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========================Table Of Contents==========================
1. Introduction.
-General Introduction.
-A few words first
-What is a Psychic
-Pros and Cons
2. Frequently asked questions.
3. Levelling a Psychic.
-Let's get started!
-Levelling to 90
-Equipment for levelling.
4. Stats
-The basic stats.
-Advanced stats/Formulas
-Common Misconceptions.
-Builds
5. Gearing up
-Weapons
--Shards for weapons
-Equipments
--Shards for equipments
6. Psychic gameplays- Tips for PvP/TW
7. Skills
8. Final Destination: Heaven or Hell
9. Demon/Sage skills: Where to get?
10. Bonus: Genie Skills and Apoths
======================================
Wall of Texts ahead, use CTRL+F and find keywords.
Disclaimer: Since I never wrote a guide before and English is also not my first language, I used
guide from other class as a layout so similarity to other work is inevitable.
[UPDATES 26 AUG 2010:]
--9. Demon/Sage skills: Where to get?
--10. Bonus: Genie Skills and Apoths
--Minor grammar fixed
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1.Introduction
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===================General Introduction===================
This guide is written for the Official PWInternational servers. Max level cap is 105. The whole guide
is for the Psychic class, so if you are reading this and not interested in the Psychic class, you might
as well stop reading right here. This guide basically helps you with these things-
1.How to play the Psychic class
2.How to improve beyond the "average Psychic"
3.Tricks and secrets to beating others
4.F.A.Q on PvP and "how do I do this"
====================A few words first===================
This Guide was originally write with intention to pass around among Infamy members (my faction)
in Raging Tide Server. Some name will not make any sense to other servers so just ignore it.
===================What is a Psychic?===================
Psychic is the uberly underused and underrated class on PW due to a class called "Assassin". I
made this guide for you people to hold your ground against them, and all other classes. Psychic
have a limited range of skills mostly connected to the water and earth element. If you love fast
channeling, stun hex and paralyze your opponent, Psychic is your best friend.
Psychic Statistics
HP 50
MP 70
P Atk 4
M Atk 4
Accuracy 25
Evasion 10
Movement Speed 4.8 m/s
======================Pros and cons======================
Pros-
*Fastest spellcasters, highest magical DPS in game
*Easier to lvl than wizard
*Can boost self Atk lvl and Def lvl, reduce self guardian charm cooldown
*5 basic AOEs of which 3 are unspark, and 1 1spark. 2 crowd control skills
*Make best use of real money spent. With +10 equips, basically imba
Cons-
*Like any spellcasters, low HP and PDef,
*Does not deal the most damage per hit
*Hard to PvP and improve into a strong character, cash dependent.
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2.Frequently asked questions
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These questions aren't in any order, so just press alt+f and search. Q1."WTFOMFGBBQHAX0rZ! How does that guy hit so high?" A1. He isn't cheating, you just need to get the right equipments and some money,nothing is impossible. Q2."How do I prevent bleed?" A2. Genie skills: Blood Clot, Cauterize cure bleed. Q3. "How do I prevent stun?" A3. Vacuity powder, Badge of power to break stun. Q4. "I forgot to keep track of my stats, how many STR do I need for lvl xx" A4. Depends on your build, if LA - your lvl +4, if AA - ((your lvl - 1) / 2 ) + 5 . In doubt - check forge. Q5. "Why are Psychic so weak?" A5. They're not, you just suck. Q6. "I want to make a new character, any recommendations?" A6. Its better to always stick to one character, even if your first character will be your "main". Don't waste your time making new character, if you don't have a life and play 24/7 on the computer then go ahead. Q7. "How do I prevent being one shot?" A7. Raise your VIT, or spend real $ in the game Q8. "What does Thanatos do?" A8. "Touch himself at night” Q9. "Give me a really good (best) build please?" A9. No. Q10. "What’s the best build for a Psychic?" A10. How many rocks are there in the universe? Answer that question and I'll answer yours. Q11. "What’s the best weapon path for a Psychic?" Q11. Refer to answer 10. Q12. "What’s the best class?" A12. Refer to answer 10. Q13. "DUEL ME HYPNOS! I'LL OWN YOUR ASS!" A13. No. And no you won't. Any unanswered questions, please don't hesitate to contact me. Enough introducing... lets get on with the guide.
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3.Leveling
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========================Let's get started!======================
It is likely that you are already level 90+. If so, just skip this pert
of the guide.
=========================Levelling to 90=======================
Nowaday, lvling is not hard at all, I'm really bored of telling lil noobs where AND how to lvl. Stick
to quests and grind till 71~80.
[QUESTS]
Tideborn 1-19 Created by Nephice
Level 20 – 70+: List of available General Quests and Cultivation
Level 71 – 85: Rebirth Gamma
Level 85+: Frostcover Frostland
Level 91+: Rebirth Delta
[GRIND]
Level 37 – 44: Native Vipion level 41, flying poison mob. Location: North of
Swiftwind Tribe.
Level 45 – 52: Evolved Vipion level 50, flying poison mob. Location: Around the Elf,
Untamed and Human starter towns.
Level 53 – 57: Vipion Revolutionary level 54, flying poison mob. Location: City of
Misfortune.
Level 58 – 62: Foxwing Supreme level 60, flying Fire mob. Location: North of Tusk
Town, or around the starter towns for non-aggro.
Level 63 – 64: Vampiric Nightstalker level 62, flying magic mob. Location: Village
of the Dreaming Cloud.
