|Roles:||Ranged DPS, Healer|
|Armor Type||Light Armor|
|Stats|| Multi-Hit & Critical Hit (DPS)|
Multi-Hit & Focus Recovery (Healer)
Lore[edit | edit source]
Espers are masters of the mind who tap into powerful psychic energies to lash out and incapacitate enemies or strengthen and protect their friends.
The connection between the mind and body is a powerful thing, and no one demonstrates this better than an Esper. Rare individuals that display unusual mental fortitude, Espers must undergo rigorous training in order to harness the turbulent, chaotic energies of the mind – eventually learning to focus and transform this energy into telekinetic power. Once they have mastered this ability, Espers learn to use the psyblade – a sharp and deadly projectile weapon propelled through the air by the force of their minds.
But the psyblade is not the only weapon in the Esper's arsenal. They can also manipulate mental energy to create illusions so convincing they are capable of inflicting very real damage on their enemies. This same technique can be used to bolster friends, allowing them to return to the fray after being injured in battle. A fully trained Esper can turn the tide in any conflict, sustaining and healing their allies while dishing out devastating mental blasts against their foes.
Stats[edit | edit source]
For DPS the primary stats are Multi-Hit and Critical Hit. For healers the primary stats are Multi-Hit and Focus Recovery.
DPS stat priority[edit | edit source]
Critical Hit Severity to 22% > Vigor > Multi-Hit
Healer stat priority[edit | edit source]
Focus Recovery > Multi-Hit > Critical Hit > Critical Severity > Intensity
AMPs[edit | edit source]
|Assault Power I||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power II||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power III||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Strikethrough I||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough II||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough III||1||1||Increases Strikethrough Chance by 1%.|
|Armor Pierce I||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce II||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce III||1||1||Increases Armor Pierce by 2%.|
|Reckful||2||4||Landing a 5 Psi Point Assault Finisher grants an Empower for 8s.|
Increases Critical Hit Chance by 8%.
|The Power!||2||4||Landing a Critical Hit grants an Empower.|
Empower: Increases your Multi-Hit and Multi-Hit Severity by 5% for 8s.
|Follow Through||2||4||Landing an Assault Finisher grants an Empower.|
Empower: Assault Power is increased by 8% for 8s.
|True Sight||2||4||While above 3 PSI Points gain an Empower.|
Empower: Increases Strikethrough Chance by 8%.
|Superiority||2||4||While above 70% Health, gain Empower.|
Empower: Increases Damage Dealt by 8%.
|Quick Response||3||6||Landing a Critical Hit with a Finisher grants a 100% chance to reduce your cooldowns by 45%. This can only occur every 15s.|
|Figment||3||6||While above 70% health, damaging a foe has a 20% chance to manifest a Figment that deals 28 magic damage per second for 10s. Can only occur every 10s.|
|Critical Hit Severity I||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit Severity II||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit Severity III||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit I||1||1||Increases Critical Hit Chance by 2%.|
|Critical Hit II||1||1||Increases Critical Hit Chance by 2%.|
|Critical Hit III||1||1||Increases Critical Hit Chance by 2%.|
|No Pain No...||2||4||Taking damage has 10% chance to generate a Psi Point.|
|Tactician||2||4||Standing still for 1s grants an Empower and a Bastion.|
Empower: Increases Magic Damage Dealt by 4%.
Bastion: Increases outgoing healing by 4%.
|Refund||2||4||Whenever a Finisher is Deflected, gain 3 Psi Points. Can only occur every 5s.|
|Not Snackworthy||2||4||Activating Spectral Form grants an Empower.|
Empower: Increases Assault and Support Power by 10% for 5s.
|B-I-N-G-O||3||6||Landing a critical hit with a Builder has a 100% chance to generate 1 Psi Point. This can only occur every 5s.|
|Fisticuffs||3||6||Taking damage from a foe grants a Defense.|
Defense: Increases all Mitigation by 6% for 5s.
