Psychic Build Basics

Psychic Build Guide Basics
From my experience with playing Perfect World International, I have found some really off the wall builds.  This applies to all classes.  To some extent I can understand experiments.  But I am not speaking in experiments here.  I am going to provide you with solid and proven Psychic Build Information, to help you create the best Psychic that you can.  Below is what I would consider basic information you will need in order to build your Perfect world Psychic the right way.

Understanding your Psychic
Psychics are a great, ranged attack magical damage dealing class.  Much like Wizards.  They have low HP, and low physical defense, making them easy kills if the person controlling them does not know how to stay alive.  The biggest differences between Wizards and Psychics are speed, Psychics have faster cast times and cool downs than wizards.  At the cost of slightly lower damage output per hit.  Their DPS may actually be better than wizards.  The other big difference is your lack of a skill like stone barrier, which gives a wizard a much-needed physical defense boost.   They do have White Voodoo, but it is not quite as good as the wizard’s skill.

In a solo setting, playing a psychic will be difficult at times.  Although your damage is massive, if mobs are able to reach you, your survivability is minimal.  You will need to utilize stuns and sleeps and slows and your quick attacks in order to kill your enemies before they have a chance to reach you.

In a Squad, a Psychics main role will be damage dealer.  They do offer an AOE heal, which can come in handy, and they have several slows, bleeds, stuns and sleeps which are also nice.  But primarily they are dealing damage.

Understanding Psychic Statistics
For every level gained, psychics receive increases in some of their statistics.  HP, and MP being the primary focus here.  For every level Gained, you will receive 20hp and 28mp.  This makes a psychic have naturally high MP, but at the cost of Health.  This is corrected through a combination of Health potions, and Health Charms, in my mind.  Some people prefer not to use Charms due to cost, but I think they are well worth the cost.  Focus powder is an excellent way to keep your MP pool charged.  You may still want a charm, but both Life Powder and Focus powder are great ways to increase your Charms lives.

You also receive 1 point to your base magic attack, there are a few levels you will receive 2 points, but the effect is minimal and not really critical to consider, and 0.25 per level to your physical attack.  But has very little impact on you, if you are left to physically attack your enemy, you are in trouble.

Dexterity
As a psychic, I would suggest you never ever add anything to Dexterity.  But, if you happen to want to build a light armor psychic, you receive 5 accuracy points and 2 evasion points per Dexterity point.  It really serves no purpose in my mind to play a light armor psychic.  Your damage is gimped too much, you may have more solo ability, but with practice you can survive just fine wearing robes.

Vitality
In my mind I would also not add anything to vitality.  As a psychics you get 10 points per vitality point.  That is just not enough to make a real impact on a character that has naturally low HP to start with. 

Strength
As for strength, you will need to add some.  Even to wear Robes.  Only add as much as is needed.  This has no benefit for psychics, other than the ability to wear your gear.

Magic
This is it, right here.  This is where your going to be putting all your points you can spare.  You want as much MP and as much base Magic damage as you can possibly create.  This is what makes a psychic such a monster of a damage dealer.  For every Magic point added, you receive 14mp, plus give you a small elemental resistance increase. 

Psychic Gear
For psychics, you will be wearing robes.  Some may suggest robes but I am going to tell you NO.  Don’t be tempted.  If you learn how to play the psychic class properly, you will not need to go light armor.  You have a heal, if things get dicey and you do have white voodoo which improves your defenses.

Ornaments should be physical.  Always.  And when you find ones you plan to keep for a long time, don’t be afraid to refine them.

For weapons, a Psychic is limited to Soulspheres.  I am not sure why they are unique, and why Psychics cannot utilize the other magical weapons, but this is something that is controlled by perfect world entertainment, and not something I completely agree with.

Skills and Genies are covered in my ultimate Psychic guide (Coming Soon!!!!)

I hope this information gives you a stronger understanding of what a Psychic is and how to correctly build your Psychic.  If you have any questions or comments, please feel free.