make telekinetically wielding anything but mindstar viable.
Problem
Mindslayers start with telekinetically wieled two handed sword, and their beyond the flesh ability descriptions ("use wil and cun instead of str and dex") implies it is made for strength based weapons.
But almost every one of their class abilities just do not work without a mindstar in that slot:
- Absorption: shields are weaker without focused channeling, even though they are much more necessary for melee build.
- Projection: Aura spikes do less damage, and auras are weaker, same way as shields.
- Mobility: all abilities have extremely low range without Reach.
- Grip: All abilities have lowered effects without mindstars.
for one free melee attack per turn, for 60% of will/cun (percentage is spelled only in Greater Telekinetic Grasp description, no mention of it in Beyond the Flesh)
Sollution
To make viable two-hander build we need to
- Remove Focused Channeling altogether, adjust shields auras values accordingly
- Make Augmented Mobility tree unaffected by Reach at all, Adjust range of abilities to be on pair with abilities of other melee classes (range 3 on first level is way too low)
- Make Psi-Fighting a tree that focuses on large weapons.
- Make Telekinetic smash use telekinetically wielded weapon.
- Make Frenzied Psifighting attack that hits 2/4/5/7/8 enemies in melee with telekinetically wielded weapon for something like 200%-300% damage. and move it into tier 3.
- Move Greater Telekinetic Grasp to Psi Fighting, tier 4 and make it 100% at level 5.
- Give Conduit for free for putting points in Projection tree.
- Increase auras spike damage, to be on pair with Mindlash
As the result we will have ranged caster build with telekinetically wielded mindstars and melee fighter build with telekinetically wielded two-hander and boosted strength for armor usage.
Also some skills are needed in place of Focused Channeling in Focus tree, and Greater Telekinetic Grasp in Grip tree.