Psionic : worth the trouble?


abnormal_joe

 

Posted

So, I was wondering... Since it is such an specific type of damage and quite hard to achieve good numbers, is it worth to try making a tank against Psionics? If so, how to do that? Better to work more on Defence, Resistance or both?


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Posted

Quote:
Originally Posted by Trialtester View Post
So, I was wondering... Since it is such an specific type of damage and quite hard to achieve good numbers, is it worth to try making a tank against Psionics? If so, how to do that? Better to work more on Defence, Resistance or both?
Willpower can get fairly good defense against Psionics, as does Stone Armor. Dark Armor has high psi resistance out of the box.

If you want to harden another tanker against psionics that lacks typed defense against psionics, it may not be worth the trouble given the relatively small number of bonuses that defend against psi specifically. Better to go with a tanker with positional defense rather than type defense --- i.e. Shields. Psi is just not common enough to build for, and a build that focused on adding psi defense is probably shortchanging other more important performance points. Filling your tray with purples when you face them is a lot cheaper and easier.

If you go for such a build, defense will definitely trump resistance.



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Posted

Quote:
Originally Posted by Trialtester View Post
[...]is it worth to try making a tank against Psionics?[...]
It isn't. Psionic damage is so rare that building a character to counter it is pointless. Just bring some purple inspirations with you in case you expect psionic opponents.


 

Posted

I recently capped psi resists on a elec/em tank. It was not a budget build but it was a lot cheaper than most. It works wonderfiully.
Is it worth it to make the investment? That depends what you plan on spending your time fighting.
In the late game Arachnos, Psi Clocks, Carnies, Rularuu, and Rikti all have foes with substantial amounts of Psi damage. The more often you plan on facing these groups the more mitigation for psi will be worth. If your just going to run ITFs all day it would be a total waste.


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Posted

Shield is probably your best bet.

It's very easy to cap a Shield to all positions (Melee/AoE/Ranged); the vast majorty of psi is ranged damage so a Shield has high defence to this

Other options are Elec/Dark/Stone/WillPower.


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Posted

Aren't most of the truly dangerous Psi powers also non-positional? Malaise springs to mind.

I would think resistance would be the best bet if you want to be as strong against Psi as you can be in all situations.

Positional defence would still be best though, because that has the added bonus of protecting you against almost everything else at the same time.


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Quote:
Originally Posted by PrincessDarkstar View Post
Aren't most of the truly dangerous Psi powers also non-positional? Malaise springs to mind.

I would think resistance would be the best bet if you want to be as strong against Psi as you can be in all situations.

Positional defence would still be best though, because that has the added bonus of protecting you against almost everything else at the same time.
I believe that there are a couple of psi powers that a non-positional but not many and not enough to cause a problem.

I run my SD/SS Tank at +2/x8 and can solo Carnies and Arachnos, I've also soloed the Clockwork King (EB) and Psi Clockwork on the same setting without issue.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by abnormal_joe View Post
I recently capped psi resists on a elec/em tank. It was not a budget build but it was a lot cheaper than most. It works wonderfiully.
Is it worth it to make the investment? That depends what you plan on spending your time fighting.
In the late game Arachnos, Psi Clocks, Carnies, Rularuu, and Rikti all have foes with substantial amounts of Psi damage. The more often you plan on facing these groups the more mitigation for psi will be worth. If your just going to run ITFs all day it would be a total waste.
I'd run with this. Psychic damage is only rare in the late game if you avoid certain mobs. If not, having defense and resistance against it is a good idea. I always figure I am going to run into it, so I try to account for it in my Tanker builds as best I can.


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Posted

I'd say roll a Willpower, Electric, or Dark Armor tank and utilize your second build to work on Psionic for those occasions when you know you'll be fighting a loty of Psi users. That way you still have your main build for all purpose tanking and a specific one for Psi (since building for Psi resistance/defense tends to gimp other aspects of a build)

I wouldn't worry too much about it though.


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Posted

Quote:
Originally Posted by Psiphon View Post
I believe that there are a couple of psi powers that a non-positional but not many and not enough to cause a problem.

I run my SD/SS Tank at +2/x8 and can solo Carnies and Arachnos, I've also soloed the Clockwork King (EB) and Psi Clockwork on the same setting without issue.
The basic gist: Psi Blast is avoidable with positional defense. Mind / Illusion Control powers are not.

Interestingly, Carnies use non-positional attacks more frequently than not. The only mobs with psi attacks are Illusionists, Master Illusionists, and (Dark) Ring Mistresses. Of those, only the (Dark) Ring Mistress are flagged positionally.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Interestingly, Carnies use non-positional attacks more frequently than not. The only mobs with psi attacks are Illusionists, Master Illusionists, and (Dark) Ring Mistresses. Of those, only the (Dark) Ring Mistress are flagged positionally.
I have to admit, these are a pain in the bleep for basic Invulns. Well not so much if you can assess the situation, plan your moves and make them but when you've got a team up your butt that play in a way that compromises survivability it's not good.


