Creating a Genie for my psychic

Aexster - Dreamweaver
Aexster - Dreamweaver Posts: 30 Arc User
edited May 2011 in Psychic
I'm pretty sure I already messed up the stats for the genie because I randomly set them on stuff without reading the skills, and making a plan.

So, if I'm going to list the skills I want, and then I'm going to list my genies stats and stuff. If you could, can you please tell me if I should just restart my genie, or if I would be able to continue it as it is? If not, how much could I be able to sell it for? I plan on turning it into a cube, and selling it. Also, please tell me if I should have these skills on my genie. I've read that people have said to put Holy Path, but it doesn't seem useful to me.

Tree of Protection (people said this was a good skill to have), Relentless Courage (5% increase in caster speed), Second Wind (for the hp heal), and probably Earthflame (lure).

Str: 20
Vit: 14
Dex: 14
Mag: 22
Growth: 50
Lucky Points: 17/20

I have one point left to spend, but I'm not sure on what to spend it on. And it's level 27. Sorry if this is in the wrong forum, and if it is, could someone please move it? Thanks in advanced :D.
Post edited by Aexster - Dreamweaver on

Comments

  • _Petal_ - Harshlands
    _Petal_ - Harshlands Posts: 499 Arc User
    edited April 2011
    I don't see a whole lot wrong with your genie. I would get rid of Relentless Courage because honestly we don't NEED casting help (we're the fastest casters next to those OP Mystics who stole it.)

    Another skill you may want to consider is Extreme Poison, which makes the target take more damage with a decent cost. I know it's saved me in a lot of instances, especially when you're fighting against people you know won't usually die while fighting you. I use this against Wizards, Clerics, and other enemies with high magic defense to get the best out of my damage output, and it works nicely. A 20% damage taken increase is better than 0.

    Another is Holy Path. I don't know a whole lot of people without Holy Path. If not Holy Path, substitute with Tai Chi if you're cheap.

    The last one is Expel. It's a lot like Psychic Will, but it will silence you. You can counter this with an apothecary potion. (I find as a Psychic, especially at low levels, the Apothecary skill is your FRIEND. I never had to pay for pots because I made them myself and/or got them from mob drops....ijs.)

    If you get lucky and get this genie to fantastic LP (lucky point) get Bramble Rage. I don't know a soul who isn't wary of that skill at endgame levels, and it's another powerful AoE to spam and **** off FC mobs.
    They made fun of me because I wasn't a R8 Psychic...and then came third cast. It's not funny anymore.

    Reason 88 to buy a makeover scroll:
    gomba: "Your butt looks like an eggplant."
    Q_Q
  • Aexster - Dreamweaver
    Aexster - Dreamweaver Posts: 30 Arc User
    edited April 2011
    Thank you for all the helpful advice. That makes sense, so I guess it's a wasted skill. The reason why I thought something was wrong with my genie was because I thought I put the wrong points into the wrong skills.

    Could you please explain to my why I should put Holy Path? Is the speed great for fighting, or running away, or what? Sorry if I sound rude, I'm just curious why tons of people have it on there.

    Thank you again for your wonderful advice :D
  • pyroatheist
    pyroatheist Posts: 0 Arc User
    edited April 2011
    Holy path is great for all of the above.

    Psychics are really REALLY slow...if you see someone waayyyy over THERE that you want to kill without them noticing a psychic slowly chugging up, you holy path over to them, you are there in an instant, and they are dead.

    Again, psychics are horribly slow....so if something goes bad, you get ganked, or just if you want to get through that damn dragon gate room in cube, you hit holy path to haul *** out of whatever situation you find yourself in.

    Holy path is absolutely indespensible as a genie skill, and EVERYONE should have it.
  • DagusaruD - Archosaur
    DagusaruD - Archosaur Posts: 5 Arc User
    edited April 2011
    I personally love the skill earthquake. Use "Landslide" and "earthquake" in between attacks, you'll never get hit! (depending on the mob)
  • awesoem
    awesoem Posts: 0 Arc User
    edited May 2011
    Like many people already stated.

    These are various skills in terms of effectiveness and which ones you should max out first.

