I'll try my hand at this while also giving you my explanations are reasons for why i think these changes should exist: 1) I'll start with the most problematic ability with 2 sub components: Spiral Torpedo a) In it's current state the healing+ defense is a bit much combined with infinite fortitude. Bringing the healing down from 500 to 300 or 350 would go a long way, in making it so not every exchange is a favorable one for the mystic. b) Spiral Torpedo going through FG. Before you guys start off by saying there are other spells that do the same, let me try and explain why this particular skill is problematic. Let's compare spiral torpedo to another skill which was mentioned when i brought up the going through FG issue, Petal Drill. While it may seem petal drill goes through FG, its a positional skill which requires you to aim slightly to the right or the left of the block and aim to hit behind the block. If spiral torpedo did this, I would have no issues with it. But the problem that I currently have with ST, is that it makes it so you can never ever FG trade against a mystic. It's on a 5 sec cd and grab is on a 7 sec cd. This basically means, even after I have baited out a grab, I cannon utilize one of the key components of my kit the FG. Anytime I wish to use an FG as the mystic is SA spamming in front of me all it takes for me to lose the fight is for her to know half an eggs worth of knowledge about my class to know where my FGs are and BAM they are useless now. MY solution : Fix it so the skill hits from the direction of origin. This way a side step into torpedo will still CC someone on their FG. by hitting them from the side. But this time the person has ample time to respond.(This applies to spiral cannon on striker as well) 2)The issue with 30% as ms and cs slows. This is not a simply mystic matter, but I'll bring it up here anyways. 30% Cripples hidden behind an SA should have 1 of 2 things done to em. Lower the power of the cripple to 15% or lower or lower the duration of the slow to 5 secs. In the current state of the game, going into any small engage and ALWAYS getting hit with atk speed cast speed and move speed slows + the increasing number of grab classes just makes it near impossible for any person to really do anything in large scale. Lowering duration to 5 secs would at least enable some degree of counter play. 3) Again something regarding not just mystic but also, a few other classes, namely ranger and striker. KD grabs. They have far too many bugs atm and offer far too large a damage window for classes to 1 shot of a grab. I'm sure i'm not the only one who's gotten grabbed and straight up 1 shot or 1 combo'd by a striker or mystic who isn't ap focused. I personally believe grabs should me meant to extend combos / Disrupt fast classes and should enable slow chip damage, rather than grab oh you're dead. These are my issues / solutions and opinions.