Game of Gods PIMP MY BUILD:
PSIONICIST ROLE: CC/DD
Introduction Hello Dear Sarnautians! Sarnautians I am Tsitlucco, Tsitlucco lvl 51 Arisen Occultist. I've been playing this character for over a year now (or it's been two already? I can't recall :D). It requires patience and most of all knowledge to be able to be really good as psio. Hearing (seeing) all of those reincarnations complaining about long cast times of psio's most powerful spells on /t channel makes me actually laugh and pity those, who can't use their brains and who expect to be >>imba<< without any effort. The fun is about overcoming problems, about challenges, not just winning over and over. Plus, what easy comes, easy goes, as they say...
Changes GAME OF GODS hasn't brought many changes to this class. One and the most important is the way how statistics affect our spells now. I'm talking about WISDOM and FAITH. FAITH used to be a statistic responsible for healing only, now it's the one which gives us mana points and you can improve it only by your weapon, potions or martyr's bonus. No other gear but weapon gives faith now â€“ for psio, if you need more mana points, go for FIST WEAPONS, WEAPONS 'cos they give more faith than daggers. WISDOM plays now a role in effectiveness of our spells. It's almost like finesse for physical classes. The higher it is, the less penalty for effectiveness of our spells we get. I think I don't have to mention (do I?) that statistics changes made almost all of us, casters, reconsider our gear, martyr's bonuses, potions used and so on. I still have problems with statistics balance... Another, and actually last one, change for psionicist is adding 0,5 sec cast time for loop of time. time I actually still can't
get why developers decided to do so, we so lack in instant spells and now they took away from us even this one... 'sigh' What should have been changed? There is one, very annoying in my opinion feature about particular psio's skill: MENTAL PULSE. This skill deals damage to opponent (DMG part) and throws it away (CC part) dealing additional damage when target falls (extra DMG part if CC part appears). The problem is that if target is CC-immune Mental Pules DOES NOT DO ANY DAMAGE! :o And I ask: WHY?! Fire wall (mage's skill) for example deals damage even if target is CC-immune... Why can't Mental Pulse work same?
Statistics LUCK: your critical strike chance – we do love dealing critical strikes all the time – the higher, the better, although at 70% in astral 4 I had crits only, for raid instances and PvP probably higher amount is needed (haven't checked yet) INTELIGENCE: power of your spells – the higher, the better, but only if rest of stats is balanced WISDOM: decreases effectiveness of your spells – hard to say what does it exactly mean, so far playing with 20-30 % doesn't make problems in PvE, although I'd head for like max 5% of damage loss PERCEPTION: decreases damage of your spells, do not allow to lose more than 20% of your damage, for PvP around 10% top is recommended FAITH: your mana points, seems to be balanced as long as you have weapon appropriate to your level STAMINA: your hit points, the higher, the better of course, seems to be balanced along with gear from your level ENDURANCE: head for as little chance to receive critical strike as you can, especially for PvP CONVICTION: very important statistic for psio in PvP, it influences your chance to apply control effect and increases its duration WILLPOWER: affects your chance to resist control effect and its duration
Build skills In previous patch I was a traditional psio with mental twin, spectral assassin, pull, pulse, mental explosion and astral blight of course. After reaching lvl 51 and statistic changes introduced with Game of Gods I had to reconsider all my build though. Result you can see on this and following pages. I've decided to skip mental twin and assassin and go for temporal acceleration rank 3 and mental resilience rank 3. 3 I also picked hypnosis rank 1, 1 it's rarely used but perfect in PvE when you have to disable particular target for a while, especially in astral instances. Rank 2 of telekinetic pull I took for higher chance to stun enemy for 2 sec (30 % chance instead of 10 % only). Did I lose anything by skipping twin? Not really, creating mental link, even with support of rubies, was taking too long for PvP (even PvE sometimes if party was in a rush...). Most of experienced PvPers have already learnt that the easiest way to kill twin is to break the link by running out of range... and for those who are inexperienced PvPers psio really does not need twin or assassin to kill in 1 or 2 hits... ^.^
I kept pulse rank 3 and wall of blades rank 3 for AoE grinding 'cos with astral blight and pull they make earning gold very easy. Not to mention that in PvP can make a lot of mess and annoy enemy a lot.