Level 65 – 70: Vampiric Minion level 68, flying water mob. Location: Swamp of the
Wraiths, around the Altar of Disbelief.
Level 71 – 74: Carrion Vulture level 72, wood element flying magic mob. Location:
Fragrant Hills, north of Sanctuary.
Level 74 – 78: Clourider Falcon lvl 76 flying fire mob. Location : South East Wraith
Gate
Level 78 – 82: Mothran Dazzlewing level 80, wood element flying magic mob.
Location: Lake of Woe
Level 95+: Third Pass grind
======================Equipment for levelling===================
Don't try too hard for good equipment until level 90+ with the exception of ☆Mystique Boots of
Spirit Eater and 1x ☆Demon's Heart Ring. Why? Because it is the best stuff from that lvl up till
95+, which is quite a long time not to mention ☆☆☆Emerald Meteor from The Goshiki Quest
Chain or The Attendance Ring can last you forever. From 1-> 70, just grab whatever from
quests and *** from Auction House with Def and HP mod. Don't forget rank I-> IV is fairly easy to
obtain and the rank equips aren't half bad either.
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4.Stats
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===========================The basic stats=======================
First of all, what the stats do - some people seem to have no idea...
MAG - Magic: Affect your Magic Attack, Elemental Resistance, maximum MP and MP regeneration.
Also allow access to lastest arcane armors + spheres equipments
STR - Strength: Affect your Physical Attack, Physical Defence and access to armors
DEX - Dexterity: Affect your evasion and accuracy, required to wear Light Armor and Heavy Armor.
In addition, every 20 DEX give 1% Critical Hit bonus.
VIT - Vitality: (1 VIT = 10 HP) Affect your maximum HP, HP regeneration. In addition, every VIT
give bonus to Physical Defence and Elemental Resistance. This may not seem too great for
someone with low HP like Psychic, but remember for every VIT you add, the higher chance you will
survive critical moment.
========================Advanced Stats/Formulas====================
Here are the more advanced stats and formulas for those who interested in game mechanics.
Magic Attack
CODE
( 1 + ( MAG / 100 ) ) * ( LVL + EQP )
Physical defence (PDef), Elemental resistance (ERes) and Damage Reduction
CODE
PDef’s value = EQP's Bonuses * ( ( ( STR + 0.7 * VIT ) / 850 ) + 1 )
ERes’s value = EQP's Bonuses * ( ( ( MAG + 0.7 * VIT ) / 850 ) + 1 )
Damage Reduction % = 100 * PDef OR ERes’s value / ( PDef OR ERes’s value ] +
40 * Attacker’s LVL )
Critical Hit (CRIT) and Rage Damage: A crit is an attack that does more damage than a normal
attack. This damage is given as the rage damage multiple in your char sheet and is 200% for all
classes but Assassins who have a skill to get 230% rage damage. Your chance to crit is given in
your character sheet and come from equipment, crit buffs, the rainbow blessing buff, and Dex.
CODE
Chance to CRIT = 1 + (DEX / 20) [rounded down] + CRIT from equipment + CRIT
from buffs
CRIT Damage = Rage Damage * Damage Inflicted
Evasion (EVA) and Accuracy (ACC) Most physical attacks can be evaded in which case they do
0 damage. Magic attacks never miss.
CODE
EVA's factor = 1000 * Target EVA / attacker ACC
chance of EVA = EVA's factor / (40 * attacker level + EVA's factor)
Attack Level and Defense Level To put it simply, it increase your damage on your opponent and
decrease the damage intake. But there are many version out in forum and yet no real reply from
Game Developers. What I believe is Attack level have increasing returns while Defence level have
Diminishing returns.
CODE
Damage Delivered * 1.01^Atk lvl
Damage Received * 0.99^Def lvl
Detection Level = your level. Detection Pot made from Raging Tide Officer or 1k Stream Officer
give you a bonus of 30 detection level for 30s (either the pot description is wrong or the detection
lvl show in character screen is broken). Help you detect any Assassin with stealth lvl lower than
your detection lvl.
Soulforce Special stat only useful for Psychic, effect most of your “soul-“ skills, affected by mostly
your base lvl and refine from your weapon.
CODE
lvl(50+lvl)+refine from equip
REFINE FROM EQUIP BONUS
REFINE LVL ARMOR WEAPON
1 0 1
2 1 7
3 4 23
4 10 60
5 25 150
6 58 345
7 111 667
8 213 1275
9 400 2400
10 743 4455
11 1374 7242
12 2535 15210
Equipment’s grade does not affect soulforce
=========================Common Misconceptions===================
I don't need to explain what this section is about.
The CRIT Arrow’s Myth
Elite Wolven Fang Arrow doesn’t affect your actual critical rate. I have this on anyway for
confidence purpose, just don’t count this in when you brag about your CRIT rate xDD
The Elemental Shard’s Myth
Elemental Shards (Alabaster, Aquamarine, Ruby, Amethyst, Topaz) and Elemental damage
pots doesn’t apply on magical attack. Don’t shard them on your weapon/make/use those
pots.
=============================Builds============================
Psychic doesn’t have skill give bonus to PDef like Wizard’s Stone Barrier, nor does it have a skill to
help them escape (Wizard’s Distant Shrink, Cleric’s Chromatic Seal). Playing Psychic, one must
always focus on survival and take your time over spam spells and rushing to kill the opponent. If
you want to 1 hit people, roll a Wizard. Genie and Pots help a ton in surival in combat.
