As CBT players know, mystics have been nerfed before the game launch, the problem back then was that they were way too strong and able to lock and kill most enemy’s formations, there was a combo that broke the balance, the famous Isabella Invoker + Kiera/Zedd Elementalist/Mind Warder, so things were a little limited in arena because of this, as you needed the same heroes to be able to stand against most players, and a victory sometimes was only tied to who begins second in arena.
Well, this time is long gone since the launch path did major changes about how mystics work and how they were also directly nerfed in their damage capabilities. Since then nobody was using mystics anymore, even Kiera Elementalist a real force in the game was being left out of the arena.
And then came Ronan… Ronan shake up things a bit, because of how his skill works he can now kill some targets, what mystics were having trouble to do. Both Ronan paths are good for general content and arena. So now, mystics are being used again, but what about Zedd and Kiera? Kiera apart from the still rare Elementalist is still missing for Arena.
Before I start I want to recap what has changed and why mystics are weak as a whole:
- High skill CD, the highest in all classes, Kiera/Zedd Elementalist, Mind Warder and Warlock as example, needs 7 turn to charge skill
- Bad normal attack, can’t do any damage unless you’re able to do a critical.
- Bad damage potential because of how DEF also mitigates Mag damage.
So for some suggestions to make mystics better I was talking with a friend and we came up with some ideas that involves more utility to their aura or skill:
Warlock Kiera/Zedd
- Change Teleport from Single Target to AOE
- Add aura effect, when hero is hit, 40% chance to disable aura effects from enemy for 2 turns
Rune Magus Kiera/Zedd
- Add Aura Effect: When someone in the aura is hit, 30% chance to knockback enemy
- Change Wall to appear in front of hero (three walls at next possible tile in front of hero)
Mind Warder Kera/Zed
- Add Aura Effect: 50% of chance to delay random enemy skill counter for 1 turn at the end of the turn.
Or
- Add Aura Effect: when others in Aura attack there’s a 30% of chance to delay random enemy skill counter for 1 turn (debuff, not stackable).
Elementalist Kiera/Zedd
- Add Skill Effect: Increase this hero ATK based on 30% of this hero MAG for 5 turns
- Add Aura Effect: When others in aura attack there’s a 30% chance to shoot a fire missile with 50% of hero Mag as damage.
Those suggestions aim to make mystics more usable in general content and not just sitting ducks waiting (long) for skill to be ready.
Comments will be appreciated. Thanks for your time