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Psychic are the fastest spell-casters, apart from Clerics. They make a good ally in your squad if used properly. Psychics also use buff and self-buff spells that have an extremely fast casting rate and use a very small amount of MP at the beginning. The psychic's main elements are earth and water, though other psychic skills might use other elements too. Psychics have two skill paths, Soul Force and Chain of Souls, both have different varieties of abilities. As a part of a Tideborn, psychics do the duty of stun, hex and paralyze. Using these unique techniques they enter the battlefield, slaying enemies one by one.
{{Infobox_Class
| Class=Psychic
| Image=Psyc1.jpg
| Race=Tideborn
| Type=Magic
| Home=[[City of the Raging Tides]]
| Elements=Earth, Water}}Psychics are the fastest spell-casters, apart from Clerics. They make a good ally in your squad if used properly. Psychics also use buff and self-buff spells that have an extremely fast casting rate and use a very small amount of MP at the beginning. All the psychic's skill elements are earth and water, bar Soulburn, which is unique in PWI due to it's lack of element or orientation (it is neither physical or magical and can damage even with damage immunity). Psychics have two skill paths, Soul Force and Chain of Souls, both have different varieties of abilities. As a member of the tideborn, psychics do the duty of stun, hex, and paralyze. Using these unique techniques they enter the battlefield, slaying enemies one by one.


{| class="infobox" align="right" style="width: 22em; text-align: left; font-size: 90%" cellspacing="2"
{| style="background:transparent" border="0" cellpadding="3"
| style="font-size: 110%;" align="center" colspan="2" | '''Psychic'''
|
{| {{DefTable}}
|+ '''Psychic Class Statistics'''
! Hit Points (HP) gained per Vitality point
| 10
|-
! HP gained per level
| 20
|-
! Base HP regenerated per second at level 1
| 1
|-
! Magic Points (MP) gained per Magic point
| 14
|-
|-
| style="font-size: 90%;" align="center" colspan="2" | [[image:Psyc1.jpg|275px|thumb]]<br>{{{Caption|}}}
! MP gained per level
| 28
|-
|-
! Race
! Base MP regenerated per second at level 1
| Tideborn
| 2
|-
|-
! Type
! Accuracy gained per Dexterity point
| Magic
| 5
|-
|-
! Home Town
! Evasion gained per Dexterity point
| [[City of the Raging Tides]]
| 2
|-
|-
! Elements
! Base ground speed in meters per second
| Earth, Water
| 4.8
|-
|-
|}<noinclude>
! Chi gained per normal attack
 
| 3
{| {| style="background:#3D2B1F" border="1"
|-
|+ '''Psychic Statistics'''
! Main attack damage attribute
| Mag
|}
| style="vertical-align:top;" |
{| {{DefTable}}
|+ '''Psychic Starting Statistics'''
! HP
! HP
| 50
| 50
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! Movement Speed
! Movement Speed
| 4.8 m/s
| 4.8 m/s
|}
|}
|}


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*The fastest spellcaster  
*The fastest spellcaster  
*Deals powerfull magical attacks on others
*Deals powerful magical attacks on others
*Increased physical defense in fish-form
*Increased physical defense in fish-form
*Can work as damage dealer and status booster/hasted wizards
*Can work as damage dealer and status booster/hasted wizards
*AOE spells at high levels that also come with added effects
*Works as a backup healer with Bubble of Life and Empowered Vigor
*AoE spells at high levels that also come with added effects
*Kills most mobs before they reach you (apart from mobs that have long range attacks)


'''Cons:'''
'''Cons:'''


*Low HP  
*Low HP  
*Sacrificing skills
*Can be boring to play because of less skills
*Difficult to stay active at high levels
*Lack of AOE spells at lower levels
*Requires higher refine levels to increase soul skills (thus an end game character)
*Requires higher refine levels to increase soul skills (thus an end game character)
*Steals [[aggro]] easily




== Psychic Weapons ==
__TOC__
=== Psychic Weapons ===
''Magical Damage Chart: Lower-Low-Medium-High-Higher''
''Magical Damage Chart: Lower-Low-Medium-High-Higher''


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The only weapon. Medium-Medium damage
The only weapon. Medium-Medium damage


== Psychic Armor ==
=== Psychic Armor ===
Psychics generally use Arcane armor, the same as other spell-user classes. There are other paths you can choose too, but using Arcane armor is probably the best for now.
Psychics generally use Arcane armor, the same as other spell-user classes. Though Heavy armor and Light armor psychics exist, they are rare and require more money to keep competitive. Additionally, rank armor for psychics is Arcane and is unchangeable.


