can anyone fill me in on psychic's?
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Altoria - Sanctuary
Posts: 3 Arc User
i'm considering making a psychic as was originally gonna make an assasin but they sound a really complicated class to use effectivly so I think i'll pass on them. can anyone fill me in on psychic's at my best guess i can say they are some sort of mage class, but can i have something a bit more specific, how do they differ from wizards for instance, what are they're strengths and what are their weaknesses?
Post edited by Altoria - Sanctuary on
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Altoria - Sanctuary wrote: »i'm considering making a psychic as was originally gonna make an assasin but they sound a really complicated class to use effectivly so I think i'll pass on them. can anyone fill me in on psychic's at my best guess i can say they are some sort of mage class, but can i have something a bit more specific, how do they differ from wizards for instance, what are they're strengths and what are their weaknesses?
Psychics are like Mages,a magic casting class.
Advantages of Psychics:
1. Fast cast spells (Single spells spamming)
2. Able to AOE fast (with debuffs)
3. Able to reflect status (debuffs) Damage (range or physical) when hit.
4. Able to provide Buffs (mainly to tanker)
5. Able to AOE heal (long cooldown)
Disadvantages:
1. Low HP (must find ways to get higher hp)
2. Mana usage is high (need to go apothecary/ pot/ charm)
3. Must get decent refines (weapons first)
While Wizards have the Dragon breath (self-sustaining AOE) which never stopped casting , Psychics have fast cast AOEs with debuffs to match.
In other words, we are you Mobile AOE clean up team.
But, in order to do Damage that are equal to Wizards, we need refines to match. Refines will provide more Soul Force that helps in your reflect skills and also add more mattack.
Whereas Wizards have 3 elemental skill trees, we only have water and Earth. Earth will be your strongest element, much akin to Mages.
But do note, Psychics skill's stopped at lvl 59, and are considered to be unfinished.0 -
Don't get your hopes up, unless the Sage/Demon skills grant us 200 to 500% weapon damage, like Wizards, we will never hit as hard as them. In term of DPS on the other hand, we probably outway Wizards since we cast way faster than them and are able to chaincast. The only skills that MIGHT equal Wizards damagewise is Red Tide, provided that the bleeding triggers.
Psychics have very cool effects attached to their nukes, like Sandburst Blast which reduces one's accuracy by 50% for 12 seconds when maxed, and others. Also some debuffs, like Disturb Soul and Diminished Vigor. I find Disturb Soul (increases one's channeling time by 80% for 12 second when maxed) way more useful myself as a debuff since I leveled up Empowered Vigor and not Diminished.
FYI : Empowered Vigor is meant to be casted on the healer, not the tanker. I mean, for the healing effect at least, since it enhances the healing abilities of the target and not necesseraly the one you casted it on. Say you cast it on a Cleric that heals a Barb, the one benefiting from the buff first hand will be the Barb, but the buff itself will be casted on the Cleric. For the reduced Charms cooldown and the increased effects of potions, you need to cast it on the tanker. I myself cast it on the Cleric most of the time when in instance.Risingson - 7x Psychic
Indalecio - 3x Cleric0 -
Empowered Vigor is meant to be casted on the healer, not the tanker
Are you sure of that? Did you ever test it?
Edit : refines LOL, seriously if you want refine to do something it s not decent refine lvl that you need, it s a huge refine lvl lol0 -
Yeah I'm pretty sure. We can't rely on the translation much, but I think I noticed the effect.Risingson - 7x Psychic
Indalecio - 3x Cleric0 -
Empowered Vigor increases the healing effect ON the target, not casted BY the target (unless of course if the target is targeting themselves). It's been tested. Use it on your tank.
Psychic is basically a hit-n-run DD and debuff class. Even our heavy damage spells channel pretty fast compared to other classes, which helps with kiting strategies and the like. Most of our spells have some rider-effect (such as freezing, stunning, accuracy debuff, etc), and our overall ability to inflict damage is good. We also have Soul skills (based on our Soulforce stat) that give us ways to (almost) passively punish someone for attacking us.
The psychic class is however very squishy. We don't get much HP, and our vit to hp conversion is low. Even light armor isn't as good for us because, unlike Wizards and Clerics, we don't have a skill to multiply our pdef. We do have White Voodoo (more on that later), but you don't really need to stat for LA to make White Voodoo good because its not based directly on either defense type.
Two of our most important skills are Black Voodoo and White Voodoo. Only one can be active at a time, as casting one will overwrite the other.
Black Voodoo grants an increase of +22 attack levels, with a loss of -11 defense levels. While this is on, the object is to hit hard and avoid getting hit. Drop your target as quickly as possible and get moving.
White Voodoo grants a massive increase of +66 defense levels, at the high price of -99 attack levels. While this is on, this limits our damage potential to our DoT-type spells because they aren't affected (much) by the loss in attack levels. This is what you use when you're in a situation of questionable survivability. Personally, I also use it when I'm traveling just in case a mob aggros or a PKer gets the drop on me.0 -
Empowered Vigor increases the healing effect ON the target, not casted BY the target (unless of course if the target is targeting themselves). It's been tested. Use it on your tank.
Psychic is basically a hit-n-run DD and debuff class. Even our heavy damage spells channel pretty fast compared to other classes, which helps with kiting strategies and the like. Most of our spells have some rider-effect (such as freezing, stunning, accuracy debuff, etc), and our overall ability to inflict damage is good. We also have Soul skills (based on our Soulforce stat) that give us ways to (almost) passively punish someone for attacking us.
