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AC2:Announcements - 2005/05 - Legions
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== Letter to the Players #3 == {{AC2 Article | Link = <nowiki>http://forums.ac2.turbinegames.com/showthread.php?t=13604</nowiki> | Title = Legions Letter #3: The Mentalist | Text = {{big|'''Introduction'''}} <br><br> There is no more dangerous weapon than the mind - especially the mind of an Empyrean. While Hieromancers use ancient rituals to channel their power, Mentalists take a different approach. They hone their latent psychic abilities, relying heavily on telekinesis, as well as their ability to torment the thoughts of their enemies. <br><br> At low levels, an Empyrean missile character uses one Orb. Levitating it (and themselves), they fling the orb up to 40 meters away. "Orb" can be a misleading name for these weapons - they are spherical, but they often come with blades or other deadly accoutrements. <br><br> Higher level characters can choose to become Mentalists. A Mentalist can control two orbs at once, and has a more deadly array of skills. <br><br> {{big|'''Empyrean Missile'''}} <br><br> Code: <pre> 23 Equilibrium Phase | | ___________ | | 18 Life Globe Energy Globe Stumble Placate __ | | | | | | 13 Overcharged Sphere Exacting Force Protecting Sphere | | | | | | 8 Orb Volley Orbital Storm Corrosion | _______/ | | / | 3 Pummel Decimate _________ __________/ / 2 Torment | | 1 Strike </pre> <br> {{big|'''Skills In Detail'''}} <br><br> '''Strike''' <br>This skill does more damage against a target that is vulnerable. <br>Credits: 0 <br>Vigor Cost: 32 <br>Recovery: 2 seconds <br>Range: 20 meters Damage: weapon only Notes: this is the free skill that all Empyreans get at level 1. It cannot be raised. <br><br> '''Torment''' <br>A projectile attack. This skill does more damage to a target that is vulnerable. <br>Credits: 1 <br>Vigor Cost: 32 <br>Recovery: 2 seconds <br>Range: 40 meters <Damage: 3 (L1) - 75 (L50) Notes: the missile-tree "vuln-taker" skill. <br><br> '''Pummel''' <br>A melee ranged attack with a moderate knock-back effect. <br>Credits: 1 <br>Vigor Cost: 80 <br>Recovery: 7 seconds <br>Range: 2 meters Damage: 3 (L1) - 75 (L50) <br><br> '''Decimate''' <br>A projectile attack. <br>Credits: 1 <br>Vigor Cost: 50 <br>Recovery: 2 seconds <br>Range: 40 meters Damage: 7 (L1) - 200 (L50) <br><br> '''Orb Volley''' <br>A two-projectile attack. <br>Credits: 1 <br>Vigor Cost: 80 <br>Recovery: 7 seconds <br>Range: 40 meters Damage: 3 (L1) - 75 (L50) each attack <br><br> '''Orbital Storm''' <br>A self centered area-of-effect attack. <br>Credits: 1 <br>Vigor Cost: 80 <br>Recovery: 7 seconds Damage: 7 (L10) - 200 (L50) in a 10 meter radius around caster <br><br> '''Corrosion''' <br>A projectile attack that does aditional damage, regardless of the target's armor. <br>Credits: 1 <br>Vigor Cost: 80 <br>Recovery: 7 seconds <br>Range: 40 meters <br>Damage: 3 (L1) - 75 (L50) Effect: 10 (L1) - 100 (L50) additional damage. <br><br> '''Overcharged Sphere''' <br>A self-targeted combat speed buff. <br>Credits: 1 <br>Vigor Cost: 1 <br>Recovery: 300 seconds <br>Duration: 120 seconds <br>Range: Self Effect: 5% (L1) - 40% (L50) combat speed increase <br><br> '''Exacting Force''' <br>A projectile attack that has increased bonuses to critical strikes. <br>Credits: 1 <br>Vigor Cost: 110 <br>Recovery: 7 seconds <br>Range: 40 meters <br>Damage: 7 (L1) - 200 (L50) Effect: attack has a 20% chance to critically-hit for double damage. (This is the same bonus as other critical-strike attacks such as Critical Throw or Betrayal.) <br><br> '''Protecting Sphere''' <br>A self-targeted armor buff. <br>Credits: 1 <br>Vigor Cost: 1 <br>Recovery: 300 seconds <br>Duration: 120 seconds <br>Range: Self Effect: 6 (L1) - 60 (L50) armor <br><br> '''Life Globe''' <br>A self buff which raises max health and slightly improves health regeneration. This skill is a toggle-buff; it remains active until turned off. <br>Credits: 2 <br>Vigor Cost: 1 <br>Recovery: 4 seconds <br>Range: Self Effect: 10 (L1) - 100 (L50) additional max health. 