chronowarper's Psychic Guide

Chronowarper - Sanctuary
Chronowarper - Sanctuary Posts: 19 Arc User
edited April 2012 in Psychic
Okay so this is my first attempt at a psy guide but considering I think I know my char well, I should be able to help people out. :)

As far as I'm concerned there are primarily 2 builds for psy:

1: Pure Arcane- Badass DD, kills mobs in 2-3 shots at any level, 1-shots at lvl ~1-7. However, EXTREMELY squishy, so AoE bosses might be a problem(Rankar, Wyvern, TT bosses, fcc bosses etc.), because they will tend to 1-shot you.

Stats: 9 mag, 1 str every 2 levels. You need the str for gear.

2: Vit-Hybrid build- Badass DD, kills mobs in 3-5 shots at any level, 1-shots at lvl ~1-7. Primary advantage is that if you're careful, bosses can't 1-shot you with their aoe, which is very useful because you get just about enough time to regenerate HP with heals and pots.

Stats: 8-9 mag, 1 str, 0-1 vit every 2 levels.
No fancy colour coding here, I'll be stating skills and their uses, and my personal choices.

Lv 1:

Aqua Impact: Hard hitter, has a chance to slow the mobs/enemy. At max level, although it says 50%, it's more like 95%+. Till lv 30-40ish, this guy'll be with you to keep mobs from catching up to you. Water type skill so doesn't hit Earth mobs hard.

Spirit Blast: No special effects, but hits harder. Earth type attack, hits Water mobs like a truck.

Lv 9:

Tide Form: Turns you into a fish in water. Gives you a tiny bit more durability due to the increased Def lvl, but pretty useless in my opinion, unless you like underwater F1.

Black Voodoo: Increases attack level, so you hit harder than you normally would. Max this out as soon as you can. This and Jones' Blessing stack, giving you 52 extra attack levels when it's at lv10. That means, on a mob with no defense level changes, you'll hit 152% of your normal hit. 15.2k instead of 10k. Sounds smexy to me.

White Voodoo: Another extremely important survival skill. At lv10, it gives you 66 efense lvels, so unless you try to go up and say 'Hi' to a physical attack boss, this buff turns you into a fortress. Extremely usefull if you need to run away from mobs ganging up on you. Decreases attack level by tonnes, 99 at its highest level, so attacking with this buff on is...w/e.

Soul of Vengeance: Your favourite buff that doesn't ever need levelling. It's the same at lv1 as it is at lv10, just increased cast range. Reflects damage equal to 8% of soulforce, which is badass at high levels.

Lv 19:

Torrent: A damage-over-time(DoT) skill. Pretty useless at lower levels, but cool against bosses. Also, thisthing's power isn't affected by def or attack level alterations. So if you want to get close to a boss with white voodoo and still do damage, get this.(Why would you get close to a boss you noob?)

Landslide: Your strongest short-range single-target attack in the low-mid levels. This attack, although it casts at only 10 metres, hits ~1.3 times as much as Spirit Blast, interrupts mobs from channelling, and knocks them back. Your ultimate stay-away-from-me skill for mobs.

Lv 24:

Bubble of Life: It heals you, and if in a squad, everyone around you for 15m. It will always heal you for your entire HP(like you have any in the first place) if you keep it upgraded.

Lv 29:

Aqua Cannon: Long channel, hard hitter, almost no range. Pretty useless at lower levels since aoe'ing will get you killed in seconds. Also, your first AoE. Really usefull if there's a physical class holding the mobs, then you can try this and do ridiculous damage. Still, useless till higher levels.

Sand Trap: It's like a stronger, Earth version of Torrent. Level it whenever you feel like, not a priority.

Soul of Stunning: Same at lv 1 as it is at lv 10. Stuns anyone who hits you. Beware it won't work if guys mobs try Poison on you. Stunning mobs gives you time to run up, and Landslide them back. The effect ends after the first hit on you; so be judicious.

Aqua and Earthen Spirit: Controls your basic damage for any attack of either element. Keep these upgraded. Big priority.

Lv 34:

Diminished Vigour: Useless until higher levels when you plan on TW or something.

Lv 39:

Glacial Shards: Your second AoE, and one which you will always use at higher levels. Has a small chance to freeze the enemy, but at higher upgrades of this skill, freezes more often than not. Also, high damage. In places like Phoenix Valley, try this out if you like seeing your screen fill up with big red numbers.

Sandburst Blast: A stronger AoE, but the effect isn't as cool. Decreases accuracy of the enemy. Again, big red numbers all over your screen. The reduction in accuracy can be felt by the tank since a lot more mobs will miss him, so that's a plus point.

