Tree of Savior Forum

Ritsu's In-Depth Guide to Psychokino

Hi there. I’ve been a Psychokino main for 7 years and counting, and I’d to share my knowledge of the class with everyone who might be interested in it. This version of the guide contains only the updated and relevant information on this class. For the original version which contains some trivially historical information, click here.

Changelog

~ (May 26, 2022) Edited the Rune Caster section on “5. Psychokino Builds” to account for those who use Rune Caster’s Vaivora Vision.
~ (Apr. 18, 2022) Added information on earrings and other minor updates.
~ (Mar. 19, 2022) I’ve regained access to my old forum account! Added a full build under “5. Psychokino Builds”.
~ (Jan. 7, 2022) Guide is under re-construction for the January 11th patch. I’ll do my best to update it as soon as possible.
~ (Nov. 9, 2021) Some slight tweaks to “5. Psychokino Builds”. The links now go to the Tavern of Soul database since it’s much faster to load.
~ (Oct. 9, 2021) Updated for new equipment items and changes that have been released between this date and the last date this guide was updated. Naturally, this affects “6. Psychokino Equipment”, but the impact is small. The biggest change is actually on “5. Psychokino Builds” so it’s recommended to take a look at the new skill build there. Also, some outdated links were removed and additional links were added to “8. External Resources”.
~ (Feb. 22, 2021) Updated for Episode 13. With the update comes some changes to Kino. In particular, the nerfs to some of Kino’s CC durations and changes to other Wizard classes is a major shift from Kino’s role as a CC class to just another DPS class. The update also kills any build diversity Kino had before, which is explained in the new “5. Psychokino Builds” section. A new “6. Psychokino Equipment” section is also added.
~ (Jun. 7, 2020) Cleaned up some stuff that hasn’t been re-tested for a long time. Added more clarification on how Misrus Staff works with Heavy Gravity Arts.
~ (Jun. 1, 2020) Added buff removal information on Heavy Gravity and Gravity Pole.
~ (Apr. 17, 2020) Updated information on Teleportation.
~ (Mar. 21, 2020) Added additional information about Heavy Gravity and the Misrus Staff.
~ (Mar. 2, 2020) Added information that Gravity Pole can trigger Ice Wall shards with Fire Fox Shikigami active.
~ (Feb. 15, 2020) Fully updated for Episode 12. Minor changes to “3. Skill Builds”. Removed a line under Teleportation’s skill detail.
~ (Feb. 3, 2020) Pre-updated for Episode 12. Added Terramancer to “5. Class Synergy”. Cleaned up some outdated info.
~ (Oct. 30, 2019) Updated for the Arts patch.
~ (Oct. 20, 2019) Changed “3. Skill Build” and added additional details. Added some extra details on Onmyoji synergy.
~ (Oct. 10, 2019) Added new section “7. External Resources” and “1b. Stat Growth Ratio”.
~ (Aug. 20, 2019) Updated for the August 20, 2019 patch.
~ (Jun. 25, 2019) Updated for the June 25, 2019 patch. Added missing information on Elementalist synergy.
~ (May 24, 2019) Corrected some information on Heavy Gravity.
~ (May 13, 2019) Updated for Episode 11.
~ (Mar. 9, 2019) Updated for the upcoming March 12 patch.
~ (Feb. 28, 2019) Added information on Ultimate Dimension’s ability to expand Heavy Gravity and Raise.
~ (Feb. 23, 2019) Minor update for Magnetic Force under “Skill details” and re-added information on the Physical Link + Teleportation interaction.
~ (Jan 22, 2019) Guide was copied from the original version on Tumblr and adjusted to fit the needs of the Community Guide Hall of Fame event. The original version contains some trivially historical information on the class. No relevant information was omitted in this version of the guide.

