Difference between revisions of "Psionic (Long War)"

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(→‎Mind Controlling an Ethereal: if you think Combat Stims increase will please mention it also on Equipment page. I think they don't but can't currently test it.)
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{{CheckOutdated (Long War)|b15}}
 
<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
 
[[File: Soldiers_PSI.png|left|192px]]
 
[[File: Soldiers_PSI.png|left|192px]]
'''Psi powers''' have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels.
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{{Toc (Long War)|120}}
<br /><br /><br /><br />
 
<gallery mode="packed" caption="Class icons" widths="64px" heights="64px" >
 
File: PSIONIC ASSAULT.png|Assault
 
File: Psionic Infantry (Long War).png|Infantry
 
File: PSIONIC HEAVY.png|Gunner
 
File: Psionic Rocketeer (Long War).png|Rocketeer
 
File: Psionic Scout (Long War).png|Scout
 
File: PSIONIC SNIPER.png|Sniper
 
File: Psionic Engineer (Long War).png|Engineer
 
File: PSIONIC SUPPORT.png|Medic
 
</gallery>
 
<br />
 
  
 +
'''Psi powers''' have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels.
 +
 +
<div style="text-align: center;">
 +
<div style="display: inline-block;">
 +
{| class="wikitable" style="margin-right:10%;"
 +
|-
 +
! colspan="8" | Class icons
 +
 +
|- align="center"
 +
| [[File: PSIONIC ASSAULT.png|64px]]
 +
| [[File: Psionic Infantry (Long War).png|64px]]
 +
| [[File: PSIONIC HEAVY.png|64px]]
 +
| [[File: Psionic Rocketeer (Long War).png|64px]]
 +
| [[File: Psionic Scout (Long War).png|64px]]
 +
| [[File: PSIONIC SNIPER.png|64px]]
 +
| [[File: PSIONIC SUPPORT.png|64px]]
 +
| [[File: Psionic Engineer (Long War).png|64px]]
 +
 +
|- align="center"
 +
| Assault
 +
| Infantry
 +
| Gunner
 +
| Rocketeer
 +
| Scout
 +
| Sniper
 +
| Medic
 +
| Engineer
 +
|}
 +
</div>
 +
</div>
 +
 +
<div style="clear:both;"></div>
  
 
== Psi-abilities ==
 
== Psi-abilities ==
 
{| class="wikitable" width="100%"
 
{| class="wikitable" width="100%"
|-
+
|-  
 +
! align="center" style="width: 5%; padding:5px;" | Level
 
! width="10%" align="center" | Rank
 
! width="10%" align="center" | Rank
 
! width="60%" align="center" colspan="4"| Psionic Ability
 
! width="60%" align="center" colspan="4"| Psionic Ability
  
 
|- align="center"  
 
|- align="center"  
 +
! rowspan="1" | 1
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Awakened'''
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Awakened'''
| width="30%" | {{ Regen Biofield (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Regen Biofield (Long War)|text=1}}
| width="30%" | {{ Neural Feedback (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Neural Feedback (Long War)|text=1}}
| width="30%" | {{ Mindfray (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Mindfray (Long War)|text=1}}
 
|- align="center"
 
|- align="center"
 +
! rowspan="1" | 2
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Sensitive'''
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Sensitive'''
| width="30%" | {{Distortion Field (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{Distortion Field (Long War)|text=1}}
 
| width="30%" |  
 
| width="30%" |  
| width="30%" | {{Psi Inspiration (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{Psi Inspiration (Long War)|text=1}}
 
|- align="center"
 
|- align="center"
 +
! rowspan="1" | 3
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Talent'''
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Talent'''
| width="30%" | {{Psi Panic (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{Psi Panic (Long War)|text=1}}
 
| width="30%" |  
 
| width="30%" |  
| width="30%" | {{ Mind Merge (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Mind Merge (Long War)|text=1}}
 
|- align="center"
 
|- align="center"
 +
! rowspan="1" | 4
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Adept'''  
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Adept'''  
| width="30%" | {{ Psychokinetic Strike (Long War)|text=1}}
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| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Psychokinetic Strike (Long War)|text=1}}
| width="30%" | {{ Pyrokinesis (Long War)|text=1}}
+
| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Pyrokinesis (Long War)|text=1}}
| width="30%" | {{ Telekinetic Field (Long War)|text=1}}
+
| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Telekinetic Field (Long War)|text=1}}
 
|- align="center"
 
|- align="center"
 +
! rowspan="1" | 5
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Psion'''
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Psion'''
 
| width="30%" |  
 
| width="30%" |  
| width="30%" | {{ Mind Control (Long War)|text=1}}
+
| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Mind Control (Long War)|text=1}}
 
| width="30%" |  
 
| width="30%" |  
 
|- align="center"
 
|- align="center"
 +
! rowspan="1" | 6
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Master'''
 
