Mindslayers Should Be...

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What kind of class should a Mindslayer be?

Combat: Melee primary
23
27%
Combat: Ranged primary
2
2%
Combat: Both melee and ranged (explain how)
3
4%
Style: Armor / Defense / Tanking is important
7
8%
Style: Mobility is important
14
16%
Style: Massive burst damage is important
7
8%
Style: Condition Negation / Recovery is important
3
4%
Damage: Should Be (nearly) All Physical
8
9%
Damage: Mind & Physical & Fire & Lightning
17
20%
Damage: Lots of Damage Types Types Should Be Available
1
1%
 
Total votes: 85

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Doctornull
Sher'Tul Godslayer
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Mindslayers Should Be...

#1 Post by Doctornull »

The only thing I think we can agree upon is that it needs a TK weapon slot, and some of them (but not all of them) will want to put a gem or mindstar in that slot.

So, let's talk about what kind of play experience we all want from a rebuilt Mindslayer.
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Forger101
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Re: Mindslayers Should Be...

#2 Post by Forger101 »

I think Mindslayers should have options with combat, right now it just primarily has Mindlash. The playstyle in my opinion should be defensive like a bulwark but psionic based. I don't particularly care about damage types with them. I would really enjoy a mindslayer class where a TK wielded weapon is just as viable as one with a mindstar.
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PureQuestion
Master Artificer
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Re: Mindslayers Should Be...

#3 Post by PureQuestion »

Voted for Melee,(Because that's technically what it's supposed to be. They are the melee Psionic class. Let Solipsists be the ranged ones.) Mobility, Physical.

I think mobility is the most interesting way to go but I would like to emphasize the shields.

I would keep the auras and such, but I don't think we need to go any further than they currently are for damage types.

grooog
Higher
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Re: Mindslayers Should Be...

#4 Post by grooog »

Could mindlash be changed such that it strikes your enemy with your telekinetically-wielded weapon? Throwing your weapon at things (and, usually, having it return) is a classic rpg move that we don't see much of in ToME.

TheRani
Archmage
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Re: Mindslayers Should Be...

#5 Post by TheRani »

grooog wrote:Could mindlash be changed such that it strikes your enemy with your telekinetically-wielded weapon? Throwing your weapon at things (and, usually, having it return) is a classic rpg move that we don't see much of in ToME.
This would be awesome. More abilities that use your TK weapon or enhance Beyond the Flesh would be wonderful.

I would also like for only the kinetic shield be a sustain/spike talent, and the other shields (thermal & charged) be changed to passives that improve the kinetic shield to add the various other resists to the kinetic shield and allow it to gain psi from the other attack types. Having to activate and spike 3 different sustains just to achieve the same approximate effect as a really good shield rune is rather tedious.

PureQuestion
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Re: Mindslayers Should Be...

#6 Post by PureQuestion »

TheRani wrote:
grooog wrote:Could mindlash be changed such that it strikes your enemy with your telekinetically-wielded weapon? Throwing your weapon at things (and, usually, having it return) is a classic rpg move that we don't see much of in ToME.
This would be awesome. More abilities that use your TK weapon or enhance Beyond the Flesh would be wonderful.
Thirding this.

getter77
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Re: Mindslayers Should Be...

#7 Post by getter77 »

We all know at some point something is going to have to give and proper sentient weaponry enter into the fray outright---until then though, the notion could probably be explored pretty well on a Mindslayer in terms of it becoming an extension of id/ego/personality/etc.

I could also see amusement in something akin to the maxed Skeletal racial where you get out of death one time via suffusing your entire being into the weapon and make the best of it from there as an animated weapon---or have it just reincarnate you in future games as a special Randart Sentient weapon to aid future players.

grooog
Higher
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Re: Mindslayers Should Be...

#8 Post by grooog »

Ooh, have it hit twice. Aka, your weapon launches itself out and then returns, striking foes in a line twice. Or just one dude, if line attacks are too passe or powerful. Maybe maces and staffs have a chance to knock enemies around, swords and axes cause them to bleed, and daggers go straight through (automatically critting).

Decent cooldown so that you're encouraged to melee things, not just stand there throwing stuff. Or maybe standing there throwing stuff is cool? A short-range, bruisery alternative to archering and mageing that is ready and willing to wade into melee? Someone with decent damage at 4 to 6 squares out, stronger damage out to two squares, and a veritable blender in melee.

Anything but yet another "I hit them with my mind, psionically" - the solipsist has plenty of that, and mindstars are the de facto choice for enough classes already. For the mind slayer, I want to slay. I want a storm of weapons encircling my body that turns anyone foolish enough to get near me into chunky salsa.

Sradac
Sher'Tul
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Re: Mindslayers Should Be...

#9 Post by Sradac »

melee, burst damage, almost all physical.

The old mindslayers were badass and cool. All about using their mind to augment their melee combat, floating blades, erecting telekenetic barriers, very "Biotic from Mass Effect" feeling. They were awesome. I imagined them as like..a.... what was it... "Kensesi" from one of the *bands? A master of arms who also opened up their Mind to augment their swordfighting mastery.

Then came mindstars, and it screwed up everything. No more was steel flying all over the place in a whirlwind of scary Cuisinart death, now it was stupid rocks flying around. Lame.

Hell give them 2-weapon combat so I can have 3 swords and make orcs go 'zomgwtf runz'

The Revanchist
Uruivellas
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Re: Mindslayers Should Be...

#10 Post by The Revanchist »

I think it would make sense for Mindslayers to (eventually) get a Reaving Combat-esque ability. If they're all about buffing their body woth their mind, what's to stop them from helping to hold a slightly larger sword?

In regards to the (humorous) "become the weapon" idea, which I thought received no attention, perhaps that belongs in a different class? If Mindslayers were to do anything like that... i don't lnow what they'd do. Other classes, sure, but a mindslayer seems like it doesn't fit an apotheosis quest.

I think that Mindslayers specializing in huge bursts of damage is a relevant idea. Chunky salsa and them are pretty well-linked. After all, why hold a huge weapon with your mind except to whirl it like a (really strong, hyperactive) child?

HousePet
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Re: Mindslayers Should Be...

#11 Post by HousePet »

I think two two handed swords is sufficient.
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jotwebe
Uruivellas
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Re: Mindslayers Should Be...

#12 Post by jotwebe »

Disclaimer: Haven't actually played Mindslayers much.

But I'd like to see a mobile melee class - pretty much like the sound of all the ideas brainstormed so far here - damage mainly physical, although I'd have picked an option "physical+mind" between your 1st and 2nd damage type options on the poll. I've always found telekinesis reasonably thematic, but the fire and electricity stuff a bit of a stretch, especially with honest to Eyal mages in the game.
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Hachem_Muche
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Re: Mindslayers Should Be...

#13 Post by Hachem_Muche »

grooog wrote:Ooh, have it hit twice. Aka, your weapon launches itself out and then returns, striking foes in a line twice. Or just one dude, if line attacks are too passe or powerful. Maybe maces and staffs have a chance to knock enemies around, swords and axes cause them to bleed, and daggers go straight through (automatically critting).
See the hammer toss talent.

I'd rather see them have an "animate weapon" talent that would turn their TK wielded weapon into a pet for several turns. When activated, you throw the weapon to a target (range?) and do some bonus melee damage. The weapon then automatically attacks the target each turn, and can blink (within LOS like shadow blindside, but without any bonus effects) to stay with the target. It can be redirected to a new target like most controllable pets. While the weapon is animated this way, the normal beyond the flesh melee strikes don't happen, of course. If the weapon is "killed" the effect simply ends.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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