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Posted

Well, I've slotted for psi mitigation on my invuln: 24% def and 24.3% res. It's not great, but it comes in handy. Just the knowledge that i don't have to be afraid of certain enemies goes a long way.

Though i did it more to see just if it could be done. TBH it's probably not a smart idea to trade softcap'd DEF vs 90% of everything in exchange for some mitigation against 1% of everything else. W/e =P


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Posted

As Sarrate said if you are wanting to hunt certain enemy types, then it is worth it. One of the reasons I am currently leveling up an electric tank is I enjoy making clowns cry, the carnies are one of my favorite villian groups. IMHO the carnies have some of the toughest regular bosses in the game. Otherwise if you can get it without seriously trading off for it then go for it.


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Posted

Quote:
Originally Posted by SteelKing View Post
It isn't. Psionic damage is so rare that building a character to counter it is pointless. Just bring some purple inspirations with you in case you expect psionic opponents.
Sorry, but psychic damage, despite it's common description as being 'rare,' is a common damage type. Rikti, lost, carnies, and arachnos all use it regularly. On the plus side, they are used by specific enemies within those groups. For those vulnerable like invulnerability, the better way of dealing with these targets is to simply take them out first, and use whatever soft controls you have. (Knockback/knockdown, stuns, etc.)


 

Posted

Quote:
vulnerable like invulnerability
The irony of this statement struck me as amusing.


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Posted

Personally I've attempted to patch up an Invulnerability tank against psi. Attempting to get it to a level where it is at the same level as the defenses and resistances to other damage types will require sacrifices elsewhere, in my experience. Boosting resistance and defenses with the Impervium Armour IOs proved to be particularly expensive in my case, as that meant I wasn't able to soft-cap defense against other damage types.

In the end, I opted for a combination of psi defense and regeneration. It's possible to get psi defense on Invulnerability/Super Strength to the point where it is useful as leverage. By that I mean that starting off from a higher base psi defense, one small purple inspiration, the Vanguard temporary power or the Elusive Mind (?) accolade can cap you temporarily when it is needed. The Vanguard temp in particular is useful as it can cap you for minutes at a time before it runs out, which is useful in situations like a Mothership raid.
Given that Invulnerability lacks any form of psi protection (apart from the HP boost and heal in Dull Pain) it should be easier to reach a similar leverage point on other tanks.

As always with defense, you'll have to keep damage spikes in mind though. For a tank it's usually not as dangerous though, as they have a larger hitpoint buffer than other ATs.
The psionic Clockwork King and similar hard-hitting enemies can still be dangerous when they fire off their big attacks, so some psi resistance from orange inspirations or accolades can be used to mitigate a spike should it come.


If near psi immunity is your goal, then as others have said Dark Armour and Willpower are quite strong against psi out of the box. Adding extra resistance (for Dark Armour especially) or defense (only Willpower) against psi will have a larger impact on them, due to how defense/resistance scales. It may be superfluous though, unless you spend all of your time doing Mothership raids.


 

Posted

All of my tanks can survive PSI damage quite well. Some have it easy like Willpower/SS and Electric/SS. The Shield/SS is slotted well enough for positional that it can survive well.
The Ice/Stone has a hard time but because Stone has good mitigation, chilling Embrace reduces damage and slows attacks, and withe two health recover powers in Hoarfrost and Hibernate he can survive quite well.

The Fire/Fire basically tries to kill them before they kill his and his Healing Flames comes u very very fast ( about every 12-15 seconds ). He also has a few Impervium Armors and Crushing Impacts. Where he suffers is that the slows from Psi attacks can become a problem ( he does not have temp protection)

The INV/NRG survives very well have tanked Mother Mayhem, Malaise and done the LGTF which has many Psi attacks several times. He has several things working in his factor. Defense from Impervium Armors bought way back when Issue 9 first went live. Crushing Impacts which give Psi resistance. A healthy amount of regen and one thing that will save my bacon all the time...

Perma Dull Pain.. Thats right.. with hasten running he has enough additional regen built in that his dull pain is perma.. And the way regen works the more health you have the faster regen works.. This makes him very hard to kill because he is a huge bag of hit points all the time. He can take an Alpha from any Psi attack and keep fighting until dull pain recharges again.


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Posted

Quote:
Originally Posted by Seldom View Post
Sorry, but psychic damage, despite it's common description as being 'rare,' is a common damage type. Rikti, lost, carnies, and arachnos all use it regularly. On the plus side, they are used by specific enemies within those groups. For those vulnerable like invulnerability, the better way of dealing with these targets is to simply take them out first, and use whatever soft controls you have. (Knockback/knockdown, stuns, etc.)

I don't want to see us descending into one of those "Yes, it is. - No, it isn't. - Yes, it is. - No, it isn't..."-discussions, so I'll restrict myself to one point: Every time I run a mission that contains one of the enemy groups you've listed, I do absolutely not care about psionic attacks, but I do care about getting hit by man-sized energy swords, poisonous giant spider robots, mace wielding super assassins or self-duplicating circus directors.