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Master'''
 
| width="30%" |  
 
| width="30%" |  
| width="30%" | {{ Rift (Long War)|text=1}}
+
| width="30%" style="vertical-align:top; padding-top: 25px;" | {{ Rift (Long War)|text=1}}
 
| width="30%" |  
 
| width="30%" |  
 
|- align="center"
 
|- align="center"
 
|}
 
|}
  
== Training ==
+
==Training==
 +
===Creating a Psionic Soldier===
 +
After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of [[Research (Long War)#Xenology|Xenopsionics]] and the construction of the [[Psionic_Labs_(Long_War)|Psionic Labs]], which are located in the [[Barracks (Long War)|Barracks]], and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, ''Awakened''.
  
=== Limitations ===
+
===Limitations===
 +
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.
 +
 
 +
===Gaining Psi Ranks===
 +
Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that 'extra' Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.
  
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.
+
The [[Equipment (Long War)#Miscellaneous gear|Neuroregulator]] (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four.
  
=== Unlocking Psi powers ===
+
Every round of training takes approximately 5-10 days (this is halved with Nigeria's ''Old Path'' starting bonus); the duration of the training and it's success chance is affected by the soldier's Will score, with higher Will scores leading to shorter training times and higher success rates.
  
By default, only Mindfray is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.
+
Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level: [1 + rand(6)].
  
Psi-powers are now more effective based on the will score of the caster. For instance, Mind Merge will add (will/60) damage reduction to the target.
+
===Success rate===
 +
The success rate of the training depends on the soldier's Will and the Psi Rank. If the target will for the level is equal to the soldier's will, the chance is 45% (65% with Mexico's starting bonus ''Legacy of Uxmal''). It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.
  
Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).
+
The target will values are:
  
=== Psi XP ===
+
* '''Level 1 Awakened:''' 50
 +
* '''Level 2 Sensitive:''' 60
 +
* '''Level 3 Talent:''' 70
 +
* '''Level 4 Adept:''' 80
 +
* '''Level 5 Psion:''' 95
 +
* '''Level 6 Master:''' 120
  
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions.
+
===Effects on Fatigue===
Reaching a threshold of Psi XP is required to undergo additional Psi Training ('extra' Psi XP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and its success is affected by the tester's will score.
+
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned as follows:
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current Psi XP level and cap in their Barracks profile.
 
  
===Psi Ranks and XP gain===
+
* '''Level 1 Awakened:''' +24 hours
 +
* '''Level 2 Sensitive:''' +30 hours
 +
* '''Level 3 Talent:''' +36 hours
 +
* '''Level 4 Adept:''' +48 hours
 +
* '''Level 5 Psion:''' +60 hours
 +
* '''Level 6 Master:''' +72 hours
  
In Long War Psi XP is awarded passively only after a successful mission.  Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/her psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.
+
Note the Egypt's starting bonus ''Gift of Osiris'' halves this additional fatigue.
A soldier gains a new Psi Rank for 5 completed missions, unless the Neuroregulator (an EXALT loot item) is used. Thus, to achieve the final rank of Master you should require approximately 30 missions per soldier. <br>
 
  
 +
===Unlocking Additional Psi Powers===
 +
By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing [[Research_(Long_War)#Alien_Autopsies|autopsies]] and [[Research_(Long_War)#Alien_Interrogations|interrogations]], with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.
  
=== Success rate ===
+
==Mechanics of the Powers==
 +
===Psionically Active===
 +
Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as "Psionically Active". Psionically active [[Officers_(Long_War)|Officers]] who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.
  
The success rate of the training depends on the soldier's will and the level. If the target will for the level is equal to the soldier's will, the chance is 45%. It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.
+
* ''Psi Inspiration'': Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.
 +
* ''Mind Merge'': Provides benefits based off the casters Will, including a buff to the targets Will. A psionically active unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect.
 +
* ''Psi Panic'': A unit with an active outstanding Psi Panic effect is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.
 +
* ''Mind Control'': A unit with an active outstanding Mind Control effect is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.
 +
* Officers: An [[Officers_(Long_War)|Officer]] who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk Lead By Example.
  
