This guide is no longer updated. A new guide will be coming soon.
UPDATES to this and related trees are incomplete for Update 33. The Mystic tree was substantially re-tooled so much of this chapter may not be expressly useful.
The Henshin Mystic is the long-named and awaited third Prestige line to the Monk class. A handful of items that existed in the game for years (such as Oremi's Ring) were created for this then-unreleased Prestige class.
The Henshin Mystic walks the line between Light and Dark. They are as close to a spellcasting Monk as you'll find in-game without attempting to multiclass with a spellpoint-based caster.
The Mystic uses ki to wield impressive Fire (light) and Force (untyped) damage through weapons and area-of-effect attacks. Specializing in the quarterstaff for fighting, the Mystic's DPS shine against persistent hordes. They also gain bonuses to Spell Power that augment their attacks.
In their most advanced training in Tier 5, the Mystic can use Force damage to obliterate an enemy instantly. They may also choose a special ki attack from their opposite Philosophy, allowing the Mystic the incredible ability to use all of the Light and Dark Monk's core finishing moves.
A Henshin Mystic can use their powers to weaken mobs with Fire and Force damage, using tactical melee attacks such as Cleave to further that damage, repeating these attacks indefinitely as they regenerate ki. Because they use a weapon, high-level Mystics have very high damage-per-second.
The key difference with the Mystic lies in the use of the staff, a weapon that is harder to use in stunning something--a practice very common to the unarmed Monk. Damage-per-second and mass damage using the staff and greatly weaponized ki, not stunning, is the trademark of the Mystic.
If you are new to playing a Monk but have experience in playing other melee and spell-casting classes, the Mystic may be of interest to you. However, players new to Monks in general should create a human Shintao Monk to gain a better understanding of the unarmed Monk abilities that do and do not translate to the Mystic's weapon style, the quarterstaff.
Notes from the Old Master:You are both, and neither
Those of you that have trained in the unarmed martial arts or have experience in the magical arts may find the path of the Mystic quite confusing. Are you a Monk, or a spellcaster?
The Henshin Mystic's power focuses the destructive powers of ki through a quarterstaff. While they can utilize many elemental finishing moves and attacks as those that fight unarmed, the Mystic's core ability, as I see it, lies in their mastery of ki for attack and defense.
An unarmed Monk's hallmark move is the Stunning Fist, which stuns an enemy for six seconds. But that attack works on only one enemy. A great limitation for every Monk involves the tactics on fighting multiple enemies. In this case, a single stun may slow down one attacker briefly but may not help against the flanking enemy behind you.
It is here where the Mystic's use of a quarterstaff, combined with combat training such as Cleave and Great Cleave, and even Whirlwind Attack, can fight several enemies at once because of the staff's wider attack range. Further, they can eventually master all finishing moves to accommodate whatever attack or defense that a party requires.
A student that studies the Mystic training but attempts to stun will find disappointment, for the empty handed stun is faster and far more effective than using Stunning Blow. Mystics should strengthen themselves so that their staff blows cripple enemies (and not just one enemy) faster than an unarmed counterpart.
That said, while Mystics channel their ki through spell power effects, they do not wield ki as some enchanter with their scrolls and waving of hands. While wizards and sorcerers can do great things with their magic power, they have a limited supply that seems to exhaust itself at the most inconvenient times. Here is where the Mystic shines, as they can train several disciplines to regenerate ki passively to supplement what they generate from attack. Spellcasters have higher spell power but Mystics can utilize their power indefinitely, without requiring any rest.
Mystics are masters of fire and force damage. There may be enemies that resist one element but not the other. Combined with other elemental attacks, the Mystic can weaken mobs unlike any other melee class. In their highest training, they can heal whole parties or debilitate whole enemy parties with negative energy draining.
Consider my words and see the staff as the focus of a Mystic, and how ki mastery can master any group you face.
