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HastyPudding
11-10-2017, 10:46 AM
So, yeah....

A while back Severlin tossed around the idea of introducing psionics into DDO through an enhancement tree, so I thought I'd give a crack at it. The idea is to take the basics of a psion (psionic equivalent of a wizard) and condense it into one enhancement tree. Quite a feat, considering psions are just as diverse as wizards in their versatility and specialization. I couldn't fit in ALL of the psionic disciplines (egoist, nomad, and seer were left out) but the main ones are present: kineticist (damage), shaper (support), and telepath (crowd control).

Why an independent enhancement tree? Because we have a generalist one (harper) and a physical-based one (vistani) so why not a caster-based one? I made a full-scale class idea way back here: https://www.ddo.com/forums/showthread.php/478090-A-Comprehensive-Guide-to-the-Implementation-of-Psionics-and-Psionic-Classe

I know some people don't like psionics, but, honesty, I don't care because I enjoy them. Psionics are a part of Eberron and I think they deserve a place in DDO, especially since the other two realms have their own independent enhancement tree (forgotten realms has harper agent and ravenloft has vistani knife fighter).

*A brief description on how power points work:
Power points function exactly like the Barbarian's 'weapon bond' in the Occult Slayer tree, or epic destiny counters like the Grandmaster's 'perfect peace' counter. You get an icon in your buff bar that has a counter on it representing power points that are gained or used depending on your action.

*A brief description of the kineticist's powers for clarity's sake:
Energy Missile is similar in range to Archmage's Arcane Bolt
Energy Cone is similar in range to the arcane spell Burning Hands
Energy Ball is similar in effect to the arcane spell Fireball
Energy Wave is similar in range to the arcane spell Cone of Cold


CORE 1 : Psionic Attack
Activate: Blast your opponent with a bolt of energy released from your mind, inflicting 1d8 untyped damage per character level, scaling with force spellpower and force critical chance. A successful will save halves the damage (DC = 20 + highest of intelligence/wisdom/charisma modifier + evocation bonuses). Striking an enemy with Psionic Attack earns you 2 power points that you can use to activate other psionic powers. You can retain a maximum of 10 power points per Psion core enhancement you possess (total of 60 with the capstone). Power points are lost upon entering and exiting quests, using a rest shrine, or upon death. This ability cannot use metamagic, but has no cost and can be used freely. (Cooldown: 4 seconds)

CORE 2 : Mental Defenses
You gain +2 to your will saves and +2 to the concentration skill.

CORE 3 : Ward Against the Arcane
You gain +5 magical resistance rating and +5 psionic bonus to spell resistance.

CORE 4 : Psionic Shield
Activate: Surround yourself with a shield of psionic energy, giving you temporary hit points equal to your concentration skill. These hit points last up to 1 minute. (Cooldown: 1 minute).

CORE 5 : Psionic Focus
Activate: Instantly gain 20 power points. (Cooldown: 2 minutes)

CAPSTONE : Ascension
+2 intelligence, wisdom, and charisma
+2 will saves
+1 to all spell and power DC's
+10 force spellpower
You no longer automatically fail a will save on a roll of 1.


TIER 1
Discipline (Ranks: 1, AP cost: 2)
(Choose one Spell-Like-Ability)
Kineticist:
Energy Missile: Activate to send forth a ball of energy towards your opponent, inflicting 1d6 force damage per character level. A successful reflex save reduces the damage by half (DC = 20 + highest of int/wis/cha modifier + evocation bonuses). Can use metamagics and scales with spellpower. (Cost: 3 power points, Cooldown: 4 seconds)
Shaper:
Precognition: Activate to gain a +1 psionic bonus to saves and a +2 psionic bonus to armor class, plus an additional +1 per 4 character levels (max level 12). Lasts 1 minute per character level. Can only be used on self and can use quicken and extend metamagic. (Cost: 3 power points, Cooldown: 4 seconds)
Telepath:
Brain Lock: Activate to hypnotize a group of opponents for up to 10 seconds. A successful will save negates the effect (DC = 20 + highest of int/wis/cha modifier + enchantment bonuses). Hypnotized enemies have a 50% chance to be released from their trance upon taking damage. Can use quicken and enlarge metamagics. (Cost: 3 power points, Cooldown: 4 seconds)

Iron Mind (Ranks: 3, AP cost: 1)
+1 / +2 / +3 will saves. Rank 3: +30 maximum spell points.