The target will values are:
+
===Opposed Will Check===
 +
''Mindfray'', ''Psi Panic'', and ''Mind Control'' require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for ''Neural Feedback'', if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster's and target's Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:
  
* '''Level 1:''' 50
+
* ''Mindfray'': 50%
* '''Level 2:''' 60
+
* ''Neural Feedback'': 50%
* '''Level 3:''' 70
+
* ''Psi Panic'': 40%
* '''Level 4:''' 80
+
* ''Mind Control'': 15%
* '''Level 5:''' 95
 
* '''Level 6:''' 120
 
  
=== Effects on fatigue ===
+
===Range===
 +
The range of ''Psi Inspiration'', ''Psychokinetic Strike'', and ''Pyrokinesis'' scales with the user's Will according to the following formula:
  
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.
+
AbilityRange = VisualRange * (1 - (28 / (28 + Will)))
  
== In-game application of powers ==
+
This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:
  
*Only one power from Psi rank can be chosen. Note that some powers cannot be cast on the same target (i.e.: an Inspired soldier cannot be Merged with). Be mindful that several powers are passive abilities.
+
* ''Neural Feedback'': all allies within 8 tiles of the caster
*In order to unlock most powers, it is necessary to complete some research or achieve some feats in-game.
+
* ''Regen Biofield'': all allies within 3 tiles of the caster
 +
* ''Distortion Field'': all allies within 4 tiles of the caster
 +
* ''Mindfray'', ''Mind Control'', ''Rift'': visual range
  
{| class="wikitable" width="85%"  
+
===Detailed Information===
 +
{| class="wikitable" width="100%"  
 
|-  
 
|-  
 +
! align="center" style="width:5%; padding:5px;" | Level
 
! width="12%" align="center" | Psionic Ability
 
! width="12%" align="center" | Psionic Ability
 
! width="18%" align="center" | Prerequisite
 
! width="18%" align="center" | Prerequisite
 
! width="80%" align="center" colspan="1"| Description
 
! width="80%" align="center" colspan="1"| Description
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC MINDFRAY.png|32px]] <br />'''Mind Fray''' || None || If successful, deals 1 damage to the target and applies a 'Hallucinations' status effect that reduces the victim's will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.
+
! rowspan="3" | 1
 +
| style="padding: 15px;" | {{ Mindfray (Long War) }} || None  
 +
| style="text-align: left; padding: 0 25px;" | The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a 'Hallucinations' status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.
 +
|- align="center"
 +
| style="padding: 15px;" |  {{ Neural Feedback (Long War) }} || None
 +
| style="text-align: left; padding: 0 25px;" | Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.
 
|- align="center"
 
|- align="center"
| [[File:Neural_Feedback.png|32px]] <br />'''Neural Feedback''' || None || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.
+
| style="padding: 15px;" |  {{ Regen Biofield (Long War) }} || [[Research (Long War)#Alien Interrogations|Thin Man Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.
 
|- align="center"
 
|- align="center"
| [[File:Regen_Biofield.png|32px]] <br />'''Regen Biofield''' || Thin Man Interrogation || Like the Elite EXALT Medic's ability, provides +1 HP regeneration and has a 50% chance to cure acid or reduce panic duration (separate rolls) to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus armor HP.
+
! rowspan="2" | 2
 +
| style="padding: 15px;" |  {{ Psi Inspiration (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. The cast distance scales with the caster's Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC PSIINSPIRATION.png|32px]] <br />'''Psi Inspiration''' || Sectoid Interrogation || Psi Inspiration removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket.
+
| style="padding: 15px;" |  {{ Distortion Field (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.
 
|- align="center"
 
|- align="center"
| [[File:Distortion_Field.png|32px]] <br />'''Distortion Field''' || Muton Interrogation || Works the same as the vanilla MEC ability, that is, provides +10 defense to all units within 4 tiles of the Psionic Trooper. Is always on. However, watch out for grenade-bait formations.
+
! rowspan="2" | 3
 +
| style="padding: 15px;" |  {{ Mind Merge (Long War) }} || [[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]  
 +
| style="text-align: left; padding: 0 25px;" | Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster's Will (the formula is 25 + [casterWill / 10]). Mind Merge can't be applied by or to "psionically active targets", which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC MINDMERGE.png|32px]] <br />'''Mind merge ''' || Sectoid Commander Autopsy || Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will. It also grants increased critical hit chance and a will bonus, which also scales with the mind merge caster's will. Mind merge can't be applied to psionically active targets such as soldiers with Psi Inspiration buff or those who are already mind merged. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.
+
| style="padding: 15px;" |  {{ Psi Panic (Long War) }} || [[Research (Long War)#Alien Interrogations|Berserker Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of [[Alien Life Forms (Long War)#Mechtoid|Mechtoids]]. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC PANIC.png|32px]] <br />'''Psi Panic''' || Berserker Interrogation || Cause target to panic, if the target's Will check is failed. Robotic enemies are immune with the exception of the [[Mechtoid (EU2012)|Mechtoids]]. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it's now a reliable two turn disable.  
+
! rowspan="3" | 4
 +
| style="padding: 15px;" |  {{ Psychokinetic Strike (Long War) }} || [[Research (Long War)#Alien Interrogations|Sectoid Commander Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | A cover-destroying, free-aimed psionic attack. AoE ''trigger'' field about the size of a grenade's blast, any destructible item that is even partially in the field is ''entirely'' destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). It does not cause any damage to units, just cover. The cast distance scales with the user's Will (see above).
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC PSIDRAIN.png|32px]] <br />'''Psychokinetic Strike''' || Sectoid Commander Interrogation || A cover-destroying, free-aimed psionic attack. AoE ''trigger'' field about the size of a grenade's blast, any destructible item that is even partially in the field is ''entirely'' destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.
+
| style="padding: 15px;" |  {{ Pyrokinesis (Long War) }} || [[Research (Long War)#Alien Interrogations|Muton Elite Interrogation]]  
 +
| style="text-align: left; padding: 0 25px;" | Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user's Will (see above).
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC TELEKINETICFIELD.png|32px]] <br />'''Telekinetic Field''' || Ethereal Autopsy || Same as vanilla: +40 defense in a wide radius, centered on the caster, reveals [[Seeker (EU2012)|Seekers]]. As with Distortion Field, beware of grenades and other area attacks.
+
| style="padding: 15px;" | {{ Telekinetic Field (Long War) }} || [[Research (Long War)#Alien Autopsies|Ethereal Autopsy]]
 +
| style="text-align: left; padding: 0 25px;" | Provides +40 Defense in a wide radius, centered on the caster as well as revealing [[Alien Life Forms (Long War)#Seeker|Seekers]].
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC MINDCONTROL.png|32px]] <br />'''Mind Control''' || Ethereal Interrogation || Same as vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while under Mind Control.
+
! rowspan="1" | 5
 +
| style="padding: 15px;" | {{ Mind Control (Long War) }} || [[Research (Long War)#Alien Interrogations|Ethereal Interrogation]]
 +
| style="text-align: left; padding: 0 25px;" | The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, alien weapons are no longer dropped intact if killed while under Mind Control.
 