|Support Power I||1||1||Increases Support Power by 2.5% of your current maximum.|
|Support Power II||1||1||Increases Support Power by 2.5% of your current maximum.|
|Support Power III||1||1||Increases Support Power by 2.5% of your current maximum.|
|Focus Recovery I||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Recovery II||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Recovery III||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Cost I||1||1||Reduces Focus cost of spells by 5%.|
|Focus Cost II||1||1||Reduces Focus cost of spells by 5%.|
|Focus Cost III||1||1||Reduces Focus cost of spells by 5%.|
|Build Up||2||4||Healing an ally with a Builder grants 1 stack of Build Up to the ally.|
Build Up: At 3 stacks, restore an additional 49 health and remove all stacks.
|Inspiration||2||4||Landing a Basic Heal grants healed allies a Defense.|
Defense: Reduces Damage Taken by 8.5% for 5s.
|Focus Mastery||2||4||While below 20% Focus, your Support Finishers generate 40 Focus. This can only occur every 10s.|
|Spectral Shield||2||4||When you critically heal an ally they gain a 56 Absorption Shield.|
|Hard to Hit||2||4||Your heals have a 15% chance to grant a Defense.|
Defense: Increases Deflect Chance by 8% for 10s.
|Healing Touch||3||6||Whenever you use a Support Finisher on an ally below 60% health you restore an additional 66 health. Can only occur once every 4s per target.|
|Companion||3||6||When healing, you have a 20% chance to summon a Companion. It restores 27 health per second and lasts for 10s. This can only occur every 10s.|
|PvP Defense I||1||1||Increases PvP Defense by 1%.|
|PvP Defense II||1||1||Increases PvP Defense by 1%.|
|PvP Defense III||1||1||Increases PvP Defense by 1%.|
|Maximum Shield Capacity I||1||1||Increases Maximum Shield Capacity by 3%.|
|Maximum Shield Capacity II||1||1||Increases Maximum Shield Capacity by 3%.|
|Maximum Shield Capacity III||1||1||Increases Maximum Shield Capacity by 3%.|
|From the Grave||2||4||Upon death, heal all allies within the area for 595 health. This can occur every 2 minutes.|
|Psychic Barrier||2||4||Taking damage has 50% chance to grant a Defense.|
Defense: Deflect Critical Hit Chance is increased by 12% for 5s.
|Bounce Back||2||4||Taking damage from a Critical hit, you have a 25% chance to restore 61 health.|
|Stand Strong||2||4||When dropping below 35% health you gain a Defense.|
Defense: Increase Armor by 50% for 6s. This can only occur every 30s.
|Me Worry?||3||6||Dropping below 50% health, grants a Beacon and generates 1 Psi Point every 2s for 10s. This can only occur every 30s.|
Beacon: Increases healing received by 10% for 10s.
|Payback||3||6||When your spells are interrupted gain 1 Interrupt Armor for 5s. Additionally, your next heal will heal allies for an additional 75 health. This can only occur once every 10s.|
|Dash Regen I||1||1||Increases Dash Regeneration by 7%.|
|Dash Regen II||1||1||Increases Dash Regeneration by 7%.|
|Dash Regen III||1||1||Increases Dash Regeneration by 7%.|
|Cooldowns I||1||1||Increases cooldown reduction by 5%.|
|Cooldowns II||1||1||Increases cooldown reduction by 5%.|
|Cooldowns III||1||1||Increases cooldown reduction by 5%.|
|CC Duration I||1||1||Decreases CC Duration by 5%.|
|CC Duration II||1||1||Decreases CC Duration by 5%.|
|CC Duration III||1||1||Decreases CC Duration by 5%.|
|Molasses||2||4||Being CC'd grants an Absorption Effect that lasts for 5s and absorbs 74 damage. This can only occur every 10s.|
|Iron Reflexes||2||4||When you are CC'd you gain a Defense.|
Defense: Increases Armor by 35% for 5s. This can only occur every 15s.
|Mental Overflow||2||4||When your Psi Points are full and you would gain another one, you gain a Mental Overflow instead.|
Mental Overflow: For the next 8s, casting a Finisher will consume Mental Overflow and grant 1 Psi Point per stack. Stacks 2 times.