[Armor Types]
Armors are among the most heavily debated subjects when it comes to choosing the best type for
each class. Although magic robes are the most obvious path for casters, light / heavy armor has
shown some benefits in wizards and veno as well. But is it really an option for a Psychic?
The most notable benefits of these alternative armor builds undoubtedly lie in their higher physical
defense, which might let you survive a bit longer in instance where boss have high AoE physical
and PvP against physical characters like archers, BM, Assassin and Barb. Since they can also
switch to arcane armor whenever necessary, they can perfectly adjust to any situation requiring
the one or the other type of defense. Now for the bad news, most people are completely unaware
of the actual damage loss you will suffer after sacrificing so many of your precious MAG stats for
STR and DEX to be able to equip these armors in the first place.
Light Armor Light Armor would cover exactly that low Physical Defense problem. While
still having a nice Elemental Resistance, this would seem like the ideal all-round armor. It
is beneficial for early and mid gameplay as for the low cost to gear up. The difference in
damage won’t be noticeable at first, but the later the game, the stats you put into STR and
DEX as Light Armor Build will become more and more burden as the base magic attack you
gain from MAG increases at an ever growing rate. In the other hand, the slightly higher
critical rate unfortunately doesn’t make up much of the huge MAG loss, so you’d still be
stuck with a mere 75% average of your potential damage. While psychic don’t have high
damage per skill like Wizard, none of your defences is high enough to efficiently protect
your equally low HP; not to mention almost all monsters past 60 are magic ranged based
that we train on as well, where robe will give you that afforded protection. so this
alternative option too is doomed to fail.
STR= DEX= Your lvl +4, rest to MAG
Pure MAG Arcane Armor The idea of this build is to maximize your damage to the fullest
extent and competing with Wizard in firepower. Your low physical defense and HP will be a
problem here, because unlike the wizards or cleric, the psychic’s protective skills don’t
allow you to survive easily on a purely offensive build unless you spend a bunch on
refining gears and get top grade ornaments. What’s more, by having a -10 def lvl while in
Black Voodoo, chance are you getting buttrape while trying to kill your opponent if being
careless. Although it is not advisable to follow this build, the choice is yours if you can
afford ~3k2 PDef and ~5k HP unbuffed from equipment.
1 STR 9 MAG every 2 lvl
Pure/Hybrid VIT Arcane Armor That leave us with last option, how about increasing
your VIT and shards your equipment with Garnet shards? Protecting you from both
physical and magic attacks at the same time, this is clearly the best defensive build for all
purpose player be it PvP or TT/FC/RB. Like Light Armor builds, VIT builds can only reach
85%~90% of their damage potential with less Critical Hit chance. Although it give you a
bit more sweat while killing your opponent, you are a tad harder to kill if know how to
utilise all your skills effectively in PvP. Does that mean you can’t kill your opponent? Few
people thinks that with a low damage per skill like Psychic, Vit build will make it impossible
to defeat your opponent before their charm tick. I say take a look at your skills list and
think over again; Diminished vigor and Tide spirit aren’t there just for show. However,
balancing between your VIT base and your MAG is the key, don't get too obsessed with the
HP gain, the benefit from Diminished Vigor and Tide Spirit won't be able make up for
excessive MAG lost
At least 1 STR 6~7 MAG every 2 lvl, VIT may be cap at 50~60
So MUST HAVE STATS THEN -
Your final destination (99+):
STR - 54 Be a noob if you want to wear any other armor than Arcane, not my problem
DEX – 3 Unless you are some build which needs CRIT
VIT - YOU MUST HAVE AT LEAST 4K HP UNBUFFED NO MATTER WHAT OK?
MAG – The rest
PDef Unbuffed: ~3k - 3k2+
I doubt any of you are even reading up to this point, meh if by chance someone is reading this bit,
well done, maybe you should think about your stats and change it.
First of all, I’d like to say I’m not going to mention my own builds. This is a guide not copy
HYPNOS. So therefore you will have to make your own builds. Here are a few tips -
Don’t rely on CRIT to hit, though the extra CRIT from equipment are nice, sacrificing your
stats for some DEX to increase your CRIT is simply stupid.
Don’t rely on One skill to kill opponent (imply Soulburn), every skill has its weakness.
Spamming the same skill will provoke people into calling you "Noob"
Fight using your skill rather than relying on your equipments. (Imply GonjaQueen)
Try and cover up as many weaknesses as you can with apoths and genie
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5. Gearing Up
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Items are listed in descending orders from top to bottom in Price.
=============================Weapons=========================
Reduced: 71% of original size [ 1123 x 500 ] - Click to view full image
Stick with weapon from Token quests is a good choice, both for its cost effectiveness, usefulness
and effort; however sooner or later you will have to farm TT for your TT90+ weapons if you can't
afford the Lunar weapon ☆Banished Curse or the TT100 (which is the best and also most
expensive IMO) ☆☆Roaring Flame . The questions is what to choose?
Although the -channeling doesn't appeal much to me as a psy, the bonus for damage from TT99
Gold ☆Barrier Sphere: Soulbringer is totally badass compare to its cost (total chips cost is 4m8).
What more? you have a choice to upgrade it to nirvana. Not a bad choice.
The +attack lvl may be appealing but the truth is it doesn't grant much of damage bonus. As
stated in Advance formulas section, attack level raise the lvl of attacker and bypass
opponent %damage reduction, 2 attack level won't be enough to pass through 1% damage
reduction unless heavily stack with other gears. For detail formula, read the Advance Formulas
above in section 4.