3% (L1) - 15% (L50) out-of-combat health regeneration boost. <br><br> '''Energy Globe''' <br>A user buff which raises max vigor and slightly improves vigor regeneration. This skill is a toggle-buff; it remains active until turned off. <br>Credits: 2 <br>Vigor Cost: 1 <br>Recovery: 4 seconds <br>Range: Self Effect: 20 (L1) - 200 (L50) additional max vigor. 3% (L1) - 15% (L50) out-of-combat vigor regeneration boost. <br><br> '''Stumble''' <br>A numbing projectile attack. <br>Credits: 2 <br>Vigor Cost: 140 <br>Recovery: 5 seconds <br>Range: 40 meters <br>Damage: 3 (L1) - 75 (L50) Effect: reduces target run speed by 10% (L1) - 40% (L50) <br><br> '''Placate''' <br>A projectile attack that tries to get the monster to stop attacking the user in favor of someone else. <br>Credits: 2 <br>Vigor Cost: 140 <br>Recovery: 7 seconds <br>Range: 40 meters <br>Damage: 3 (L1) - 75 (L50) Effect: detaunt 5% (L1) to 10% (L50) of monster's health. <br><br> '''Equilibrium''' <br>Turns incoming health damage into vigor damage. If a single attack would kill the Empyrean, this skill does not save them from death. <br>Credits: 2 <br>Vigor Cost: 1 <br>Recovery: 300 seconds <br>Duration: 120 seconds <br>Range: Self Effect: instead of losing health, the Empyrean loses Vigor at a 1-to-1 ratio, until they do not have any Vigor left. There is one special case: a single blow that would kill the Empyrean if this skill was not active will still kill the Empyrean. <br><br> '''Phase''' <br>A projectile attack which ignores 50% of the target's shield armor. <br>Credits: 2 <br>Vigor Cost: 120 <br>Recovery: 7 seconds <br>Range: 40 meters <br>Damage: 3 (L1) - 75 (L50) Effect: weapon and bonus damage bypass 50% of target's shield. <br><br> {{big|'''Empyrean Mentalist'''}} <br>Starting at level 15, a Ranged Empyrean can choose to become a Mentalist. Able to wield two orbs simultaneously (and thus have dual-wield auto-attack damage), the Mentalist specializes in vast destruction. The Mentalist has three major groups of attacks. One group of skills performs many attacks on a single target, one group performs attacks on multiple targets, and one group performs a bleed attack if done in the proper order. <br>The single-hit attacks are the main damage form of the Mentalist; due to their reset times and the durations of their linkers, Mentalists can "partially repeat" this chain like a Berserker can - that is, a high level Mentalist can repeat the later steps of the chain without having to perform the beginning of the chain again. <br>The area-of-effect attacks are more special-purpose. Because of their longer reset times and shorter linkers, they cannot be partially repeated like the single-hit attacks. However, they have a large (10 meter) area of effect, plus slightly more damage per hit than the regular attacks. <br>The percentage bleed attacks are most useful when a Mentalist is fighting group monsters. Activating their bleeds is relatively difficult (requiring four separate hits to get a 15% bleed), and really only shines when fighting the toughest monsters. In addition, the Mentalist has several utility skills. <br><br> Code: <pre> 40 Dementia ____/ | / | 35 Swiftness Psionic Assault Mental Onslaught Volatility _______ | / | | | / | | 30 Projected Will Mental Barrage Instability | | ____/ | | / 25 Nightmares Mental Salvo Temporal Shift | | __/ | | / 20 Terrors Grim Divination _______ | | 15 Aneurysm </pre> <br><br> {{big|'''Skills In Detail'''}} <br><br> '''Aneurysm''' <br>Entry Skills, Single Target Damage. This skill does much more damage if used after a successful hit with Terrors, Nightmares, or Dementia, or some combination thereof. <br>Credits: 5 <br>Vigor Cost: 110 <br>Recovery: 7 seconds <br>Range: 40 meters <br>Damage: 7 (L1) - 200 (L50) <br>On Successful Combo with Terrors: 4% Target Bleed over 30 secs <br>On Successful Combo with Nightmares: 5% Target