As with most class trees, there are core enhancements at the bottom of the tree, which can be selected as you meet level and spent Action Point requirements. Also, many abilities require 2 AP to activate.
Some abilities have ranks where additional AP can be spent to improve that ability. Other abilities also have prerequisites that must be selected before you can choose a particular ability. Remember that a character can have only one Tier 5 class tree, so selecting any Tier 5 ability will lock out the Shintao and Ninja Spy Tier 5 trees.
Remember: A character can use Tier 5 abilities from only one class tree. Once you select any of these final Henshin Mystic abilities, those abilities found in the sister tier 5 class trees are locked out.
These are the enhancements that often trade one benefit at the expense of another. You can only choose one of these animal ranks. Unlike their past incarnations, it's a decent option to consider for a modest amount of AP. Also, these forms will improve automatically at levels 3, 9 and 15 without any additional AP.
Of these five forms, the Patient Tortoise is often chosen by many since it has no downsides in offering more Concentration and HP.
Mystics should consider the Tenacious Badger as it will add passive ki regeneration and more melee attack damage automatically in tough times. The Embrace the Void ability can be trained later to offset any ki regeneration issues from the Badger form. Alternately, the Way of the Elegant Crane adds additional ki per hit at the expense of Fortitude.
Every Monk class enhancement tree offers you the option to add one of four ki attacks with secondary effects. Each attack uses 5 ki and take 3 seconds to cooldown (same as Form-based ki strikes).
Elemental Words
As you spend action points, Mystics can also choose touch attacks that make enemies more vulnerable to elemental damage from you and your party. These debuffing attacks formerly existed in the pre-Update 19 Dark Monk enhancement line.
You must learn all four Elemental Words to gain:
As of Update 19.0, the Curse of the Void and Moment of Clarity Level 10 finishers are effectively broken for non-Henshins.
The lesser versions of Void Strike from the old enhancements tree were not returned to the new class trees. "Void Strike IV," now known only as Void Strike, is found only as a Henshin Mystic Tier 5 ability--and only available at level 12 for these level 10 finishers.
Therefore, only a Henshin Mystic can take advantage of these finishers without a substantial dump of Action Points by non-Henshins into the Henshin Elemental Word abilities, and then selecting Void Strike, a tier 5 ability that, on selection, locks out all other Tier 5 trees.
We hope that the developers will add back a lesser Void Strike attack as an optional feat so that these finishers can be used by non-Henshin players in a later update.
Balance in Dawn allows you to select a ki strike with a powerful effect but one that's opposite of your chosen philosophy.
Let's break this one down carefully.
Each attack is designed to wallop a target or mob with either negative levels or massive stacking light damage with an healing burst to allies. That's good.
Now consider that a Dark Mystic can use the Shadows Cannot Exist Without Light attack (a Light ki attack) to use the Light Monk's special buffing finishers, such as Aligning the Heavens (25% spell point reduction for 1 minute) or Dance of Clouds (1 minute of 20% concealment) and Grasp the Earth Dragon (anti-stunning of allies for 1 minute).
A Light Mystic can use the Every Light Casts a Shadow attack (a Dark ki attack) to chain up the Dark Monk's debuffing finishers such as Freezing the Lifeblood (paralyzing) or Karmic Strike (guaranteed +1 critical modifier at a HP cost). When you strike something with this attack, they gain one or more negative levels. If you kill it fast enough, all around you gain negative levels. (As of Update 19.3, this means everybody--your enemies, allies and you. Have Death Ward on your party before using it.)
The Henshin Mystic tree (currently) is the only place to find Void Strike, which means it is the only class tree that can use either the Moment of Clarity light finisher or the Curse of the Void dark finisher.
This makes the Henshin Mystic class tree an extremely versatile attacker as they would have access to all finishing moves available in game.
Be careful in using "Every Light Casts a Shadow" as of Update 19.3.