Other than those mention above, the +1% CRIT is nice and the +VIT is not half bad either,
depends on your preference
Not worth mentioning: ☆Resonance of Stars , ☆Acoustic Soullotus: Spiritual
=============================
Shards for weapons
=============================
Not much to say here BUT USE SAPPHIRE SHARDS
Don't PM me asking WHY? The answer is simple, if you use any other shards, then you sacrifice
damage. Some shards may be used in EXTREME situations –
Elemental Shards, Citrine shards, Turquoise shards - Use those if you are brain-dead
Stone of the Savant- -3% Channeling - Use this if you are retarded.
Primeval Stone - +1% Critical Hit Rate - Use this against LuciferV, it will give you a 1%
chance of killing him. Its better than no chance right?
Shards I can't be bothered to mention – Diamond of Tiger, flashy shards aren't what you
need to win. The humiliation is there when you lie dead.
===========================Equipments=======================
[Helm]
At early lvl, it’s maybe tempting to add some extra STR to wear HP Helmet, but that can’t apply at
later lvl. Stick with Arcane Headgear, the bonus hp from refine the lastest worth more than the
base hp bonus AND refine hp bonus from the HP Helmet several lvl below you. Bonus stats to
consider: HP/Pdef Modifiers, HP Shards
☆☆Nether• Impossibility Hat Nirvana of TT90 Gold helm - Use this only for the set bonus, else ignore.
☆Ence's Scar – Helm of Holy Punishment [40 Best Luck/Anniversary Pack/Lucky Coral]
☆Warsoul of Heaven - Championship Scroll [Tournament DISABLED/Lucky Coral/Year of the Tiger Pack]
☆Ghostly Hat of Infinite Power – TT90 Gold helm
☆Hat of the Drum Master – TT80 Green helm
[Robe]
Tough choice for non cashopper, but anything with HP and DEF bonuses other than the Tauren’ s
Cape and TT90 Gold Cape. Bonus stats to consider: HP/Pdef Modifiers, HP Shards
☆☆Demon Spell Robe – Nirvana of TT90 Gold Robe - Use this only for the set bonus, else ignore.
☆Wings of Cloudcharger – Anniversary Pack/Lucky Coral/Year of the Tiger Pack
☆Glorious Robe: Torment – Wing Trophy [Anniversary Pack/Lucky Coral/Year of the Tiger Pack]
☆Cape of Elite Leather – FB99 Abaddon [Mountain’ s Finger Boss]
[Ornaments]
Since your choice of rings is pretty obvious, I will just concentrate on the magical and physical
defense enhancing kind of ornaments here. Their benefits are strongly dependent on which armor
you’re wearing, and for which purpose you intend to use it for.
Please note that the defenses are percentage based, so the higher your defense is, the less
damage reduction you will receive when equipping additional ornaments of that type. The
diminishing returns start when your Physical Defence/Elemental Resistance value reach ~5000
Protection Ornaments: Overall, this is the better choice for robe users, as only very little additional
defense is required to get a huge increase of damage reduction. The bad thing is that cheap
physical defense type ornaments usually comes coupled with STR/DEX bonus stats, which isn't the
ideal choice for a Psychic in the later levels. Bonus stats to consider: HP/Pdef Modifiers
Necklace:
☆☆☆Yin – Pan Gu's Gift
☆☆Puzzle Cube Badge• Vain – Cube of Fate Stamp
☆Necklace of Giant Strength – TT90 gold
☆Sky Demon's Pearl – 37 Chips Mold
☆Necklace of Assembled Spirits – TT70 Gold
Belt:
☆☆Warsoul of Naught – Tournament Agent (currently DISABLED)
☆☆Warsong Barrier• Void – Warsong Marshal Badge
☆Guard of Thundershock – 4th pass OHT reward
☆☆☆Requiem of Hell – 3rd pass OHT reward
☆☆☆Frostcore Pendant – 2nd pass OHT reward
☆☆☆Sundown Pendant – 1st pass OHT reward
Elemental ornaments: If you already have high magical defense, more of this jewelry will probably
give you no more than a 1% or 2% higher damage reduction. The reason why some players still
prefer it over the physical defense ornaments is because it often has higher values of MAG as
bonus stats, which can prove very useful in grinding. Recommend only for LA Build. Bonus stats to
consider: HP/MAG/MAtk Modifiers
Necklace:
☆☆☆Yang – Pan Gu’s Gift
☆☆Puzzle Cube Badge• Vain – Cube of Fate Stamp
☆Archangel's Pendant – TT99 Gold
☆Swindler's Necklace – TT90 Gold
☆Equine Talisman – 29 Chips Mold
Belt:
☆☆Warsoul of Naught – Tournament Agent (currently DISABLED)
☆☆Warsong Lock• Void – Warsong Marshal Badge
☆Paradise Sachet – 4th pass reward
☆☆☆Jade of Heaven – 3rd pass reward
☆☆☆Vibrating Starlight – 2nd pass reward
☆☆☆Nightfall Pendant – 1st pass reward
If you can't decide, you can also buy 1 of each type and switch them as necessary, if your cash
agrees with it.
[Bonus Stats on equipments]
Bonus stats, not stars though *** give the highest base stats, are the most important factor to
consider when buying equipment. First of all, if you don't plan on switching equip on every second
mob, make sure that no piece of armor lacks any of the basic elemental defences. The more
elements are missing, the higher the remaining elemental defences will be, but you'd have a hard
time fighting against mobs of these specific elements since your overall defence would be much
lower.
