I'm going to tackle the problem from a different angle, which is to look at the fundamental vision for the class, and re-work it from scratch based on that vision, without limiting myself to keeping any particular talent or mechanic.
In my opinion, the central traits of the Mindslayer are:
- Shields: absorb attacks and generate Psi, picking which shield is up should be a tactical issue.
- TK Weapon Slot: gain bonus attacks or do something special with a gemstone.
- Attack talents: these cost Psi and use Mindpower.
For attack talents:
- Generally Physical, Fire and Lightning damage
- Short range
- Area effects have relatively long cooldowns
- Some are melee attacks, some are more like spells
The TK weapon slot has some problems:
- Weapons and Mindstars grant bonus attacks
- Gems and Mindstars give 'spell' talent bonuses
- TK Mindstars benefit from Mindstar Mastery which allows you to ignore Str + Dex and just build Will + Cun
... so as it stands, Mindstars give all the bonuses instead of only one bonus, and that sucks. Thus, for me an explicit design goal is going to be to make Mindstars a valid choice but NOT the only optimal choice. That means gems and weapons must be equally viable.
The best way I see to make this happen is to split the class into two related classes: one focused on 'spells' which benefit from two Mindstars and a TK gem (or Mindstar), an the other focused on melee attacks which benefit from a TK weapon (or Mindstar).
Mind Knight
The “melee” version of the Mindslayer.
Primary Stats: Willpower, plus either Str or Dex
Secondary Stats: Constitution, plus either Str or Dex (whichever isn't primary)
Class Talents
- Absorption (changed, see below)
- Mind-Body Unity
- Mind-Weapon Tactics
- Telekinetic Mobility
- Shield Synergy (level 10, locked)
- Advanced Unity (level 10, locked)
- Advanced Telekinesis (level 10, locked)
Generic Talents
- Combat Training
- Psychic Warfare
Telekinetic
The “caster” version of the Mindslayer.
Primary Stats: Willpower + Cunning
Secondary Stat: Constitution + Dexterity
Class Talents
- Absorption (changed, see below)
- Telekinetic Mobility
- Bioelectricity - lightning stuff, melee and ranged
- Pyrokinesis - fire stuff, melee and ranged
- Crystalline Synergy (locked) - ranged & area attacks which use your TK gem damage type
- Advanced Telekinesis (level 10, locked)
- Mindblade Warrior (level 10, locked) - more melee goodness
Generic Talents
- Dreaming (minor changes; see below)
- Psychic Warfare
- Mindblade Mastery
Tree Descriptions
Psi / Absorption
- requires Willpower
- Shield Absorption: grants use of 3 shield talents, and improves their base absorption and improves psi generated.
- Thermal Shield: Mind, Physical, Fire, Cold
- Biogenic Shield: Mind, Physical, Nature, Blight
- Ionic Shield: Mind, Physical, Lightning, Acid
You may have ONE shield active at a time. These don’t “spike”, and have no cool down. They’re instant-activation and easy to switch in a fight. (Note the holes in their defense: Arcane, Darkness, Light, Temporal. Note the synergy with AM Shield.) - Shield Conduit: improves base absorption; your melee & ranged attacks inflict bonus fire, physical, or lightning damage based on your currently active shield
- Shield Discipline: improves base absorption and increases maximum % absorbed (from 30% to ~60%).
- Shield Gestalt (passive): when you suffer an attack which would kill you or deal more than 20% of your life, this talent triggers automatically, putting itself on cool down ~15 and your current shield on a shorter cool down, in order to create a damage shield for 4 turns. The damage shield’s strength depends on your base absorption and Mindpower. More ranks in this talent act like a reduced Aegis / Shielding, improving the strength of all damage shields, and at talent level 5 increases the duration of all damage shields by +1. (Note the synergy with Arcane runes and gear.)
- low-level tree; requires Willpower
- Mind Hook: active, range 7 pull, at level 2+ also pins target for 2-7 turns
- Quick as Thought: instant-use, start at +50% move speed, otherwise it’s mostly fine
- TK Leap: active, always range 7, cool down decreases with talent points from 35 to ~12
- Shattering Charge: active, always range 7, requires and triggers Shield Gestalt instead of a specific spiked shield
- requires Str or Dex
- Unified Aggression: add 15-35% of your max(Str,Dex) to your Mindpower, and 15-35% of your max(Will,Cun) to your Physpower
- Unified Defense: add 20-50% of max(Will,Cun) to Defense; add 15-35% of max(Str,Dex) to mental and spell saves
- Unified Edge: add 20-50% of your max(Str,Dex) to your effective Cunning for determining all crits; add 20-50% of your max(Will,Cun) to your effective Dexterity for determining crit shrug off
- Unified Mind-Body: gain +10 max Psi; activate to gain life and resource regeneration for 10 turns
- requires Willpower
- Telekinetic Lunge: cool down 3, range 7 attack with TK weapon for 70-150% damage
- Telekinetic Smash: cool down 4, melee attack with all weapons for 120-200% damage + cripple
- Telekinetic Voracity: cool down 4, melee attack twice with all weapons for 50-110% damage; if you hit, target is Slowed
- Telekinetic Frenzy: instant use; same effect as Frenzied Psi-Fighting
- level 10; requires Str or Dex
- TK Adaptation - Improve % of stats used for TK weapon attacks.
- TK Consumption - When your TK weapon hits, you either gain Psi (low % psi) or you deal extra damage (high % psi)
- TK Enervation - When you crit with a melee attack, you have a 10-50% chance to Pin, Implode or Slow your target.
- TK Reach - If there are no targets adjacent to you, your TK weapon will attack a target at range 2-6, hitting closer targets in preference to farther targets.
- level 10; requires Strength
- When you hit an opponent who is suffering from Counterstrike, gain a free shield bash; improve base absorption and Counterstrike duration (0, 1, 1, 2, 2)
- Add your wielded shield’s Defense value to your max damage absorption; increase number of Counterstrike attacks (0, 1, 1, 2, 2)
- You can Block your Absorption shield’s damage types; Increase crit chance on Counterstrike
- Add 20-100% of your shield’s Block value to your Shield Gestalt damage shield
- level 10; requires Str or Dex
- Perfect Control
- Reshape Weapon - applies to any weapon you wield, goes away when you unequip it
- Reshape Armor - applies to any armor you wear, goes away when you unequip it
- Supreme Unity - passive;
- level 10; requires Willpower
- Deflect Projectiles
- Pyrokinesis - Fire cone attack; causes Slowness
- Electrokinesis - Chain lightning; causes Confusion
- Macrokinesis - Physical attack against all enemies in radius 7; removes floor effects; insta-kill weak enemies below 20% life
- generic; requires Willpower or Cunning
- Intellect Fortress - ???
- Mind Blank - 10-50% chance each turn to recover from a hostile mental effect
- Tower of Iron Will - +6-30 mental save, +10-50% stun immunity
- Mental Barrier - Telepathy range 2-6, +10-50% knock back immunity
- generic; requires Willpower
- Basically the same, just swap Sandman and Dream Prison
- generic; requires Willpower
- Mindblades - sorta like Psiblades but not as OP; creates new temporary weapons based on Mindstar stats which deal Physical damage instead of the usual Mindstar type
- Mindblade Dancer - +Defense bonus when Mindblades are active
- Mindblade Tactics -
- Mindblade Voracity - when your Mindblade hits in melee, gain Equilibrium and improve your Damage shield (if any)
- Bioelectricity
- Pyrokinesis
- Crystalline Synergy (locked)
- Mindblade Warrior (level 10, locked)