Metal armor, sledgehammer and pure psychokinesis build; also know as: hammer wizard
This is a somewhat rare build I figured out on my own with trial and error, lots of it, yet not many people play it, and I wish for more players to know it.
Now, psychokinesis is nowadays know as an 'utility psi school' (Force Field), and for Psi monks (Force Emission), but people seem to forget how well Psychokinesis scales on a sledge tin can build, specially with Corporeal Projection, due the boosting of STR, telekinetic abilities can become highly damaging, proxy punch combo turning into an one hit combo at range, while doing massive amounts of hurt up close with hammers. Lack of mobility is compensated by high CON, high resistances, psychokinesis range attacks, sprint and Force Field cover. It's a very 'turtly' build which I assume people that favour nimble builds won't find specially appealing, which I understand.
To the point, I wish to bring a spotlight to hammer wizard builds by suggesting new feats:
'Telekinetic boost'
Adds bonus mechanical damage to your sledgehammer attacks depending on your effective psychokinesis skills. Basically a hammer version of Force Emission.
At 0 psychokinesis effective skills add 15-30 damage per hammer attack
At 50 psychokinesis effective skills add 40-75 damage per hammer attack
At 100 psychokinesis efffective skills add 85-110 damage per hammer attack, etc
These are all example values and it's open for balancing
It's a toggled ability, like Force Emission.
Every boosted hammer attack would cost 10 Psi, making it a very hard hitting ability but it would burn through psi really fast, which is a good trade off.
When Telekinetic boost is on, the hammer head could glow bright purple, maybe leave a purple trail as it's being swung (aesthetic purpouse, because 'Rule of Cool')
'Telekinetic Slam'
Adds your effective psychokinesis skill as damage to your Super Slam attack. Added telekinetic slam damage can crit.
AP: 30
Psi cost: 50
Same cooldown as Super Slam, and both Super Slam and Telekinetic Slam could have shared cooldowns, if one is used, both enter in cooldown. Same cooldown duration as Super Slam.
Next, I propose a slight change for 'Telekinetic Undulation', which I personally find it underwhelming. Increasing the area of damage of moving Proxy by 1 tile in all directions will make it a mob mowing machine, excellent crowd control, much needed for this build.
Psychostatical electricity has it's uses, but it's fairly niche, it could probably add 2 more electrokinesis bounces, and give electrokinetic imprint a splash damage of 3x3 area for half damage done when triggered, enemies hit by the electric wave won't get stunned, just damaged, like some sort of EMP.
'Bashing' feat could increase sledgehammers stun chance by 15%
Force Field deserves it's own very thread which I wont touch that right now, so I will skip it.
Since it's on topic, I'd like to propose a new sledgehammer unique weapon: 'Thunderstorm'
Unique hammer with electric properties, permanent 'electroshock' damage.
50-100 mechanical damage, 100-150 electrical splash damage.
14 Strenght required.
35 kgs, no durability counter.
No energy needed, electric damage is a natural property of the weapon
Description could give a slight nudge to Norse mythology
Last but not least, our big bad Balor boss, he needs some love, even on DOMINATING he's kind of a pushover if played well.
I propose giving him Sprint ability, Thick Skull and many Adrenalines he could use during combat, to make him an actual very scary late game boss, as he deserves, because he needs to be equally badass as his hammer.
Open for discussion, I want to hear people's opinions about all of this.