Revamping TK mindstar - remove randomness
Posted: Tue Feb 02, 2016 3:10 am
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.
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.