Difference between revisions of "Category:Psionicists"

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When using [[:Category:Telekinetic_Skills_And_Spells |telekinetic spells]] such as [[Dancing Weapon]] and [[Fandango]] be sure to watch out for [[:Category:Stomping_Mobs |Mobs that Stomp]] and [[:Category:Scavenging_Mobs |Mobs that Scavenge]].
 
When using [[:Category:Telekinetic_Skills_And_Spells |telekinetic spells]] such as [[Dancing Weapon]] and [[Fandango]] be sure to watch out for [[:Category:Stomping_Mobs |Mobs that Stomp]] and [[:Category:Scavenging_Mobs |Mobs that Scavenge]].
  
Note on [[Dancing Weapon]] use: Be sure to read about [[Kinetic Weapon Control]]. It's worth experimenting with different weapon combinations because some of the specifics of kinetic weapon damage are not fully understood yet. For example, there is a progressive cap on damage at hero, so you might not see the difference you would expect from a small DR increase. Conversely, using a weaker weapon such as a two-handed hafted weapon with less DR than a separate main hand wield and offhand wield (which combine their DR) might give the same damage with [[Dancing Weapon]]/[[Fandango]]. Furthermore, low-weight hafted weapons are supposed to be easier to catch, so they might be a better choice. Hafted weapons can also be used to [[bash]]. There is still a lot more testing required on this topic. Additionally it's worth remembering that two weapons will give an extra regular attack, and normal melee hits between telekinetic attacks should do more dmg with the greater HR/DR.
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Note on [[Dancing Weapon]] use: Be sure to read about [[Kinetic Weapon Control]]. It's worth experimenting with different weapon combinations because some of the specifics of kinetic weapon damage are not fully understood yet. Using a weaker weapon such as a two-handed hafted weapon with less DR than a separate main hand wield and offhand wield (which combine their DR) might give the same damage with [[Dancing Weapon]]. Furthermore, low-weight hafted weapons are supposed to be easier to catch, so they might be a better choice. Hafted weapons can also be used to [[bash]] if necessary. There is still a lot more testing required on this topic. Additionally it's worth remembering that dual wielding will give an extra regular attack, and normal melee hits between telekinetic attacks should do more dmg with the greater HR/DR.
  
 
== Psionicists at Lowmort Tier ==
 
== Psionicists at Lowmort Tier ==

Revision as of 02:43, 22 August 2012

The PSIONICIST class is a 'spellcasting' class similar to Mages and Clerics, but with several important differences. Where a Mage's power comes from harnessing external energies present in all matter, and a Cleric's comes from his or her deity, the Psionicist derives all of his or her power from within. Psions are masters of BIOCENTRIC SPELLS that alter the body on a cellular level, Telepathic spells that can cripple the weak-minded, and TELEKINETIC SPELLS that range from simple levitation to complex attack spells. Although slightly less powerful than MAGEs in terms of spell damage, they make up for it with their versatility and bevy of unique abilities. The Prime Stat of a Psion is INTelligence.

Abbreviation: Psi.

Prime Requisite: Intelligence.

Psionicist Creation

Like any spellcasting class, races with good mana are recommended. In addition, psionicists run in DR gear and are similar to melee types in their damage, so a race with good innate damage mod is good. There aren't many races with both good spellcasting ability and good damage mod, so people give one or the other more importance.

Good creatable races are drow/elf/cen (good mana, but no damage mod). Liz has average mana (and a small psi spellcost bonus) and good hp with an option of remorting tua/drg. Fdk is a race with good damage mod and good mana (at high evolution), but it has large tnl. Drg and drc are also good options if you can handle the tnl/abomination.

Psionicists in General

When using telekinetic spells such as Dancing Weapon and Fandango be sure to watch out for Mobs that Stomp and Mobs that Scavenge.

Note on Dancing Weapon use: Be sure to read about Kinetic Weapon Control. It's worth experimenting with different weapon combinations because some of the specifics of kinetic weapon damage are not fully understood yet. Using a weaker weapon such as a two-handed hafted weapon with less DR than a separate main hand wield and offhand wield (which combine their DR) might give the same damage with Dancing Weapon. Furthermore, low-weight hafted weapons are supposed to be easier to catch, so they might be a better choice. Hafted weapons can also be used to bash if necessary. There is still a lot more testing required on this topic. Additionally it's worth remembering that dual wielding will give an extra regular attack, and normal melee hits between telekinetic attacks should do more dmg with the greater HR/DR.

Psionicists at Lowmort Tier

Training

Like any other spell-casting class, the order for training goes; Wisdom (to maximize practices as soon as possible), Intelligence (to get the best chances of mana gains as early as possible), Constitution (to gain improved hps quickly, but probably secondary in importance to mana) and then followed by Dexterity and Strength in no particular combination or hurry.

With the addition of spellbots as common use, Constitution, Dexterity and Strength can all be boosted with spells (commonly by +4 each), so it not neccessary to top out on training those three stats straight away. Further more, with the use of an 'Acumen' fountain (+2 Wisdom) in Centaur Hollow, one can ameliorate the use of Wisdom gear down to a single piece, allowing the three pieces of easily obtainable Intelligence gear (Mantles of Bonk or Ugly Amulets for the neck, and an Orb of Knowledge for the held slot) to be worn at level 3 directly (after your 'Boost' spell has worn off from creation).