|- align="center"
 
|- align="center"
| [[File:PSIONIC RIFT.png|32px]] <br />'''Rift''' || Ethereal Mind Control || A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.
+
! rowspan="1" | 6
 +
| style="padding: 15px;" |  {{ Rift (Long War) }} || [[Alien Life Forms (Long War)#Ethereal|Ethereal]] [[Abilities List (Long War)#Mind Control|Mind Control]]
 +
| style="text-align: left; padding: 0 25px;" | A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift. Casting it also requires a [[Vortex Armor (Long War)|Vortex Armor]] equipped.
 
|}
 
|}
  
== Tactical Advice ==
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==Tactical Advice==
*'''Neural Feedback''' vs '''Regen Biofield''' vs '''Mind Fray'''
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===Neural Feedback vs Regen Biofield vs Mind Fray===
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Regen Biofield is another passive ability focused on having a chance to remove status effects and heal non-armor HP.
+
''Mindfray'' is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.
 +
 
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''Neural Feedback'' on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it's possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.
 +
 
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''Regen Biofield'' is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock [[Equipment_(Long_War)#Weapon_attachments|Neural Gunlink]] and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won't need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.
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===Distortion Field vs Psi Inspiration===
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''Distortion Field'' is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an [[Assault (Long War)|Assault]] class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.
 +
 
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''Psi Inspiration'' is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.
  
*'''Distortion Field''' vs '''Psi Inspiration'''
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===Psi Panic vs Mind Merge===
Distortion Field is a passive ability that applies +10 defense to soldiers other than the psion in the area. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.
+
''Psi Panic'' is an excellent way to disable key aliens for multiple turns when (read: not "if") you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game.
  
*'''Psi Panic''' vs '''Mind Merge'''
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''Mind Merge'' can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers. It's buffs are excellent on tanks and frontline DPS like infantry, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage, though as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline troopers like LMG gunners, or critical hit sniper who are out of position and unable to immediately contribute, or consumable users such as rocketeers and grenadiers who want to keep their consumables in reserve.
Psi Panic is an excellent way to disable key aliens when (read: not "if") you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.
 
  
*'''Telekinetic Field''' vs '''Pyrokinesis''' vs '''Psychokinetic Strike'''
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===Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike===
Three very strategic abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range and/or high-move soldiers, so they can cast it to whoever else needs it. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: TK Field has an unfortunate habit of thusly drawing fire to any soldiers ''not'' under it's active protection, so have them at least in high cover or out of alien LoS.
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For these three abilities, soldier class will be the primary decider, followed by playstyle.
  
PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don't want to blow a unreliable rocket or grenade on some cover (and/or don't want to risk killing the alien for either capture or artifacts). It's for when some cover needs to be destroyed ''right now''. It's range is line of sight (and you can cheese it a bit around corners/cover that the soldier shouldn't be able to see around). In programming terms: any game asset 'prop' that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit.
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''Telekinetic Field'' lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren't too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers ''not'' under it's active protection, so have them at least in high cover or out of alien LoS.
  