    The very first skill that you should get is: Holy Path.
    Why? This skill once maxed allows you max speed (15 m/s) for 6 seconds. Great for any dungeon run and always comes in handy when that annoying mob is about to kill you and you can just run away and then fly away from safe distance. Note this skill does not work in water or air, only on ground. If you're doing TT runs and you're barb wants to do "rush" (Basically he lures everything and you run after him, as soon as everyone is safe, the mobs reset and you've reached your destination without having to kill anything) you will need this skill to keep up with barb or whoever is luring. One of the most used in FC. FC is one of the best way to grind/level up and you don't even have to cashshop to be able to do it. 5 hypers = 500k which you can grind off normal mobs in a couple hours. In FC, the tanker will lure many mobs and you're party will AoE kill them quickly

    The second skill that you should focus on is Wings of Protection, this skill will heal you about 56% of max hp over the course of 6 seconds. Great skill to have while you are running away from some mob or you've accidentally stolen argo from tank during a dungeon run.

    Another healing spell you can get is Second Wind. Again this is another healing spell, however this one is instant and one good thing about this one is that you can use Second Wind and Holy Path right after another without having to wait for genie to regain energy (assuming your genie has high enough max energy). Once maxed it heals around 850 HP and again is nice to have if you steal argo or just running away from that annoying Sacrificial Assault mob.

    Anyway those three are the most important skills to have.
    Here are some few ones you should max out whenever you can after those first three.

    Extreme Poison Like the person above me stated, once maxed it allows for 20% increased damage which is very nice in PvE and also in PvP. Perhaps you won't be using this often when you are grinding on normal mobs but comes very handy in instance bosses. Quick timing with triple spark, Heaven's Flame and Amplify = boss down to 50% health in just under 10 seconds.

    Again like the person above me said get Expel. Although you need to be level 97 to max out this spell, it is very handy to have. Immune to physical damage for 9 seconds, but you are silenced. Using this with psychic will gives you very high chance of not dying on those big FC pulls. Even in TT, if you are "rushing" using this spell will allow you to live a little bit longer in case you lag. And as always it is great for bosses as if you accidently steal argo, you use this spell and if boss is physical attacks, you will be immune and you will not be damaging him either so tank can regain argo easily.

    Someone earlier had said Tai Chi, my recommendation: DO NOT GET TAI CHI.

    I got it before to see if it was any good. And my response was no. It is terrible. I'm an AA player. My speed with Tai Chi was increased from 4.8m/s to around 6.3m/s. The speed is barely noticeable and not worth the energy useage. As for its healing properties? While not in combat it is around 500 HP. In combat this amount gets reduced to around 200 or so.

    So I've stated 5 skills that you must have. You would require a genie with 71 LP. If you somehow manage to get a genie with 81+ here are some other skills I'd recommend.

    Zeal used for luring. Again handy in many instances.
    Cloud Eruption Good skill to have once its maxed it restores Chi for you. Very useful if you are a APS character. Using this skill you can be almost always on triple spark. :D
    Absolute Domain is a very very very awesome skill to have on your genie. Although it requires level 100 Genie to be able to max it. It gives you and your party a 4 second immunity to all damage. This includes both physical and magic attacks and after these 4 seconds are up, you are also immune to immobilization for 2 seconds. This is a nice skill and always good to have. You just have to time you're 4 seconds right. I've seen whole squads tank the Slasher boss in FC using this skill.

    There are also some class specific skills that you might want to look at. Namely Alpha Male. Although it doesn't restrict you to a tanking class, but it is very useful to help hold argo for anyone tanking. If you are a barbarian, you could also try to get Solid Sheild, it basically reduces all damage taken by 35%.
    Also if you are a physical attacker you may want to get Tangling Mire. It basically reduces the targets physical defence by 35%. I did not get this skill because I am not a physical damage dealer so no point for me.
    Wind Sheild is yet another defensive skill. It decreases the damage taken by 15% but it does NOT have the speed reduction that Solid Sheild has.
    Another skill is Impact, once this is maxed it does about a 2k damage to the target and reduces the targets physical defence by 10%

    Here is a list of Genie Skills that you can use to see which skills you like, how much SP to get max level, what level required for level 10.. etc.
    Also you can use the Genie Skill Planner to see how many affinity of each element you need for specific skills so you do not waste points.

    I strongly suggest looking thru some of the skills to see which ones you like and which ones you will use most often. And remember to always have the first three. Maybe you will not be using them often, but they can save your life when the time comes.