ForumsGame WalkthroughsGUIDE: Psychological

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Nomad

This guide is intended to assist in making character development decisions. This is my opinion, and I don't claim that this is the only viable build. However, I do claim that this build is extremely effective and can easily defeat every enemy in the game.

Before I begin reviewing skills individually, a statement of design philosophy and some perspective.

My goal is to beat the game efficiently. This build is designed to win fights quickly and easily, not to do so with any particular style in mind. The things I value are power and consistency. Power means big numbers. Consistency means there's nothing your enemy can do to prevent you from using your strategy.

With that in mind, I will make the case that the Electric path is by far the best approach to building this character. Specifically that Shock Therapy is the best attack available to this character.

Finally, keep in mind the role of your team-mates. Roald is useless and the best job he can do is distract the enemy. Sometimes he grows a brain and uses a well timed stun or silence, and these are wonderful abilities if only he would use them at the right time more reliably. His damage will never be better than mediocre. Veradux on the other hand is a key player. His healing is the main thing that keeps you alive and you should keep him on defensive or phalanx stance at all times and work primarily on boosting his healing powers (it seems to scale primarily with Strength).

Here is the detailed review of each skill:

Starting Skills

Dark Infusion - This is extremely bad. You may need to use it at the beginning of the came to regen some focus (before you have access to Electric Storm). The damage is totally mediocre and having to deal with giving your enemy free focus is annoying. Using it on yourself is unacceptable except when you have no choice.

Corruption - this actually does very good damage during the early game, before you've developed a better attack. Its not unreasonable to set it up with a Dark Echoes or something. It does however, eat up Focus very quickly and should be dropped when better alternatives are available.

Dark Echoes - This is a reasonable attack but its damage never gets to be particularly good. The best thing about it is the low focus cost and the low cooldown, its a good set-up for stronger Shadow damage abilities. Ultimately you'll stop using this at some point in zone 2 when you switch to full electric and no longer use Shadow attacks.

Placebo - useless. low damage, weak debuff, nothing to see here.

Nerve Shock - same as Placebo. skip it.

Terrify - the damage is mediocre but the heal-over-time is moderately useful. However...Veradux is your healer, you shouldn't need any other healing if you're doing it right.

Free Will - One of the best abilities for the class. Recommend maxing this one. The dispelling abilities are critically useful and the damage shield will bail you out on a regular basis since sometimes Veradux falls a little bit behind. The heal-over-time is just bonus, it isn't the real reason you use this ability but its still nice.

Traumatize- Another extremely good ability and a low point commitment to max it as well, so its quite good. This is good for stalling for time to put hard hitting enemies out of the fight while Veradux catches up on healing. This is also very useful for managing cooldowns and ability durations. For example, you can stun enemies with short duration buffs on them so they miss their window of opportunity. The focus drain component is just gravy, though it is critically useful in the Baron fight.

Destruction - this can only be used on allies, not yourself. neither of your allies has good damage, not even Roald wearing full Strength gear. you're the damage dealer of the party. skip this one.

Betrayal - pure garbage. This only works when its set up ahead of time with Retrograde. If something goes wrong you either wasted two turns or perhaps you even just nailed one of your allies for a large amount. Way too tricky. Way too inconsistent. Leave it alone.

Retrograde - also garbage. way too inconsistent. yes i know this has funny combos with Nightmare and Betrayal and whatever else you can think of. Thats all tricky non-sense and you don't need to waste your time doing that. at 2 points you can also use this on enemies. there are no fights in the game that require you to do so though so you can safely ignore that tactic.

Confinement - this is actually quite useful against enemies that heal alot. however...you can view healing prevented as some form of damage dealt, in the end they're totally equivalent. if you can use the skill points (and slots on your ability wheel) to do more damage than the equivalent healing prevented than you should. i was always able to find a more effective damage increase compared to the healing decrease. damage increase is also generically useful against all enemies, even one that don't heal.

Shock Therapy - This is the best attack the class has. Max this, put 3 copies of it on your ability wheel, zap the crap out of every enemy you see. the 330% instinct co-efficient is superb, basically unmatched. the fact that this is ALSO a buff dispelling ability makes this unparalleled in its level of utility. Simply the best thing going and the focal point of this build.

Salvation - this is an extremely worthwhile buff. once you max this, you should find that Veradux no longer has any problems keeping pace with incoming damage. It also keeps him alive longer and boosts his focus regen. Really you couldn't ask for anything better. This is mandatory and the reason why you can trust Veradux to do all of your healing.

Insecurity - this would be an important skill if we were attempting to use Shadow damage. We're not though, so you can ignore it completely.

Overdrive - this is broken and bugged and totally malfunctioning. don't waste your time. even if it worked as advertise, you simply don't need to accept a life-loss penalty to get good damage. this is never a good trade-off. the risk/reward calculus fails on this one.

High Voltage - less damage than Shock Therapy without the dispel, and in fact it buffs your enemy. Super Awful. 1 point for pre-requisite advancement but never use this.

Tenacity - its very powerful but its usefulness is totally related to whether or not you're actually dying. You can use this as a place to dump extra skill points but if you're doing things correctly you'll kill so fast that the extra survivability of this ability isn't especially important. I usually just put 1 point in here.