Pyrokinesis is adapted from the MEC's Flamethrower: it casts a non-damaging fire (that ''gradually'' destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (ie: force Chryssalids and Berserkers to ether stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic's alternative to Psi Panic (though keep in mind it doesn't keep enemies from ''firing'').
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''Psychokinetic Strike'' can turn any soldier in to an ersatz Sapper [[Engineer (Long War)|Engineer]], or can be used when you don't want to blow a unreliable rocket or grenade on some cover (and/or don't want to risk killing the alien for either capture or artifacts). It's for when some cover needs to be destroyed ''right now''. In programming terms: any game asset 'prop' that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It's range is below visual range, like grenades so it's best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.
  
*'''Regen Double Dip MC'''
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''Pyrokinesis'' is adapted from the MEC's Flamethrower: it casts a non-damaging fire (that ''gradually'' destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic's alternative to Psi Panic (though keep in mind it doesn't keep enemies from ''firing''). Concealment [[Scout (Long War)|Scouts]] in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.
 
  
*'''Suit up for the Rift'''
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===Mind Control===
To use Rift in battle, there are 4 requirements a soldier must meet:
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''Mind Control'' is the only choice, and it's as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.
* Gain sufficient PsiXP
 
* Have previously mind controlled an Ethereal
 
* Successfully completed the training for Rift in the Psi Lab
 
* And lastly, the soldier ''must'' wear Vortex Armor into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.
 
  
=== Mind Controlling an Ethereal ===
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Note that if you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.
  
Base ethereal will is 135 on normal/classic, 155 on brutal, and 160 on impossible (they gain +15 will with their regen upgrade).
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===Rift===
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To use Rift in battle, there are 4 requirements a soldier must meet:
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* Gain sufficient PsiXP to advance to the psionic rank of Master
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* Have previously Mind Controlled an Ethereal
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* Successfully completed the Master rank training for Rift in the Psi Lab
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* And lastly, the soldier ''must'' wear [[Vortex Armor (Long War)|Vortex Armor]] into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.
  
Ethereals gain +55 will at max research (1200 days in, the first +15 increase is at 420 days).
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===Mind Controlling an Ethereal===
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In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using ''Psi Inspiration'' and/or ''Mind Merge'', and focus on lowering its will using multiple stacks of Mindfray while keeping it docile with Psi Panic. Other buffs to Will, such as Mind Shield, Neuroregulator, and Vortex Armor can help.
  
Ethereal pod leaders can also gain another +70 will.
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Base [[Alien Life Forms (Long War)#Ethereal|Ethereal]] will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max [[Alien Research (Long War)|Alien Research]] (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will ("Superboss" Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).
  
In order for MC to have a 50% chance of succeeding your Psionic soldier must have 30 more will (buffs included) than the target.
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The "Perfect Information" Second Wave Option will allow you to check an Ethereal's Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The [[Hyperwave Relay (Long War)|Hyperwave Relay]] can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.
  
 
==See also==
 
==See also==

Revision as of 12:29, 15 January 2021

Soldiers PSI.png

Psi powers have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic (barring some exceptions). There are many more powers distributed among more levels.

Class icons
PSIONIC ASSAULT.png Psionic Infantry (Long War).png PSIONIC HEAVY.png Psionic Rocketeer (Long War).png Psionic Scout (Long War).png PSIONIC SNIPER.png PSIONIC SUPPORT.png Psionic Engineer (Long War).png
Assault Infantry Gunner Rocketeer Scout Sniper Medic Engineer

Psi-abilities

Level Rank Psionic Ability
1 CLASS PSIONIC.png
Awakened
Regen Biofield
Regen Biofield
Nearby allies are healed for 1 health each turn, and has a 100% chance to remove acid effects (after b15f2). This does not repair damage to body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)


Neural Feedback
Neural Feedback
Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Protects the psion and nearby allies who pass a will check. Imposes +24 hours fatigue after missions.


Mindfray
Mindfray
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.


2 CLASS PSIONIC.png
Sensitive
Distortion Field
Distortion Field
Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)


Psi Inspiration
Psi Inspiration
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.


3 CLASS PSIONIC.png
Talent
Psi Panic
Psi Panic
Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.


Mind Merge
Mind Merge
Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.


4 CLASS PSIONIC.png
Adept
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.


Pyrokinesis
Pyrokinesis
Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.


Telekinetic Field
Telekinetic Field
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.


5 CLASS PSIONIC.png
Psion
Mind Control
Mind Control
Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.


6 CLASS PSIONIC.png
Master
Rift
Rift
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.


Training

Creating a Psionic Soldier

After 5 total completed missions a soldier can be trained in psionics, with a choice at first rank of one of three Psionic powers: Neural Feedback, Mindfray, or Regen Biofield. This training requires the research of Xenopsionics and the construction of the Psionic Labs, which are located in the Barracks, and there are 3 slots for training. Upon successful completion of the training, the soldier will become rank 1 psionic, Awakened.

