I used to play Achaea years ago and am thinking of returning. My question is I’ve thought about either Priest/Psion...potentially both whenever I decide to multi class. Can someone give me the lowdown with both I know priest has changed since I’ve been away was wondering is it still viable in PvP and is PvE any good? Also does it still rely on reducing a person’s mana until it can absolve it or are the chants good enough to put in another good kill path. Also Psion, I hear the pve is bad but is it like snb sownon damage but can tank or just like blademaster squishy and not much power behind the attack on pve also pvp how does it function I hear it is different from most classes. Sorry for the long post just super interested thanks!
Psion is tricky, and truthfully it's both the newest and least played class, so getting a fully informed perspective is difficult. From what I've seen and heard, it's miserable in PvE as it does poor damage and is very squishy. Its PvP is also a hybrid-style offense, involving both limb prep (some of the best in terms of ease, 4 hit breaks unaffected by parry), and a heavy affliction component. Rather than stack afflictions in a traditional way, psion involves shallow stacks that very quickly turn into kills, making smart priority swapping a must to survive them. They have a pretty ridiculous number of kill paths (affliction kill, unique lock, mana kill, damage kill via flurry) but require some finesse and timing to pull off. Its signature ability, miriad, is amazing - it lets you create copies of yourself to fight multiple people at once! I would say it's not a particularly friendly class to ease into though, since surviving and killing as a psion requires you to use a lot of different tools.
As a side note, blademaster is no longer terrible when it comes to PvE, if that's a consideration.
Psion has to track limb damage a lot more cleanly than others, as many of their hits have secondary effects based on limb damage or other states (such as prone). Issam mentioned every limb takes four hits, but a recent change to hamstring (the leg hit) has made that particular strike five instead of four.
Priest has to track multiple afflictions that share the same cures, limb damage, limb breaks, enemy mana, prayer chains, angel health, and conviction.
The only two that aren’t really self explanatory are prayer chains and conviction. A prayer always starts at 0, and each prayer after that increases it by 1. After a few seconds of not fighting, the prayer chain closes and starts over at 0. You can also end the chain early and give a second affliction (masochism, hallucinations, or paranoia) by using a rebuke.
Some prayers require a certain prayer length. Glory, for instance, can only be recited if your prayer length is already at least two.
When a prayer ends, you gain 5% conviction per prayer in the chain. You can spend that conviction on stronger prayers.
An example of this is Revelations, Priest’s only way of giving hellsight now. In order to recite revelations, you must have a prayer length of at least 3 and it costs some nontrivial conviction (10%, I believe - I avoid the hellsight route because it takes too long). That means that before you can give hellsight, you have to pray, pray + rebuke, pray, pray, pray, revelations.
Wrath is the other big offender. It requires a length of at least one and costs 20% conviction. It does mana drain with the exact same scaling as sap, just in class balance. This sounds CRAZY, but I’m practice, it’s pretty difficult to pull off. You can, however, surprise people with a wrath/absolve at ~ 75% if you win enough momentum and throw in some well-timed limb breaks.
The final consideration that’s unique to the class is that some prayers can only be used once per chain. Revelations and Wrath both fall under this category. That means after you use either one, you have to close the current chain and start a new one before you can use them again.
This effectively gives you a long-ass setup that can be ruined by using a prayer at the wrong time.
Priest is, however, extremely oppressive as Issam said. They can easily stick things like stupidity, dizziness, confusion, epilepsy, weariness, and clumsiness. The different balance knocks and hindering styles of each add play really well together.
As for unique adds to, they have a few. The important one is guilt. If you have guilt and focus, you cure that mental add but immediately gain another one. Guilt is a lobelia cure, so you have to stick it before you can progress the mental route (arguably the fastest Priest route).
Issam covered the rest wonderfully, with the exception that unartied priest can struggle a bit. It takes EITHER an Artie mace or a diadem to really shine (mace increase smite speed, but a diadem allows you to recite penance (paralysis) + perform sloth (weariness) and get balance immediately after they eat kelp. That makes your next para stick for the entire herb balance and wins you the momentum at the gate.