Epiphany - this is an actually good Shadow damage ability but its so far down the tree and requires so many points wasted in other garbage abilities that I can't justify building around this.

Electron Charge - same as High Voltage. less damage and overall just worse than Shock Therapy. don't bother.

Electrical Storm - another core ability of this build. it does respectable damage (though noticeably less than Shock Therapy) but ITS TOTALLY FREE and it regens 40 focus. Max it, love it, lean on it, it drives the build.

Charged Blood - the damage passive that makes this build truly deadly. max it, no explanation should be necessary. this is what makes your crits gigantic.

Wraith Form - this is a very powerful ability but strictly speaking you don't need it. I use it because the Speed increase is gigantic and usually gives you 4 turns in a row of guaranteed massive crits. that kind of burst damage is devastating and most opponents can't withstand it. the focus regen from this is convenient but not that important since you've got Electrical Storm.

Nightmare - more tricky garbage. you can try to use this as a finisher or you can try to combine this with Retrograde and hit yourself with it, but in either case thats an inconsistent situation and you don't ever need this. Skip it.

Haunt - re-spec and get this 2/2 for the Baron fight. thats the only time in the whole game you need this. skip it otherwise.

Psychopath Form - this is exceptionally powerful but requires you to be invested in garbage like Betrayal, Retrograde, and Overdrive. If you could get this without having to take Garbage it would be ridiculously awesome. As is this is like the consolation prize for playing a bad build. It doesn't make up for the weakness of the rest of the Shadow Damage stuff.

Shock Coma - this is cute and mildly useful. Its versatile, as you can use it to crowd control an enemy for a long time or to recover your own stuff. However...you have better options for both crowd control and recover so really this is second rate at either task and thus should not be used.

Ultimatum - pure trash.

Sacrifice - this is funny. sometimes you might REALLY want to just eat Roald. ultimately though you may as well keep him around to absorb hits and save yourself the wasted skill points and ability wheel slot.

Implosion - i've yet to find a situation where this would matter. waste of points/slots. another one of those tricky Shadow abilities that requires way too much set up.



So if you've stayed with me this whole time, thanks for reading. I hope you found this useful. Before I finish I'll leave you with my most typical equipment choices and ability load-outs.

Ability Wheel Load-Out
1. Shock Therapy
2. Shock Therapy
3. Shock Therapy
4. Electric Storm
5. Traumatize
6. Free Will
7. Salvation
8. Wraith Form

Equipment Choices
Primary Stats: Instinct and Lightning Piercing
Secondary Stats: Vitality and Speed
Tertiary Stats: whatever miscellaneous defense you can find

the Electric Armor set from Zone 4 (the Tunnel) is actually extremely useful. You can equip it starting at level 18 and is good enough to last through the end-game. If you're especially lucky you'll find a really good weapon with high Lightning Piercing like Poseidon's Trident (or whatever its called).

With this build its typical to crit for 3500+ with your Shock Therapy. More or less depending on buffs/debuffs and the Lightning Defense level of your opponent.

In Wraith Form you can go on Offensive kill streaks where you unload 4 attacks in a row for a total of about 14,000 damage in 4 turns (3 Shock Therapy crits, and 1 Electric Storm crit). This is enough damage to blow away any regular enemy in the game. Only bosses can survive a round of this. Bosses usually die in the 2nd round of Wraith Form though.

  • 525 Replies
Luisdcr
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Luisdcr
21 posts
Nomad

Psyco guys any idea what is the +high instinct set???

Ulqiorra
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Ulqiorra
6 posts
Nomad

u say zone7 can only be beat in heroic and is only unlocked after beating zone6?

Luisdcr
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Luisdcr
21 posts
Nomad

z7 only be in heroic and yes

rikkenergy
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rikkenergy
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i love this class but i only use shadow, electrical attacks are strong but i think they give too advantage to the enemy, moreover, shadow attacks rocks!!!

Kavesk
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Kavesk
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Nomad

The only electric attacks that people use are Shock Therapy, which removes enemy buffs, and Electrical Storm, which restores focus. No one uses the terrible attacks that buff the enemy.

DOMDZ999
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DOMDZ999
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I'm starting to love this class.

romrAremaGeduD
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romrAremaGeduD
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Nomad

(To the people asking before) Zone 7 is unlocked by getting the "Legend" Achievement. Krin himself said so in the Newgrounds page of Sonny 2.

snareclaw
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snareclaw
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I usually use Nightmare to hit the enemy for 520% of my intellect, then Wraith Form and hit with corruption. However, I'm getting bored of drawn out fights, so I hope this guide will help speed them up.

romrAremaGeduD
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romrAremaGeduD
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Nomad

Hey, Kravesk was it, could you help me out a little?

I was following your guide, and it really helped me out, however, I'm stuck on the Blood Hound x2 and Caretaker fight. If I use the Electro Build, at best, I can bring one of the Hounds to near death before everyone is killed. And that's in the best case scenario (One where the dogs didn't two-shot anyone right at the beggining, as they seem to love to do, and where Veradux miracoulously dodged 3 times straight.)

