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One of the issues is probably coming from them all being aoe spells. There's no single target mystic spell. Your best choice for single target DPS is Cryo Lance (spell scroll). Fireball falls behind because it has 2 (or 3 if you're at range, the last fireball spins around you) fewer projectiles.
Basically, none of the Mystic damage spells deal any good burst and feel like a waste of mana. Cross is probably the only good spell as it reduce magic defense and can help cryo lances or divines damage. As an honorable mention: Prism doesn't scale and the cooldown is uneccessary at the cost.
In my opinion, Mystic Spells should do way more damage and cost more mana. For that I'd also suggest bell/wand mastery to restore mana when attacking.
But yes, Mystic falls behind. I feel bandit(dex) seems a bit too powerful and fighter(str) seems to be in the right place.
If you think mystic isn't dealing damage you're not looking at the right skills.
The issue here isn't damage, it's the gamefeel between managing and using Flux Bolt consistently compared to swinging Colossus Tone or Coldgeist Frostcaller around, Flux Bolt *can* hit hard, but it doesn't feel worth investing the effort into with how strong the two boss bells are, especially with how much easier they are to use against multiple targets.
But OP weapon aside, the Mystic's got great single target damage and crowd control. I can see the other commentors have at least tried Nova and Cross, but I am dumbfounded no one has mentioned Fluxshot! At Lv21 it's dealing ~90x4 damage, enough to kill most mobs outright -- and it has a 2s cooldown. Not to mention the small blast radius allowing it to multi-hit tightly grouped enemies. Paired with a spell scroll, you can keep magic flying down range at a constant pace until your mana runs out.
Even Nova does respectable damage, ~75 while also knocking enemies back as an instant cast. Nova's knockback can be used to set up crowds for follow up attacks, like the Cryptbell's heavy attack.
What Mystic has that Bandit and Fighter don't is crowd control, single target damage, and support. Restora the AoE heal, Prism to mitigate damage, Nova and Cross to knockback groups, Fluxspear to stun packs, Fluxshot to kill, Imbue to buff spell damage, Blink to get out of danger in an instant on demand, and a mana pool that never runs out if you lightly pace your spells.
it just goes to vitality and whichever attribute your class uses, might as well just remove it and make it increase with your lvl automatically or tie it to your gear
Do not do this. This will ruin my Mind-scaling spell Fighter build.
Yeah, I was a little dismayed when I figured out my spells just aren't that impactful compared to left clicking with a weapon. I just want to be a mage that can nuke enemies with spells, lol. I also use a spear for my mystic for extra mobility reasons and to give me melee capabilities in case I need it. Plus, spear is cool
I agree, mystic has great crowd control. It is one of the things I greatly enjoy about the class rn. The nova is especially good in how it groups enemies together when it knocks them back. Nova-cross-another aoe feels so good to use
or more like on the flip side, skills are just too weak in general. The scaling could use a bump.
In general most of these complaints are comparing skills exclusively to Colossus Tone. Others are not understanding that some skills aren't meant to REPLACE weapon damage, but supplement it(IE you're not supposed to just use the skill and stop attacking). Mystics Skills are Good, for example: Flux Spear does the same damage (or SLIGHTLY less) than Colossus tones basic attack, the problem is it has a cast time and cooldown, while colossus tone doesn't. It's not that skills do low damage, it's that one single weapon is better at doing damage than anything else in the game. But for some reason people don't see the WEAPON as the problem, they see the skills as the problem.
Currently the only things that beat Colossus Tone's (just hold left click) DPS, is a Fighters Cyclone attack (which is a projectile that requires contact to maintain its damage, strips you of your weapon for its duration, and again has a cooldown), a VERY high investment in Magic power Flame petal scepter (but only because of it's DoT scaling with magic power), Coldgeist FrostCaller(if you land every single hit with it's projectile which on moving targets its unlikely), or chaining charged Katar attacks(requires you to put yourself in a very unsafe position to do and shield canceling for defense guts the damage potential).
I honestly think people just aren't seeing how much of these balance discussions include Colossus Tone as the ROOT of their beef with the way things are. It requires the lowest stat investment out of any of the boss weapons to hit its cap, It's a hitscan shotgun that does it's full listed damage on each tick of it's multi-hit attack, has a 1 second swing timer, and costs no resource to use.