Limitations

MEC Troopers, Officers, and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.

Gaining Psi Ranks

Subsequent ranks can be unlocked by completing 5 successful missions between each Psionic Rank up. Each completed mission awards the soldier with exactly 1/5th of the necessary Psi XP to advance to the next rank; note that 'extra' Psi XP earned will not roll over for the next level. You can see the current Psi XP level and cap in their Barracks profile.

The Neuroregulator (an EXALT loot item) provides a +50% bonus to Psi XP earned; effectively, it is counted as an additional half mission for each mission it is worn in. Thus, if a soldier wears the item for any two missions between each rank, it will shorten this time by one mission, from five down to four.

Every round of training takes approximately 5-10 days (this is halved with Nigeria's Old Path starting bonus); the duration of the training and it's success chance is affected by the soldier's Will score, with higher Will scores leading to shorter training times and higher success rates.

Each rank will offer the selection of a new psionic perk and provide the Psionic Soldier with a bonus of 1-6 extra Will per psi level: [1 + rand(6)].

Success rate

The success rate of the training depends on the soldier's Will and the Psi Rank. If the target will for the level is equal to the soldier's will, the chance is 45% (65% with Mexico's starting bonus Legacy of Uxmal). It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.

The target will values are:

  • Level 1 Awakened: 50
  • Level 2 Sensitive: 60
  • Level 3 Talent: 70
  • Level 4 Adept: 80
  • Level 5 Psion: 95
  • Level 6 Master: 120

Effects on Fatigue

A psi-trained soldier takes longer to recover from post-battle fatigue. The increase is dependent upon powers learned as follows:

  • Level 1 Awakened: +24 hours
  • Level 2 Sensitive: +30 hours
  • Level 3 Talent: +36 hours
  • Level 4 Adept: +48 hours
  • Level 5 Psion: +60 hours
  • Level 6 Master: +72 hours

Note the Egypt's starting bonus Gift of Osiris halves this additional fatigue.

Unlocking Additional Psi Powers

By default, only Mindfray and Neural Feedback are available. Unlocking further powers is generally accomplished by performing autopsies and interrogations, with the final rank Rift being a notable exception. Unlocking Rift requires the soldier to Mind Control an Ethereal in battle; each soldier attempting to attain the final rank of Psionics and learn Rift must successfully perform this feat.

Mechanics of the Powers

Psionically Active

Units that utilize or are affected by certain Psionic abilities cannot be subject to the effects of any other psionic abilities which modify will. Such units are referred to as "Psionically Active". Psionically active Officers who, through Lead By Example, increase the Will of nearby allies also make those allies Psionically active.

  • Psi Inspiration: Increases Will. Psionically active units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.
  • Mind Merge: Provides benefits based off the casters Will, including a buff to the targets Will. A psionically active unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered Psionically active for the duration of the effect.
  • Psi Panic: A unit with an active outstanding Psi Panic effect is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.
  • Mind Control: A unit with an active outstanding Mind Control effect is considered Psionically active and thus cannot be subjected to Psi Inspiration or Mind Merge.
  • Officers: An Officer who becomes Psionically active, such as from receiving the benefits of Psi Inspiration or Mind Merge, shares the status of being Psionically Active with any nearby allies whose Will he passively increases using the Officer perk Lead By Example.

Opposed Will Check

Mindfray, Psi Panic, and Mind Control require the caster and target to make an opposed Will roll to subject the target to the effect. Similarly for Neural Feedback, if a psionic soldier passes an opposed Will check against the caster, the protection of Neural Feedback applies to nearby allies. The chance of success is [CasterWill - TargetWill + BaseAbilityChance]%. Therefore, if the caster's and target's Will are equal, the success chance is equal to the BaseAbilityChance, and each 1 point difference in Will between the caster and target increases or decreases this base chance by 1% accordingly. The BaseAbilityChance for the above abilities is as follows:

  • Mindfray: 50%
  • Neural Feedback: 50%
  • Psi Panic: 40%
  • Mind Control: 15%

Range

The range of Psi Inspiration, Psychokinetic Strike, and Pyrokinesis scales with the user's Will according to the following formula:

AbilityRange = VisualRange * (1 - (28 / (28 + Will)))

This produces a max AbilityRange of 1/2 of VisualRange at 28 Will, 2/3 of VisualRange at 56 Will, 3/4 of VisualRange at 84 Will, 4/5 of VisualRange at 112 Will, and so on. Other ability ranges are as follows:

  • Neural Feedback: all allies within 8 tiles of the caster
  • Regen Biofield: all allies within 3 tiles of the caster
  • Distortion Field: all allies within 4 tiles of the caster
  • Mindfray, Mind Control, Rift: visual range

