Telekinetics report ebook




















The helmet gives Steve telekinesis, telepathy, mind control, clairvoyance, the list goes on. Taking the name Mento, Steve's attempts to woo Elasti-Girl worked out in the end, and the psychic hero married his dream-girl, the two adopting Beast Boy as their own after he lost his parents. As a telekinetic, Mento is rather powerful. Unfortunately, using his helmet would eventually cause Steve intense paranoia and eventually give him dementia. Unlike his depiction in FX's Legion , David doesn't have schizophrenia, he has a form of dissociative identity disorder.

In layman's terms, he has multiple personalities, but it's not quite a mental disorder. David's mutant power is the ability to absorb the psyche and powers of others into his own brain.

This results in all of the personalities he has absorbed fighting for dominance, each bubbling to the surface from time to time. Another result of this is that whatever personality is in charge of David at the time, David will manifest that person's powers, if they have any. Amongst these personas is one that David has named "Jack Wayne," an adventurer type personality that is gifted with telekinesis.

This personality's powerful telekinetic abilities are most likely the psychic power we see David display on FX's Legion. One of the more obscure characters on this list, Faith is a psychic superhero who served on a substitute Justice League after the original team was sent to the past. Among her psychic abilities, are of course telekinesis, but also telepathy and a "calming aura," which is to say she emits a psychic feeling of trust and confidence that leads her teammates and friends to work well with her.

As a telekinetic, Faith has been seen lifting entire skyscrapers in order to destroy a fleet of alien spaceships. In fact, Faith is so powerful that she was given the name "the fat lady. He wasn't always that way though. Up until the point his parents told him he was adopted, he was a star student, but after hearing this information, he become a defiant, punk rock troublemaker. Created by Grant Morrison and Frank Quitely, Quentin's bigger strength is as a telepath, using his high intellect and influential psychic powers to affect and manipulate those around him.

This isn't to say he isn't a powerful telekinetic, though, since not only has he made a psionic shotgun similar to the psionic blades of Psylocke , he has also been shown to be a host for the Phoenix in an alternate future.

If the Phoenix Force chose him, he has to be pretty dang powerful. Manchester Black first appeared as the leader of a team of superheroes with a less than stellar moral compass known as The Elite. Black was known to have anti-hero tendencies, seeing himself as judge, jury and executioner of anyone The Elite faced. Using his psychic abilities, Black would kill the criminals and villains he fought as a means to prevent them from just breaking out of jail and coming back.

As a psychic, Manchester Black is as skilled as he is powerful. Instead of the usual uses, he has been shown to use his telekinesis in creative and precise ways. In his battle against Superman, he was able to essentially give him a stroke by telekinetically constricting the blood vessels in his brain. Pretty Badass. The cult anime hit Akira was based on the manga of the same name, written and drawn by Katsuhiro Otomo. The original manga took place over a longer time and had a lot more subplots and side characters to it.

The basic plot is still the same: following an accident in the futuristic Neo Tokyo, Tetsuo Shima begins developing telekinesis. As his powers increase, his mental stability deteriorates, causing him to lose control and begin to walk down the same path as Akira, another ESPer that became a telekinetic singularity.

In both the manga and the film, Tetsuo is shown to have devastatingly powerful telekinetic abilities. Not only can he destroy entire city blocks with a thought, but his powers allow him to use junk scraps to replace his severed arm.

However, all this power comes with a price, as his abilities would eventually cause his body to horrifically mutate. Unfortunately, access to Superman's DNA wasn't exactly easy to get, so Cadmus decided to genetically engineer a human clone to look just like Superman and give him powers similar to a Kryptonian. Force Speed should be used very close to on cooldown. Mental Alacrity should be used on cooldown.

When to Take:. Telekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush or Turbulence a force gust is called down upon the target, dealing energy damage. This tactical has shown itself to be one of the most overpowered tacticals and a big reason Telekinetics jumped up the DPS charts in 6. Telekinetic Gust is elevated to second priority ability after Turbulence this assumes Weaken Mind is active on the target, as if applying it takes top priority.

It was already third priority after Mind Crush so represents only a very minor tweak in priority. Telekinetic Blitz triggers Tidal Force when activated.

Telekinetic Wave gives you Telekinetic Flux, causing your next Telekinetic Blitz to arc to multiple targets for the next 10 seconds. First, Telekinetic Blitz triggers Tidal Force, a passive ability that resets the cooldown of Telekinetic Wave and makes it activate instantly.

Tidal Force is triggered by Turbulence, Disturbance, Telekinetic Burst or Forcequake and in the normal rotation should be triggered by Telekinetic Wave approximately every 10 seconds.

Telekinetic Blitz has a cooldown of 10 seconds so by using it on cooldown a Telekinetics Sage can use Telekinetic Wave twice as often. The combination of these is interesting for making Lightning Sorcerer a stronger AoE discipline by doubling the rate at which you can use Telekinetic Wave. The question then becomes what is the trade-off for taking Elemental Convection over Stormwatch?