Table of Contents

~ 1. Introduction to Psychokino
~ 1a. The Psychokinesis Property
~ 1b. Stat Growth Ratio

~ 2. Psychokino Skills
~ Rank 1 (Class Level 1)
~ Rank 2 (Class Level 16)
~ Rank 3 (Class Level 31)
~ Class Attributes
~ Deleted/Moved Skills and Attributes

~ 3. Stat Build

~ 4. Class Synergy

~ 5. Psychokino Builds

~ 6. Psychokino Equipment

~ 7. Psychokino Special Costume

~ 8. External Resources

1. Introduction to Psychokino

What is a Psychokino?
c_wizard_psychokino
^ The Psychokino class icon
psychokino_f
^ A female Psychokino
psychokino_m
^ A male Psychokino

The class information in-game describes Psychokino as such:

Strictly speaking, Psychokinos are not magicians but those with innate psychic abilities. As of recent, it was found that people without innate abilities could train to become Psychokinos. But unfortunately for someone like Agailla Flurry’s apprentice Jane, one must first be proficient in magic in order for them to gain psychic powers.
Psychokinos can use their psychic abilities to control gravity to pull and push enemies away.

Why play a Psychokino?

  • Great crowd control (CC) skills.
  • Can teleport one more time before the skill goes on cooldown. In addition to the great mobility it provides, teleporting can go over any obstacles in existence, which enables you to access otherwise difficult or impossible areas.
  • Some skills are ineffective against flying enemies. Kinos can solve that by temporarily pulling them to the ground.
  • Can easily gather or relocate enemies into one spot.
  • Fancy costume.

1a. The Psychokinesis Property

Psychokinesis is the 8th elemental property that was added in the December 26, 2017 patch in iToS. The Psychokinesis property deals 5% more damage to Cloth-armored enemies.

1b. Stat Growth Ratio

screenshot_20191010_00003
Psychokinos have an average CON, high INT, and the lowest SPR growth ratio.

2. Psychokino Skills

These are the skills Psychokinos possess and what class level they unlock them at. Each skill and attribute are described in detail.

Rank 1 (Class Level 1)

icon_wizar_psychicpressure
– Psychic Pressure –

In-Game Description: Concentrate on the tip of your hand to inflict continuous damage with psychokinesis. Chance to stun enemies.
If the skill hits an Ice Wall, the wall releases ice fragments.

What it does: Psychic Pressure is a channel skill that deals continuous damage at close range, for a maximum duration of 5 seconds. Each hit has a 50% chance to stun enemies.

Attributes:

  • Psychic Pressure: Enhance: Increases the skill factor of [Psychic Pressure] by 0.5% per attribute level. +10% added increase at maximum level.​ (Max level: 100 / Requires Psychic Pressure Lv 1 or above)
  • Psychic Pressure: Focus: Reduces damage received while using [Psychic Pressure] by 10%. (Max level: 1)
  • [Arts] Psychic Pressure: Enhanced Upgrade: Increases the Skill Factor of [Psychic Pressure] by 1.25% per attribute level. (Max level: 30)

Skill details:

  • It is possible to stun-lock normal monsters for the full duration of the skill.
  • The stun is a normal debuff.
  • The max targets is [Skill Level] + 4 and is not affected by AoE Attack/Defense Ratio.

icon_wizar_swap
– Swap –

In-Game Description: Swaps your position with that of a selected enemy. The swapped enemy becomes immobilized.
Does not affect boss monsters and fixed enemies.

What it does: Swap is an area target skill that switches your location with anything inside the target circle, then immobilizes them for 3 seconds.

Attributes:

  • This skill has no attributes.

Skill details:

  • Every level of the skill increases the number of targets you can relocate, making it possible to switch more than one enemy at once.
  • Cannot relocate stationary enemies such as Seedmia or Tree Root Crystals.
  • Does not work on boss monsters.
  • Given its small range, extremely high levels of this skill is not recommended. 5 or lower should be practical enough.
  • Good for when you just need things to get in a certain spot.
  • Cannot be used in Raids.

icon_wizar_magneticforce
– Magnetic Force –

In-Game Description: Inflict damage on multiple enemies by pulling them to a targeted area, causing them to collide with each other.

What it does:

In PvE: Magnetic Force is an area target skill. Upon casting the skill, enemy monsters in range stop momentarily for the duration of the skill’s animation. Upon the animation’s end, they get pulled to the center of the targeted area, dealing collision damage if 2 or more enemies are affected.

In PvP: Magnetic Force is an area target skill. Upon casting the skill, enemy players in range are instantly and constantly pulled to the center of the skill until after the animation ends. Deals collision damage if another player, their companion, an object, or summon is also pulled.