|Defensive Maneuvers||2||4||Dashing grants a Defense.|
Defense: Damage Mitigation is increased by 6% for 5s.
|Inspirational Charge||2||4||Landing a Finisher grants an Empower.|
Empower: The Cast time of Telekinetic Strike and Mind Over Body are reduced by 0.25s for 5s. This can only occur every 15s.
|Cheat Death||3||6||Upon dying, enter an immobile spirit form, which allows you to continue casting spells for 6s.|
|Feedback||3||6||When your shields become depleted, you apply a 60% Snare to 5 foes within 5m for 10s. This can only occur every 30s.|
|Lifesteal I||1||1||Increases Lifesteal by 2%.|
|Lifesteal II||1||1||Increases Lifesteal by 2%.|
|Lifesteal III||1||1||Increases Lifesteal by 2%.|
|PvP Power I||1||1||Increases PvP Power by 1%.|
|PvP Power II||1||1||Increases PvP Power by 1%.|
|PvP Power III||1||1||Increases PvP Power by 1%.|
|No Remorse||2||4||Deals an additional 18 magic damage to Snared Foes.|
|Duelist||2||4||Landing a hit with an Assault Finisher has a 50% chance to grant an Empower.|
Empower: Increases your PvP Power by 4.5% for 5s.
|Shocked||2||4||Landing a hit has a 25% chance to apply an Expose.|
Expose: Reduce the enemies PvP Defense by 4% of their current maximum for 5s. This can only occur every 1s.
|The Humanity||2||4||Landing a Finisher on a foe below 30% health deals an additional 43 magic damage.|
|Slow it Down||3||6||Landing a hit has a 25% chance to apply a Snare.|
Snare. Reduces movement speed by 30% for 5s.
|Rupture||3||6||Landing a hit on a foe has a 25% chance to spawn a Health Orb at their location, it can be picked up to restore 87 health. This can only occur every 5s.|
Abilities[edit | edit source]
|Telekinetic Strike||1||Deal 37 magic damage to 5 foes and generate a Psi Point.|
|Mind Burst||2||Deal magic damage to 5 foes.|
1PP: 28 dmg
2PP: 57 dmg
3PP: 85 dmg
4PP: 112 dmg
5PP: 141 dmg
|Concentrated Blade||4||Manifest a psyblade that, after 3s, spins to the nearest foe dealing 40 magic damage and generating a Psi Point.|
|Blade Dance||14||Deal magic damage to 5 foes every 0.5s.|
1PP: 6 dmg per tick
2PP: 13 dmg per tick
3PP: 19 dmg per tick
4PP: 26 dmg per tick
5PP: 32 dmg per tick
|Telekinetic Storm||8||Conjure a storm, lasting for 7s, that erupts upon attaching to a foe or reaching the end of its path.|
The storm deals magical damage to 5 foes every 1s.
1PP: 6 dmg per tick
2PP: 10 dmg per tick
3PP: 16 dmg per tick
4PP: 21 dmg per tick
5PP: 27 dmg per tick
|Illusionary Blades||22||Gain a stack of Illusion and deal magic damage to 5 foes.|
Illusion: Deal additional magic damage with each hit of Psychic Frenzy or Blade Dance. Stacks 5 times.
1 Illusion: 16 dmg
2 Illusion: 18 dmg
3 Illusion: 18 dmg
4 Illusion: 20 dmg
5 Illusion: 20 dmg
If Illusionary Blades is not cast for 8s, remove 1 Illusion every 1s.
|Psychic Frenzy||10||Conjure 3 spectral blades that each deal 16 magic damage to 5 foes and generate a Psi Point.|
Blades swing once per cast and can only generate 1 Psi Point total.
|Spectral Swarm||16 (AMPs)||Manifest 3 Phantoms that each deal 6 magic damage every 1.25s for 10s. Generate a Psi Point.|
|Haunt||18||Deal 56 magic damage and apply an Expose to 5 foes for 6s. Generate a Psi Point.|
Expose: Reduces Magic Mitigation by 6%.
