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Eldar Psychic Powers

Discussion in 'Eldar' started by Demetri_Dominov, Feb 14, 2015.

  1. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    So I did a quick search and so far have found nothing about what the community would like to see in terms of Eldar Psychic Powers. This is clearly because we really haven't seen pyskers in action, but as Brent has said, they're just around the corner.

    Basic: (Warlock)
    I for one would like to see something along the lines of a "warp pull" that Warlocks could do in DOW2 Retribution:



    Advanced: (Hero - Farseer / Brotherhood)
    Mass (squad) teleport like the one found in Last Stand.

    Also, and I'm speculating here, but I'm going to assume that Psychic Powers are generated similarly to how they are on table top:

    As Warp Charge. Each Psyker generates this charge, and then spends it at risk to life and limb to use psychic powers. Normally, all Pyskers of a faction generate this power and the commander decides where those powers are spent. What's interesting and particular about the Eldar, is that
    they generally have way more Psykers than anyone else. They are practically drowning in psykers, and have the ability to throw these guys together in squads.

    What I'm saying here is that when this happens, instead of generating powers individually, the group of psykers gain the ability to pool their resources together to use a power none of them would be able to perform alone - like being able to perform the same powers as a Eldar Hero.

    So what are your ideas between the bosom?
  2. Captain Warlock Fitzford Well-Known Member

    Basically everything on this list that could apply to a TPS and doesn't break balance.
    http://wh40k.lexicanum.com/wiki/Eldar_Psychic_Powers

    I say no to Warp Pull. I absolutely despise things that remove control from your character. What if a couple of Warlocks chain it? That said, they should probably make up some new powers because spamming Destructors as a Warlock could get pretty boring.
  3. I'm with you on using some of the dow2 powers, toghether with the ones of the lore, if refined a bit. For example, the pull you mentioned seems a bit OP, especially since it pulls a lot of peoples for a lot of distance; if it will be a single target based attack (you have to aim the victim) , when the pull is not immediate and the pulled target has the ability to free imself then it will be ok, still a great distraction and a good support power (since warlock will be a support class in game).

    What i will also like is the possibility for the warlock to chose to literaly attack with psychic bolts as the normal ranged attack, if he don't use ranged weapons; of course he will sacrifice lot of rate of fire, but he will be able to "charge" the attack (you can be interrupted during this) to release a more powerful bolt maybe even with a little area of effect, like a weaker version of Destructors in dow2. The more you charge the more powerful it will be (always limiting on "weaker than destructor").

    On the group powers it will be awesome to see an Eldritch storm! Tough, maybe a farseer can "start" the power, but to effectively activate it will be needed a number of warlocks "channeling" the farseer, who only then will be able to release the storm on an area. For not let this be an OP monstruosity, during the channeling the farseer need to be protected, and the warlocks can be interrupted if they receive a lot of damage.

    I would also like a lot to see powers like conceal and enhance, there can be so much ideas on eldar psychic powers that can fit ingame!
  4. Joram Joram Well-Known Member

    Conceal: smoke grenade type of spell, other eldars can see through it, enemy players can't, this would help so much to get our assault classes to melee range...
    Danaher likes this.
  5. Mngwa Mngwa Well-Known Member

    They could certainly have lots of simple powers that are similar to what space marines could get from the apothecary for example, although I would wish some unique powers.

    For an ordinary warlock, I think that the highest level stuff they do should be just some kind of big lightning strike (a little like the destructor in DoW2) and perhaps some slightly wider AoE (the lightning bolt could also deal damage to multiple, as the destructor does). Supportive spells could include simple stuff like Enhance which increases maybe speed and attack speed? Can't go too much wrong with simple stuff like that, then just increase their effectiveness and/or make them quicker to use/cooldown so a single very high level warlock can relatively quickly buff up a 5-man squad he is in and still be ready to throw some heals as the battle starts.
    One unique ability for the class could be some kind of psychic mind attack, maybe one with increased effectiveness against enemy psykers. It would be unique in that it would be stealthy. Imagine a warlock climbing up a ruined wall and then beginning an ambush on the enemy by slowing and injuring the back line and giving an opporturnity for dire avengers to open fire on the other side when the enemy is searching for the eldar in the wrong direction.

    The biggest and most unique stuff should just go for the farseer. Give them the storms that heroes deserve!
  6. DjemoSRB Djemo-SRB Preacher

    Why hast thou quoted me when you could have taken the question from the thread?:D
  7. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    What like copy paste?
  8. Tarl68 TARL68 Arkhona Vanguard

    soooo......

    augment .... no real use in EC (ignore)
    conceal ..... rather obvious
    destructor .... directed attack
    embolden .... suppression resistance buff
    enhance ..... buff others
    executioner ..... buff self
  9. Joram Joram Well-Known Member

    Really? it could be useful for warlock council (10 man warlocks squads)
  10. DjemoSRB Djemo-SRB Preacher

    Why yes.:D
    But its no biggie, just always funny to see notifications from threads you never visited.

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