Post by Criswolf09 on Jul 20, 2022 9:24:11 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Psychokinetic Archetype. So what does this hero do? This hero uses the power of their mind to cause huge damage, apply negative effects and score terrific Critical Hits.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
Main Mechanics:
1. Ego Leech: This is a buff that lowers the energy cost of all Mentalist abilities by 5% per stack and stacks up to 5 times for 15 seconds. This is a Mental State effect.
2. Disorient: This debuff will reduce the damage the foes deal by 10% and their movement speed by 25% for 12 seconds.
3. Stress: This is a debuff that will lower the Ego damage resistance of the target by 8% per stack and stacks up to 3 times for 15 seconds. This is a Mental State effect.
4. Dependency: This is a debuff that will cause the enemy to radiate healing pulses to restore the Health Points of a nearby ally for a set amount. This is a Mental State effect.
5. Fear: This debuff will cause the target to cower in our presence and have the damage they deal reduced by 10% for 12 seconds. This is a Mental State effect.
Archetypes Super Stats
1. Primary Stat: Ego
2. Secondary Stats: Recovery and Dexterity
Specialization Trees
1. Level 10: Ego
2. Level 20: Vindicator
3. Level 30: Avenger
Archetype Power Progression
1. Kinetic Darts
1. Telekinetic Strike
6. Ego Form
8. Telekinetic Burst OR Telekinetic Barrage
11. Telekinetic Shards
14. Mental Precision
17. Telekinetic Lance OR Telekinetic Assault
21. Telekinetic Shield
25. Telekinetic Reverberation
30. Telekinetic Maelstrom OR Telekinetic Eruption
35. Ego Choke OR Ego Hold
40. Master of the Mind OR Ego Surge
Power Explanation
Level 1 - Kinetic Darts: This power will deal Ego damage to the target and generate energy, given we have Recovery as a Super Stat I advice leaving this power at rank 1. The first shot generates more energy and has a 15% chance to grant us a stack of Ego Leech. This power has the following special advantages:
a. Leeching Strikes: This advantage will cause this power to have all of their attacks a 15% chance to apply Ego Leech instead the first shot.
b. Incisive Wit: Grants this power a 15% chance to activate an Id Surge. This buff increases slightly our Ego damage and increases our Ego stat for a small amount.
Level 1 - Telekinetic Strike: This is a ranged combo that will hit a single target. The chance to score a Critical Hit with this power increases by 5% for every stack of Ego Leech we have. This ability has a 25/25/50% chance to grant us a stack of Ego Leech, and this chances are doubled if we are affected by the Ego Infusion buff. This power has the following special advantages:
a. Stressed Out: Gives this power's first two strikes a 15% chance to apply the Stress debuff and the last hit has a 50% chance to apply said debuff. These chances are doubled if our hero is affected by the Ego Infusion buff.
b. Siphoning Strikes: This advantage will cause our Telekinetic Strike to no longer deal bonus damage when scoring a Critical Hit, instead that damage is restored as health points to our hero. Costs 3 advantage poins.
Level 6 - Telekinetic Burst OR Telekinetic Barrage: This is the first choice between two powers for this Archetype.
1. Telekinetic Burst: This power will hit enemies with a burst of telekinetic blades within 50ft in a 15ft sphere. Has 34-100% to Disorient targets (based on charge time) as well has a 34-100% chance to grants us stacks of Ego Leech per enemy hit (based on charge time). This power has a special advantage called Sudden Impact which will Knock down affected targets.
2. Telekinetic Barrage: This power will assault our enemies with flying daggers with a 100ft distance and a 10ft sphere. The chances to score a Critical Hit with this power increases by 5% per stack of Ego Leech on our hero. Also this power has a 20% chance per hit to grant us a stack of Ego Leech. This power has the following special advantages:
a. Dazzle: Which will give this power a 20% chance to Stun the targets. If our hero is affected by Ego Leech, the chance to Stun the target increases by 20% for each stack of Ego Leech we have.
b. Instill Doubt: Grants a 15% chance every hit to apply Dependency to the target. Stacks up to 3 times.