== Psychic in PvP ==
=== Psychic in PvP ===
Depending on the abilities they chose, they can be really powerful in PVP. Psychics not only have a fast casting rate, they're also packed with defense and HP. That helps them defeat enemies quickly. In early levels lack of AoEs can be a problem, but this isn't usually an issue for high level psychics.
Depending on the abilities they chose, they can be really powerful in PvP. Psychics not only have a fast casting rate, but can use White Voodoo for defense and Bubble of Life for healing, and vit builds can have plenty of HP. Their "soul" skills give them some nice defensive buffs as well. That helps them defeat enemies quickly and survive well when prepared. In early levels lack of AoEs can be a problem, but this isn't usually an issue for high level psychics. While they can kill very easily in PvP when prepared, they don't have high defense when using Black Voodoo, and HP can be very low for full mag builds, so they can die quite easily to physical classes.


Opinion 2: They kill very easily in PvP but they don't have high defense and HP, they die very easily to physical classes, especially the assassin.
=== Psychic in PvE ===
Psychics level up quickly because of the fast-casting skills and high damage attacks. They do not die often like wizards, but are weak against multiple attackers at lower levels. Psychics are good to have in a squad like wizards, because of fast casting and can do good damage, even standing out doesn't even matter if you use psychics properly. In addition enemies are ''punished'' just for attacking you if you stack the variety of barriers with their variety of effects. You also have skills that drastically decrease healing abilities of opponents as well as the infamous Soulburn skill. This skill causes the attacker to suffer damage equal to your soulforce every time they attack for a period of time. As you will discover, your soulforce easily passes 5000 by the time you're only level 50, meaning an opponent is usually committing instant suicide should they choose to attack while this curse is in place. Psychics also have the Life Bubble skill for fast HP regeneration over time, allowing them to recover more quickly after being injured.


== Psychic in PvE ==
=== Psychic in Territory Wars ===
Psychics level up quickly because of the fast-casting skills and high damage attacks. They do not die often like wizards, but are weak against multiple attackers at lower levels. Psychics are good to have in a squad like wizards, because of fast casting and good damage, even standing out doesn't even matter if you use Psychics properly. In addition enemies are ''punished'' just for attacking you if you stack the variety of barriers with their variety of effects. You also have skills that drastically decrease healing abilities of opponents as well as the infamous soul burn technique. This skill causes an attacker to suffer damage equal to your soul level every time they attack for a period of time. As you will discover, your soul level easily passes 5000 by the time you are only level 50, meaning an opponent is usually committing instant suicide should they choose to attack while this curse is in place.
The main purpose of a psychic is repressing enemy skills and options with the variety of effects you can cast on players rendering even key opponents in a battle unable to act freely or effectively. Psychics can also make good use of their AoEs to deal a huge amount of damage to multiple targets if used in the right moments. In a pinch they can use Life Bubble to heal themselves and nearby team members as well. However, they usually have a low physical defense, which keeps them running from physical attackers.


== Psychic in Territory Wars ==
=== Soulforce ===
Psychics are really good in Territory Wars, due to Soul Transfer that makes them invisible. Working along with Wizards, Venomancers, Archers and Clerics, you'd make an unstoppable teams of long range attackers! The main purpose of a psychic is repressing enemy skills and options with the variety of effects you can cast on players rendering even key opponents in a battle unable to act freely.
''See [[Soulforce]].''


== Psychic Basics ==
== Psychic Basics ==


[[Psychic Common Stat Builds]]
[[Psychic Common Stat Builds]]
[[Psychic Tank Build]]
[[Psychic Speed Tank Build]]


[[Psychic Leveling Up]]
[[Psychic Leveling Up]]
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[[Psychic Zen Use]]
[[Psychic Zen Use]]


[[Psychic Killing]]
[[Psychics: How to level (Without killing yourself!)]]
 