When is that helpful? In my opinion, only rarely at least for PVE content. Both encounters feature lots of adds. The Control Center encounter is especially difficult in higher difficulties as a team can be quickly overwhelmed by adds. However, even those difficulties ultimately still depend more on single target damage to clear. Once you have enough AoE DPS to avoid being overwhelmed by adds, the priority is single target DPS to kill the Hive Queen before the soft enrage or to kill the big adds and droids in Dxun before you run out of flares.

Lightning Sorcerer gives up so much single target damage that it's tough to recommend Elemental Convection when many other disciplines can outperform its AoE DPS without even taking an AoE tactical. Most DoT-based disciplines can do so. Elemental Convection might be a great choice in that circumstance. However, it is also worth mentioning that a more optimal answer would be to respec to Madness since that discipline can output superior AoE and single target DPS compared to a Lightning player with Elemental Convection.

Use Telekinetic Blitz on cooldown to proc Telekinetic Wave a second time in addition to the proc provided by Turbulence. Make sure though to use the Telekinetic Wave proc from Turbulence first!

Try to use filler spots in your rotation to apply Weaken Mind to multiple targets so Telekinetic Wave can keep the DoT refreshed and ticking on multiple targets for additional AoE damage. Force Speed grants an additional Clamoring Force stack.

From a sustained DPS perspective, Stormwatch noticeably outperforms it. No difference in priority for damaging abilities but Force Speed should be aligned to use before Turbulence exclusively to match up the damage buffs. All Telekinetics attacks deal force-based damage so this is an easy one. Balance is the same so synergizing amplifiers for both disciplines is much easier than many other classes.

The ability has 3 charges and recharge timer of 10 seconds. The new ability in 6. It offers lackluster damage so is not highly useful in most situations. It can be used on the move so represents a useful ability when other abilities are on cooldown.

Turbulence - Deals high internal damage to a single target. Automatically critically hits targets affects by Weaken Mind. Biggest hitting ability that should be an auto-crit assuming Weaken Mind is active as it always should. Use on cooldown. Weaken Mind - DoT that deals moderate internal damage over 18 seconds. The first of two DoTs for Telekinetics, this one is applied in the opener and is automatically refreshed in the rotation. Must remember to re-apply when swapping targets to ensure Turbulence is always an automatic critical hit.

Mind Crush - Deals low kinetic damage instantly and additional moderate kinetic damage over 6 seconds. A powerful DoT that has a 1. It can be hard cast in the opener but afterward should only ever be used under the effects of Force Gust to reduce its cast time to 1 GCD. In such situations, it is your second highest priority after Turbulence. Telekinetic Wave - Deals high kinetic damage to up to 8 targets within 8 meters of the primary target. A high damage ability that should generally be procced by Turbulence via the Tidal Force passive, it also deals very high AoE splash damage.

Since its effective cooldown is triggered by time regardless of when it is used, it has a fairly low priority in the rotation. Telekinetic Gust - Deals moderate kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.

This effect lasts up to 12 seconds. A high priority ability that is instant and deals high damage and also procs Mind Crush to have a reduced cast time. Telekinetic Burst - Spammable filler ability that deals moderate kinetic damage. Your main filler, it will be cast very often in a typical encounter. Any other ability should generally take priority. Project - Deals moderate instant kinetic damage. A priority filler while a target is under the effects of Mind Crush, otherwise it should never be used as Telekinetic Burst normally does more damage and provides more benefits to Telekinetics via various passive abilities.

Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds. Restoration - Cleanse. Force Armor - Applies a force shield around the target that absorbs a high amount of damage and lasts up to 30 seconds.

The target becomes Force-imbalanced and cannot benefit from Force Armor again for 20 seconds. Force Barrier - Force bubble channeled ability that makes you immune to most damage and controlling effects for 8 seconds.

Cloud Mind - Threat drop for all enemies. Rejuvenate - Provides low immediate healing and a low level of healing over time over 9 seconds. Benevolence - Spammable healing ability that heals moderate damage. Rescue - Lowers the targets threat by a moderate amount and pulls them to your location.

Also use Mental Alacrity on cooldown. Telekinetic Wave - Pre-cast as tank pulls boss. We use this as our pre-cast since we will immediately reset its cooldown with Turbulence, whereas any other option Mind Crush is a popular alternative will just go on cooldown.

Telekinetic Gust - Used next to get Stormwatch ticking on the target and to start its cooldown as quickly as possible. Using early in the opener ensures we get extra ticks up front during the burst window with adrenal, Force Empowerment and Mental Alacrity.

Weaken Mind - Need to apply the DoT before beginning burst due to the auto-crit on Turbulence when Weaken Mind is ticking on the target. Turbulence - Biggest hitting ability and procs instant TK Wave. Mind Crush - Used here as next priority ability and to make sure we get all or nearly all of its ticks during Stormwatch.

Project - We can use here and benefit from the Magnifying Vibrations passive ability to deal significantly more damage than a filler. Telekinetic Wave - This proc is still available and was delayed for higher priority abilities so we use here before beginning to use TK Burst as a filler.

Telekinetic Burst - Filler ability while better abilities are on cooldown. If there is significant DoT damage, this is usually a good option.

