect. 

This option gives shields to your allies to help reduce damage taken.

Most of our skills have cooldowns longer than 5 seconds, so this effect should proc quite often. 

This is quite possibly the best Protection effect for 88 Protection points, as Mystic is definitely lacking in terms of self-healing capabilities. This will definitely save you in a pinch, as opposed to more damage-reduction-type effects, considering you will have a lot of those stacked up if you have a good number of Protection points anyway.

It’s also worth mentioning that while at first glance Cocoon may seem to be a good alternative, it is actually not as good an option compared to Salvation for boss fights due to the disabling of movement and skills. The Cocoon Throw stun most likely wouldn’t work on bosses either. 

Awakening

This may seem like a dangerous option to pick, but in group-PvE or a boss fight, it should not be too difficult to avoid getting hit, and the extra healing output you gain is very useful. 

OR 

OR 

Depending on how comfortable you are with the amount of extra damage you are taking, you can spec into any one of these three options. 

OR 

The Deception effect is easier to proc, but both of these are good options. If you feel confident that you won’t be taking hits, then Arrogance might be a better option. 

Mana Awakening

Transcendent Imprint 

A good AoE healing effect that also grants immunity from CCs. 

Key Imprint

You will want to max this out as soon as possible since most of our strongest buffs and Skill Attributes cost a great amount of points. 

This will help with our Energy issues. 

This will help with our Energy issues. 

Optional until you get more Mana points. 

Other options such as Mental Concentration and Agile are not terrible, but I’m not sure if we would have enough points to invest into those. For now, what I’ve mentioned above should be good options to focus on. 

Energy Issues

Mystic has a lot of Energy issues. You’ll notice that even with the Key Imprint options that I’ve picked out, we will often still go OOM (or, in this case, OOE?) while in battle. Using Finelight isn’t enough to recover our whole bar of Energy quickly enough either, so speccing into some Energy-recovery Skill Attributes will be very helpful. 

by – Lilium#4316


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