Help With Builds
XWhispers - Heavens Tear
Posts: 6 Arc User
Yep, just like the title says.
I'm still fairly new to PWI (highest char is level 24 :P), so I'm kind of confused about what to use for a psychic build. I tried reading other guides, but it was confusing me. So basically, I want a good build for a psychic that will allow me not to die, and have fairly good attacks.
If you have any ideas, thanks, and remember, I'm new to this xD
I'm still fairly new to PWI (highest char is level 24 :P), so I'm kind of confused about what to use for a psychic build. I tried reading other guides, but it was confusing me. So basically, I want a good build for a psychic that will allow me not to die, and have fairly good attacks.
If you have any ideas, thanks, and remember, I'm new to this xD
Post edited by XWhispers - Heavens Tear on
0
Comments
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I dont think anyone really knows yet , since it is still new...b:pleased[SIGPIC][/SIGPIC]
Now this is what I call HAWT & SSMOKIN my senses!!0 -
CandiLuv - Lost City wrote: »I dont think anyone really knows yet , since it is still new...b:pleased
Yeah, thats what I thought lol.
I'm just gonna try using the one I have,
Im putting 3 in mag and 2 in vit each level. Not quite sure how its gonna work out, but I'm trying it.0 -
There are two or three "viable" options. I'll start with the commonly suggested build for new players:
Pure Arcane.
This build uses "robes" (arcane armor). Has High defenses against magical attacks, very low defenses against physical attacks. Has the most potent magical attack of the common caster builds. Higher attack = faster kills = less damage taken (if skills are used properly).
the common build suggestions in PWI follow an "every two levels" method (for most builds) since some levels you will not put points into certain areas. That said..
"Every Two Levels" place 1 point into STR, and 9 points into MAG
The STR point is necessary for your arcane armor. The magic points will amplify your damage output, add additional magic defense, and allow you to equip the latest weapon.
the mathematical formula to use to ensure you are ontrack and don't have too many points in STR at any given time is the following:
(base stats, gear bonuses not included)
(Your level / 2) + 4
In other words, add 4 to half the value of your level.
Light Armor
This build can wear both "robes" for close to the same magical defense as the arcane build, as well as "light armor" for a balance of physical defense and magical defense. This can prove to be very beneficial in circumstances where you may get "ganked" while not having white voodoo up (PvP scenarios for instance) or while fighting elite physical mobs. The LA build comes naturally with a higher crit cast/strike chance - which is a leg up on PvP competition. This builds base attack strength is about 75% of pure arcane build, but again - has a naturally higher crit chance (which deals 200% of base damage and thus 150% of the damage done by the arcane build - more often than their own crits) The stat distribution for this build follows a simple "every level" system.
every level you should allocate: 1 Dex, 1 Str, 3 Mag
The dex and str are needed for your light armor, dex gains crit chance (1% for every 20 points). With this build you will still stay current on your weapons requirement as well. Formulas used to ensure you are on track with stats:
DEX = your level + 4
STR = your levle + 4
Magic = (your level * 3) + 2
magic requirement is based on TT 60 soulsphere which needs 182 magic to equip
This build fits the bill perfectly well for all requirements, one may even say the developers had the build in mind as an option when designing the TT 60 soul sphere (rather than making the magic requirement much higher).
Vit Arcane
This build is similar to the arcane build, however sacrifices some (but generally not as much as LA) attack power. Magic defense is slightly lower than pure arcane, higher than LA. Physical defense is the same as pure arcane. This build attempts to fix squishiness by allocating vitality points to pad the characters health points (gaining maybe two or three more hits until death). Before embarking on the Vit/Arcane build, understand that for psychics, one vit point = 10 HP. Barbs get 17 HP per vit, BM gets 15 HP per vit, Veno gets 12 HP per vit, and I forget what archers get (is it 13/14?). Clerics, Wizards, and Psychics get the least of the HP bonuses from vit. Most will say to cap vit around 50 points (for a "whole whopping" 500 HP extra <-- so not worth it IMO, but don't let me sway you).
there's really not a set guideline for the vit arcane build, although some do follow a basic pattern. Just be sure to always put 3 points to magic per level, 1 strength every other level (to meet gear requirements) the remaining 3 points from your "every two levels" can be allocated as you see fit. Just don't try mixing dex and vit. Whatever advantage you're trying to gain from those stat areas will be basically erradicated. There's very few left over points after meeting gear requirements that you can't afford to try making a vit/dex build.[SIGPIC][/SIGPIC]
Retired..0 -
Baalbak - Dreamweaver wrote: »There are two or three "viable" options. I'll start with the commonly suggested build for new players:
Pure Arcane.
This build uses "robes" (arcane armor). Has High defenses against magical attacks, very low defenses against physical attacks. Has the most potent magical attack of the common caster builds. Higher attack = faster kills = less damage taken (if skills are used properly).
the common build suggestions in PWI follow an "every two levels" method (for most builds) since some levels you will not put points into certain areas. That said..
