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My own initial ruminations spat out this:
Numbers tentative, of course. The general idea is to have something that's a slight inversion of the current mindstar mastery (by being much more active in use, as well as primarily debuff/offense related, instead of defensive) and somewhat parallel in usage to the staff combat/heat tree synergy alchemists have -- something you do in between other actions to add damage/utility/etc. to your overall plan action. The emphasis on stacking effects is something fairly unique, and somewhat fits the half-hearted musical/sound theme of the tree (rising to a crescendo, etc.).Psionic Harmony wrote:Extend Focus - Active - one-two turn cooldown
Make a melee attack at any enemy in 2,2,3,3,4,4,5 range (further extended by reach, if mindslayer) at 33-75% attack power. If both attacks land, gain the psionic harmony buff for 2,3,4-etc. turns. Psionic harmony provides a stacking bonus to the damage you do with mindstars and allows your attacks to deal a stacking 1% mind damage to enemies in a 1,1,2,2,3,3,4 radius. Stacks tlvl*2 times.
Harmonic Synchronicity - Passive
Increases mindstar stat multiplier by 1.5*tlvl% for every power source your worn mindstars share.
At level two, you gain tlvl (tlvl/2?) accuracy for every stack of psionic harmony you have.
At level three, while harmony is active, your mindstar attacks gain X% increase in damage for every stack of psionic cacophony inflicted on an enemy.
At level four, while harmony is active, you gain X(probably a simple raw tlvl)% mind and nature resistance penetration for every stack of destabilization inflicted on an enemy.
At level five, while harmony is active, you gain an X% chance to instakill non-boss enemies for every stack of cacophony and destabilization inflicted upon them (probably cap out at a 15-20% chance with full stacks of both).
Cacophony - Active - Long-ish cooldown, about on par with the mindslayer frenzied psifighting.
Temporarily disarm yourself in exchange for your mindstars automatically attacking 1,1,2,2,3,3,4 enemies per turn in a radius of 1+tlvl for a duration of 1+tlvl. Enemies struck by these attacks gain the psionic cacophony debuff, which is a low duration status effect that provides a stacking debuff to saves. While cacophony is active, you may activate Extend Focus to direct the cacophony at a specific enemy for a turn, inflicting all attacks for that round on them. Doing so reduces the frenzy's duration by an extra turn and grants you harmony as per extend focus.
Destabilization - Sustained
Your mastery of mindstar harmonics has enabled you to disrupt your foes very essence. Every strike you make against enemies reduces their resistances by (.5 or 1)%/tlvl for (raw tlvl) turns, stacking up to 5 times. Drains (6-raw tlvl, min 1) psi per hit.
Extend focus fills the niche of channel staff, while being closer range as generally befits the psion modus operandi. It's also somewhat careful to avoid the issue with channel staff where it's almost always better to be using CS over a regular melee attack, by having a lower base damage and non-zero CD. The buff would roughly come out as somewhat weaker than the psiblade's boost (at an equivalent tlvl) in regards to damage bonus (i.e. physpower boost), due to the additional ball damage that comes from it as well as the further boost that could come from the second tier talent.
Harmonic synchronicity is intended to be a sort of tailor-it-to-your-investment passive, where you put points into it to match how far you go into the tree. It's also intended to reward synergistic usage of your other talents, obviously, by adding functionality based on how may other talent effects you have 'on the field', so to speak.
Cacophony is a frenzied psifighting/flurry fusion, particularly intended to benefit less melee-centric mindstar users (by letting them worry about other things and still get some melee attacks in, at the cost of being reduced to punching things for the duration). The interaction with EF would let you exchange duration for focused damage (without it, any excess attacks if there were limited enemies would probably be wasted) and a debuff spike, which is a mechanic I can't recall seeing much use (the rogue's poison thingy is about the only one I can think of... maybe the reaver's cyst burst, as well.).
Destabilization is a fairly obvious wildfire/etc. riff, though tailored to fit the tree's general theme of ramping effect. The general resistance reduction (definitely intended to be more lower than the 50% resist pen its inspirations hit) benefits the generally more varied attack and damage types mindstars bring to the board, as well as the variance in damage types the likely users would have access to. With a higher level synchro talent, it'd also allow for fairly reliable chaff-clearing during tough fights.
The general theme of the tree is intended to be one of dynamism and tempo, to try to riff on the wilder, more natural essence of dual-wielding mindstars, as opposed to the more measured technique based dual wielding or more direct vim based style.
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Thoughts? Other ideas? The initial questions at the top of the post still stand