Like the Ninja Spy's Wave of Despair, should you succeed in killing off the enemy that you independently neg-leveled with the strike, you'll end up giving negative levels to EVERYTHING--enemies, your party, and yourself! As a workaround, have Death Ward on everyone before using this ability--and warn your party in advance!
As noted, the Henshin Mystic uses ki-based attacks. As with traditional spell casters, however, the Mystic will gain more damage from their Fire and Force attacks with higher spell power.
The principle of spell power is simplified from older DDO updates. One point of spell power increases the damage or effectiveness of an elemental effect by 1 percent. So if you are holding a quarterstaff that shows "Combustion +10," it means that you get an Equipment bonus of 10 to your Fire spell power, and your fire damage is increased by 10%.
The key issue for the Henshin Mystic is that they aren't classified as a spellcaster, such as a Wizard. As such, the Mystic has no magical training. With that, the Mystic lacks the ability to amplify their spell power as strongly as spellcasters can do, using metamagic feats such as Empower and Maximize.
No metamagics is certainly by developer design (in as far as what's been shown in Update 19). A Henshin Mystic is still a Monk, and therefore a melee character. As with some Monks, you can gain potent spell-like abilities for attack and defense. But the DDO developers don't want to overpower this class tree. (Don't bother trying to add meta-feats by multiclassing. Reports indicate that metamagic feats don't affect Mystic spell power.)
There's two bits of good news. First, the Mystic does gain innate bonuses to spell power as they level up from the core abilities, as well as spell critical chances. Finally, since spell power can be boosted in many ways, there's plenty of options still to increase overall damage. Most importantly, throwing spell-like effects is only half of a Mystic's fighting power.
Another important difference for Mystics to consider is that ki is not generated in significant quantities except in melee combat or Meditation, at least at lower levels. You will see significant improvements here as you approach level 20. See the following section on "Managing your Ki."
To make the most of your ki attacks as a Mystic, you'll need to improve your spell power. Together with your incredible melee power with a staff, you'll have an impressive skill set.
There are several categories to spell power, just like with Armor Class. Many separate categories stack with each other, but only the highest number in a category that's not an innate bonus of the character's training will apply (just as Displacement will overwrite Blur).
These categories are:
Class Enhancement Bonuses. As Mystics, your core enhancements will improve your Fire and Force spell power as you level, and gain spell critical chances, too. These effects stack with all other spell power bonus categories.
Metamagic feats: Not applicable to Henshin Mystics as pure Monks as you don't receive these feats. To repeat: early reports show that metamagics DO NOT effect the Mystic's spell power in a multiclassed character.
Magic items: These effects have several subcategories. Only the highest effect of each subcategory applies to your overall spell power.
Equipment bonuses are often found on quarterstaves (especially those with the Thaumaturgy prefix). They often give specific bonuses. Combustion, for instance, gives Fire bonuses. Potency is a universal that will apply to all spell power equipment bonuses if its number is higher than other equipment bonuses you have.
Implement bonuses are based on the enchantment level of a weapon you're holding, multiplied by 3. Mystics can choose the Sounding Staff core ability at level 6 to grant them Implement spell power bonuses. So, wielding a +3 Quarterstaff, a level 6 Mystic gains 3 * 3, or +9 to their spell power.
Alchemical bonuses are often temporary boosts using potions from vendors. A Potion of Impact or Potion of Inferno, for instance, can be drank to give a modest but useful temporary increase to Force and Fire spell power, respectively. Such potions can be found at vendors found in Houses Jorasco and Kundarak.
Psionic bonuses are rare effects on rarer items. The Xachosian Eardweller from the Dreaming Dark quest chain can add a +25 psionic bonus to Universal (all) spell power.
Your mission, as a Mystic, is to discern the better combinations of gear and training to maximize your Fire and Force damage when using your spell-like abilities.
Carrying alchemical potions for special occasions is advisable, while also wielding quarterstaves with lesser emphasis on the weapon's melee damage and greater emphasis on its spell power.