Attributes:

  • Magnetic Force: Enhance: Increases the skill factor of [Magnetic Force] by 0.5% per attribute level. +10% added increase at maximum level​. (Max level: 100 / Requires Magnetic Force Lv 1 or above)
  • Magnetic Force: Stun: Enemies hit by [Magnetic Force] have a 5% chance per attribute level to become afflicted with [Stun] for 1.5 seconds. (Max level: 5)
  • [Arts] Magnetic Force: Enhanced Upgrade: Increases the Skill Factor of [Magnetic Force] by 1.25% per attribute level. (Max level: 10)

Skill details:

  • The crowd control and pull effects cannot be resisted. The stun from the attribute is considered a normal debuff.
  • Max targets is fixed at 10.
  • Can pull enemy objects. If there are enough objects within range, it may render the skill useless.
  • When used on non-player enemies (such as objects and summons) in PvP, it will retain it’s PvE effect on those entities.

Rank 2 (Class Level 16)

icon_wizar_heavygravity
– Heavy Gravity –

In-Game Description: Increases the gravitational force on the targeted area to inflict psychokinesis damage. Flying-type monsters within the affected area are changed to ground-type, and Raise tiles around the affected area are removed.

What it does: Heavy Gravity is a magic circle that deals damage and turns flying enemies into ground type for 5 seconds.

Attributes:

  • Heavy Gravity: Enhance: Increases the skill factor of [Heavy Gravity] by 0.5% per attribute level. +10% added increase at maximum level​. (Max level: 100 / Requires Heavy Gravity Lv 1 or above)
  • Heavy Gravity: Slow Movement: Movement speed of enemies in range of [Heavy Gravity] decreases by 2 per attribute level. Will not apply to large, extra large or Boss monster.​ (Max level: 5)
  • [Arts] Heavy Gravity: Enhanced Upgrade: Increases the Skill Factor of [Heavy Gravity] by 1.25% per attribute level. (Max level: 30)
  • [Arts] Heavy Gravity: Distort: When [Heavy Gravity] and [Raise] are stacked in the same location, a fused magic circle appears to immobilize enemies and enemies are lifted into the air then dropped when the magic circle’s duration is over. (Max level: 1)

Skill details:

  • Since it pulls flying enemies to the ground, it allows certain ground-only interactions to work on them.
  • Removes all Raise magic circles within the skill’s range. Be careful to not remove your own or an allied Kino’s Raise.
  • Has a small chance to remove one buff per hit.
  • The slow attribute counts for any damage bonuses against slowed enemies.
  • Although you can cast Heavy Gravity and Raise in any order to activate the Arts attribute, it is recommended to cast Heavy Gravity first, wait until it’s close to expiring, then cast Raise.
  • When activated, the Arts creates a new Heavy Gravity circle that deals the same damage as a normal Heavy Gravity, and also binds enemies for its duration. At the end, it will knock them up and scatter them around. This basically lets you extend Heavy Gravity’s duration by up to 10 seconds when timed well.
  • The Gravity Curve effect from the Misrus Staff extends Heavy Gravity’s duration by +5 seconds and also reduces Missile damage by -50% for all allies within the skill’s range. This does not affect the Heavy Gravity circle created by the Arts attribute, so having the staff and the Arts allows you to effectively extend Heavy Gravity’s duration for up to 15 seconds when timed well.

icon_wizar_raise
– Raise –

In-Game Description: Lift nearby enemies up into the air. Enemies in the air are temporarily detected as a Flying-type and cannot evade attacks. Removes nearby [Heavy Gravity] tiles when casted.

What it does: Raise creates a magic circle around yourself that lifts and immobilizes enemies into the air and reduces their Evasion to 0 for 2 seconds. It also turns them into flying-type which allows certain flying-type interactions to happen.

Attributes:

  • This skill has no attributes.

Skill details:

  • Players and normal monsters cannot resist this skill. Bosses are immune to all of its effects.
  • Even though the affected enemies are literally lifted into the air, most attacks can still hit them by attacking where they were before they were Raised, which can somewhat be seen by a small shadow underneath them.
  • Every skill level increases max target count by 1. The max target count is not affected by AoE Attack/Defense Ratio.
  • Removes all Heavy Gravity circles within the skill’s range. Be careful to not remove your own or an allied Kino’s Heavy Gravity.
  • Doubles Fire Pillar’s hit count if a Fire Pillar is present within the Raise circle.

