TK mindstar is the least famous choice for mindslayer for three reasons: first, beyond the flesh bonus for low-level mindstar is negligible(10% chance, range 2 for tier 1 mindstar to 30% chance, range 7 for tier 5 mindstar). Second, pulling any enemy in range into melee range, for random %, will do more harm to player than help. Third, even with 5 in resonant focus talent mindhook chance will still not be 100%.
It also suffer from not being able to form a pair with other mindstars in hand(only the fixdarts kinetic/thermal/charged focus do), and not able to use any talents in mindstar mastery beside psiblades(while nature's balance requires both mainhand and offhand mindstars, other 2 talents just require player to equip TWO mindstars, and TK mindstar + offhand mindstar pair does not work.)
So here is my suggestion to make TK mindstar actually useful - by making the effect controllable and making them receive bonus they should've received.
1. When wielding mindstar in TK slot, first enemy hit by player's talent will be instantly pulled into melee range for every [current pulling chance]^-1 turn. The level of mindhook is equal to the tier of mindstar.
so when equipping tier 1 mindstar, player can pull enemy up to 3 tiles away once in 10 turns.
when equipping tier 5 mindstar, player can pull enemy up to 7 tiles away once in 3.3 turns.
2. Change the effect of frenzied focus and resonant field.
Frenzied focus: while this talent is on, EVERY enemy hit by player's talent will be pulled into melee range for every single turn.
Resonant field: increase the rate of pulling(at the same rate with current talent). When mastered resonance field, tier 5 mindstar can pull enemy in every 1.28 turns.
I believe these changes will make mindslayer better in field control, and will make TK mindstar a considerable competent against TK weapon.
For example, kinetic surge on self will become a nice rush-substitute(instantly move up to range 9, then pulling enemies in range 2) instead of knocking enemies away. Enemy hit by kinetic aura's projection will be knocked back and pulled in into melee range(when CD is reset by transcendence, second projection will still push enemy away as the pulling effect has a cooldown)
3. Making TK mindstar form a pair with other mindstars in hand, and be able to use talents of mindstar mastery.
For pairing, now player can gain full benefit from using one-hand weapon with mindstar.
For talents, as stated above they should be able to use thorn grab and leaves tide as these two talents only requres two mindstars to be equipped. It would be nice allowing TK mindstar to use nature's balance too.
Revamping TK mindstar - remove randomness
Moderator: Moderator
Re: Revamping TK mindstar - remove randomness
Mindslayers are quite fun after the last revamp but there is really no reason to use anything but a two-handed weapon as the Focus.
- Using a mindstar as the focus means that enemies might be pulled next to you. The pull chance is to low before you get Resonant Focus and you need at least a tier 3 mindstar so most of the game you can't rely on it.
- The pull range is at most 6 squares. The squishy, dangerous enemies like caster is often further away.
- There is no quick way to turn of the pull effect. Sometimes you actually want to run away and it exactly on those occasions you can't afford to take a turn to change focus.
- Most characters never want to have more then 1 healthy enemy next to them. Unless you can hurt two or more enemies the only reason to pull enemies next to you is if you are guaranteed to kill you current enemy this round.
- The pull effect is useless if there is only one enemy left like if you are fighting a boss.
- What happens if you are fighting in a tunnel?
- Is the pull effect on the start of your turn or after your turn? If it is after your turn it just gives your enemy a free attack.
In summary: You can't rely on the pull effect, and even when it triggers it is often useless or detrimental.
My suggestion is:
- Suggestions 1 and 2 from jjormang. The sets are quite strong and I think mindslayers should want to use "real" weapons.
- Increase the range of the Auras and the damage slightly when your focus is a mindstar, the closer they are the more damage they receive. This way you actually want to be close or next to as many enemies as possible.
- Give the pull a chance to stun pulled enemies for 1 turn or do something if the pulled enemy is already standing next to you. This means you won't die immediately if you end up pulling 3 berserks next to you. Perhaps it can stun them if you pull them into a occupied square so if you are fighting one or two enemies it does not affect them but if you are fighting a crowd you can disrupt them by slamming your enemies together?
I actually also want to change the effect when your focus is a gem to fire a single bolt every turn. This way you get three separat styles.