To mix up both melee and spell power, you could find or craft Combustion and Impulse rings that add Equipment spell power while using a better melee staff. Remember that the Mystic's touch turns any staff into a spellcasting implement to gain natural bonuses.
Don't be put off by others who might believe that a Mystic's spell power doesn't compare to a typical spell caster.
In one sense, they're right. Spell casters must have greater options as their magic is their weapon and must find a weak spot and greater damage. A Mystic will never cause massive spell damage in comparison to a typical spell caster.
As a Mystic, however, you have a staff and other monastic training for powerful melee damage in addition to spell power. Further, since ki regenerates, you have the greater potential to lay down more elemental damage over a longer time than a typical spell caster since spell points do not regenerate without a lot of help (potions, a Torc or other special training). Ki regenerates. Wizards can be squishy. Monks are more durable.
The Mystic specializes in the use of a quarterstaff. Unlike handwraps, where effectively the Monk's skills define unarmed damage and not the handwraps, the Mystic's weapon falls under the traditional weapon damage calculations and rules.
Simply put, the more STR, the higher your modifiers to your attack and damage rolls. Being a two-handed weapon, quarterstaves get 1.5 times the attack roll. In Power Attack mode, the quarterstaff gets twice the damage bonus as a single-handed weapon.
To use staves most effectively, increase your STR as high as you can, but don't neglect your WIS to help the other Monk modifiers. CON should be next to keep your HP sufficient to absorb a few hits, with DEX last but not least, as it still helps Reflex and helps AC.
Most quarterstaves are modified by STR, not DEX, to determine damage. A Mystic needs a high STR.
For better weapons, look for powerful but low-level staves such as Arlyn's Staff and the Chieftain's Spear for melee damage. For improving spell power, look to staves with the "Thaumaturgy" prefix, which often have bonuses to Fire and Force on one item. Often these staves will have augment slots to add in elemental damage gems.
Two Handed Fighting feats add for greater glancing blow opportunities, but is not essential to overall weapon damage unless all feats in the chain are selected. The Improved Critical: Bludgeoning feat, however is essential for more immediate weapon damage.
You'll have to contend with weapon damage of another kind: durability. Most staves are wooden, so they wear out very rapidly in combat. If possible, buy or craft combat staves made of steel or other durable metal. And keep a few handwraps at the ready for fighting oozes and rust monsters that will damage staves very rapidly. One very durable staff may be the Dreamspitter. Made of crystal, the staff wears very slowly.
Fire stance will likely be your common stance for a time as you generate ki. As you get greater Concentration and better passive ki regeneration, look to using Mountain Stance for better defenses and higher critical threat modifiers, to Wind Stance for improved movement, melee attack speed and doublestrike, and to Ocean for improved saves, WIS and tactical DCs.
There's another matter, a recent trap created by the emergence of this class tree, into which some players who've played an unarmed Monk will fall.
Typical Monks are popular because they can stun very fast and effectively. The key to doing this is Stunning Fist. However, this feat can't work when wielding a staff or any other weapon.
The Teacher has watched many students try to work in stunning to a Mystic's attacks. While this is possible, it will likely be unappealing in the end since Stunning Blow, the feat used by non-Monks with a weapon, is slower to recharge and requires a high STR to be most effective. When they discover that the Mystic doesn't play as other unarmed Monks, they might dismiss the Mystic training as ineffective or lacking.
But stunning enemies is not all that a Monk can do, or should do.
Just as many Clerics do not want to be seen strictly by others as healers, it is important to see that the path of the Mystic is more of a fusion of a light Fighter with some offensive spell casting, rather than just another Monk that stuns things. You'll need a certain imbalance of STR to make a stunning Mystic most effective.
You can't go out to buy "ki potions," as spell casters can do with Mnemonic (mana) potions. As with all Monks, the Mystic's training weaponizes ki and generates it primarily through melee attack.