BE CAREFUL with this skill. At full Black Voodoo+Jones', one try of this might get all aggro's off the tank and onto you. Try this out only if the tank is at a much higher level than you or with White Voodoo on.

Soul of Silence: Cute skill but useless until very high, almost endgame levels. Basically has a tiny chance to Seal the enemy. The enemy can run away but can't use skills. Use it on the tank in Nix or FCC to a few mobs run off every now and then. Keep at lv 1. Honestly.

Lv 44:

Empowered Vigour: Unlike it's Diminished counterpart, this guy is badass. Keep it leveled. Makes pots/charms/cleric heals/own heal work better. Hot stuff.

Lv 49:

Disturb Soul: Useless. Doesn't work on bosses where it should. Frankly, not useful until you decide to go to TW or PK. Slows the enemy's channeling. Takes ages to channel itself(irony?).

Soulburn: Decent. But don't level it until later levels. Every time the enemy attacks, receives damage equal to your soulforce. At level 70-80, you sf will be 8-10k'ish. It's okay then. I personally, still have it at lv1. Increasing skill lv increases duration, but unless you do all ten levels in 1 go(and go broke in the process), you really won't notice a difference.

Lv59:

This is where the real fun starts. You get smexy skills, badass attacks, and you realize why you are so awesome.

Tide Spirit: Gives you a bit of a magic attack increase, and gives you INSTANT channeling. I have it lv1 due to its cost, but even at that lvl, I can get 6 skills across, in 5 seconds. Makes you a boss for a short while. :D

Red Tide: Ridiculously powerful twin-sparker Aoe move. Has a chance to make the enemy bleed for damage equal to your soulforce. Badass. Takes time to channel but best against bosses.

Earth Vector: An amazing Earth type spell that stuns your targets with very high success rates and stun times. Costs a tiny 1 spark. It doesn't hit too hard, but once you lvl it up, it makes mobs go splat. Keep it lvl'd. High priority.

Psychic Will: Makes you immune to physical attacks for a tiny amount of time. Keep it at lv1 unless you want to go TW or PK. Even at lv1, you'll smack the spleens out of most melee classes with this one while all they see is 'Resist!'. Slightly sadistic, actually.

Soul of Retaliation: Absorbs and reflects an equal amount of damage depending on the skill lvl and your soulforce. at lvl 1, you'l see mobs barely hitting you if you have this on. At lvl 4, you don't even feel anything(a 460 HP hit comes doen to 3 HP). Again, like Stunning, the effect ends after the first hit. Another useful feature is the status reflect. If an enemy attacks you and that attack has a chance to put an effect on you(bleed, stun, slower channel, w/e), the enemy gets the effect instead of you. Won't work for pure DoT skills like a mob's poison. Also, pure stun skills like a Sin's Shadow Jump or BM's Roar.

Lv 79:

Essential Sutra: I don't have it. I think it's useless compared to the cost. Unless someone can convince me WHY I should get this noob skill, I have no opinions for it.

Crystal Light: You most badass skill. Ever. Period. This skill hits like an aeroplane. Since it doesn't need spark, you can twin-spark erupt this attack, making it hit like a Space Shuttle crash. StraightLine AoE. Anyone between you and target mobs get smacked too. Enemies of course.

Lv 80:

Veil of Shadow: A new skill in the PWI: Descent Expansion. Cool looks, unknown value. I've tried it but unless you're in TW, you really won't know how/if this skill is useful.


I don't have the lvl 100 skills.


Be aware that the lvl 79 skills will need a book for them. The books need 20 Apocalypse Pages and 10 Medium Ink(or was it 15 or 20? x.x), that approximates the cost of this stuff to approx 2m. Holy......x.x

I'll be editing/updating the guide as time goes by, but for now, good luck to new Psychic players and good constructive criticism from experienced players please.
Post edited by Chronowarper - Sanctuary on

Comments

  • Subtraction - Harshlands
    Subtraction - Harshlands Posts: 690 Arc User
    edited March 2012
    Essential Sutra: I don't have it. I think it's useless compared to the cost. Unless someone can convince me WHY I should get this noob skill, I have no opinions for it.

    You've obviously never flown at 15mps for 15 seconds.
    [SIGPIC][/SIGPIC]
    "Ewa Sonnet has the best pair of jugs ever. Nothing else compares." - Eoria.
    HE'S OVERALL KNOWLEDGE OF THE CLASS IS LEGIT.
  • Kerona - Sanctuary
    Kerona - Sanctuary Posts: 1,771 Arc User
    edited March 2012
    You've obviously never flown at 15mps for 15 seconds.