Mindstar as the focus:
You act like a blackhole, pulling enemy towards you and the area close to you are a maelstrom of barely controlled fire, lightning and disruption. Enemies trying to evade you gets pulled in and disoriented as they slam together and nothing can escape. Excellent crowd control but does not do to much damage to each single enemy. Of course you might not want to pull three berserkers next to you...
Weapon as the focus:
Your floating weapon acts like a separat entity, floating next to you, striking with the force of two men and parrying attacks even from behind. Both your focus weapon and your carried weapon crackles with energy as you kill your enemy. Useful when you have single enemy you want to kill but if you are surrounded the weapon might waste it's attack and parry on the wrong target. Using a weapon as the focus also means you get a free shield if you invest in the Warding weapon skill for some extra defense.
Gems as the focus:
While the other disciplines only affects enemies standing close the hovering gem brings clarity to your mind and fires bolts of energy at random distant targets. This gives you stat and speed increases, increased PSI regen(?) the gem effect and lets you attack distant targets as you approach them. The "Frenzied Focus" effect might might let the gem redirect energies, giving you improved shields, lets you push enemies away or fire beams at targets.
This will give the player a reason to switch focuses. One of the talents might even let you switch focuses without spending a turn so you can wield a gem to become stronger while traveling, switch to a mindstar if you encounter a crowd and later switch to a weapon when you are fighting a boss.
- Using a mindstar as the focus means that enemies might be pulled next to you. The pull chance is to low before you get Resonant Focus and you need at least a tier 3 mindstar so most of the game you can't rely on it.
- The pull range is at most 6 squares. The squishy, dangerous enemies like caster is often further away.
- There is no quick way to turn of the pull effect. Sometimes you actually want to run away and it exactly on those occasions you can't afford to take a turn to change focus.

- Most characters never want to have more then 1 healthy enemy next to them. Unless you can hurt two or more enemies the only reason to pull enemies next to you is if you are guaranteed to kill you current enemy this round.
- The pull effect is useless if there is only one enemy left like if you are fighting a boss.
- What happens if you are fighting in a tunnel?
- Is the pull effect on the start of your turn or after your turn? If it is after your turn it just gives your enemy a free attack.
In summary: You can't rely on the pull effect, and even when it triggers it is often useless or detrimental.
My suggestion is:
- Suggestions 1 and 2 from jjormang. The sets are quite strong and I think mindslayers should want to use "real" weapons.
- Increase the range of the Auras and the damage slightly when your focus is a mindstar, the closer they are the more damage they receive. This way you actually want to be close or next to as many enemies as possible.
- Give the pull a chance to stun pulled enemies for 1 turn or do something if the pulled enemy is already standing next to you. This means you won't die immediately if you end up pulling 3 berserks next to you. Perhaps it can stun them if you pull them into a occupied square so if you are fighting one or two enemies it does not affect them but if you are fighting a crowd you can disrupt them by slamming your enemies together?
I actually also want to change the effect when your focus is a gem to fire a single bolt every turn. This way you get three separat styles.
Mindstar as the focus:
You act like a blackhole, pulling enemy towards you and the area close to you are a maelstrom of barely controlled fire, lightning and disruption. Enemies trying to evade you gets pulled in and disoriented as they slam together and nothing can escape. Excellent crowd control but does not do to much damage to each single enemy. Of course you might not want to pull three berserkers next to you...

Weapon as the focus:
Your floating weapon acts like a separat entity, floating next to you, striking with the force of two men and parrying attacks even from behind. Both your focus weapon and your carried weapon crackles with energy as you kill your enemy. Useful when you have single enemy you want to kill but if you are surrounded the weapon might waste it's attack and parry on the wrong target. Using a weapon as the focus also means you get a free shield if you invest in the Warding weapon skill for some extra defense.
Gems as the focus:
While the other disciplines only affects enemies standing close the hovering gem brings clarity to your mind and fires bolts of energy at random distant targets. This gives you stat and speed increases, increased PSI regen(?) the gem effect and lets you attack distant targets as you approach them. The "Frenzied Focus" effect might might let the gem redirect energies, giving you improved shields, lets you push enemies away or fire beams at targets.
This will give the player a reason to switch focuses. One of the talents might even let you switch focuses without spending a turn so you can wield a gem to become stronger while traveling, switch to a mindstar if you encounter a crowd and later switch to a weapon when you are fighting a boss.
Re: Revamping TK mindstar - remove randomness
You can quickly turn off the pull effect by disabling Beyond the Flesh.
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