[[Psychics: Hints on skills]]
 
[[Lumi's Guide to Psychics]]


== Psychic Equipment ==
== Psychic Equipment ==
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[[Psychic Skill List]]
[[Psychic Skill List]]


----
[[Psychic Skill Book Drops]]
Page made by [[User:Crysil|Crysil]] (Lost City) 3:00 pm, 18 December 2009

Latest revision as of 17:01, 3 November 2012

Psychic

Psychic
Race Tideborn
Type Magic
Home Town City of the Raging Tides
Elements Earth, Water

Psychics are the fastest spell-casters, apart from Clerics. They make a good ally in your squad if used properly. Psychics also use buff and self-buff spells that have an extremely fast casting rate and use a very small amount of MP at the beginning. All the psychic's skill elements are earth and water, bar Soulburn, which is unique in PWI due to it's lack of element or orientation (it is neither physical or magical and can damage even with damage immunity). Psychics have two skill paths, Soul Force and Chain of Souls, both have different varieties of abilities. As a member of the tideborn, psychics do the duty of stun, hex, and paralyze. Using these unique techniques they enter the battlefield, slaying enemies one by one.

Psychic Class Statistics
Hit Points (HP) gained per Vitality point 10
HP gained per level 20
Base HP regenerated per second at level 1 1
Magic Points (MP) gained per Magic point 14
MP gained per level 28
Base MP regenerated per second at level 1 2
Accuracy gained per Dexterity point 5
Evasion gained per Dexterity point 2
Base ground speed in meters per second 4.8
Chi gained per normal attack 3
Main attack damage attribute Mag
Psychic Starting Statistics
HP 50
MP 70
P Atk 4
M Atk 4
Accuracy 25
Evasion 10
Movement Speed 4.8 m/s

Pros:

  • The fastest spellcaster
  • Deals powerful magical attacks on others
  • Increased physical defense in fish-form
  • Can work as damage dealer and status booster/hasted wizards
  • Works as a backup healer with Bubble of Life and Empowered Vigor
  • AoE spells at high levels that also come with added effects
  • Kills most mobs before they reach you (apart from mobs that have long range attacks)

Cons:

  • Low HP
  • Requires higher refine levels to increase soul skills (thus an end game character)
  • Steals aggro easily


Psychic Weapons[edit]

Magical Damage Chart: Lower-Low-Medium-High-Higher

Soulsphere:

The only weapon. Medium-Medium damage

Psychic Armor[edit]

Psychics generally use Arcane armor, the same as other spell-user classes. Though Heavy armor and Light armor psychics exist, they are rare and require more money to keep competitive. Additionally, rank armor for psychics is Arcane and is unchangeable.

Psychic in PvP[edit]

Depending on the abilities they chose, they can be really powerful in PvP. Psychics not only have a fast casting rate, but can use White Voodoo for defense and Bubble of Life for healing, and vit builds can have plenty of HP. Their "soul" skills give them some nice defensive buffs as well. That helps them defeat enemies quickly and survive well when prepared. In early levels lack of AoEs can be a problem, but this isn't usually an issue for high level psychics. While they can kill very easily in PvP when prepared, they don't have high defense when using Black Voodoo, and HP can be very low for full mag builds, so they can die quite easily to physical classes.

Psychic in PvE[edit]

Psychics level up quickly because of the fast-casting skills and high damage attacks. They do not die often like wizards, but are weak against multiple attackers at lower levels. Psychics are good to have in a squad like wizards, because of fast casting and can do good damage, even standing out doesn't even matter if you use psychics properly. In addition enemies are punished just for attacking you if you stack the variety of barriers with their variety of effects. You also have skills that drastically decrease healing abilities of opponents as well as the infamous Soulburn skill. This skill causes the attacker to suffer damage equal to your soulforce every time they attack for a period of time. As you will discover, your soulforce easily passes 5000 by the time you're only level 50, meaning an opponent is usually committing instant suicide should they choose to attack while this curse is in place. Psychics also have the Life Bubble skill for fast HP regeneration over time, allowing them to recover more quickly after being injured.

Psychic in Territory Wars[edit]

The main purpose of a psychic is repressing enemy skills and options with the variety of effects you can cast on players rendering even key opponents in a battle unable to act freely or effectively. Psychics can also make good use of their AoEs to deal a huge amount of damage to multiple targets if used in the right moments. In a pinch they can use Life Bubble to heal themselves and nearby team members as well. However, they usually have a low physical defense, which keeps them running from physical attackers.

Soulforce[edit]

See Soulforce.

Psychic Basics[edit]

Psychic Common Stat Builds

Psychic Tank Build

Psychic Speed Tank Build

Psychic Leveling Up

Psychic Zen Use

Psychics: How to level (Without killing yourself!)

Psychics: Hints on skills

Lumi's Guide to Psychics

Psychic Equipment[edit]

Psychic Equipment

Psychic Skills[edit]

Psychic Skill List

Psychic Skill Book Drops