    IAWTC.

    Vroom vroom.
    [SIGPIC][/SIGPIC]
  • Notso - Raging Tide
    Notso - Raging Tide Posts: 41 Arc User
    edited April 2012
    Essential Sutra: I don't have it. I think it's useless compared to the cost. Unless someone can convince me WHY I should get this noob skill, I have no opinions for it.

    Because essentially it lets you do every essential thing much faster. So it is, in fact essential.

    ( ;
  • Erryne - Sanctuary
    Erryne - Sanctuary Posts: 220 Arc User
    edited April 2012
    Essential Sutra is more of a pvp skill. I learned mine in my late 90 after a serious TW, it come in handy.

    It's also a quick 10chi in dungeon between mob/boss(heh, it's 1sec only to cast/channel total).

    Funny fact, it cost no mana to use it in reality. Only time the mp cost written on it matter is when you drained your mp bar below the "cost".
  • Subtraction - Harshlands
    Subtraction - Harshlands Posts: 690 Arc User
    edited April 2012
    In short; this guide is **** because he doesn't like Essential Sutra.
    [SIGPIC][/SIGPIC]
    "Ewa Sonnet has the best pair of jugs ever. Nothing else compares." - Eoria.
    HE'S OVERALL KNOWLEDGE OF THE CLASS IS LEGIT.
  • Erryne - Sanctuary
    Erryne - Sanctuary Posts: 220 Arc User
    edited April 2012
    Funny how I hadn't bothered to read his full post. Found a few one I have to correct.
    Soul of Silence: Cute skill but useless until very high, almost endgame levels. Basically has a tiny chance to Seal the enemy. The enemy can run away but can't use skills. Use it on the tank in Nix or FCC to a few mobs run off every now and then. Keep at lv 1. Honestly.

    Soulburn: Decent. But don't level it until later levels. Every time the enemy attacks, receives damage equal to your soulforce. At level 70-80, you sf will be 8-10k'ish. It's okay then. I personally, still have it at lv1. Increasing skill lv increases duration, but unless you do all ten levels in 1 go(and go broke in the process), you really won't notice a difference.

    Tide Spirit: Gives you a bit of a magic attack increase, and gives you INSTANT channeling. I have it lv1 due to its cost, but even at that lvl, I can get 6 skills across, in 5 seconds. Makes you a boss for a short while. :D

    Red Tide: Ridiculously powerful twin-sparker Aoe move. Has a chance to make the enemy bleed for damage equal to your soulforce. Badass. Takes time to channel but best against bosses.

    Earth Vector: An amazing Earth type spell that stuns your targets with very high success rates and stun times. Costs a tiny 1 spark. It doesn't hit too hard, but once you lvl it up, it makes mobs go splat. Keep it lvl'd. High priority.

    Psychic Will: Makes you immune to physical attacks for a tiny amount of time. Keep it at lv1 unless you want to go TW or PK. Even at lv1, you'll smack the spleens out of most melee classes with this one while all they see is 'Resist!'. Slightly sadistic, actually.
    Soul of Silence: Drain mana off the tank if you buff him with that 1st thing. 2nd thing, and most important, get ready to get raged on in aoe instance and possibly cause squad wipe when mob run off and bring back friends with him in others places. Seriously, this buff was never intended for a tank, only yourself or the healer/stronger DD in squad if you feel like it.

    Soulburn: Situational use, agreed. Usefull on mdef increased mob(damage count as physical) and on runewolf in FCC when he goes slash aoe, since it's a fast multi hit attack.

    Tide Spirit: Also situational, mine is lv10 now due to the fact I used to spend time a lot in Rebirth, the boost is nice and stack with atk aura, contrary to regular sparking. Also nice for pvp. (I remember having escaped from squad wipe at wyvern in BH51 twice in the past using town portal and this spell b:chuckle).

    Red Tide: One of the joke ulti of this game. Simply double sparking would do more damage usually. It does come in use at time, but it's mostly in Rebirth again. And in pvp, spark are better used for survival.

    Earth Vector: Just nitpicking on the fact that even at lv10, it's not a damage dealer. Your other no spark consuming aoe deal more. Which in a odd way is a good thing, since it's almost always advaible to stun when needed...

    Psychic Will: The survival difference between lv1 and lv10 is huge since it allow you to cast an extra spell during the immune time and can mean life or death. Also give you an easier time when aoeing on group of melee mob. (Hell, this, white voodoo and some speed buff allow a psychic to pull in fcc without too much problem in their 90.)