Effect : Lowers the cooldown of Force Stun by 10 seconds. Recommendation : Take this on specific fights only. Recommendation : Always take this. The big benefit is the heal increase for Force Mend, though this is the least helpful point you take in this tier and should be the first one you give up if you take something else.

You have better tools to slow enemies, like Telekinetic Wave and Force Slow. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.

Recommendation : Almost always take this. In addition, Force Speed lasts 0. You need the cooldown reduction on Force Speed in order to maximize the benefit provided by your Gathering Storm set bonus and the other effects are nice too.

Effect : Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage. This is not generally useful in operations because most enemies have CC immunity. It can be helpful for Hull Cutter Droids on Izax. Effect : If your Force Lift breaks early from damage, the target is stunned for 2 seconds.

In addition, Force Lift activates instantly. It is useful for the turrets on Nahut and Berserkers on Geonosian Queen. Effect : Force Wave unbalances its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. It is required for Styrak in NiM. This tends to be more for managing adds which is more often a tank mechanic, so you will see Shadow tanks take this utility more often. Effect : Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.

Almost every fight in the game has some form of AoE damage and the vast majority of damage dealt by bosses is considered AoE. Turbulence is your highest damaging ability, it should not be delayed because you have to move. Effect : Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts up to 15 seconds. While it can provide a very small benefit on fights with forced downtime to give you an instant Telekinetic Wave, there are always better utilities to take.

The healing is too small and ends when the bubble breaks. There are always better defensive utilities to take. Additionally, reduces the cooldown of Force Mend by 5 seconds. Effect : Using Phase Walk to return to its marked location grants Ethereal Entity, keeping you from being lept to or pulled and making you immune to pushback for the next to seconds. Recommendation : Occasionally take this.

Saber Strike and this utility only exist so that the Sage has some reason to have a lightsaber at all. This opener assumes that you are using the Stormwatch tactical and have the 6-piece Gathering Storm tactical; if you are using a different tactical, particularly Ticking Force-Bomb, pre-cast Mind Crush instead and just follow the priority list as this opener basically does. I do want to point out a few notable components here:.

I will go into detail about each ability later on so that you can have a better understanding of how these abilities interact with each other and the discipline. If there is downtime during a fight, remember that you can precast things and often place your DoTs on shortly before the boss can actually takes damage.

Using any damaging ability is better than just standing there not doing anything. Even if you mess up, keep doing the rotation! Tell them to git gud. Almost all abilities in the game both from players and NPCs have damage types that explain how they will interact with enemy damage mitigation. Damage mitigation only applies if an attack has damage types so if it is untyped which is denoted by light blue flytext, you will not be able to mitigate the attack with anything.

There are four dimensions of damage types that exist:. Please have the game open while reading the remainder of this guide. I will not be writing out tooltip descriptions for abilities and I will only be writing out the components of discipline passives that directly relate to the ability and rotation.

This forces you to read through what everything does so that you can understand what all of your passives and abilities do as well as locate these abilities in-game. Make sure you place all of these abilities on your bar in an order that makes sense to you. It should be the first ability you use on any new target. When Weaken Mind is on the target, Turbulence is an autocrit, so it is imperative that Weaken Mind is active on anything you plan to hit with Turbulence.

Weaken Mind has one proc that is relevant to your rotation:. Turbulence has two procs that are relevant to your rotation:. This ability provides Telekinetics with some AoE damage that goes out rotationally and accounts for about In single target situations, this ability should never be hard-casted and should only be used with the Tidal Force proc, however if there are multiple targets, it should be hard-casted.

Telekinetic Wave is one of your harder hitting abilities, but does not need to be used immediately on cooldown. The only limitation is that it needs to be used before your next Turbulence, though it often will be used directly after Turbulence.

I have already explained all of the procs related to this ability that are relevant to your rotation, but there are a few situations that will determine when to use this ability specifically:. While this ability accounts for approximately Telekinetic Burst is your filler ability, so it is used when everything else is on cooldown.

The way Telekinetic Burst makes itself important is by having many important procs associated with it:.

This ability deals nearly the same damage as Telekinetic Wave, though thanks to its longer cooldown, it only accounts for about 7. There are two procs that are relevant to your rotation:. This ability deals both Direct and Periodic damage with the initial hit being Direct and the DoT component being Periodic damage. This makes Mind Crush a very poor candidate for for use with Force Speed and Force Potency because only the weak, initial hit will benefit from these abilities or any others that only affect direct damage.

However, it still deals a substantial amount of damage and accounts for about 8. It is imperative that this ability is not used unless you have the Force Gust proc from Telekinetic Gust active. This ability accounts for the smallest amount of your overall damage output besides Telekinetic and Mental Momentum at only about 5. The primary use of this ability is on targets affected by Mind Crush, and its 6 second cooldown guarantees that you can only use the ability once per use of Mind Crush unless you use Mind Crush and immediately increase your alacrity.

Since Reverberation was buffed in 6. There are a few fights in the game where DoTs end up being coded as dealing direct damage instead of periodic so Lightning Barrier ends up getting a ton of ticks in quick succession. You should definitely use it as often as you can.



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