Shares a cooldown with Pyrokinetic Flame.
|Reap||5||Deal 57 magic damage to 1 foe and generate a Psi Point.|
Usable while above 2 Psi Points.
|Warden||27||Conjure a Warden that restores 27 health to yourself or an ally. Generate a Psi Point|
The Warden also restores 6 health to 5 nearby allies every 2s for 10s.
|Mental Boon||24||Restore health plus grant a Nimble to yourself and 4 hurt allies every 0.5s for 6.0s.|
1PP: 1 heath
2PP: 2 heath
3PP: 4 heath
4PP: 5 heath
5PP: 6 heath
Nimble Increaes Dash Regen by 15% | 20% | 25% | 30% | 42%.
|Pyrokinetic Flame||21||Conjure a torch, lasting 6.0s, that ignites upon attaching to a foe or reaching the end of its path. Generate a Psi Point.|
The torch deals 4 magic damage to 5 nearby foes and restores 4 health to 5 nearby allies every 1.0s.
Instant cast when above 2 Psi Points.
Shares a cooldown with Haunt.
|Mirage||18 (AMPs)||Create a Mirage, lasting 30.0s, at the targeted location.|
The first injured ally that walks into the Mirage receives 117 health and you generate a Psi Point.
|Mending Banner||15||Restore health to yourself or an ally.|
1PP: 7 Focus, 15 health
2PP: 14 Focus, 29 health
3PP: 21 Focus, 43 health
4PP: 28 Focus, 56 health
5PP: 35 Focus, 71 health
|Soothe||13||Restore health to yourself and your 4 most injured allies. Generate 1 Psi Point at C2 and 2 at C3.|
C1: 8 Focus, 15 health, Instant
C2: 12 Focus, 20 health, 1.25s Charge
C3: 17 Focus, 30 health, 2.50s Charge
|Phantasmal Armor||11||Grant yourself or an ally 96 absorb for 10.0s and 1 Interrupt Armor for 5.0s.|
|Reverie||9||Restore health to yourself and 9 party members.|
1PP: 6 Focus, 13 health
2PP: 12 Focus, 25 health
3PP: 18 Focus, 37 health
4PP: 24 Focus, 49 health
5PP: 31 Focus, 62 health
|Bolster||9||Restore 3 health to yourself or an ally every second for 7.0s. Stacks 2 times. If your Support Power is greater than your Assault Power, generate a Psi Point.|
|Mind Over Body||6||Restore 37 health to yourself or an ally. Generate a Psi Point.|
|Crush||1||Deal 10 magic damage and apply a Knockdown to 5 foes.|
Knockdown: Prevents any action, except Dash, for 4.0s. Destroys 1 Interrupt Armor.
|Geist||6||Manifest a Geist that deals 13 magic damage every 2.25s for 15.0s. While Geist is alive damage taken is reduced by 15%.|
Geist generates 400% Threat.
|Restraint||13||Manifest a field, lasting 4.0s, on top of a foe.|
The field deals 9 magic damage and applies a Root to 5 foes every 1.0s.
Root: Prevents movement for 3.0s.
|Catharsis||15||Restore 8 health and Cleanse 2 Debuffs from yourself and 5 allies.|
|Meditate||18||Restore 40 Focus plus 2 Focus every 0.50s for 5.0s.|
|Shockwave||24||Deal 30 magic damage and apply a 12m Knockback to 5 foes.|
Knockback: Destroys 1 Interrupt Armor.
|Fixation||18 (AMPs)||Reduce all cooldowns by 20% and generate 3 Psi Points.|
Usable while in combat.
|Incapacitate||21||Deal 14 magic damage and apply a Subdue to 5 foes.|
Subdue: Prevents ability usage for 4.0s or until after your weapon has been recovered.
|Fade Out||15||Jump backward 8m breaking all CC's and apply Pacify to 5 foes.|
Pacify: Reduces damage dealt to the Pacifier by 25% for 4.0s.
|Projected Spirit||31||Dash forward, restoring 56 health to yourself and 5 allies.|
|Spectral Form||1||1Grant 187 absorb and generate 1 Psi Point every 1s for 5s.|
Additionally, grant 1 Interrupt Armor for 5s.
Gallery[edit | edit source]
Videos[edit | edit source]
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