Posted April 07, 2022
A lot of people say that Psionics are useless, or at least, not optimal, compared to other Specialist Casters (Priest, Alchemist, Mage). This is subjective, however.
First, we must notice his/her inherent class bonuses. He/she gets immunity to all mental effects (fear, insanity, turncoat). Nobody else gets all of these (The Samurai is fearless, while the Monk is immune to blind).
The Bard gets to mimic some of these effects (Haste, Insanity, Slow, Cerebral Hemorrhage). The Gadgeteer as well (Hypnotic Lure). However, these are subject to the RNG of the game, and can be cast at any power level the game feels like. Also, some fire spells can't be cast underwater (HASTE?)
I don't understand those that base their characters around the Rousing Drums (Haste instrument). It doesn't work underwater, and there is no guarantee that it will "cast" at power level 7 (sometimes instruments/gadgets cast at power level 1, even when the user is an expert).
The Psionic, more than any other specialist caster, is lopsided in their spells in each realm.
Mental: No discussion here. All eggs are placed in one basket.
Fire: Psionic Fire and Haste are very useful, especially early. Hypnotic Lure can be useful, but I find the sound annoying, and sometimes in rare occasions, the enemy may run into obstacles off limits, preventing you from getting a clean kill. I hate the "prismic" spells, as they can cause any number of conditions, including fear and blinding, which may cause the enemy to run away. This is why I also dislike the Omnigun. A Magic Damage Party likes their targets lined up nicely, not scattered.
Water: Cure Lesser Condition is OK, but the Priest and Alchemist do the same thing. Paralyze is decent if you are facing one tough enemy, but its range is thrown, so you would be better with the Mage with Freeze Flesh and Freeze All. Slow is situational, it has long range, and can slow down a group of tough melee attackers closing in on you, even though the slower animation is annoying.
Air: Every caster has Set/Return to Portal, so no comparison there. He/she can cast Silence, just like the Priest. Shrill Sound is only good early on, just like the Piercing Pipes Bard instrument which does the same thing. Pandemonium I find especially annoying, I don't want my enemies running away in fear.
Earth: Armormelt is decent, as it always works, and reduces the AC of your enemies. I never use Chameleon, as I am trying to earn skill points fighting enemies, but some might find it useful to avoid fights if the enemies aren't too close.
Divine: Heal Wounds is good early on, and even midgame when allies get injured seriously. Instant Death can score a quick kill from long range, but it's hit or miss, and only hits one target. Might to Magic is probably one of the most interesting spells in the game, I use it as often as I can. It actually saps HPs from a monster, and transfers the stolen HPs into SPs, giving the caster in most need of SPs a refill. However, it only works from thrown range, so it is situational. Eye for an Eye I have no use for yet, as early on, enemies don't attack much with magic, thankfully.
I have managed to keep my MDP Psionic balanced, with 100 Psionics skill (125 with the bonus), 95+ skills to the magic realms, and 80+ to Ranged Combat/Throwing and Sling skills. Speed is maxed for Snakespeed (currently in the 20s), Intelligence is at 95 waiting for the +5 in Trynton for Powercast, and Senses and Piety are in the 70s, soon to be maxed by level 27 (I'm level 18 now). As a Human, he has his "trash" stats at 45 (Strength, Dexterity, Vitality).
Any comments?
First, we must notice his/her inherent class bonuses. He/she gets immunity to all mental effects (fear, insanity, turncoat). Nobody else gets all of these (The Samurai is fearless, while the Monk is immune to blind).
The Bard gets to mimic some of these effects (Haste, Insanity, Slow, Cerebral Hemorrhage). The Gadgeteer as well (Hypnotic Lure). However, these are subject to the RNG of the game, and can be cast at any power level the game feels like. Also, some fire spells can't be cast underwater (HASTE?)
I don't understand those that base their characters around the Rousing Drums (Haste instrument). It doesn't work underwater, and there is no guarantee that it will "cast" at power level 7 (sometimes instruments/gadgets cast at power level 1, even when the user is an expert).
The Psionic, more than any other specialist caster, is lopsided in their spells in each realm.
Mental: No discussion here. All eggs are placed in one basket.
Fire: Psionic Fire and Haste are very useful, especially early. Hypnotic Lure can be useful, but I find the sound annoying, and sometimes in rare occasions, the enemy may run into obstacles off limits, preventing you from getting a clean kill. I hate the "prismic" spells, as they can cause any number of conditions, including fear and blinding, which may cause the enemy to run away. This is why I also dislike the Omnigun. A Magic Damage Party likes their targets lined up nicely, not scattered.
Water: Cure Lesser Condition is OK, but the Priest and Alchemist do the same thing. Paralyze is decent if you are facing one tough enemy, but its range is thrown, so you would be better with the Mage with Freeze Flesh and Freeze All. Slow is situational, it has long range, and can slow down a group of tough melee attackers closing in on you, even though the slower animation is annoying.
Air: Every caster has Set/Return to Portal, so no comparison there. He/she can cast Silence, just like the Priest. Shrill Sound is only good early on, just like the Piercing Pipes Bard instrument which does the same thing. Pandemonium I find especially annoying, I don't want my enemies running away in fear.
Earth: Armormelt is decent, as it always works, and reduces the AC of your enemies. I never use Chameleon, as I am trying to earn skill points fighting enemies, but some might find it useful to avoid fights if the enemies aren't too close.
Divine: Heal Wounds is good early on, and even midgame when allies get injured seriously. Instant Death can score a quick kill from long range, but it's hit or miss, and only hits one target. Might to Magic is probably one of the most interesting spells in the game, I use it as often as I can. It actually saps HPs from a monster, and transfers the stolen HPs into SPs, giving the caster in most need of SPs a refill. However, it only works from thrown range, so it is situational. Eye for an Eye I have no use for yet, as early on, enemies don't attack much with magic, thankfully.
I have managed to keep my MDP Psionic balanced, with 100 Psionics skill (125 with the bonus), 95+ skills to the magic realms, and 80+ to Ranged Combat/Throwing and Sling skills. Speed is maxed for Snakespeed (currently in the 20s), Intelligence is at 95 waiting for the +5 in Trynton for Powercast, and Senses and Piety are in the 70s, soon to be maxed by level 27 (I'm level 18 now). As a Human, he has his "trash" stats at 45 (Strength, Dexterity, Vitality).
Any comments?