Level 8 - Ego Form: This is our Slotted Passive which will increase all Paranormal damage for a large amount and Physical damage by a lesser amount. Grants us resistance to all damage, reduces the energy cost of Mentalist power by a percentage and will recover energy if we are struck by Ego Damage. Additionally this power greatly increases our resistance against Ego damage. Counts as an Energy Form
Level 11 - Telekinetic Shards: This power will deal Ego damage to foes within 100ft and a 10ft sphere, the primary target is Knocked down and refreshes the duration of the Ego Leech buff on our hero. This power has the following advantages.
a. Impaled: This advantage will cause Telekinetic Shards to refresh the Stress debuff on the enemy for a portion of its duration.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
Level 14 - Mental Precision: This is our toggle form that will grant us stacks of Precision which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we directly apply a Mental State effect. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Dexterity stat. Also increases our energy costs by 10%.
Level 17 - Telekinetic Lance OR Telekinetic Assault: This is the second choice between two powers for this Archetype.
1. Telekinetic Lance: This power will deal a large amount of Ego damage to a single target and on a full charge will consume our Ego Leech stacks to deal 25% damage in a small area of effect of 10ft sphere to secondary targets. After consuming the stacks of Ego Leech this ability will grant us the Ego Infusion buff which will return our stacks of Ego Leech every 2 seconds for 10 seconds. This power has no special advantages.
2. Telekinetic Assault: This is a maintained attack that will send flying daggers of telekinetic energy to damage a single target and will deal 4% more base damage per stack of Ego Leech present on our hero (up to a maximum of 20% more damage). This power has a special advantage called Explosive Potential which will cause Telekinetic Assault to hit secondary targets for 2/3rds of its base damage.
Level 21 - Telekinetic Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that it grants better Physical damage resistance than other block powers. Telekinetic Shield will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Telekinetic Reinforcement which when we stop blocking, this ability will grant us a lingering buff that increases our resistance to all damage by 17%. Costs 3 advantage points.
Level 25 - Telekinetic Reverberation: This power is an energy unlock that will generate energy over time if we gain a stack of Ego Leech. The energy return of this ability scales with our Recovery and Endurance stats.
Level 30 - Telekinetic Maelstrom OR Telekinetic Eruption: This is third choice between two powers for this Archetype.
1. Telekinetic Maelstrom: This power will create psionic crystals to damage foes and Stun them for 2 seconds around our hero within 25ft, as well grants stacks of Ego Leech based on the number of targets hit. Has a 10 second recharge. This power has the following special advantages:
a. Expansive Intellect: This advantage will increse the radius of Telekinetic Maelstrom by 10ft.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
2. Telekinetic Eruption: This power can be charged to deal a blast of telekinetic energy that damages foes and grant us stacks of Ego Leech based on charge time. Also charging this power for at least a second will give us the Id Surge buff which increases our Ego damage strength by 15% and gran us bonus Ego. On tap this power will Knock down affected targets but on full charge this ability will Knock them back. Has a 10 second recharge. This power has the following special advantages:
a. Enhanced Form: This advantage will grant us the Aegis buff which increases our resistance to all damage by 15% for 12 seconds.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
Level 35 - Ego Choke OR Ego Hold: This is the fourth choice between two powers for this Archetype.
1. Ego Choke: This is a single target attack that will deal Ego damage every 0.5 seconds and after 1 second of maintaining this power the target will be held, making them unable to perform any actions for a short time and has a 10 seconds recharge. Also this power has a chance every hit to grant us a stack of Ego Leech. The special advantage of this power is called Garroting Grip which will apply the Fear debuff to the target.
2. Ego Hold: This power will encase a foe in a bubble of mental energy for a short amount of time, Paralyzing them. The target can break free of the hold and damage taken will weaken this hold effect as well. The special advantage of this power is called Mass Effect which will snare the target as well other foes near them, causing the foes to move slower.