Detailed Information

Level Psionic Ability Prerequisite Description
1
Mindfray
None The caster makes an opposed Will roll with the target at 50% base success rate. If successful, deals 1 damage to the target (increased to 2 if Shredded) and applies a 'Hallucinations' status effect that applies the following penalties: -25 Aim and Will per application of Mindfray, -40% mobility, -25% throwing range.
Neural Feedback
None Causes damage to a psi attacker equal to the difference between the attacker and targets Will (the formula is [casterWill * 1.3 - targetWill] / 10) and puts all their psi attacks on cooldown. This ability is triggered automatically. It always activates if the psion themselves is targeted, and also extends to allies within 8 tiles of the psionic soldier if the psionic soldier passes an opposed Will check at a 50% base success rate.
Regen Biofield
Thin Man Interrogation Provides +1 HP regeneration and cures acid from all ally units within 3 tiles of the psionic soldier. The healing triggers only if an ally is wounded beyond the bonus HP provided from their armor. Furthermore, the healing effect can stabilize critically wounded allies without requiring the use of a Medikit.
2
Psi Inspiration
Sectoid Interrogation Removes all harmful mental effects (panic, hallucination, fallen allies penalty) from everyone inside the AOE as well as granting them +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. The cast distance scales with the caster's Will (see above). A unit that is Psionically Active cannot have Psi Inspiration used on them.
Distortion Field
Muton Interrogation Provides +10 Defense to all units within 4 tiles of the Psionic soldier, excluding the Psionic soldier. It is always on.
3
Mind Merge
Sectoid Commander Autopsy Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will (the HP/DR is equal to Will/50). It also grants +25% critical hit chance and a Will bonus that scales with the caster's Will (the formula is 25 + [casterWill / 10]). Mind Merge can't be applied by or to "psionically active targets", which includes soldiers with the Psi Inspiration buff, Mind Control or Psi Panic on cooldown, those who are already mind merged, or those whose Will is being buffed by a nearby officer who is Psi Inspired.
Psi Panic
Berserker Interrogation Cause target to panic, if the attacker defeats the target on an opposed Will roll (40% base success rate); panicked units will either flee or hunker down. Robotic enemies are immune with the exception of Mechtoids. The duration of the panic effect is 1 + (casterWill / 50) turns, with fractional results having a chance to round up or down as with DR. 2 turn cooldown.
4
Psychokinetic Strike
Sectoid Commander Interrogation A cover-destroying, free-aimed psionic attack. AoE trigger field about the size of a grenade's blast, any destructible item that is even partially in the field is entirely destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). It does not cause any damage to units, just cover. The cast distance scales with the user's Will (see above).
Pyrokinesis
Muton Elite Interrogation Create non-damaging fire upon targeted area, which non-robotic aliens cannot cross. The cast distance scales with the user's Will (see above).
Telekinetic Field
Ethereal Autopsy Provides +40 Defense in a wide radius, centered on the caster as well as revealing Seekers.
5
Mind Control
Ethereal Interrogation The caster makes an opposed Will roll against the target at a 15% base success rate. If successful, the target becomes controllable by the caster for 3 turns or until the caster is killed. Unlike vanilla, alien weapons are no longer dropped intact if killed while under Mind Control.
6
Rift
Ethereal Mind Control A highly damaging area effect attack that deals damage over time in an area and lasts for two turns. The base damage is equal to 8 in the round it is cast and 10 damage in the second round, with +1 or -1 to damage for each full 10 points of difference in Will between the caster and the target (down to a minimum of half the base damage). The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift. Casting it also requires a Vortex Armor equipped.

Tactical Advice

Neural Feedback vs Regen Biofield vs Mind Fray

Mindfray is a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their AoE abilities, performing a similar role to a Flashbang that can be used many times per mission. The will debuff also exposes the target for more powerful psionic attacks such as Mind Control and Psi Panic. It is fairly effective against Floaters, Mutons, Heavy Floaters, and Mechtoids.

Neural Feedback on a high Will trooper does solid damage to psionic enemies, making it very effective at outright killing basic Sectoids who attempt to attack your party with Mindfray; however, neither Mindfray nor Mind Merge have a cooldown of longer than 1 turn, so it will not stop their psionic onslaught if the damage fails to kill. With enough luck (i.e. the aliens pick the right abilities and the trooper passes an opposed Will check), you may be able to put the powerful psionic abilities of Sectoid Commanders and Ethereals on cooldown, such as Mind Control, Psi Panic, and Greater Mind Merge. By contrast, if they instead lead with Mind Control, Neural Feedback can do little or nothing to stop them from doing significant damage. The choice of who to target and which psionic attack to perform is influenced by the Will of available targets and the success rate of the ability in question, so it's possible to manipulate the AI into using Mindfray or Psi Panic if the success rate of Mind Control on all available targets is low enough.

