Psychic / Mental
Psychic is an often frowned upon primary. However, I personally think this is in large part because it's more solo friendly than team friendly. What you have basically is a sleep, st knockback, and st disorient power, an AoE with knock up, and a nuke that disorients. All of this with the -recharge secondary.
That actually doesn't sound so bad, right? I mean, if you know how to use knockback/knockup and sleep you can easily mitigate all the damage from a small mob. There's two problems though. The sleep and disorient are only mag 3. That means you have to hit bosses twice. Fortunatas on the other hand get scramble thoughts and theirs is mag 4.
Anyway, there's good and bad to mixing it with /mental. Mental has those two extra AoEs, which makes up for a shortage in Psychic/ and its tier 9 Shockwave would be really good to fire off before the nuke Wail. Together they have mag 5 stun, so anything that survived wouldn't be hitting back.
-Recharge is... okay. It will never stop an alpha strike, as in when you first run in you'll get hit for the same whether they are slowed or not. Over time though, anyone slowed will do considerably less damage. So when it does come time to team, Psy Scream and Tornado combined will help mitigate damage for the team.
Also keep in mind that having a primary and secondary doing the same damage type means if you run into something that resist Psi they're going to just be a big pain in the butt. That's like all robots besides Clockwork, and I believe all the armored Rikti have ~30% resists to psi as well.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Anyway, there's good and bad to mixing it with /mental. Mental has those two extra AoEs, which makes up for a shortage in Psychic/ and its tier 9 Shockwave would be really good to fire off before the nuke Wail. Together they have mag 5 stun, so anything that survived wouldn't be hitting back.
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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Well we now have Dual Pistols so not as bad as it used to be.
There is a long laundry list of problems with psychic blast
Fist the damage when resisted is very heavily resisted nobody likes Carnies to begin with but a Psy/ment really gets to hate them. Ditto for robots of all stripes. In the beginning levels you get a little help because clockwork take extra damage from it but its really limited benefit unless you want to run Synapse over and over.
Second most of the benefit in the game comes from stacking effects. Psychic has very little that can be stacked. Will dom does not stack, scramble thoughts will tie you up for 6 seconds of casting time if you try. (Its a bad trade off) and if you do manage it, it doesnt stack for very long.
What you can stack is - recharge, which is of limited benefit.
The best tools you have are KB and range. You can pull things at range and try to keep the numbers you get down to manageable levels.
If you aren't doing a mental concept character I would think about Ice blast instead of Psy. It does most of what Psy does considerably more effectively. The control powers stack, everything does both slow recharge and slow movement making the effect much more valuable and you can easily use it to take take out troubling targets.
If you're looking for a more effective Psychic concept character, you could try Sonic/Mental.
Colour the Sonic powers pink and skip Shout (its got the worse sound effect ) and you'll soon forget that you have "Sonic" in your power description as you fire pink rings from your head that cause enemies to sleep, get stunned and generally fall over.
You'll do smashing and energy damage as well as Psi this way, and have a lovely selection of cones to fire off almost non-stop once you get a bit of recharge.
Arguably, Psi blasters have the highest damage ammount of any blaster....
when it DOES effect something.
when you come across those things that have psi defense, it's ALOT of psi defense, so teams may tend to pick a fire blaster over you for that reason.
if you're doing it for concept, like that one person said, try sonic blast or something.
=]
for a secondary, though, mental manipulation in my opinion is the best of all blaster secondaries.
Magisterum- 50+3 Fortunata--Virtue
Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue
How does psychic blast perform solo compared to other sets? I'd check my Mids but i'm suffering from the crazy blaster numbers glitch at the moment. Does the psi damage make a big difference in terms of def / res ? How useful is the -rchg secondary?
As always your input is appreciated.