The psychic class is however very squishy. We don't get much HP, and our vit to hp conversion is low. Even light armor isn't as good for us because, unlike Wizards and Clerics, we don't have a skill to multiply our pdef. We do have White Voodoo (more on that later), but you don't really need to stat for LA to make White Voodoo good because its not based directly on either defense type.
Two of our most important skills are Black Voodoo and White Voodoo. Only one can be active at a time, as casting one will overwrite the other.
Black Voodoo grants an increase of +22 attack levels, with a loss of -11 defense levels. While this is on, the object is to hit hard and avoid getting hit. Drop your target as quickly as possible and get moving.
White Voodoo grants a massive increase of +66 defense levels, at the high price of -99 attack levels. While this is on, this limits our damage potential to our DoT-type spells because they aren't affected (much) by the loss in attack levels. This is what you use when you're in a situation of questionable survivability. Personally, I also use it when I'm traveling just in case a mob aggros or a PKer gets the drop on me.
She speaks a lot of truth.
I can't tell you how many times I've been "sucker punched" by archers/assassins and the only thing that saved me from being 1 shot was me having white voodoo up, it's your friend.
After the 1st initial big hit make sure to judge what to do based on how hard you've been hit, If you think your not going to survive much longer your best bet will be to use psychic will followed by your bubble of life and some kiting if possible. (If you happen to be really prepared with another spark go ahead and give them a taste of soulburn also.)
If they don't hit you extremely hard I find it better to attempt to switch back to black voodoo followed by Earth vector to finish things quickly.
Remember that Psychic Will can be your best friend in most fights, there's more damage that can be negated by Psychic Will than you would 1st think, even against casters.
Clerics physical based attacks and veno pets are just a couple that come to mind.
Remember that if timed well enough it can even be used to negate half of a wizards BT (The dangerous half).
Not only that but the cleanse effect of this spell can warrant the spark cost in many situations also, I.E. dispelling a Nixes bleed.
Most of this may be common knowledge but there's my two cents.Who doesn't love pie!?0 -
If you want to know how to play them in PVP, I can't help you there as I only ever do PVE. But here's a few tips for you.
- Stay as far away as possible from mobs when killing them. Chances are if your magic's high enough, you'll be able to kill them before they get to you. Mobs with magic are easy to kill unless they have freeze, which can be a pain in the ****, to be honest. Get a combo together of your two main attack skills, and start it with Aqua Strike because it has a high chance to slow. Beware of Magic Resistance and Increased Life, though.
- In BH squads, you can help the cleric by casting a spell called Empowered Vigor on them before you start fighting the mob. This enhances their healing abilities, as stated. You might also be able to help with your aoe heal, Bubble of Life, so I'd level that one with any spare Spirit.
- Ranged mobs are going to be irritating. They can shoot arrows faster than you can kill them, and here it's always helpful to have rings and helmets that add HP, since as a psychic you're going to have really low HP. Cast White Voodoo over yourself, as well - it helps. You might also want to stock up on pots.
- Don't run ahead in dungeons. Stay with everyone else and let the tank do his/her job. Yes, we're heavy hitters. But that also means we're powerful enough to pull aggro like a sponge. Which is really bad for a person with low HP. Wait until at least two people start attacking, then join in. There's no reason to raise your cleric's blood pressure for nothing. Hugging walls works wonders if you don't feel like killing all of the monsters, too.
- Be careful with AOE spells in dungeons. In fact, they should be used rarely if at all. There's no need to pull more than one monster at a time. Just last week I hit the wrong button in my skill list and shot Glacier Shards at two or three monsters in FB 29 (was helping a dude). Big oops. Leave the pulling to the BM or Barb, or the veno's pet. Only offer to pull if you've got a Zeal fairy. (And for pity's sake, if you have to pull Farren's minions, Farren is the one in the BROWN. Not the RED. Disaster struck when our veno made this mistake.)
There you go.b:thanks0 -
Risingson - Lost City wrote: »
FYI : Empowered Vigor is meant to be casted on the healer, not the tanker. I mean, for the healing effect at least, since it enhances the healing abilities of the target and not necesseraly the one you casted it on. Say you cast it on a Cleric that heals a Barb, the one benefiting from the buff first hand will be the Barb, but the buff itself will be casted on the Cleric. For the reduced Charms cooldown and the increased effects of potions, you need to cast it on the tanker. I myself cast it on the Cleric most of the time when in instance.
Empowered Vigor must be used on the tanker not the healer.. unless healer is also tanker0 -
White Voodoo grants a massive increase of +66 defense levels, at the high price of -99 attack levels. While this is on, this limits our damage potential to our DoT-type spells because they aren't affected (much) by the loss in attack levels. This is what you use when you're in a situation of questionable survivability. Personally, I also use it when I'm traveling just in case a mob aggros or a PKer gets the drop on me.
Same here. I even switch to it right after bosses are killed(incase something respawns fast and make a surprise), or in dungeons countdown(when a suspicious higher lvl red-named was helping lol).
Another use of it is when you dont know if you can solo a boss or hi-lvl mob. I cast DoT whith WV on and run alway to safe watching what damage it takes and from what distance it attacks me. That way I test it without being hurt ^^0 -
Onin - Harshlands wrote: »Same here. I even switch to it right after bosses are killed(incase something respawns fast and make a surprise), or in dungeons countdown(when a suspicious higher lvl red-named was helping lol).
Another use of it is when you dont know if you can solo a boss or hi-lvl mob. I cast DoT whith WV on and run alway to safe watching what damage it takes and from what distance it attacks me. That way I test it without being hurt ^^
thats a good idea lol0
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