Regen Biofield is a passive ability focused on providing small support benefits; it is good on low Will psionic troopers who will take one or two ranks in Psionics to unlock Neural Gunlink and give a few extra points of Will. With the automatic stabilization and acid removal properties, you won't need to keep a spare medkit in reserve for such emergencies, potentially saving you an item slot.

Distortion Field vs Psi Inspiration

Distortion Field is a passive ability that applies +10 defense to all allied soldiers in a nearby area, excluding the Psion themselves. It is excellent on an Assault class DR tank, as it will ensure opponents have a higher chance to hit them over any nearby allies, which will encourage foes to target them. The Psion can still benefit from the Distortion Field effects of other allies, so multiple Distortion Field Psions can protect each other.

Psi Inspiration is a great defensive buff and utility tool: it eliminates all negative will effects, including Panic. It is absolutely crucial to have in rare but life-threatening emergency situations; better to have it and not need it than to need it and not have it.

Psi Panic vs Mind Merge

Psi Panic is an excellent way to disable key aliens for multiple turns when (read: not "if") you get overwhelmed. It is very effective against Heavy Floaters and Mechtoids, which appear in abundance in the mid-to-late game.

Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers. It's buffs are excellent on tanks and frontline DPS like infantry, and the bonus DR it provides can allow a frontline tank to soak up massive amounts of damage, though as it lasts only a single turn and costs an action, it will see its biggest use as a way to mulligan a turn on backline troopers like LMG gunners, or critical hit sniper who are out of position and unable to immediately contribute, or consumable users such as rocketeers and grenadiers who want to keep their consumables in reserve.

Telekinetic Field vs Pyrokinesis vs Psychokinetic Strike

For these three abilities, soldier class will be the primary decider, followed by playstyle.

Telekinetic Field lasts one round and consumes an action, but is vastly more powerful than its lesser cousin Distortion field, providing +40 bonus defense (equivalent to being in heavy cover) to everyone in the radius; the Area of Effect is massive, and one mid-range or backline caster can catch your entire party in the effect as long as you aren't too spread out. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: due to the downright awful hit chances of any attacks directed to targets within the field, it has an unfortunate habit of drawing fire to any soldiers not under it's active protection, so have them at least in high cover or out of alien LoS.

Psychokinetic Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don't want to blow a unreliable rocket or grenade on some cover (and/or don't want to risk killing the alien for either capture or artifacts). It's for when some cover needs to be destroyed right now. In programming terms: any game asset 'prop' that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit. It's range is below visual range, like grenades so it's best on short-to-midrange attackers who lack good cover destruction, like Assaults, SAW Gunners, and Infantry.

Pyrokinesis is adapted from the MEC's Flamethrower: it casts a non-damaging fire (that gradually destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (i.e.: force Chryssalids and Berserkers to either stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic's alternative to Psi Panic (though keep in mind it doesn't keep enemies from firing). Concealment Scouts in particular can use it to great effect on certain pods with dangerous leader units like Ethereals and Berserkers, as the movement-denial effect of the flames will often stop at least a couple enemies from scattering properly.

Mind Control

Mind Control is the only choice, and it's as powerful on XCOM soldiers as it is on the aliens. Low Will organic targets like Heavy Floaters and Mechtoids continue to be the best choice for it.

Note that if you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.

Rift

To use Rift in battle, there are 4 requirements a soldier must meet:

  • Gain sufficient PsiXP to advance to the psionic rank of Master
  • Have previously Mind Controlled an Ethereal
  • Successfully completed the Master rank training for Rift in the Psi Lab
  • And lastly, the soldier must wear Vortex Armor into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.

Mind Controlling an Ethereal

In order for Mind Control to have a 50% chance of succeeding, your Psionic soldier must have 35 more will (buffs and debuffs included) than the target. Bring 2-3 high will Psionics, boost their will using Psi Inspiration and/or Mind Merge, and focus on lowering its will using multiple stacks of Mindfray while keeping it docile with Psi Panic. Other buffs to Will, such as Mind Shield, Neuroregulator, and Vortex Armor can help.

Base Ethereal will is 135 on normal/classic, 160 on brutal, and 170 on impossible (they gain +15 will on day 1). Ethereals gain up to +55 additional will at max Alien Research (1200 days in). Ordinary Ethereal pod leaders can also gain up to +40 additional will ("Superboss" Ethereals that appear in special situations during ultra lategame Terror Missions and Base Assaults can have an additional +30 on top of this). Whether an Ethereal will have these upgrades or not is randomly rolled; an Ethereal can spawn with the maximum upgrades (that are unlocked) just as easily as they can spawn with no upgrades at all (but all of them will have at least base will based on Alien Research).

The "Perfect Information" Second Wave Option will allow you to check an Ethereal's Will in advance and identify whether it will be suitable prey for a Mind Control attempt or whether it should just be defeated. The Hyperwave Relay can potentially help you identify whether Ethereals will appear on a mission and prepare the appropriate squad.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s