The options of bonus stats are:
For higher endurance:
+ HP or VIT: Probably the most common bonus stat. Since you can get a very high amount
of HP from it, most players consider it as their main choice for improving their survivability.
+ Physical Defence: You can get a fair amount of it to profit from the huge damage
reduction until the Percentages become inefficient compared to VIT.
+ Elemental Resistance: Not what you should look for. HP/VIT is much more valuable.
For higher damage:
+ MAG: Quite rare, and comes in very low values compared to HP/VIT. Mostly + 4 or + 5
MAG is the highest you can find, while HP goes easily over 80 at a cheaper price. If
stacked, the difference can be even higher. But if you're looking for even more damage
instead of HP on equip, + MAG is your best option in the lower levels.
+ Magic Attack: Mostly comes in rather low amounts compared to MAG. To find out which
one gives more base magic attack, refer to my formulas in the Questions and Answers
section.
- % Channeling: Very rare, will increase your damage per second by a small amount, but
overly expensive for what it's worth. Only when stacked at 24% or above can you tell the
difference while using Bubble of Life and Soulburn.
+% Critical Rate: Very rare and expensive; rises in effectiveness over the levels as your
damage output increases. Its efficiency compared to + MAG strongly depends on how
much an attack is based on magic attack instead of a fixed value. For example:
To outdamage 1% critical rate on average:
As Pure MAG at level 50 (wearing average 3 star equipment), your equipment will
need at least + 6 MAG when using Spirit Blast level 10.
As Pure MAG at level 80 (wearing Mold lvl80 Sphere + average 3 star equipment),
your equipment will need at least + 10 MAG when using Sandburst Blast level 10.
Seeing that +1% critical is much easier to get than +10 MAG, +% Critical Rate as bonus
stat actually proves to be more effective than + MAG in the higher levels.
Others:
+ MP recovery: You'll be burning through your MP way too fast to notice the recovery.
+ HP recovery: Comes in too small amounts to be useful.
+ STR / DEX: No need for additional STR/DEX over the minimum requirement for armor.
+ MP: No use in adding even more MP
+% Experience: The available +% of Experience are too low to make any real difference
while grinding, not to mention the release of Hyper Stone -chuckle-
+ Evasion Rate: Due to high accuracy of your enemies, + Evasion Rate barely has any
effect.
+ Accuracy: Magic attacks never miss, no need for any accuracy at all.
=============================
Shards for equipments
=============================
This part is for shards on armour. Should I list every single shard to prevent NOOB questions
asking about shards not mentioned? HMM... if there are shards unmentioned it means they suck
ok?
-Stone of the Savant, Primeval Stone: A more expensive verion of Citrine Gems. Exotic, while it
increases both your HP and a your PDef, the cost for 1 is high.
-Garnets: Increase your survival chance at later level (~80+). It is recommendeded to shard some
Garnets on your gears along with Citrines Shards by ratio 3:1. The amount of shards however
depends on your PDef Value, when it reach ~5000, use other alternative.
-Citrines: Pretty steady at all level.
-Diamond of Dragon/Jade of Steady Defence: Hard choice, and it’s a myth as to the exact equation
but it is impossible to completely nullify damage receive according to the formulas in Advance
stats section. I don’t dare give comment on this.
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6. Psychic gameplays- Tips for PvP/TW
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Note for psychic skills:
Soul of Vengeance, Soul of Silence, Empowered Vigor cannot be purge at this time, not sure if it's
a bug or intended
Same thing for Diminished vigor and Soulburn, it cannot be purify
PvP tactic
Rush Burst Knowing how to play Rush Burst style is important for a Magical DDer in High Level
PvP. To summarize, “rushing” an opponent means playing as aggressively as possible burning your
cooldowns to drop an opponent as soon as possible while “burst” refers to the technique of doing a
high amount of damage in a short period of time via high damage spells. Having an advantage in
channelling, this style help dropping the target quick but also put your life on the line. Though it is
not advisable in solo PvP, it is highly rated in group PvP while the target focuses on your
teammates. Start by DoTs and Diminished Vigor and coupled with light poke skills till near 50%,
DoTs again then rush damage. Best Burst come from Frenzy (or Extreme Poison) Triple Spark Red
Tide -> Aqua Cannon/Sandburst.
Kiting While kiting in PvE is easy with Aqua Impact and Landslide for knockback, Kiting for psychic
in PvP is difficult and most prefer to stall their enemy over kiting them. That doesn't mean it's
impossible. With Holy Path from Genie, Glacial Shards and Earth Vector, Barbarian have hardtime
pursuing you. Also don't forget to put on Soul of Retaliation if they are closed (Mighty Swing?)
unless they using normal attack to break Soul of Retaliation (pfft I doubt any of you half-wits can
get your thoughts that far before you faint due to lack of IQ); use Soul of Stunning if that's the
case. Against BM, if you got stunned right off the bat, spam the Soul of Stunning button and pray
for the Soul of Silence to occur and they don't chain stun well. If you get chain stunned, well,
better luck next time.
Stalling A simple tactic but crucial for Psychic. Put on White Voodoo, Use DoTs and spam some
skills on them, use Bubble of Life, Soul of Retaliation from times to times and don't forget to eat
food and always have Empowered Vigor on. Good way to safely gain back your chi while slowly
killing your opponent charm. Of course you need a solid amount of HP to pull this off those GX
axes at 90+.