Rank 3 (Class Level 31)

icon_wizar_gravity_pole
– Gravity Pole –

In-Game Description: Attacks by creating a straight line of gravitational force that pulls the enemies together.

What it does: Gravity Pole is a channel skill that immobilizes (or slow in PvP) enemies and damages them for a maximum of 10 seconds.

Attributes:

  • Gravity Pole: Enhance: Increases the skill factor of [Gravity Pole] by 0.5% per attribute level. +10% added increase at maximum level​. (Max level: 100 / Requires Gravity Pole level 1 or above)
  • Gravity Pole: Evasion: Increases your evasion by 50 per attribute level when using [Gravity Pole]. (Max level: 5)
  • Gravity Pole: Decreased Defense: Decreases the physical and magical defense of enemies by 4% per attribute level that are pulled by [Gravity Pole]. (Max level: 3)
  • Gravity Pole: Slow: Enemies hit by [Gravity Pole] are afflicted with the [Slow] debuff for a 3-second duration. (Max level: 1)
  • [Arts] Gravity Pole: Enhanced Upgrade: Increases the Skill Factor of [Gravity Pole] by 1.25% per attribute level. (Max level: 30)
  • [Arts] Gravity Pole: Rotation: Gravity Pole will no longer pull enemies. Halves the channeling duration and hit interval of Gravity Pole, and also allows changing directions while channeling. (Max level: 1)

Skill details:

  • The slow and immobilize effect cannot be resisted by any means. Boss monsters, however, are immune to the immobilize effect.
  • The max number of targets is [Skill Level] + 10. In PvP, it is simply [Skill Level]. This is unaffected by AoE Attack/Defense Ratio.
  • Has a small chance to remove one buff per hit.
  • Great skill to use in PvE. Non-boss monsters get disabled and have their defenses reduced. Bosses won’t be disabled, but will still have their defenses reduced.
  • In PvP, it’s much more trickier to use because it doesn’t disable players but slows them.
  • When used on non-player enemies (such as objects and Sorcerer/Necromancer summons) in PvP, it will retain it’s PvE immobilize function.
  • What the Rotation Arts does is basically make the skill faster. You’ll have it on in most cases, but feel free to turn it off if you want to CC with it.

Deleted/Moved Skills and Attributes

The following is a list of skills and attributes that were deleted or moved at some point in the game’s history.
icon_wizar_teleportation
– Teleportation –

Teleportation was moved to Wizard to provide more survival in combat for all Wizard characters. Since this skill still exists and was once, and still is, a core skill for Psychokinos, this guide will still treat it like a Kino skill. Further changes to this skill, if any, will be reflected in this guide.

In-Game Description: Teleport to a random location. Use the arrow keys to choose the direction of the teleportation and the threat level from some monsters that the player was targeted by is reset after the skill is used.

What it does: Casting the skill by itself will warp you to a random location within a certain distance (usually within your screen). Casting the skill while holding down an arrow key in keyboard mode will warp you towards a certain direction, but still within a random distance. In mouse mode, manual teleport can be achieved by holding down a movement key (default: WASD) and placing your mouse cursor on the intended spot. You’ll usually warp right where the mouse cursor is, or in just the general direction where it is if the max distance does not allow teleporting to the intended spot.

Attributes:
~ Psychokino: Teleportation: Increases the overheat of [Teleportation] by +1.
~ [Arts] Teleportation: Return: Using [Teleportation] a second time within 2 seconds returns you to the position you were at before using [Teleportation]. Is not affected by the attribute [Psychokino: Teleportation].

Skill details:

  • The actual distance of this skill is somewhat random.
  • Can be used to go over virtually any obstacles in existence. This allows you to warp to areas that are normally inaccessible without fulfilling certain conditions, or skip walking around long, winding paths.
  • Can be used to move around if you are immobilized but still able to act. (Example: Being held down by a boss’ Basic Trap)
  • Has an overheat count of 2 (before the Episode 11 patch), allowing you to use it twice before it goes on cooldown.
  • If you and your party members are connected by Physical Link, Teleportation causes the linked members to teleport with you.
  • It is not recommended to take the Teleportation Arts as a Psychokino.
  • Temporarily grants invincibility and drops aggro for a few seconds after teleporting.