Power (Ranks: 3, AP cost: 1)
+3 / +6 / +9 universal spellpower.

Power Critical (Ranks: 1, AP cost: 2)
+1% universal critical hit chance for spells and powers.

Mental Acuity (Ranks: 3, AP cost: 1)
+1 / +2 / +3 concentration, diplomacy, and haggle.


TIER 2
Discipline (Ranks: 1, AP cost: 2) (requires appropriate discipline in tier 1)
(Choose one Spell-Like-Ability)
Kineticist:
Energy Cone: Activate to send forth a sheathe of energy in a small cone in front of you, inflicting 1d6 force damage per character level. A successful reflex save reduces the damage by half (DC = 20 + highest of int/wis/cha modifier + evocation bonuses). Can use metamagics and scales with spellpower. (Cost: 6 power points, Cooldown: 6 seconds)
Shaper:
Ectoplasmic Cocoon: Activate to wrap yourself or an ally in a cocoon of energy, giving them 4 temporary hit points per character level. While this cocoon persists they receive a 15% psionic bonus to healing amplification. The hit points can last up to 30 seconds. Can use the quicken metamagic. (Cost: 6 power points, Cooldown: 10 seconds)
Telepath:
Demoralize: Activate to reduce the morale of a group of enemies, reducing their movement speed by 50% and attack speed by 30% for 2 seconds per character level. A successful will save negates the effect (DC = 20 + highest of int/wis/cha modifier + enchantment bonuses). Can use quicken and enlarge metamagics. (Cost: 6 power points, Cooldown: 8 seconds)

Foresight (Ranks: 3, AP cost: 1)
+1 / +2 / +3 reflex saves and dodge.

Power (Ranks: 3, AP cost: 1) (requires Power, tier 1)
+3 / +6 / +9 universal spellpower.

Power Critical (Ranks: 1, AP cost: 2) (requires Power Critical, tier 1)
+1% universal critical hit chance for spells and powers.

Action Boost (Ranks: 3, AP cost: 1)
(Choose one)
Saves Boost: activate to gain +2 / +4 / +6 action boost bonus to saves for 20 seconds. While under this effect you do not automatically fail a save on a roll of 1. (Cooldown: 30 seconds)
Spellpower: activate to gain 10 / 20 / 30 action boost bonus to universal spellpower for 20 seconds. (Cooldown: 30 seconds)


TIER 3
Discipline (Ranks: 1, AP cost: 2) (requires appropriate discipline in tier 2)
(Choose one Spell-Like-Ability)
Kineticist:
Energy Barrier: Activate to place a psionic barrier around you. This barrier grants you 200% absorption for fire, acid, cold, electric, and sonic damage, effectively healing you when you take any magic damage of that type. After the barrier absorbs one spell, it is depleted. (Cost: 9 power points, Cooldown: 30 seconds)
Shaper:
Body Adjustment: Activate to heal yourself or an ally with 1d4 positive energy per character level. This power can use the quicken, empower healing, and enlarge metamagics and scales with spellpower. (Cost: 9 power points, Cooldown: 10 seconds)
Telepath:
Insanity: Activate to cause a group of enemies to fall into a panic and become confused, causing them to randomly attack any nearby creature for 1 second per character level. A successful will save negates the effect (DC = 20 + highest of int/wis/cha modifier + enchantment bonuses). Can use quicken and enlarge metamagics. (Cost: 9 power points, Cooldown: 12 seconds)

Psionic Battery (Ranks: 1, AP cost: 2)
You can retain an additional 10 power points.

Psionic Enhancement (Ranks: 1, AP cost: 2)
You gain +1 to the difficulty check of your evocation and enchantment spells and powers.

Power Critical (Ranks: 1, AP cost: 2) (requires Power Critical, tier 2)
+1% universal critical hit chance for spells and powers.