Soul of Stunning vs Soul of Retaliation: While Soul of Stunning is pretty handy because you don’t
need to think much while using it other than spam the button, Soul of Retaliation on the other
hand is situational. The obvious: use it’s when you need to absorb damage to save you from death
and when your opponent is an Assassin. The less obvious: asking you to use your brain rather
than roll your face on the keyboard is probably quite…hard but there are skills that you should aim
to reflect:
Wizard Undine Strike
Archer Aim Low and Stunning Arrow
Barbarian Mighty Swing
Phoenix Flesh Ream
Soulburn and Tide Spirit combo: Soulburn is a good skill and deal some nasty damage if use right.
The problem is the obviously slow and showy channelling shout out for “stun me before you die”.
The catch? Use it with Tide Spirit and follow by Aqua Canon/nuke and Bubble of Life. There are
also situation that you don’t need Tide Spirit which is a DEMON SPARKING FIST BM. Psychic Will if
they choose to attack you, otherwise Rush Burst to death while they passively stand there wait for
the effect wearing off.
General PvP guide:
Step 1. Lead with a "poke" skill. (Aqua Impact, Spirit Blast) Find out how much HP that BM
has and just how hard you'll have to hit it. If you somehow tap Spirit Blast and their HP
drops 85%, laugh.
Step 2. Try to get their HP as close to 50% as possible but not below. Below ticks their
guardian charm and they will heal to full. Stalling or Kiting
Step 3. Diminished Vigor -> Soul of Stunning -> Rush Burst
Step 4. Judge (if they're still alive). If their HP is too high for you to take down even with
diminished vigor, use slower strong skills like Aqua Canon and keep trying. Make sure your
party is helping and spam Soul of Stunning to stun anyone attacking you. If they are
taking to the skies and running, use Earth Vector if you have a spark, otherwise Glacial
Shards and pray.
Territory War
Equipped with 3 AoEs doesn't require spark, Psychic in TW is a force to reckon with especially
when 2/5 of their AoEs are crowd control skills. Keywords: Crowd Control
Cata supporter should cast Soul of Silence and Empowered Vigor on cata barb due to it cannot be
purge by veno, it's the best thing a cata barb can wish for (don’t cast Soul of Vengeance on them).
Use earth vector, glacial shard for crowd control on anyone approaching the cata and hold em
away from barb, disturb soul on opponent wizard to slow their casting. Use soulburn on cata
cleric/atking archer/Demonic Sparked BM only to save spark for earth vector and psychic will.
Cata killer (vs Barbarians) you hit some decent damage on them because they have pretty crappy
MRes. The problem? They have too much HP for you to solo, and combined with a guardian charm
they're next to impossible to take down for a psychic low damage per skill. The catch? You don't
solo. Your job is not to go out and be a wizard wannabe. Your job is to hex and slow your
opponent advancing and pray that your squad is smart enough to attack the same person.
Now that you built all your Chi by killing people, what do you do with it? Do not, I repeat do NOT
waste it on Advanced Spark Eruption (Demonic Spark Eruption is fine). It's slow, its flashy, and it
gets you killed. Use it on...
Earth Vector AoE with 85% stun and Medium damage, though not much but this is a good
crowd control skill along with Glacial Shard
Tide Spirit This is your 2 sparks Sutra. Use it with Bubble of Life, Soulburn and Aqua
Cannon combo
Staying Alive:
1. Always play with a Clerics buffs. BM and Barbarian don't always seem to want to buff
you, but there are always plenty of Clerics to annoy to ask for buffs.
2. Don't forget to put on Soul of Silence and Soul of Vengeance, also Psychic Will to
remove negative debuff + immune to physical damage
3. If you are getting hit excessively, you are probably too close to the action. Pause and
Holy Path backward.
4. Soul of Stunning is your friend. Spam it! Use it when your HP is running low and your
charm is in cooldown. Use it when you see an archer channeling Arrow Barrage. This skill
stun your enemy immediately after the first hit land, and interrupts their attack. Soul of
Retaliation on the other hand work well only if you kinda guess which skill your opponent
gonna cast and reflect the negative effect back to them (can only reflect effect from skill that
deal damage). ie: Undine Strike, Mighty Swing, Aim Low, and most of Assassin's skills.
5. If a Veno's pet is hitting you, knock it back with Landslide, if it's a nix, use Soul of
Retaliation to reflect bleed on them or, if you lready got bleed, Psychic Will and throw a
Soulburn on them. It should be dead in 1...0.
6. Stay alert. Remember TW is 3D. The enemy is not always directly in front. Stay off the
main path, and move along the banks of the path. Watch for attackers in the air (Usually
Venos with flying pets).
=================
A few more notes on Psychic
=================
In PvP can I just say DO NOT FIXATE ON USING BLACK VOODOO AS MAIN OFFENSE. Use your
brain, this is why Psychic IS harder to play. I'll leave the rest for you guys to figure out.
There is no strongest class, if you play on a Psychic, Gratz on choosing a unique class.
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7.Skills
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All Psychic skills required Spheres weapons equipped. The range of a psychic is as far as a wizard
( which means > Cleric > Veno)
Here goes... Skills...
[Nuking spells]
Water Nukes
Aqua Impact Long range single target, chance to slow
Glacial Shards Long range AoE, chance to paralyze
Aqua Cannon Close range AoE, chance to slow
Torrent DoT
Red Tide Long range AoE
Earth Nukes
Spirit Blast Long range single target
Landslide Short range single target, interupt casting
Sandburst Blast Long range AoE, chance to reduce accuracy
Earth Vector Long range AoE, chance to stun
Sandtrap DoT
[Debuffing Spells]
Soulburn Damage target everytimes it attacks/cast spells/genies. A truly scary skill
because the damage is based on soulforce.