3. Stat Build

Basically, the short version is that you’ll only ever need to put your extra stat points into INT but let’s refresh ourselves about the stats.

– STR –

STR increases Physical Attack. Ignore this stat.

– CON –

CON increases Max HP, Physical Defense, and Magic Defense. A basic, straightforward stat for better survival. Good to invest in.

– INT –

INT increases Magic Attack. Psychokino skills are magical, so this is an important stat.

– SPR –

SPR increases Healing, Magic Critical Attack, and the skill factor of your summons. It’s way less important compared to INT or CON since the Magic Critical Attack is just not worth any investment.

– DEX –

DEX increases Attack Speed and Physical Critical Attack. Like STR, also ignore this stat.

4. Class Synergy

- Wizard -

Lethargy increases damage dealt from magic circles. Heavy Gravity is a magic circle that deals damage. Also, Psychokino has an important attribute for Teleportation, which should NOT be taken with the Teleportation Arts because it overwrites it.

- Pyromancer -

A little synergy here. Heavy Gravity will allow flying monsters to take damage from Flame Ground, and Hell Breath is a channeling skill.

- Cryomancer -

The synergy here used to be pretty good, but it’s now irrelevant. You can potentially lock down mobs for quite a while if you chain your CC skills together. You can also use Psychic Pressure on Ice Walls to make those fire multiple ice shards, which makes for a unique offensive combo.

- Elementalist -

The attribute that boosts all magic damage by 40% is the only synergy here.

- Sorcerer -

No interesting synergy.

- Chronomancer -

Backmasking will reset the duration of Heavy Gravity and Raise.

- Necromancer -

No interesting synergy.

- Alchemist -

No interesting synergy.

- Rune Caster -

Rune Caster has two channeling skills: Rune of Repulsion and Rune of Justice with its Arts. The former and Rune of Gravity also deals Psychokinesis damage if you want to use the Ili Terid Card.

- Warlock -

No interesting synergy.

- Featherfoot -

Psychic Pressure and Swap are unusable during Levitation.

- Sage -

Ultimate Dimension with the “Enlarged Magic Circle” attribute can expand Heavy Gravity and Raise.

- Shadowmancer -

Heavy Gravity allows the attributes for Shadow Thorn and Shadow Conjuration to work on flying enemies, although Shadow Fetter, a Shadowmancer skill, already achieves the same effect.

- Onmyoji -

Yin Yang Harmony deals partial Psychokinesis damage and is also channeling.

- Bokor -

No interesting synergy.

- Taoist -

No interesting synergy.

- Terramancer -

No interesting synergy.

5. Psychokino Builds

In this section, I will showcase viable builds for this class.

Psychokino - Onmyoji - Rune Caster

This build focuses on using the strongest channeling skills available to the Wizard tree. It also has good synergy because all of the channeling skills from these three classes, except one, deal Psychokinesis damage, which allows players to use items like the Ili Terid card and the Black Gem for Psychokinesis damage. A major flaw of this build is that it’s constantly using channeling skills, which badly hurts its mobility while attacking due to the nature of channeling skills in general.

(https://itos.tavernofsoul.com/planner/?d={2001}055401{2004}f0f05a{2020}0ffa05{2017}00ff1005)

^ In the above link is the recommended skill distribution for this build. No Skill Point Potions are needed. The rest are optional points that can go anywhere. A detailed explanation of each skill is included below.

Psychokino

Psychic Pressure: One of Psychokino’s primary offensive skills. A definite must-max.
Swap: A completely optional skill. The situations it would be the most effective in has long since been disabled, so it’s not recommended to get it.
Magnetic Force: A great crowd control skill that also groups enemies into one spot. It also deals pretty decent damage.
Heavy Gravity: A large AoE skill that deals good damage.
Raise: Because of its terrible duration, Raise isn’t really used for crowd control, but instead to extend Heavy Gravity’s duration. Unfortunately, this also has a side effect of scattering enemies everywhere after the extended Heavy Gravity ends. Add only one point if you wish to use Heavy Gravity’s Arts.
Gravity Pole: One of Psychokino’s primary offensive skills.