Level 40 - Master of the Mind OR Ego Surge: This is the final choice between two powers for this Archetype.
1. Master of the Mind: This power is an Active Ultimate which will place on cooldown any Active Offense and Defense powers, as well apply a large amount of Break Free damage to any Holds, Roots or Disables affecting our hero, grant us a large amount of resistance to Hold and Knock effects, increase our resistance to all damage, 1 stack of Ego Leech every second, increase our Critical Hit Chance for each stack of Ego Leech and flight for 15 seconds. This power has no special advantages and has a recharge of 1 min and 30 seconds.
2. Ego Surge: This power is an Active Offense that will increase our Ego stat based on our level, increase all the damage we deal and apply Break Free damage to any Holds, Roots or Disables affecting our hero. Counts as an Energy Form and has a recharge of 1 min and 30 seconds. The special advantage of this power is called Nimble Mind which will increase our Critical Hit Chance for every stack of Ego Leech we have by 2%.
Build Examples
1. Telekinetic Warrior Recommended for PVE
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Stressed Out, Siphoning Strikes)
Level 6: Ego Form (Rank 2, Rank 3)
Level 8: Telekinetic Burst (Rank 2, Sudden Impact)
Level 11: Telekinetic Shards (Impaled, Inner Peace)
Level 14: Mental Precision
Level 17: Telekinetic Lance (Rank 2, Rank 3)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telekinetic Reverberation
Level 30: Telekinetic Maelstrom (Expansive Intellect)
Level 35: Ego Choke (Garroting Grip)
Level 40: Master of the Mind (Rank 2, Rank 3)
2. Mental Attacker Recomended for PVE
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Stressed Out, Siphoning Strikes)
Level 6: Ego Form (Rank 2, Rank 3)
Level 8: Telekinetic Barrage (Rank 2, Instill Doubt)
Level 11: Telekinetic Shards (Impaled, Inner Peace)
Level 14: Mental Precision
Level 17: Telekinetic Assault (Rank 2, Rank 3)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telekinetic Reverberation
Level 30: Telekinetic Eruption (Rank 2, Enhanced Form)
Level 35: Ego Hold
Level 40: Ego Surge (Rank 2, Nimble Mind)
3. Mental Mastermind Recomended for PVE
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Stressed Out, Siphoning Strikes)
Level 6: Ego Form (Rank 2, Rank 3)
Level 8: Telekinetic Barrage (Rank 2, Rank 3)
Level 11: Telekinetic Shards (Impaled, Inner Peace)
Level 14: Mental Precision
Level 17: Telekinetic Lance (Rank 2, Rank 3)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telekinetic Reverberation
Level 30: Telekinetic Maelstrom (Rank 2, Expansive Intellect)
Level 35: Ego Hold
Level 40: Ego Surge (Rank 2, Nimble Mind)
4. Frontline Psychic Artillery Recommended for PVP
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Stressed Out, Break Through)
Level 6: Ego Form (Rank 2, Rank 3)
Level 8: Telekinetic Barrage (Rank 2, Rank 3)
Level 11: Telekinetic Shards (Impaled, Nailed to the Ground)
Level 14: Mental Precision
Level 17: Telekinetic Lance (Rank 2, Rank 3)
Level 21: Telekinetic Shield (Rank 2, Rank 3)
Level 25: Telekinetic Reverberation
Level 30: Telekinetic Maelstrom (Rank 2, Expansive Intellect)
Level 35: Ego Hold
Level 40: Master of the Mind (Rank 2, Rank 3)
Specializations for all builds[/u]:
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Mastery: Ego Mastery (1/1)
Talents for all builds
Level 7: Shooter (Dex: 5, Ego: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Worldly (Ego: 5, Rec: 5)
Level 20: Acrobat (Dex: 5, Con: 5)
Level 25: Ascetic (Con: 5, Ego: 5)
Level 30: Quick Recovery (Con: 5, Rec: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Dexterity Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Ego Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Dexterity Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Ego Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!