Diminished Vigor Increase Guardian charm cooldown and Reduce healing effect on target.
Disturb Soul Reduce target channeling
[Buffing Spells]
Black Voodoo Increase self attack level and reduce self defence level
White Voodoo Increase self defense level and reduce self attack level
Empowered Vigor Decrease Guardian charm cooldown and enhance healing effect on
target
Soul of Silence Chance of Silence enemies upon being hit
Tide Spirit Make spell required no channeling with some damage boost
Soul of Vengeance Damage enemies upon being hit
[Healing spells/Self protection spells]
Bubble of Life AoE HoT
Psychic Will Immune to physial atk and remove all debuff.
Soul of Retaliation Absorb and reflect damage + negative status back to enemy
Soul of Stunning Stun enemy upon being hit
[Mastery]
Aqua Spirit Water Mastery
Earthen Spirit Earth Mastery
Priority in descending order 1st: Spirit Blast lvl10, Aqua Impact lvl10, Black Voodoo lvl10, Landslide lvl10, White Voodoo lvl3, Bubble of Life lvl10, Soul of Vengence lvl1, Soul of Stunning lvl1, Soul of Silence lvl1, Soul of Retaliation lvl1. 2nd: Earth Vector lvl10, Psychic Will lvl10, Empower Vigor lvl10, Earthen Spirit lvl10, Aqua Spirit lvl10 3rd: Glacial Shard Lvl10, Sandburst Blast lvl10, 4th: White Voodoo lvl10, Soulburn lvl10, Diminished vigor lvl10, 4.5: Sandtrap lvl10, Torrent lvl10, 5th: Aqua Canon lvl 10, Soul of Silence lvl10, Soul of Retaliation lvl10, Red Tide lvl10, Tide Spirit, Disturb Soul, Soul of Vengeance, Soul of Stunning. 1st is to be obtained as soon as possible, 2nd is needed for regardless of type of player you are. 3rd and 4th priority depends on the type of player, PvE oriented: 3rd > 4th, PvP oriented: 4th > 3rd . 5th is to be left untouch until 85+ with spare spirit and coins.
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8.Final Destination: Heaven or Hell
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This boils down to personal preference and play style. When looking at the skill bonuses, you will
immediately notice the huge difference between the two options, so make sure to evaluate them
properly before deciding which of them suits you best. While Demon grant a HUGE burst in
damage, Sage psychic is no pushover either.
If you like to Rush Burst and become a wizard wannabe then die in glory, Demon
is the way to go. With Demon Landslide and Demon Tide Spirit, you will CRIT most of the
time not to mention your extra DoT from the heavy nuke Demon Aqua Cannon; without a
doubt he who roll Demon will be feared even by barb. Demon Psychic is also a master of
crowd control; with 75% chance to AoE paralyze and a larger AoE Earth Vector, he is the
ace card in PvP group and TW. The disadvantage? your most effective range is 8m, which
is also the red zone for an Arcane Armor user with low pdef and HP, your Stall is also less
effective then Sage (don't worry, not less than how you used to before you choose demon).
Sage is not without advantage. If you like to Stall, take your time and harass your
opponent in PvP, Sage is the choice but that's not all. It enhance the $ spend in the game
(Soulforce), If you spend a fortune on your Psychic Sage will be superior to Demon in term
of Soulforce base skills. A 10 sec Soulburn is a scary weapon, the competent stay till and
let you hit them for 10s, the incompetent roll their face on the keyboard and die while the
10s psychic will (or 71 def lvl white voodoo) give you a good time laugh. Superior even to
barb for their toughness, Sage Psychic is magical truck which can kill you whenever they
wish to. The disadvantage? Surprisingly, Sage is quite balancing, your effective range is
not limited and the lack of Rush Burst power comparing to Demon is not a really bad
problems since Sage Diminished Vigor and Sage Black Voodoo make up for it. What more?
you are loved in group activity where it required an AoE Purify.
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9. Demon/Sage Skills: Where to get
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MP=Mystical Pages | AMP=Advanced Mystical Pages | BOOK=Old Book Pages |
FATE=Pages of Fate
89 Skills
--Aqua Impact: I believe that this only drops from bosses in Eden,
Brimstone, Seat, Abaddon.
--Black Voodoo: MP, Peachblossom Ritualist, Abaddon, Hellfire Abomination
- SOT Boss
--Landslide: MP
--Soul of Vengeance: MP
--Spirit Blast: I believe that this only drops from bosses in
Eden/Brimstone.
--Tide Form: I believe that this only drops from bosses in
Eden/Brimstone.