Ability Score (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 Intelligence
+1 Wisdom
+1 Charisma


TIER 4
Discipline (Ranks: 1, AP cost: 2) (requires appropriate discipline in tier 3)
(Choose one Spell-Like-Ability)
Kineticist:
Energy Ball: Activate to throw a large orb of mental energy, inflicting 1d6 force damage per character level on all opponents in an area. A successful reflex save reduces the damage by half (DC = 20 + highest of int/wis/cha modifier + evocation bonuses). Can use metamagics and scales with spellpower. (Cost: 12 power points, Cooldown: 8 seconds)
Shaper:
Crystallize: Activate to give you and nearby allies a +1 psionic bonus to physical resistance rating per character level (max +20). Lasts 1 minute per character level and can use quicken metamagic. (Cost: 12 power points, Cooldown: 10 seconds)
Telepath:
Control Body: Activate to hold an opponent in place, preventing all actions and causing them to be helpless for up to 3 seconds per character level. A successful will save negates the effect (DC = 20 + highest of int/wis/cha modifier + enchantment bonuses). Can use quicken and enlarge metamagics. (Cost: 12 power points, Cooldown: 10 seconds)

Psionic Battery (Ranks: 1, AP cost: 2) (requires Psionic Battery, tier 3)
You can retain an additional 10 power points.

Psychoportation (Ranks: 1, AP cost: 2)
You can use the 'teleport' spell innately at no cost. (Cooldown: 20 seconds)

Power Critical (Ranks: 1, AP cost: 2) (requires Power Critical, tier 3)
+1% universal critical hit chance for spells and powers.

Ability Score (Ranks: 1, AP cost: 2)
Multiselector: choose one:
+1 Intelligence
+1 Wisdom
+1 Charisma


TIER 5
Discipline (Ranks: 1, AP cost: 2) (requires appropriate discipline in tier 4)
(Choose one Spell-Like-Ability)
Kineticist:
Energy Wave: Activate to send out a massive wave of psionic energy in a cone, inflicting 1d10 force damage per character level to all opponents in its path. A successful reflex save reduces the damage by half (DC = 20 + highest of int/wis/cha modifier + evocation bonuses). Can use metamagics and scales with spellpower. (Cost: 15 power points, Cooldown: 15 seconds)
Shaper:
Temporal Acceleration: Activate to remove an ally from time itself, providing a 30% psionic bonus to movement and attack speed for 30 seconds. Can use quicken metamagic. (Cost: 15 power points, Cooldown: 1 minute)
Telepath:
Dominate Mind: Activate to utterly dominate the mind of an opponent for 10 seconds per character level, effectively causing them to switch sides and follow you throughout the dungeon. A successful will save negates the effect (DC = 20 + highest of int/wis/cha modifier + enchantment bonuses). Can use quicken and enlarge metamagics. (Cost: 15 power points, Cooldown: 45 seconds)

Awakened (Ranks: 1, AP cost: 2) (requires Psionic Battery, tier 4)
Toggle: Awaken your mind, causing your eyes to glow bright with power and greatly enhancing your psionic potential. This form is mutually exclusive with other transformations, such as druid wildeshapes or wizard undead forms. While active you gain the following effects:
- +20 maximum power points.
- +2 to your will saves and +5 concentration.
- You regenerate 1 power point every 3 seconds.
- Your Psionic Attack ability has its cooldown reduced to 2 seconds and inflicts an additional 2d8 untyped damage.
- The cooldowns of your psionic discipline abilities are reduced by 25%.
- You float as if affected by featherfall and become immune to knockdown effects.
- Your magic spells (both arcane and divine) have triple the cooldown.
- You take a -25% penalty to attack speed and attack.

Psionic Enhancement (Ranks: 1, AP cost: 2)
You gain +1 to the difficulty check of your evocation and enchantment spells and powers.

Power Overwhelming (Ranks: 1, AP cost: 2) (requires Power Critical, tier 4)
+1% universal critical hit chance for spells and powers and +10% spell and power critical damage.

Psionic Advantage (Ranks: 1, AP cost: 2)
Multiselector: choose one:
Mind Over Body: +2 will saves and +10 universal spellpower.
Foresight: +2 reflex saves and +3% dodge.
Body Over Mind: +2 fortitude saves and +20 maximum hit points.


Questions? Comments? Queries? If all you're going to reply with is 'no' then don't bother, it'll simply be ignored.

doubledge
11-11-2017, 03:04 PM
I very much like the tree, but can't help but imagine the sheer devastation you'd be able to throw around as a pure warlock specializing in this tree, Soul Eater, and Tainted Scholar.

Other options include Wizard/Warlock/FVS, for maximum force spell crit.

Regardless, I like the idea, and while the SLAs feel slightly too strong (I'm honestly not sure how to go about it), the idea of Power Points is interesting.

Tenative /signed

HastyPudding
11-11-2017, 07:10 PM
I very much like the tree, but can't help but imagine the sheer devastation you'd be able to throw around as a pure warlock specializing in this tree, Soul Eater, and Tainted Scholar.

