Talk:Mysticism

Hooray 12 health at 12 mysticism. I understand that it's mostly for the energy, but the meager health gain is really pathetic. 71.145.155.219 23:13, 16 November 2009 (UTC)
 * Well alright at 16 Myst you are getting... 5 energy back, but then alot of their skills especially Myst ones are long lasting.. the only use in that is an enchantment remover i guess? and the health thing.. yeah not usefull... --Nataliexxx 23:16, 16 November 2009 (UTC)
 * WELL MY CHILDREN, one is an amazing number. Some people see 1 and say "that's nothing".  But think about it, say you lose one enchantment every 5 seconds.  30 Seconds into a battle and you're 60 HP better off than you would be without Mysticism.  A minute?  120 more hitpoints.  Battles can last several minutes (or more in larger formats).  It might not save you from 500dmg spikes but think about things like degen.  All numbers are born as 1.  Ƹ̵̡Ӝ̵̨̄Ʒ  аІiсә  [[File:User Aliceandsven 1.png]]  ѕνәи  Ƹ̵̡Ӝ̵̨̄Ʒ 23:32, 16 November 2009 (UTC)
 * Well, can't argue with that, but do you mind explaining how you can possibly be losing 1 enchant every 5 seconds. (Unless you have some monk constantly applying something to you) 71.145.155.219 14:22, 25 November 2009 (UTC)
 * Aye. As a long-time Derv, I would like to see where the design of this class went so wrong that it became inferior to almost every other class wielding THEIR weapon. It's somewhat frustrating when a sin gets your spot, 90% of the time. This entire class (the main attribute being the foundation of the classes) NEEDS SOME LOVE. 141.165.171.95 17:03, 3 December 2009 (UTC)
 * Heh, i AM that sin. Sonic Saturday User Da Sonic Sig2.png 00:04, 1 May 2010 (UTC)
 * The meta IS SW. No surprises there. 141.165.170.209 00:42, 1 May 2010 (UTC)

New Skill?
I was thinking of a skill that might bring the Dervish back that won't destroy the balance among the other classes. I suggest this skill be related to mysticism to prevent other classes from gaining too much preventing the whole purpose of this skill in the first place. I was thinking of a scythe attack or enchantment that only works with a scythes since the scythe is really the only weapon the dervish is good with besides a staff. For the Attack skill, 10 or 15 energy, Base damage is reduced by 50%, All triggered effects on target hit are triggered off the primary target and void hit damage and triggered effect on other foes hit, (50% miss if mysticism is less than 5). This will turn extra effects such as Vengeful Weapon to trigger 3 times on ONE target creating a life steal spike, if the scythe would have hit 3 people. leaving the other two targets unharmed. Or when using mark of pain, leaving the main target unscathed well spiking the mark of pain effect 3 times on the foes nearby. If you want an enchantment instead,15 energy, same effect, duration 1-8 seconds OR 0-3 attacks. I little more powerful than the single attack skill but since this requires use of other effects I think the skill won't destroy the current balance between all the classes. The Dervish and paragon have it tough being the last class to join Guild Wars resulting in them having the fewest skills. If you can just add another skill I suggest changing Balthazar's Rage so the name somewhat follows with a "focused rage to one target" concept. What is everyone's criticism? Cruznik 19:09, 14 February 2010 (UTC)
 * Creating a single skill for the purposes of bringing back a profession qualifies as power creep. Also you made that pretty unintelligible. Also this isn't the feedback portal so nobody you're trying to reach is going to read it. --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 19:19, 14 February 2010 (UTC)
 * I read it..............after 8 months. NoNAME 8 10 2010 (UTC)

Idea
Perhaps it would be better to swap the windwalker insigna bonus with the health gain(because it's too small).Make the windwalker insignia give +20 hp when an enchantment ends on you unstackable or +5 hp stackable,and mysticism give +2 armor rating when enchanted for each rank in mysticism or something like that because the health gain is too poor on r12 and r15 if anyone agrees with me... 95.180.76.188 12:24, 11 July 2010 (UTC)

Or perhaps "For every rank in mysticism enchantments that you cast last 1-2% longer". This will be useful in conjustion with other secondary professions and perhaps make dervishes more useful as a class in general...95.180.76.188 18:22, 31 July 2010 (UTC)
 * Time to comment on something old. The problem with mysticism is the poor amount of health and energy you get back. Another effect of it might be useful, but those are the main two. Daeheru 18:01, 26 October 2010 (UTC)

Can we copy the Expertise energy table here?
And put it at the top? That would be useful to determine the cost. It is the same table as each point in Expertise gives 4% off, and so does Mysticism.

Armor Bonus
Is the armor bonus from Mysticism stacking? ie 10A from 10 Mysticism + 24A from Vow of Piety = +34 armor or +25? 120.158.255.22 08:33, 20 February 2011 (UTC)

I would also like to know if this bonus stacks with Blessed Insignias. KageSennin 13:10, 25 February 2011 (UTC)
 * The armor cap is only supposed to relate to stacking bonuses from skills on your skill bar. Other sources should stack. Cirian 13:44, 27 February 2011 (UTC)