talents-psionic

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Psionic
Updates to 1.0 forthcoming.
 

Mindslayer talents-

 

Absorption

Only two shields may be sustained at once. Deactivating one triggers a spiked shield.

  • Kinetic Shield: 30 psi, 20 cooldown, sustained, instant cast

Absorbs physical and acid damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.

  • Thermal Shield: 30 psi, 20 cooldown, sustained, instant cast

Absorbs cold and fire damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.

  • Charged Shield: 30 psi, 20 cooldown, sustained, instant cast

Absorbs lightning and blight damage. While sustained, it absorbs (50 + Cun[30])% of the damage, to a maximum of ([3 + (1 +Wil[1]) * 6.69 * talent] rescaled + focused channeling bonus) damage per attack. Regenerates psi at a rate of (2 + damage absorbed / [30 - (0.4 * gem level) - (2 * shield discipline level)]). When the sustain is stopped, it becomes a spiked shield for 5 turns that can fully absorb (75 * talent + regular shield strength * square root of regular shield strength) damage, and at (2 + 2 * damage absorbed / [30 - 0.4 * gem level - 2 * shield discipline level]) psi generation.

  • Absorption Mastery: 15 psi, (120 - 12 * talent) cooldown, instant cast
Resets the cooldowns of your shields to zero.
 

Projection

Only two auras may be active at one time. Deactivating one gives you the option to "spike" it, costing energy to unleash an attack. You may deactivate it without spiking by targeting yourself when prompted. They deal normal damage in a radius of one at the end of every normal speed turn, so they can hit enemies you are chasing, but not ones you are running from (info from b21).

  • Kinetic Aura: 30 psi, 15 cooldown, sustained

While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) physical damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (30 - 2 * gem level) psi. The spike is a beam with range (6 * reach talent bonus) hitting for (40 + 10 * talent * square root of aura strength) physical damage, and (3 + talent, rounded down) knock back.

  • Thermal Aura: 40 psi, 15 cooldown, sustained

While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) fire damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (40 - 2 * gem level) psi. The spike is a cone with radius (6 * reach talent bonus) hitting for (40 + 10 * talent * square root of aura strength) fire damage over ??? turns.

  • Charged Aura: 50 psi, 15 cooldown, sustained

While sustained, deals ([10 + (1 +Wil[1]) * 5.15 * talent] rescaled + focused channeling bonus) lightning damage. Drains (damage / [10 + gem level + aura discipline level]) psi. Can be spiked, costing (50 - 2 * gem level) psi. The spike is chain lightning with range 10 beaming between (1 + gem level + 0.5 * talent, rounded down) targets for (40 + 10 * talent * square root of aura strength) lightning damage each.

  • Projection Mastery: 15 psi, (120 - 12 * talent) cooldown, instant cast
Resets the cooldowns of your auras to zero.
 

Psi-Fighting

  • Telekinetic Smash: 10 psi, 10 cooldown

Attacks for (180-300)% mainhand weapon damage. Substitutes Willpower and Cunning for Strength and Dexterity for this attack. Will also hit with Conduit damage, if applicable.

  • Augmentation: 10 psi, sustained

Increases Strength by (talent * Willpower * 0.05, rounded down) and Dexterity by (talent * Cunning * 0.05, rounded down).

  • Conduit: sustained

Adds (100 + 20 * talent)% of your active aura's damage to your telekinetically wielded weapon. Places channeled auras on cooldown until conduit is deactivated.

  • Frenzied Psifighting: 30 psi, 20 cooldown, (3, 6, 9, 12, 15) duration.
Your telekinetically wielded weapon hits (1 + talent / 5, rounded up) targets every turn.
 

Focus

  • Mindlash: 15 psi, (15 - gem level) cooldown, (5 * reach talent bonus) range

Hits a target for ([6 + (1 +Wil[1]) * 39.8 * talent] rescaled * [1 + 0.3 * gem level]) physical damage.

  • Pyrokinesis: 20 psi, (20 - gem level) cooldown, (5 * reach talent bonus) radius

Hits all in range for ([21 + (1 +Wil[1]) * 42.2 * talent] rescaled * [1 + 0.3 * gem level]) fire damage over 10 turns.

  • Reach: passive

Increases the range/radius of many skills by (previous range * [0.02 * gem level * talent] rounded down, with a maximum of 10). Leech skills are rounded up instead of down.

  • Focused Channeling: passive
Increases shield and aura base strength by (gem level * [1 + 0.15 * talent]) points.
 