Other options include Wizard/Warlock/FVS, for maximum force spell crit.

Regardless, I like the idea, and while the SLAs feel slightly too strong (I'm honestly not sure how to go about it), the idea of Power Points is interesting.

Tenative /signed

I made the powers strong because they're not some spell you can spam every 3-5 seconds: they need to be charged with the psionic attack (or use the toggle form). Using that awakened form greatly increases your power but greatly reduces your spellcasting and physical damage, so it's a trade-off. Speaking of the form, it wouldn't work with ANY form, that includes druid wildshapes, pale master undead forms, tree form, sorcerer elemental forms, aasimar toggles, warlock enlightened spirit toggle, etc. With warlock, you could probably make it mutually exclusive with warlock pacts to prevent abuse.

Antheal
11-13-2017, 03:09 AM
Well now that you've gone to all the effort of writing out a detailed description, you've ensured that they'll never be able to implement anything like that in-game themselves because of legal reasons.

It's the same reason why TV show producers never accept viewer submissions for episodes of their shows.

They'll just be opening themselves up to an infringement lawsuit.

Xgya
11-13-2017, 05:09 AM
I think the Shield (core 4) should cost PP

Normally, I wouldn't condone letting people get a level-based self-healing ability on an universal tree either, this goes against the general idea trees have brought us.

Make activating or deactivation Awakened deplete the pool of PP somehow. That way people can't just activate it to gain a bunch of PP while running around, and deactivate it and use their normal abilities once combat starts.

The first Core already sounds a bit strong. 1d8/character level. The Wizard-equivalent (Archmage Magic Missile) deals 1d4+1/2 levels, with a maximum, on a longer cooldown.
Even if the ability has a save, it's both awesome damage by comparison, and it increases the character's main resource.

Change it to deal 2d6, and increase that number up to a MAXIMUM of 12d6 eventually (2d6/core? Making the Power enhancements increase it?... Somehow, make it a max of 12 die) (on par with Warlock Stricken - except the Warlock option has a 10 second cooldown to get its 12d6 damage, but has no save), and increase the cooldown to 6 seconds. (5 when Awakened).

HastyPudding
11-13-2017, 08:49 AM
I think the Shield (core 4) should cost PP

Normally, I wouldn't condone letting people get a level-based self-healing ability on an universal tree either, this goes against the general idea trees have brought us.

Make activating or deactivation Awakened deplete the pool of PP somehow. That way people can't just activate it to gain a bunch of PP while running around, and deactivate it and use their normal abilities once combat starts.

The first Core already sounds a bit strong. 1d8/character level. The Wizard-equivalent (Archmage Magic Missile) deals 1d4+1/2 levels, with a maximum, on a longer cooldown.
Even if the ability has a save, it's both awesome damage by comparison, and it increases the character's main resource.

Change it to deal 2d6, and increase that number up to a MAXIMUM of 12d6 eventually (2d6/core? Making the Power enhancements increase it?... Somehow, make it a max of 12 die) (on par with Warlock Stricken - except the Warlock option has a 10 second cooldown to get its 12d6 damage, but has no save), and increase the cooldown to 6 seconds. (5 when Awakened).

I could see the psionic shield costing maybe 6~8 PP or something.

The healing power costs 9 PP, has a 10 second cooldown, and requires you to charge up PP. It would also require a 12 AP investment into the tree (which is of little gain if you're not a spellcaster of any kind). Taking the healing ability also locks you out of all the offensive and crowd control powers.

Awakened should probably have a cooldown, like most forms; probably something along the lines of 1 minute or so to prevent abuse. Depleting PP while in it defeats the purpose of having it. It basically turns you into a pure psion and makes your base class and class abilities much less relevant; slightly less so for casters, but psion isn't a physical-oriented tree (I wouldn't expect a wizard to delve deep into the vistani tree and expect to be an awesome caster). It's also a tier 5 ability, so delving that far into the tree locks you out of the stronger abilities for your actual class.

The first core, Psionic Attack, also cannot use metamagic. It's fairly strong early on, but later it would pale in comparison to any other SLA. The damage itself is comparable to an unmeta'd arcane bolt from the archmage tree (granted, with 10 extra 'caster levels' by level 30, but wizards should be able to scrap up enough caster levels to do that by 30, anyway, along with the bonuses from the epic feat they can take). I could see bumping the cooldown to 6 seconds and 4 seconds in awakened would be feasible.