Build psychic shock rubie grid LOOP OF TIME – sends 10 sec back in time and space ASTRAL POWER – in ectoplasmatic form/body cancels moving impairing effects every 2 sec INFERNAL PATIENCE – 3 % more pyro damage STRESS RESISTANCE – cancels 3 additional mental overload point UNENDING KNOWLEDGE – 9 % more intelligence DEMONIC KNOWLEDGE – 6 % more astral damage PSYCHOTIC URGES – 30 % boost of critical damage from pyro I took minimum required in my opinion here and intentionally skipped rubies for intelligence boost after casting pain transfer/shift. I did that only because my poor laptop can't handle performance in many of PvP and PvE situations and due to that I lag a lot. Lags make impossible
to use intelligence surge effect so there is no point for me to waste rubies for that. If you got good machine go for those rubies for sure – game will be way more challenging and less boring. ;)
Build mental link rubie grid CRUEL MASTER – 24 % more dmg on targets affected with will DEADLY LINK – taken mostly to get to luck rubies, usefull when out of mana and dealing dmg only with link/erase (20% more dmg from erase) MASTER AUGUR – 9 % more luck AURA OF ASTRAL POWER III – party buff for 15 % more effectiveness of magic ANALITIC THOUGHTS – perception increased by 9% TELEPATHY – 5 % more chance to inflict additional damage from pyro and 50% chance not to recieve mental overload effect ABSOLUTE CONTACT – 33 % chance to increase damage dealt to target by 2%, effect can stack up 5 times and lasts for 15 sec This is my damage boosting grid, luck and perception rubies to make stat balancing easier, cruel master, telepathy and absolute contact for higher single target DPS, especially in
longer fights, like red elites (bosses at astral allods, raid instances and so on). I skipped dominating mind rubies, they were usually broken and I can't afford changing build over and over (yet... ;)).
Build pain transfer rubie grid MIND BENDER – 15 % conviction boost EXPERIENCED MANIPULATOR – cooldown of mental pulse decreased by 15 % and of telekinetic pull by 50 % MEDIUM – applies astral blight effect after usage of telekinetic pull or mental pulse on target making it suffer extra damage after recieving astral one TELEKINESIST – 150 % more damage from mental pulse and applying broken bones effect: effect movement speed of the target decreased by 75% for 7 sec MENTAL SUPPRESSION – range of mental pulse and telekinetic pull increased by 30 % and it's stuns duration by 40 % QUICK MIND – temporal acceleration lasts 30 % longer and cooldown of superficial trance decreased by 35% MENTAL EXPLOSION – deals instant astral damage to targets affected by stun effects (instant spell yay!) SUPERFICIAL TRANCE – allows to get all of your mana points back in 5 sec
This is our CC/AoE grid, all to make Crowd Controlling more effective and AoE grinding easier. I regret I lack in few WM rubies (GT...), 'cos I'd take at least 3 more rubies in here (for example Quick Regeneration ones). Still, if you head for CC/AoE, this is your grid.
Playing style COMMON TRUTHS ➢
BUY BETTER COMPUTER! (psio is all about timing, if you are late with pull or pulse or triggering astral blight you may lose your chance to win the fight, it's very important especially in pvp –
MY LAPTOP DEFINITELY
DOESN'T MEET PSIO REQUIREMENTS, BUT I'M DOING MY BEST! :D
ALWAYS HAVE PYROKINESIS (OR PYROLISYS) PYROLISYS PRECASTED
HAVE SEAL OF HEALTH III UP if you need more HP/MP
HAVE AURA OF ASTRAL POWER III UP if you need extra DAMAGE
KEEP PREMONITION UP (warns you about approaching enemy)
Remember to DO EVERYTHING TO TRIGGER DAMAGE FROM ASTRAL BLIGHT EFFECT – it can be up to around 40%-50% of your total damage – sometimes it's better to hit with psychic shock and finish enemy with astral blight damage instead of getting killed while trying to cast pyrokinesis/-lysis
Use ECTOPLASMATIC FORM/BODY if you expect incoming damage and ALWAYS BEFORE YOU ENTER SUPERFICIAL TRANCE
LOOP OF TIME is still your BEST WAY TO GET HP AND MP BACK if you lose them in short period of time
Psionicist solo PvE MY SOLO GRINDING/FARMING LOOKS MORE OR LESS LIKE THIS: CHOOSING PACK OF MOBS (OR GATHERING THEM WITH ASTRAL VENOM AND/OR RUNNING AROUND) ➢
MAKING TIGHT PACK BY DRAGGING ALL OF THEM IN ONE SPOT WITH TELEKINETIC PULL ➢
THROWING THE GROUP AWAY WITH MENTAL PULSE ➢
WALL OF BLADES ➢
WATCHING THEM DYING OR FINISHING WITH PYROLISYS OR ASTRAL VENOM
If anything goes wrong I have ECTOPLASMATIC FORM and MAGIC ARMOR. MENTAL CLEANSING in the meantime allows me to get rid of the overload and start same rotation with same efficiency. For extremities there's always LOOP OF TIME, ready to restore my hp/mp immediately.
