Psychic: Difference between revisions
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== Psychic Armor == | == Psychic Armor == | ||
The armor is Arcane Robes as same as other spell-user classes, but | The armor is Arcane Robes as same as other spell-user classes, but it's really doesn't fit the tideborns I'd say. There are other paths you can choose too, but using arcane armor is probaly the best for now. | ||
== Psychic Mechanics == | == Psychic Mechanics == | ||
Revision as of 02:53, 18 December 2009
A class for the Tideborn in the Rising Tide expansion. NOTE: This is a tempoary page, the real page will be out in a moment *^^*
Psychic are the the only class that can summon other things to attack and have some bluff skills. Using soulspheres to attackers, they make a good ally in your squad if used properly. Psychics also use bluff and self-bluff spells that has extremely fast casting rate. Pyschic main elements are Earth and Water, But other Psychic skills might have involved in other elements too. As a part of a Tideborn, Psychics does the duty of stun, hex and paralyze. Using these unique techniques, they enter the battlefield, slaying enemies one by one.
Psychic Weapons
Magical Damage Chart: Lower-Low-Medium-High-Higher
Soulsphere:
The only weapon. Medium-Medium damage
Psychic Armor
The armor is Arcane Robes as same as other spell-user classes, but it's really doesn't fit the tideborns I'd say. There are other paths you can choose too, but using arcane armor is probaly the best for now.
Psychic Mechanics
Put links relating to Psychic mechanics here.
This page is a stub. It needs improving!