Augmented Mobility

  • Mindhook: 20 psi, ([20 - 2 * talent], rounded up) cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range

Pulls the target next to you.

  • Quick as Thought: 30 psi, 80 cooldown, (10 + Wil[10]) duration

Increase movement speed by (talent * 10)%

  • Telekinetic Leap: 10 psi, 15 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range

Leap to a location in line of sight.

  • Shattering Charge: 60 psi, 10 cooldown, ([3, 4, 5, 6, 7] * reach talent bonus) range
Requires a spiked Kinetic Shield, casts one if required and possible. Hits all enemies in your path for between (2.5 * [20 + mindpower] * talent modifier) rescaled physical damage, and 2/3 as much, and knocks them back (3? squares). At raw talent level 5, it digs through walls in your path.
 

Voracity

  • Kinetic Leech: (22, 19, 16, 13, 10) cooldown, ([2 * reach talent bonus] rounded up) range

Slows targets by (10 + 3 * talent)% for 4 turns, regaining (3 + talent * [1 + Wil(1)]) psi per target hit.

  • Thermal Leech: (22, 19, 16, 13, 10) cooldown, ([1 * reach talent bonus] rounded up) range

Freezes targets for ([1 + 0.5 * talent], rounded up) turns, regaining (4 + talent * 1.18 * [1 + Wil(1)]) psi per target hit.

  • Charge Leech: (22, 19, 16, 13, 10) cooldown, ([2 * reach talent bonus] rounded up) range

Hits targets for between (1.05 * [28 + mindpower] * talent modifier) rescaled lightning damage and 1/3 as much, dazing for ??? turns and regaining (5 + talent * 1.33 * [1 + Wil(1)]) psi per target hit.

  • Insatiable: passive

+ (10, 20, 30, 40, 50) maximum psi capacity.

 

Finer Energy Manipulations

  • Perfect Control: 15 psi, 100 cooldown, (6, 7, 8, 9, 10) duration

Increases attack by (talent * [1 + Cun(8)] + 15, rounded up) and physical crate chance by 1/2 as much.

  • Reshape Weapon: 1 cooldown

Improves any weapon by (3 + [1 + Wil(1)] * 2.08 * talent) rescaled accuracy and physical power.

  • Reshape Armor: 1 cooldown

Improves any armor by (0.1 * [50 + (1 + Wil[1]) * 14.4 * talent]rescaled, then rounded down) fatigue, and adds (1/4 as much, rounded down) armor. Works on cloaks, belts, gloves, boots, helmets, shields, and body armor.

  • Matter is Energy: 50 cooldown, (3 + 2 * gem level used) duration
Regain (0.1 * [100 + (1 + Wil[1]) * 60.5 * talent]rescaled) psi per turn.
 

Mental Discipline

  • Aura Discipline: passive

Aura cooldowns reduced by (1, 2, 3, 4, 5), +(talent) damage required to lose a point of psi from aura damage.

  • Shield Discipline: passive

Shield cooldowns reduced by (2, 4, 6, 8, 10), -(2 * talent) damage required to gain a point of psi from shield damage absorption.

  • Iron Will: passive

+ (10, 20, 30, 40, 50) stun resistance, +(6, 12, 18, 24, 30) mental saves.

  • Highly Trained Mind: passive

+ (2, 4, 6, 8, 10) Willpower and Cunning.

 

Grip

 

Solipsist talents-

 

Distortion

 

Dream Smith

 

Psychic Assault

 

Slumber

 

Solipsism

 

Thought forms

 

Dreaming

  • Sleep: 5 psi, 7 range, (9 - raw talent) cooldown

Puts target in a radius of (1 + talent/4 rounded down) to sleep for (2 + talent/3 rounded up) turns. Contagious at talent level 5.

  • Lucid Dreamer: 20 psi, sustained, 12 cooldown

Slip into lucid dream. Consider sleeping, but can still act, immune to insomnia, inflict more damage to Insomniac targets, gain bonus to saves.

  • Dream Walk: 10 psi, 7 range, 10 cooldown

Walk through the dream world, appearing near target location (radius 7 - talent). If target is sleeping, appear as close as possible instead.

  • Dream Prison: 40 psi, sustained, 7 range
Imprisons sleeping targets within range in their dream state, extending sleeping effects for as long as Dream Prison is maintained. Drains (5 - talent/2)% of your psi per turn. This talent is considered a psionic channel; as such it will break if you move, use a talent that consumes a turn, or activate an item.
 

Feedback

 

Mentalism

 

Discharge

 

Dream forge

 

Nightmare