Practicing

The trainer in Midgaard is The Psion Mistress which can be found in the Psion's Guild. The direction to the guild can be seen if a psi has heighten senses up and moves from Aelmon west or south he will notice ethereal arrows giving hints as to where the guild lies. Also here are exact directions from Aelmon -> 9w3s4es3e(n)(w)(w) <- (where a direction in brackets means open a door to go that way.)

Worshipping

Although many Psis chose different worshiping the main deity should be Shizaga the Goddess of Chaos and Magic as she increases the damage of psionic spells such as dart, blast bolt and up to dancing weapon. Also the mana cost in spells is being decresed by %5, better mana regen and there is bonus to mana gains when lvling.

Fighting

When soloing, tank gear seems to be the best bet for the low level psi. Until you get Dart, psychic drain will be your most damaging spell. Between your melee and spells, nothing should really be able to stop you levels 1-10, so long as you remember to stick to areas your own level. Level 10 and up will be a bit more difficult, but possible. Be sure to wear gear that maxes your Int so you can Dart the heaviest item available to you (depends on your Int).

As Dart costs a bare fraction of your mana, it will be easiest to use quicken as enemies get stronger, rather than using a stronger spell. When you learn Blast Bolt and Detonate, for instance, keep using Dart (or at higher levels when you need the damage, use a non-telekinetic attack spell). Blast Bolt wastes fodder for a poor damage increase, and Detonate isn't really a damage spell at all. Like all kinetic spells, Torch outdamages chaos channelling mages of the same level, for less mana cost too, so use it as soon as you are able, and it should be your primary damage spell until Dancing Weapon. (Weapon Rush is useless unless you happen to have 20k DR at your disposal.) Avoid non-telekinetic attacks unless you need to surge.

Psionicist Prestige Options

Level-50 psionicists may choose to become mindbenders instead.

Psionicists at Hero Tier

Training

Practicing

Devoting

Fighting

Soloing: Psis can solo in two ways

  1. Use dancing weapon and some mix of tank and hit gear depending on how much hp you have and how hard the mobs you are fighting hit. You will want an alias that picks up the dropped weapon and wield it. Dancing weapon is great for several reasons: low mana cost, damage counts as spell damage (not weapon type such as blunt or sharp) so can hit so-called "no melee damage" mobs, and it hits three times from the start, even if you haven't learned third (or second) attack yet.
  2. Wear tank gear and use Death Field. Death field is the most powerful area spell at hero and it has lower lag compared to acid rain, but it has high cost and big downsides (see Deaths Door).

Tanking: Psis can tank well compared to other casters as they have more hp and their main spell, dancing weapon, still works well in full tank gear. Psis also get handy skills and spells such as shield block, steel skeleton, parry, dodge, protection evil, gurney, mercy, rescue, etc, as well as some useful psi-specific spells like deception, overconfidence, danger scan and illusory shield.

Hitting: Psis hit great in a group, usually switching to full hit gear after mana drops below base level. Psis usually need three eq sets: tank, mana and hit, which is more than most classes commonly have and makes for more complicated gear changing macros. A big problem for a psi hitting in a group with dancing weapon is losing dropped weapons. While you can make a trigger to pick up dropped weapons often the group will move too fast for your trigger to work, and it may be too spammy onscreen to notice right away that you've dropped a weapon. Ideally groupmates will help pick up dropped weapons, but as psi is less common than it used to be many groupmates are not used to this. Unfortunately kinetic chain is generally viewed as not very effective, although fetch can sometimes be used to retrieve a dropped weapon if you notice it's gone while still close.

Healing: Pretty much the same as other casters in that they can brandish. They do learn augment at hero 87 and so can also cast limited heal spells.

Psionicists at Lord Tier

Psi can be quite powerful in lord groups but need to have favourable circumstances. Bashing makes a lot more difference at lord for psi damage. Fandango is the main psi spell which when the mob is bashed does very good damage. With full lord hit gear it does damage somewhere between mid and high ERAD. For comparison, it's somewhere between surge 2 and surge 3 brimstone. Also, it's very consistent. Since fandango costs relatively little mana, psis can run a long time without regen.

Taking into account the above psis are most useful in xp runs with a monk type in group. Since almost all lord play is in a group, psi lords have the same issue with lost weapons as psis hitting in a group at hero. Kinetic chain is more useful because of relatively less mana cost compared to hero. Also you can use mindwipe when kinetic chain is exhausted and still do a pretty good amount of overall damage.

The disadvantages to psis are that they have to run in hit gear, making them more splatty. Also they have neither a good area spell, nor a good surgeable single target spell at lord, which means they are of less use in gear rooms. Lost weapons are a perennial risk, especially in areas with stompers or when the whole group goes down.

Kinetic enhancers

Higher level psionicists receive kinetic enhancers which can be cast on their weapons. The most important of these are

Psionicist Remort Options

Psionicist can choose to remort into a Human Sorcerer at lvl 150 Lord or at lvl 300 Lord if he wants to keep his old race.

Mindbenders can become Sorcerors earlier than Psions can.

Subcategories

This category has the following 2 subcategories, out of 2 total.

Pages in category "Psionicists"

The following 2 pages are in this category, out of 2 total.