Therefore, unlike spell casters, a Mystic can't sit back with the Wizards and throw their spell-like effects. Eventually, the Mystic will run out of ki and will need to use their weapons to fight hand-to-hand to regenerate more ki.
The Mystic gains special options to help in active and passive ki regeneration. It's vital that you train in these abilities so that you keep a useful level of ki for any contingency.
Passive ki regeneration
Without attacking, your ki will build up to your stable pool with these ability. You can gain +1 to your passive ki regeneration by training an Animal Form--the Way of the Tenacious Badger. This regeneration automatically starts if your health drops below 50%. This ability has the downside of slowing your ki regeneration during meditations.
You should also train all ranks of Contemplation in tier 2 to gain another +1 passive regeneration.
When you have reached level 12 and know Greater or Ultimate Ocean Stance, you gain another +1 passive mark while in that stance.
By level 20 Mystic training in the Serenity core enhancement, you gain more Concentration and WIS and gain yet another +1 to your passive ki regeneration.
The Grandmaster of Flowers epic destiny tier 1 ability, Enlightenment, gives another +1 passive ki regeneration at its highest rank. The final innate ability, Balance in All Things, also gives a +1 to passive regeneration.
For 4 AP in the Ninja Spy tree, you can maximize the Stealthy ability for another +1 passive regeneration while stealthed.
Passive ki regeneration effects stack. An Epic Mystic should have at least a +5 passive ki regeneration in fully trained Grandmaster of Flowers mode, Ultimate Ocean Stance and using all other Henshin training, going to +6 ki regeneration should your health drop below 50%--and +7 if Stealthy is trained from Ninja Spy. The ki regeneration rates drops as it reaches specific numbers. It is possible to have a passive ki regeneration so high that your ki bar will effectively refill almost completely.
The level 20 core ability also gives you additional Concentration and WIS that makes it very likely that your stable pool of ki at level 20 will be substantial--three-quarters or more of the maximum ki in your bar!
Active ki regeneration
Meditation is a feat for all Monks to regenerate ki. All other Monks gain just 2 Meditation turns per rest, but the Henshin Mystic can receive up to 3 additional turns per rest (total: 5) by maximizing "Embrace the Void," a tier 3 ability.
If you choose the Way of the Tenacious Badger animal form, then Embrace the Void's increased ki regeneration may offset the animal form's slower regeneration rate when Meditating. The Way of the Patient Crane adds more ki per hit early on, at the cost of less Fortitude.
Of course, you generate ki while fighting. Be mindful not to keep the Lighting the Candle fire attack effect active all the time or you'll reduce the amount of ki generated per hit. Fire Stance is typically the way to generate much more ki as you attack.
In higher levels, you'll encounter items with the "Enhanced Ki" effect. This will increase the general rate of ki returned as you attack. Whenever possible, wear such items to ensure you have enough ki to defend as well as attack. Items with this property should allow decent ki generation outside of Fire stance.
Be careful in the use of the circular wall of fire ability, Cauldron of Flame. It uses a Meditation turn as well as 30 ki to activate.
Defense and attack speed of the Mystic are the most serious deficiencies as of Update 26.
The Mystic's powerful stave damage and impressive spell power boosts that leverage ki attacks also pull aggro. This results in the Mystic getting beat up more so than any other Monk because of their area-of-effect damage. The Mystic tree has few defensive options in miss-chance, AC or PRR, unlike Ninja Spies or Shintao, forcing players to add some points to whatever they can get from those trees, often reducing the Mystic's training in its tree.
The Mystic's attack speed is noticably less than the Thief-Acrobat Rogue, which got a revision in their enhancements in a recent update, speeding them further. Often, players have multiclassed Thief-Acrobat with the Mystic to help.
The developers have mentioned on the forums of a revision to the Monk enhancement trees in a later, unannounced update. This update might also transition the handwraps into a weapon, which could be more trouble from a coding point of view. Stay tuned.