So I figured out I could improvise, so I re-spec'd. Now, the one that's brought me the closest to victory; is where I play the slow "DoT" style of the Shadow Build. It allowed me to kill one of the Hounds, while briging the Caretaker to half health, and keeping myself (alone) alive via the "95% damage cut-off" of Ultimatum, and scrapping for life via Retrograde and "funny combos" (Retrograded Nightmare); and even that didn't help me much, because the combined effects of Ultimatum + Overdrive eventually took me down with it's 200-700 periodic damage, plus the enemy.

Please? It's frustrated me so much that I have decided to hold off the file and start another with a Hydro. I seriously don't want to play through it all again so soon after [/i]almost[i] tasting sweet victory...

Ulqiorra
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Ulqiorra
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Nomad

so i can't train for even 1 fight or can't train in zone 5?

romrAremaGeduD
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romrAremaGeduD
37 posts
Nomad

For Legend? Nope. Not a single boss nor a single training fight. And also, Heroic difficulty, or it won't count.

tengen
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tengen
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Retrograde doesn't work too well because it only heals life for one turn, while the bloodhounds continue to do 2k criticals against you. It's even worse when the dogs decide to attack someone else instead.

Ultimatum + free will is useful, the only downside is that the shields in free will don't last long. And if you're spending time to upkeep the shields then the hounds aren't stunned.

romrAremaGeduD
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romrAremaGeduD
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Nomad

And even so, Ultimatum'd Hound damage barely rises past the 60s. It's a HUGE difference from the usual 1k something damage, 2k crits.

tengen
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tengen
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Nomad

Right, but you keep losing 10% of your life each turn, which I find a bit annoying.


Have you tried lowering Roald's armor and increasing Veradux's?

Falzar
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Falzar
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Shadow is actually a good build, theoretically it does MORE damage than electric due to after-effects.

Ultimatum also cuts the damage from Overdrive, doesn't it? Lowers ALL damage and healing recieved by 95%, heals all HP, but lose 10% of HP per turn?

Epiphany is quite possibly the highest damage coefficient of any attack over the course of the entire move. The full Epiphany with Overdrive is 2160% of your instinct over nine turns. 2160%. Stop and think about it. With 300-400 instinct, you're doing 6-8k damage with ONE MOVE.

Also, I find Terrify-Free Will-Psycho Form to be a good setup for survivability. Wraith Form has regeneration of its own (based on max HP) while the instinct bonus boosts the healing recieved from Terrify and Free Will.

Early on, when I have freakishly low HP, it's not uncommon for that setup to heal twice as much HP as I actually have (200% of my HP). So you might be able to stay mostly even with Ultimatum, seeing as 200/20 is 10%. True, you've only got 20 turns once Ultimatum is used before it's gone, but isn't 20 enough to win?

I'm just rambling on and on...I prefer shadow to electric, more stuff to choose from. Also, Overdrive is beneficial to your health. Yes, you heard me right. It's GOOD for your HP. 10% drain is NOTHING. Doubling the effects of Epiphany, Free Will, Terrify, and possibly Psycho Form is what makes Shadow worth playing in my opinion. Double Terrify is +120%. Double Free Will is +130%. Double Psycho Form is something like +10% of max HP. I'm not sure.

+250% instinct bonus in healing. You'd honestly need to have HP that's 25 times your instinct in order to NOT be healed with Overdrive. No Psycho would do that. If you want to be a tank, use the other classes.

It's fun to crush enemies with DoT and HoT effects. What's not to like about dealing 240%+ of your instinct each turn or healing 500% and then some? Things can get even MORE painful. If you add Dark Infusion (base of 60% instinct as DoT, I think), which stacks up to three times due to length of effect, you can be doing 600% of your instinct each turn plus whatever Dark Infusion does as base damage. 600% of 300-400 (a reasonable endgame instinct) is 1800-2400 damage PER TURN plus the 400-500 from the initial DI.

Random thought of the moment...Psycho's Instinct bonus of 30% makes a huge difference (used to be more broken at 40%). Just look at what Overdrive and Psycho Form does.

Note: "Instinct" in this case is BEFORE Psycho, not after.
Free Will 4/4: Heals 338% of instinct per turn for 6 turns, shields 650%.
Terrify: Deals 260% of instinct in direct damage, heals 312% of instinct per turn for 9 turns.
Epiphany: Deals 312% of instinct as DoT each turn for 9 turns, so (312*5) + (240*4) = 2520%. OUCH. You're looking at ten thousand damage at 400 instinct right there.
Psycho Form itself: Heals something like 15% of your max HP, 'cause I never seem to get damaged by Overdrive while in Psycho...

Shadow Psycho all the way =) Shock Therapy my foot ^_^ Dispelling and 330%...nice, but not really much finesse.

If you wanted to be REALLY psychologically wierd, you could always use a LV1 Implosion on yourself to give a 5x multiplier to the next turn's healing effects (Does the DoT or the HoT multiplier rise as levels go up?).

Psycho Shadow has a million ways to crush enemies, you just need to think about it.

Sorry if this post was really long, I just needed to vent XD

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