Onmyoji

Soul Fox Shikigami: This skill is only affected by very specific summon damage bonuses, which isn’t the focus of this build. The attack it uses also has a somewhat awkward range.
Greenwood Shikigami: One of Onmyoji’s stronger skills. The Poison attribute lets it deal more damage than what is stated on the skill’s tooltip.
Howling White Tiger: A very strong AoE that covers almost your entire screen. The Vaivora Vision for Onmyoji doubles its power and also inflicts a short debuff that increases the damage of Onmyoji skills.
Wind Shikigami: A good AoE for clearing field monsters.
Toyou: This skill has good range, but unfortunately, it deals pretty low damage.
Yin Yang Harmony: The only channeling skill Onmyoji has, and should be maxed for this reason.

Rune Caster

Rune Caster in particular has 9 spare points. These points can go anywhere since there isn’t really an ideal skill to use those points on. If you’re using the Vaivora Vision for this class, you’ll need several different casting skills to use in order to gain 5 stacks quickly.

Rune of Earth: It’s quite weak and doesn’t hit a lot of enemies. Usually used to gain 2 stacks for the “Rune Caster: Skilled Casting” attribute.
Rune of Repulsion: This is the Rune Caster skill that’s channeling and deals Psychokinesis damage.
Rune of Justice: This is initially a casting skill, but it can be changed to a channeling one via its Arts attribute.
Rune of Protection: Since the damage reduction only applies while you’re charging up a casting skill, it’s pretty useless for a channeling build. It’s usually used to gain stacks for the “Rune Caster: Skilled Casting” attribute, but it can also be used for its Giant attribute, which lets you travel long distances quickly.
Rune of Destruction: It’s a good filler that hits quite hard even without bonuses. Has a good chance to remove buffs in PvP if maxed. You can consider taking it if you want some PvP utility. It can also be used to gain stacks for the “Rune Caster: Skilled Casting” attribute.
Rune of Rock: A large AoE with a somewhat random hitbox. It can be used to gain stacks for the “Rune Caster: Skilled Casting” attribute, but beware of using it when those stacks are already at 5 with Rune Caster’s Vaivora Vision equipped, as those stacks will reset when this skill is used, which is a huge DPS loss for a channeling build.
Rune of Gravity: A close-range skill that deals Psychokinesis damage. Since most channeling skills in this build have low range, it can make for a good filler. Can be used to gain stacks for the “Rune Caster: Skilled Casting” attribute.
Rune of Beginning: A passive that gives a free damage bonus to Rune Caster skills.

6. Psychokino Equipment

Since Psychokino is a DPS class, you should use leather armor along with a staff and weapon ornament (aka trinkets) for weapons.

There are some fixed ichors out there that every Kino should keep an eye out for since the stats and effects they give can contribute greatly to their performance.

Vaivora Vision - Biased Gravity
TreeOfSavior_20210222_030741

This Vaivora Vision is designed specifically for us Kinos. It adds even more hits to Gravity Pole (and Psychic Pressure if the vision is Lv 4), making it ridiculously strong.

Dahlia Set - Infinity Blessing
TreeOfSavior_20210222_031332

The best set of fixed armor ichors for Kinos. This set increases the damage and decreases the cooldown of channeling skills. If that didn’t ring a bell, that means Psychic Pressure and Gravity Pole’s damage gets a huge increase with the whole set equipped. The stats shown above are its level 1 effects. You can upgrade this set up to level 3 to increase its stats and bonuses.

Earrings

If you plan on getting earrings to boost your Psychokino skill levels, go for ones that boost Rank 1 for Psychic Pressure, or Rank 3 for Gravity Pole.

7. Psychokino Special Costume

^ The costume on a male character

The Psychokino Special Costume can be bought from the Boutique inside the Beauty Shop for 129 TP. It alters the combat stance, and the animation for Psychic Pressure.

^ Comparison of normal vs special animation

8. External Resources

The links below are additional resources regarding Psychokino.

