right now i'm stuck against the zpci team, i'm against captain hunt, zpci sniper and zpci medic, level 11 psychological -skill wheel is free will x 2 electrical storm x 2, traumatize, psycopath form, epiphany and corruption also i'm playing on heroic going for the legendary achievement
Someone made a thread on this sorta but i haven't played heroic yet. I'm guessing it is a lot harder than challenging. All can say is re spec until something works. and the sniper should be your first target because he is the most dangerous. I also think that salvation which boosts healing is a good thing to have because it helps Varadux(can't spell his name) heal more health and it offers increased deffence.
P.S. Don't save after you re spec because the re spec might not work. By doing this, you save money.
im not very good with psychological, but you should kill the sniper then keep hitting captain hunt until he puts desperate shield on then kill the medic and after that finish captain hunt
i heal my teammates and crystalock the sniper. works a charm. (crystalock involves abusing the crystalises stun for multiple turns and its short cooldown to put an enemy in a crystal prison)
^He's not a Bio and therefore can't spam Crystallize like you.
My recommendation would be to re-spec and put your points into Shock Therapy (at max level it does more damage than Corruption does, debuffs the enemy, and requires NO SETUP), Electrical Storm, Wraith Form, and the passive skill that boosts Lightning Piercing. Put all your attribute points into Instinct. If you set it up right, you'll be doing absurd amounts of damage for your level, more than enough to kill the Sniper outright before he can do any serious damage. At that point it's just praying Veradux can keep Sonny alive long enough for you to recharge your Focus and ruin the Medic (who, by the way, won't be able to heal anyone after his shield skill wears off). Once Hunt's all that's left, the battle's pretty much won.
The hardest part about being a Psycho when going for Legend is that, other than Free Will, Psychos have no legit defensive skills, meaning you need to go all-out offensive and kill enemies outright if you want to go anywhere. The obvious downside is that you have to rely on Veradux for all your healing (if it's that big a problem, put a few points into Salvation), but the upside is that you'll know whether the battle's won or lost within the first few turns, which (at least IMO) is a lot more enjoyable than slogging through that crystal-lock crap the Bio builds all rely on or whatever equivalent Hydros have. With Psycho, one or both sides will have lost someone within the first 5 turns 99% of the time, and your job is to make sure it's the other side that loses someone. That's really all there is to it.