Psio in party PvE IN PARTY WE HAVE TWO ROLES: ➢ FIRST OF ALL, CC (if cc-able creatures) – you have to watch if other damage dealers or healers aren't being attacked and protect them by dragging or throwing mobs away with pull or pulse, stunning with will suppression and so on ➢ SECOND OF ALL, DD – rotation on packs of mobs depends if they are cc-able or not; For CC-IMMUNE I simply go with wall of blades getting rid of mental overload with mental calm. For CC-ABLE there's more fun, I go like: WALL OF BLADES BEFORE TANK CHARGES INTO MOBS TELEKINETIC PULL – TO GATHER THEM AND TRIGGER ASTRAL BLIGHT EFFECT PULSE BEFORE KNOCKDOWN FROM PULL FADES It is important to control ourselves with pulse, unless we want to see raged tank, warriors and mages, who wasted an aoe skill due to the fact we threw mobs away from area of range (SOMETIMES IT'S FUNNY THOUGH... :D) For SINGLE CC-IMMUNE targets we go crazy with WILL SUPERSSION followed by PYRO along with TEMPORAL ACCELERATION, restoring mp with LOOP OF TIME right before acceleration fades.
Psio in party PvE For CC-ABLE SINGLE TARGETS we add to standard damage dealing pattern (WILL+PYRO) MENTAL EXPLOSION and PULLING/PULSING to trigger ASTRAL BLIGHT EFFECT. TYPICAL ROATION:
VERY IMPORTANT NOTES!!!
PASS TO ANYONE WHO YOU PARTY WITH
TIPS FOR PEOPLE PARTYING WITH PSIO: ➢
Try NOT TO ATTACK SAME, ESPECIALLY CC-ABLE TARGET AS PSIO – you may kill target with wall of blades applied on it – means no more AoE dmg from it Try NOT TO USE CC SPELLS – our pull can't overcome your conflagrate, bee swarm or blind and target won't be dragged with rest to certain spot, nor get Astral Blight effect – again less damage plus mess in the pull DO NOT USE PULL BEFORE PSIO (if you have Telekinetic Pull from your psio reincarnation) – we lose therefore even around 40-50% of our DPS because we can't apply Astral Blight effect due to immunity to Telekinetic Pull you used Watch our MANA POINTS before you enter combat– we do need them to do anything and regeneration rate of MP is way lower than of energy
Psionicist in PvP PvP, starting from Asee-Teph through all contested zones ending in battlegrounds, Arena of Death and Astral Battles, is the most exciting part of the game in my opinion. First of all we cannot always predict what our opponent will do (stay? charge? run away? attack? disable us? hide...). Then we have to be prepared for battle every single second. Buffed, with precasted skills, potions applied and eyes around our head. Second of all, we have to be aware of our weaknesses â€“ if our defense is poor we shouldn't stay in first line and get killed every second, if our damage is not high enough we should focus on supporting rest of team and/or crowd control spells instead of wasting mana points on little damage dealing. Another point is a fact, that we have to evolve and improve ourselves all the time. If we don't practice we will stay behind the rest with our pvp skills.
What should then Psionicist do in PvP? We are meant to be crowd controlling and damage dealing class. Depending on build we can focus just at one of those or try to manage both at the same time, which is more challenging of course.
Psionicist in PvP DOs and DON'Ts for psio's PvP ➢
If you are pure DPS build:
If you are CC focused build:
do deal damage (lol)
do control enemy
do stay in second line
do stay in second line
do search for weakest targets (attacking target with lvl
do disable the most annoying targets (even target with
12 runes while next to him stays mage without barriers
lvl 12 runes can be over your control most of the time
and with 5% of HP left seems do be silly, doesn't it? ;))
and therefore won't be able to use advantage of their
do trigger Astral Blight damage
No matter what build you are: ➢
do use Ectoplasmatic Form/Body and Loop of Time
don't enter Superficial Trance without Ecto Form
don't try to tank
don't forget about your team mates – do save your healer (pulse out or pull away attacking him or her opponent or simply disable with hypnosis or other available for you way)
Psionicist my favourite and beloved class If you have any further questions or you just want to chat ingame call for Tsitlucco on world or telepathy channel or send whisper in game or message on Guild Portal â€“ I'm always willing to help :) Keep in mind though that I will never accept trolling or spamming, and most of all offending me or my friends. This is a game and as itself is meant to give FUN, help to RELAX and give SATISFACTION. This is what I seek in Allods and what I've found and I'm not going to allow anyone to take it back from me. :P