Psychokino - Tavern of Soul - Psychokino on the Tavern of Soul database

https://tos.neet.tv/skills?cls=Char2_4&f=1 - Psychokino on ToSNeet

Hidden Classes Unlock Guide Compilation - Google Docs - A guide on unlocking hidden classes. Use this to help unlock Rune Caster.

17 Likes

Nice guide! Psychokino is one of my favorite classes!
My main wizard is cryo kino sage and I love the perma cc and utility this build has.

I’d like to add that Sage’s ultimate dimensions increases the size of Heavy Ground which can be really good sometimes when you use magnetic force-> Ice tree-> heavy ground -> ultímate dimensions.

1 Like

Thanks for bringing this to my attention. I somehow missed such a basic thing :hey:

Since Raise is also a magic circle, I believe it will also be expanded with Ultimate Dimension, so I’ll include this in the guide.

In Fireball + Psychic Pressure interaction, which skills the dmg comes from? Someone said it comes from fireball, but I test both lv1 skill it seems comes from pp?

It will use Fireball’s damage; the same if you use the Storm Dust interaction.

does Fireball + PP have a target limit or it just hits anything those mini-fireballs scatter into? Also I am planning to take level 1 Raise just for the Fire Pillar interaction will that work enough?

Unfortunately, I have no idea if the combo has a target limit. When a target limit or AoE Attack Ratio isn’t specified, it’s usually safe to assume it’s either an unlimited target count or some really high number.

It will work. Raise will be useless outside of that because it’ll only lift 1 enemy.

Have you tried Icewall+PP+Firefox? If yes how many icewall can you hit with max PP

All of them :satisfaction:

1 Like

This guide is now updated for Episode 11. The following changes were made:

  • Changed the second bullet point under “Why play a Psychokino?
  • Added “Class Attributes” subsection. This part of the guide lists attributes that affect a skill from a different class or affects the class on a wider scale.
  • Added “Deleted/Moved Skills and Attributes” subsection and moved Teleportation there. Usually, skills under this new subsection won’t be updated further for historical purposes, but in Teleportation’s case, it was, and still is, a core Psychokino skill. Because of this, and the fact that it still works very similarly as it did before, it will still be treated like a Psychokino skill for this guide and will continue to be updated if further changes to this skill are made.
  • The recommended skill build is adjusted.
  • Some minor updates to “Class Synergy”.

The huge change in episode 11 is getting back 15 skill points that you would usually put into Teleportation. This means getting more points for Raise, Swap or Magnetic Force.

Teleportation as a Wizard allows to teleport to a max distance of 200 instead of 250. I hope this is still ok (the targeting sytem shuld be improved so you’re not teleported on the spot anymore).

A loss of 50 distance is pretty minor. You can still do things like 100% maps like Sanctuary, Valandis Room 91, etc.

I could do a lot with those 50 and it can be the difference between landing on a hidden area or not…

Topic says Heavy Gravity does not count for damage bonuses against slow enemies but this is not true for Sages class attribute.
Magnetic Force damage will also be applied if the collision occurs while the enemies are under heavy gravity due to being a non-property attack.

So as for Synergy, Psychokino provides 2 extra skills that will provide the slow requirement for Sage’s attribute and Sage improves Magnetic Force damage. In addition of course to the Raise and Heavy Gravity expansion from ultimate dimension.

1 Like

So informative… I am no wiz main but when I read your guide I feel like I wanna make one. Great job!

It seems like this was changed at some point then. Because the last time I tested this, it wasn’t applying any bonuses. I’ll retest this again to double check.

Edit: This has been corrected. Thanks for pointing it out. :satisfaction:

I am making a psycho, Chrono for pvp I love quirky classes is this a good build?

Hey, sorry for not replying earlier.

I don’t think Chrono is a strong PvP class. When combined with Kino, the most it can offer is resetting the cooldown of Magnetic Force in case you need a second cast of it immediately.

sorry I meant pve, seems like sage is a shop class and nothing more :confused:

Oh, in that case, it’s probably even worse. :sad:

Also, the guide has been updated to reflect changes made in the June 25, 2019 patch. The following changes were made:

  • Added information that Swap cannot be used in Raids.
  • Added information on Rune of Giants synergy with Teleportation.
  • Added missing information on Elementalist synergies with Psychokino. Whoops :’)