"Every Two Levels" place 1 point into STR, and 9 points into MAG
The STR point is necessary for your arcane armor. The magic points will amplify your damage output, add additional magic defense, and allow you to equip the latest weapon.
the mathematical formula to use to ensure you are ontrack and don't have too many points in STR at any given time is the following:
(base stats, gear bonuses not included)
(Your level / 2) + 4
In other words, add 4 to half the value of your level.
Light Armor
This build can wear both "robes" for close to the same magical defense as the arcane build, as well as "light armor" for a balance of physical defense and magical defense. This can prove to be very beneficial in circumstances where you may get "ganked" while not having white voodoo up (PvP scenarios for instance) or while fighting elite physical mobs. The LA build comes naturally with a higher crit cast/strike chance - which is a leg up on PvP competition. This builds base attack strength is about 75% of pure arcane build, but again - has a naturally higher crit chance (which deals 200% of base damage and thus 150% of the damage done by the arcane build - more often than their own crits) The stat distribution for this build follows a simple "every level" system.
every level you should allocate: 1 Dex, 1 Str, 3 Mag
The dex and str are needed for your light armor, dex gains crit chance (1% for every 20 points). With this build you will still stay current on your weapons requirement as well. Formulas used to ensure you are on track with stats:
DEX = your level + 4
STR = your levle + 4
Magic = (your level * 3) + 2
magic requirement is based on TT 60 soulsphere which needs 182 magic to equip
This build fits the bill perfectly well for all requirements, one may even say the developers had the build in mind as an option when designing the TT 60 soul sphere (rather than making the magic requirement much higher).
Vit Arcane
This build is similar to the arcane build, however sacrifices some (but generally not as much as LA) attack power. Magic defense is slightly lower than pure arcane, higher than LA. Physical defense is the same as pure arcane. This build attempts to fix squishiness by allocating vitality points to pad the characters health points (gaining maybe two or three more hits until death). Before embarking on the Vit/Arcane build, understand that for psychics, one vit point = 10 HP. Barbs get 17 HP per vit, BM gets 15 HP per vit, Veno gets 12 HP per vit, and I forget what archers get (is it 13/14?). Clerics, Wizards, and Psychics get the least of the HP bonuses from vit. Most will say to cap vit around 50 points (for a "whole whopping" 500 HP extra <-- so not worth it IMO, but don't let me sway you).
there's really not a set guideline for the vit arcane build, although some do follow a basic pattern. Just be sure to always put 3 points to magic per level, 1 strength every other level (to meet gear requirements) the remaining 3 points from your "every two levels" can be allocated as you see fit. Just don't try mixing dex and vit. Whatever advantage you're trying to gain from those stat areas will be basically erradicated. There's very few left over points after meeting gear requirements that you can't afford to try making a vit/dex build.
Thanks :]
I think I might try the Pure Arcane, although I'm not sure if I'll like the lack of health. Also, do you suggest I just start this build from my already used points, or buy a reset?0 -
XWhispers - Heavens Tear wrote: »Thanks :]
I think I might try the Pure Arcane, although I'm not sure if I'll like the lack of health. Also, do you suggest I just start this build from my already used points, or buy a reset?
what are you're points at currently?
any rate....... if you don't respond soon (I'm off to go play on my level 29 LA psycho)
level 20 takes not much time at all to get to. I work 8 hours a day and come home and play for a few hours before heading to bed. I made it to 20 on my psycho in just two days. You could always re roll a pure arcane psycho and get it up to 20, then see which build you like better.[SIGPIC][/SIGPIC]
Retired..0 -
Baalbak - Dreamweaver wrote: »what are you're points at currently?
any rate....... if you don't respond soon (I'm off to go play on my level 29 LA psycho)
level 20 takes not much time at all to get to. I work 8 hours a day and come home and play for a few hours before heading to bed. I made it to 20 on my psycho in just two days. You could always re roll a pure arcane psycho and get it up to 20, then see which build you like better.
Mag: 73
Vit:44
Str: 10
Dex:100 -
?
site says you are level 20.
starting stats are 5 in each area.
73 - 5 = 68
44 - 5 = 39
10 - 5 = 5
10 - 5 = 5
total of 117 points there.
the fact that is not a multiple of 5 tells me you have some gear bonuses you're not accounting for, that and: 5 points per level after 19 levels = 95 points. so I'm assuming you must have a total of 12 points spread across these areas which come from gear bonuses.
what are your base stats (take some gear off until the stats arent green colored)[SIGPIC][/SIGPIC]
Retired..0 -
Baalbak - Dreamweaver wrote: »?
site says you are level 20.
starting stats are 5 in each area.
73 - 5 = 68
44 - 5 = 39
10 - 5 = 5
10 - 5 = 5
total of 117 points there.
the fact that is not a multiple of 5 tells me you have some gear bonuses you're not accounting for, that and: 5 points per level after 19 levels = 95 points. so I'm assuming you must have a total of 12 points spread across these areas which come from gear bonuses.
what are your base stats (take some gear off until the stats arent green colored)
Okay.
Now it is at:
Mag: 56
Vit:39
Str: 10
Dex: 100
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