--Torrent: MP
--White Voodoo: MP
99 Skills
--Aqua Cannon: MP, AMP, BOOK
--Aqua Spirit: MP, AMP, BOOK
--Bubble of Life: MP
--Diminished Vigor: BOOK
--Disturb Soul: AMP, FATE
--Earth Vector: FATE
--Earthen Spirit: MP, AMP, BOOK
--Empowered Vigor: AMP, BOOK
--Glaical Shards: BOOK
--Psychic Will: FATE
--Red Tide: AMP, FATE
--Sand Trap: MP, AMP, BOOK
--Sandburst Blast: BOOK
--Soul of Retaliation: FATE
--Soul of Silence: AMP, BOOK
--Soul of Stunning: MP, AMP, BOOK
--Soulburn: AMP, FATE
--Tide Spirit: FATE
Another way of looking at it, the following "sources" can provide the skills listed:
--Mystical Pages: Black Voodoo, Landslide, Soul of Vengeance, Torrent, White
Voodoo, Aqua Cannon, Aqua Spirit, Bubble of Life, Earthen
Spirit, Sand Trap, Soul of Stunning
--Advanced Mystical Pages: Aqua Cannon, Aqua Spirit, Disturb Soul, Earthen
Spirit, Empowered Vigor, Red Tide, Sand Trap, Soul
of Silence, Soul of Stunning, Soulburn
--Old Book Pages: Aqua Cannon, Aqua Spirit, Diminished Vigor, Earthen Spirit,
Empowered Vigor, Glacial Shards, Sand Trap, Sandburst
Blast, Soul of Silence, Soul of Stunning
--Pages of Fate: Disturb Soul, Earth Vector, Psychic Will, Red Tide, Soul of
Retaliation, Soulburn, Tide Spirit
And finally, it appears that both of our primary DD skills, Aqua Impact and Spirit
Blast, along with Tide Form, can only be obtained as a rare drop from Phlebo or
Ethereal Abomination in Eden and Brimstone.
~Credits to UrDian - Harshlands
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10. Bonus: Genie and Apoths
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Expel Metal 5 - Water 6
Lvl10/ Genie lvl97
Range 20 meters
Energy 125
Stamina 275
Instant
Cooldown 1 second
Requisite Class All
Expels a ally from the physical world.
Silences the target but grants
immunity to physical damage for 9.0 seconds.
For non-hostile units.
Silence, or "Seal", prevents the player from using any skill or initiating any form of
player attacks (genie skill still works), but it doesn't stop the current skill thats in
progress. For example, if you tried to expel another cleric that's casting tempest before
they finish channeling, it won't stop the tempest from finishing and hitting you, but it will
prevent them from doing the next attack until silence is over.
Keep in mind, any seal that interrupts your channeling is a result of an additional
attribute from a skill, for example, the wizard skill "Force of Will"; I'm sure most people
here experienced being sealed by a wizard, the skill description reads:
Launches an invisible explosion at the target, interrupting
its current channelling, silencing it, and making it unable
to attack for <#> seconds.
The seal itself doesn't interrupt.
While sealed, you can still do these things:
Move, fly, use all genie skills, use consumable items (pots/apothecary items, etc)
Non-hostile units. Any players that are not in duel with you or TW.
In open pk (which means all but duels and tw) you can use it on other players. So you
basically have a seal without drawback, since you don't do physical damage.
*NOTE : This has been fix with the newest patch so you most likely unable to seal the
opponent if they switch on protection.
All that being said, you can still do these things as a combo with Expel:
Channeling purify while expelling yourself, as long as you expel yourself after
you've started to channel purify, but before you have completely finished
channeling it, you will expel yourself in mid-purify but you will have the purify
effect remove your seal as soon as purify finishes. This essentially copies Psychic
Will. If you're in communication with a friendly cleric, you can also ask them to
purify you.
*NOTE : Sage Buble of Life have purify effect
If you're an avid apothecary like me (and a non-cleric), you can make
Soulcleasing Orbs (20 Worm Sprouts + 15 Fleece-flower Root, Lv4 Apothecary
skill); after you have used expel, use one of these, it will remove the seal effect
while still having the immune to physical damage buff. You can also use the
Soulcleasing orb as a countermeasure against Expel, or any type of seals. A great
example is the veno 2 spark skill, which silence + paralyzes you, Soul cleasing
orbs removes *both*. A very good surprise trick for the unsuspecting : ). Just
keep in mind apothecary items shares a 2 minute cool down.
Also keep in mind Expel is not a movement debuff, so any skill/item that prevents
movement debuffs will not affect Expel.
~Credit to Vixre -Harshland
Fortify Wood 5
Lvl10/ Genie lvl66
Energy 82
Stamina 600
Instant
Cooldown 30 seconds
Requisite Class All
Become immune to stuns for 5 seconds.
50% chance to reduce your magic resistances.
Dexterity: Every 30 Genie Dexterity points increases the duration by 1 second.
Badge of Courage Metal 4 - Fire 3
Lvl10/ Genie lvl75
Energy 75
Stamina 500
Instant
Cooldown 30 seconds
Requisite Class All
Conducts the power of the Metal element.
?% chance to remove a stun effect from yourself.
Dexterity: Every 2 Genie Dexterity points increases the success rate by 1%.
Stun This is one of the areas where Blademasters stand out from the rest. Axe and
hammer Blademasters stand out even more because of their unique additional stun skill
(Drake bash). A stun lock means always keeping your opponent stunned and finish off
the opponent without them being able to land a single hit. It prevents the player from
using any skill or initiating any form of player attacks (genie skill still works) including
stop/interupting the current skill thats in progress.
While stunned, you can only use genie skills
All that being said, you can still do these things with either of the above skills:
Break Stunlock, obvious
Use Ironguard Powder (25 Devil Wood + 20 Longen Herb): after you have used
Fortify, use one of these, or use Badge of Courage to break the stun. It will give
you 12 sec immune to damage while you can freely go on frenzy mode, rush
burst opponent to the ground. Those apoth can only be obtained from Officer of
the Streams once your faction own Thousand Streams or drop from bosses
around PWI map. For details, look it up in pwdatabase