Bleed over 30 secs <br>On Successful Combo with Dementia: 6% Target Bleed over 30 secs Notes: For each of these other skills that were successfully used on the target already, Aneurysm causes a small percentage bleed. All three bleeds stack with each other, so if Aneurysm is used after a successful hit with Terrors, Nightmares, and Dementia, the user will have a total of 15% bleed damage on them. These bleeds are capped at 4k, 5k, and 6k damage, respectively. <br><br> '''Terrors''' <br>A projectile attack. If Aneurysm is used after a successful hit with Terrors, Aneurysm does additional bleed damage. <br>Credits: 2 <br>Vigor Cost: 130 <br>Recovery: 10 seconds <br>Range: 40 meters Damage: 7 (L1) - 200 (L50) <br><br> '''Grim Divination''' <br>A long range, line of sight attack. <br>Credits: 2 <br>Vigor Cost: 220 <br>Recovery: 7 seconds <br>Range: 60 meters <br>Damage: 3 (L1) - 75 (L50) Notes: useful as a "pulling" skill, and for hitting targets who are avoiding projectiles. <br><br> '''Nightmares''' <br>A projectile attack. If Aneurysm is used after a successful hit with Nightmares, Aneurysm does additional bleed damage. <br>Credits: 2 <br>Vigor Cost: 150 <br>Recovery: 10 seconds <br>Range: 40 meters Damage: 7 (L1) - 200 (L50) <br><br> '''Mental Salvo''' <br>A dual missile attack <br>Credits: 2 <br>Vigor Cost: 110 <br>Recovery: 10 seconds <br>Range: 40 meters Damage: 3 (L1) - 75 (L50) for both hits. <br><br> '''Temporal Shift''' <br>A self-targeted skill that increases the user's attack speed. <br>Credits: 2 <br>Vigor Cost: 1 <br>Recovery: 300 seconds <br>Duration: 120 seconds <br>Range: Self Effect: 10 (L1) - 70 (L50) percent combat speed increase. <br><br> '''Projected Will''' <br>Increases the damage of the user's nearby fellows. <br>Credits: 3 <br>Vigor Cost: 1 <br>Recovery: 300 seconds <br>Range: 20 meters <br>Duration: 30 seconds Effect: 10 (L1) - 80 (L50) damage increase <br><br> '''Mental Barrage''' <br>A three-hit missile attack. Can only be used after executing the Mental Salvo skill. <br>Credits: 3 <br>Vigor Cost: 130 <br>Recovery: 5 seconds <br>Range: 40 meters Damage: 3 (L1) - 75 (L50) <br><br> '''Instability''' <br>A triple-strike, 10 meter area of effect missile attack. Can only be used after executing the Mental Salvo skill. <br>Credits: 3 <br>Vigor Cost: 130 <br>Recovery: 10 seconds <br>Range: 40 meters Damage: 7 (L1) - 80 (L50) <br><br> '''Swiftness''' <br>Increases the run speed of the user's nearby fellows. This is an aura skill; it can be turned on and off at will and has no fixed duration. <br>Credits: 3 <br>Vigor Cost: 1 <br>Recovery: 4 seconds <br>Range: Aura Effect: 4% (L1) - 20% (L50) runspeed increase. <br><br> '''Psionic Assault''' <br>A ranged line of sight attack with a potent knockback. <br>Credits: 3 <br>Vigor Cost: 220 <br>Recovery: 300 seconds <br>Range: 40 meters <br>Damage: 3 (L1) - 75 (L50) Notes: This skill is great for getting out of sticky situations, or for helping out fellowship members who are in trouble. It has a long reset time to avoid abuse. <br><br> '''Mental Onslaught''' <br>A four-hit missile attack. Can only be used after executing the Mental Barrage Skill. <br>Credits: 3 <br>Vigor Cost: 150 <br>Recovery: 5 seconds <br>Range: 40 meters Damage: 7 (L1) - 80 (L50) per hit <br><br> '''Volatility''' <br>A quadruple-strike, ten meter area of effect missile attack. Can only be used after executing the Instability skill. <br>Credits: 3 <br>Vigor Cost: 150 <br>Recovery: 10 seconds <br>Range: 40 meters Damage: 10 (L10) - 90 (L50) per hit <br><br> '''Dementia''' <br>A projectile attack. If Aneurysm is used after a successful hit Dementia, Aneurysm does additional bleed damage. <br>Credits: 3 <br>Vigor Cost: 170 <br>Recovery: 10 seconds <br>Range: 40 meters <br>Damage: 7 (L1) - 200 (L50) The Mentalist is the second of three Empyrean skill trees available when Legions ships. The third, known as the Hieromancer, will be presented next. }}
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