If you’re looking to be a healer in Tera, you’ve got two options to decide between: the Priest or the Mystic. There are tons of arguments over which is better, but it’s really more about which one fits your playstyle better and what you’re looking to do in Tera. This post is not intended to be a detailed guide for either class; its only purpose is to help you decide whether you’d prefer a Priest or a Mystic.
Priest or Mystic: Healing
When things get rough in a group, the Priest has more options for healing and can quickly push out heavy healing. The Priest features lock-on heals and stackable AOE HoTs. These AOE HoTs are cast on the ground and anyone within them gets the effect of the spell; the placement and size of the area differs per spell. Because of this, it’s important to be aware of your location in relation to the fight at all times so that you can accurately place heals as needed.
Some Priests complain that their party members see they have a Priest and assume they can stop trying. The Priest is a capable AOE healer, so allies no longer feel the need to dodge because they’ll just get healed anyway. This can be a huge detriment to Priests because the time they would usually spend on micromanaging their utility is suddenly sucked away into needless healing.
The Mystic has only their their lock-on heal, which also features an HoT aspect that can be very nice for sustained fights, and the hope that their party members understand how to use their Arun’s Vitae HoT motes effectively. These motes can be cast during combat, but they’re a stationary item that party members need to physically move to in order to use.
Unfortunately, many Mystics complain that in random group settings their allies don’t understand their motes; some party members excitedly grab them as soon as they’re dropped, regardless of their health situation, others don’t know that the effect is an HoT and take more than is necessary or wait until their health is too low for it to be effective, and still others ignore them completely.
This is a passive healing situation, and with these motes you sort of have to put the well-being of your party in your party’s own hands. Additionally, Arun’s Vitae motes do not scale as your character improves, so once you have your final rank of the skill, that’s as good as it will ever be, no matter how steeply your party grows in hitpoints.
Both the Priest and Mystic have the ability to dispel negative effects from their allies. Priest’s dispel with Purifying Circle which casts in a relatively large circle around them. The benefit to Purifying Circle is that the Priest is always guaranteed to be within it, so self-dispeling is easy. The Mystic, on the other hand, can only dispel themselves with their Arun’s Vitae motes or their Thall of Life pet because their dispel, Arun’s Cleansing Touch, is a lock-on spell. This also means that the Priest can dispel more targets at once than the Mystic can. Purifying Circle can hit up to 15 targets, where Arun’s Cleansing Touch can only dispel 2 or 3, depending on whether you’ve taken the Multiplicative glyph.
Priest or Mystic: Support
The Priest and the Mystic differ strongly in their group-empowering support abilities. The Mystics have auras while the Priests have buffs, and they both have options to pump mana to their party, just through different methods.
The two auras a Mystic chooses to keep up affect all party members within 20 meters. Their drawback is that they each drain 30 mana from the Mystic every two seconds. Generally, Mystics will keep up their mana regen aura and their increased crit chance aura. Also, while not an aura exactly, Mystics have an 8-meter, 25-second infusion of Power for themselves and their in-range allies.
Priests have an array of buffs they can cast with varying durations of 15-25 minutes. Most of these can last a few minutes longer if you choose to glyph them that way. These buffs include a nicely scaling HoT and increase Power, Endurance, and resistances. Unfortunately, some Priests in random groups find it hard to get a chance to re-buff their groups because players are in such a hurry. Priests also have Energy Stars, a lock-on attack that buffs Power and attack speed of the group members within 8 meters of the enemy target; using both glyphs for this ability greatly enhances a Priest’s support potential when they use it consistently.
Most group members, especially those of the damage-dealing variety, will love their healer if they can effectively feed them mana. Both the Priest and the Mystic have the capacity to do so.
As I already mentioned, the Mystic has their mana regen aura. They can also drop Arun’s Tears motes that instantly grant a user a lovely chunk of mana, and Mystics have a channeled ring attack that builds up the longer it successfully damages an enemy. Once the skill is released, activating the skill button again produces a new ring that grants a good chunk of mana to anyone inside it.
Priests that want to support their group’s mana needs can glyph Collaborative Mana Charge which gives 25% of the mana charged to their party mates and remember to use this skill every time the cooldown is up regardless of their own mana. While this does not have the capacity to push as much mana as the Mystic can, the glyph is often underrated because many don’t realize how powerful the skill really can be.
Additionally, Priests have a small arsenal of other support abilities: Arise can stand party members back up that have been knocked down, Blessing of Zenobia offers a non-combat movement speed increase, Kaia’s Shield is a short duration damage shield that also makes affected party members immune to knock down and stun, and if glyphed, the Priest’s Triple Nemesis has a chance to trigger an Endurance decrease on the enemy.
The additional Mystic support arsenal mostly revolves around crowd-control, featuring a sleep that affects an additional target over the Priest’s, a stun on a 30-second cooldown, and movement-speed decreases. They also have a non-scaling healing totem and a handful of pets to choose from, but many players find them lacking.
Priest or Mystic: Soloing
Though most of this guide has focused on group-oriented mechanics, there will most likely be some times when you’re the only one trying to take down some nasty creature. You might need to solo to level up between dungeons, you might need to farm items now and then, or maybe soloing is just your thing. Either way, both the Priest and Mystic have benefits when soloing, and you can decide how relevant this is to how you want to play.
When fighting normal, non-BAM, enemies, Priest’s have the upper hand. The buffs the Priest gets also make soloing easier. The Shocking Implosion skill alone causes enough damage to make killing regular enemies a piece of cake. That said, if you’re uncomfortable fighting at melee range, you won’t be doing much damage on your Priest, and you might not find soloing very enjoyable.
The Mystic’s myriad of pets can add ease to soloing, but their personal damage output is weaker than the Priest’s. Being forced to create non-portable motes to use or cast your Thrall of Life can make self-healing more difficult on the Mystic which could affect your productivity while soloing. Generally Mystics need to rely on their ability to kite to do substantial soloing.
For evading enemy attacks, the Mystic has Teleport Jaunt, with which you’re ported in the direction your camera is facing. In contrast, the Priest has two jump back spells, Backstep and Fiery Escape, one of which slows and damages nearby enemies. The Priest’s jump backs can be a little harder to manipulate since you might not always know what’s behind you and jumping backward doesn’t always get you far enough out of harms way. With Teleport Jaunt, you can see more easily where you’re going to wind up. That said, you can teach yourself to make side jumps on the Priest just by manipulating your camera angle.
Don’t forget, even for healers this is a game of movement and action. Soloing will go best if you make effective use of your escape spells whether soloing or in a group.
Both the Priest and the Mystic are excellent classes, and they both have their pros and cons. There are times and situations in which each is going to shine in its own ways. The AOE healing the Priest offers might be easier to manage in a chaotic Nexus situation. The Mystic’s passive healing and support abilities might be preferred in an organized group that needs little healing.
If you’re looking for a power healer, lean toward the Priest. If you’re looking to be the authority on supporting your party, the Mystic might be more up your alley.
If you’re still not sure, you can get a feel for each class by doing a little play testing of your own. Keep in mind that both classes play very similarly early on. Perhaps running each class through the Bastion of Lok dungeon would help you get a feel for which you prefer.