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GUIDE: Psychological

Posted Jan 4, '09 at 8:23pm

firetail_madness

firetail_madness

19,795 posts

Okay, but which one has better base stats?

Should I give WotC over Supremacy to Veradaux if I get it?
I wish Supremacy gave a vitality boost.

 

Posted Jan 4, '09 at 8:29pm

VoltCruelerz

VoltCruelerz

511 posts

Depends on how you use Veradux...  If you always have him on phalanx or defensive, then WotC.  If you sometimes have him attack, then Supremacy. 

As far as the stats,

WotC
Instinct+152
Piercing+81

Supremacy
Speed+66
Strength+109
Instinct+109

 

Posted Jan 4, '09 at 8:31pm

firetail_madness

firetail_madness

19,795 posts

I meant WotC and Death Sentence, which one has better base stats.

And I usually have Veradaux in Tactical or Defensive Mode, only Phalanx when the enemy uses retrogade or something similar.

 

Posted Jan 4, '09 at 8:34pm

VoltCruelerz

VoltCruelerz

511 posts

Well, Death Sentence

Speed+66
Strength+152
Vitality+66

Any future parts of this should be carried out elsewhere as this is completely off topic...

 

Posted Jan 4, '09 at 8:37pm

firetail_madness

firetail_madness

19,795 posts

There are lots of great styles of play for Psychological. A lot of good combos make this class overpowered. It's too easy.

 

Posted Jan 4, '09 at 8:47pm

VoltCruelerz

VoltCruelerz

511 posts

Not really, psyco is attack based, what it has extra in attack, it loses in health...  The only overpowered thing is the 4-hit KO...

 

Posted Jan 5, '09 at 2:48am

transitive

transitive

22 posts

most of us use attack based builds for the class because they are the most effective but its very possible to play a Psycho as a support class.

you could orient the character around using Salvation, Destruction, Free Will, and Traumatize and be very effective at crowd control, buffing, and healing.

you could emphasize your stat points towards Vitality to take better advantage of the Tenacity passive and you'd end up with a very very durable character.

if the team-mates were better at attacking it might even be a viable strategy, but as is there's no way to make up for the loss of the gigantic damage output you can put out personally. it just turns out the Veradux is good enough support but Roald isn't good enough damage, you have to step up and do it yourself.

 

Posted Jan 5, '09 at 6:51am

marnickie1

marnickie1

2 posts

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Try me!

 

Posted Jan 5, '09 at 9:15am

VoltCruelerz

VoltCruelerz

511 posts

you could emphasize your stat points towards Vitality to take better advantage of the Tenacity passive and you'd end up with a very very durable character.

Well yes, tried that on a level 28 and got 28000 health.  The problem with support is that neither of your teammates is terribly good at damage.  End game speaking, Roald is rather good, for me dealing between 700 and 1500 on a regular basis, but the rest of the time, not so much...

Oh, and maybe it is just me, but when people copy their character code in, they leave off the last few lines...

 

Posted Jan 6, '09 at 4:17pm

moopling

moopling

3 posts

I'm currently experimenting with a Ultmatum based character... and amazingly it tends to work. The basic premis is use ultmaum and then freewill (or the otherway round), freewill protects you from the loss of 10% of your health each turn while ultimatum gives you a 95% reduction in damage... The only problem I have is sometimes when casting freewill the shield does not appear, and fairly quickly you then lose your health. I was wondering why this was; any help?

My damage comes from epiphany corruption and implosion also occasionally nightmare. Coma is used to regen focus and psychopath form is used to surrive after ultimatum runs out (it only lasts 20 turns but has a cooldown of 30).

The only downfall of this build is the ever important health loss per turn which coupled with overdrive is rather high. This is fine as long as the shield holds out but as already said: death comes quick upon its failure.

-95% reduction works with the shield i or it couldn't possible survive as long as it does; although the health lost per turn is taken out on the shield and that is not reduced (or so I conjecture)

 
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