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https://mod.io/g/baldursgate3/m/mindweaver1
The Nexus ones are better organized and easier to read. Nexus logically separates bug reports and other discussions; mod.io doesn't bother.
I played the Astral Seer early on when I was first trying out Mind Weaver. Seemed a lot like the Mystic class, but far less overbloated with junk disciplines and abilities. Yes, I do not like the "Astral Instability" feature of the class, which is basically their spin on Wild Magic. (I also hate Wild Magic and never use it either. Some people enjoy their magic randomly backfiring. Not me. Kind of reminds me of gnome inventions in WoW.)
They can suppress astral instabilities, but only for a limited number of times, and then, of course, they start happening. BTW, maybe this got updated, but I found, frack, even summoning the tutorial chest in camp (which is a "virtual spell" but NOT a Astral Seer spell) could trigger an Astral Instability, and suddenly everybody in camp was choking on poison gas. Fun! (not for me).
At this point, I'm using all the OTHER Mind Weaver subclasses ... Frostveil Sage most recently, but also Forceblade (good for Lae'Zel), Void Reaver (ninja assassin like), Aetheric Strider (which is SORTA a psychic arcane archer), and Psionic Warden (the most "gish" like). Until Astral Seer loses that bug/feature of Astral Instabilities, I'm not going to use it again. I hate it.
It's basically just the D&D version of a Pysker from Warhammer. From the sounds of things it needs work on its implementation.
That would seem to defeat the point of "The unpredictable forces" that it talks about.
From the description it looks like you should be using "Anomaly Suppression" before using the other powers.
According to the author, Astral Instabilities are only supposed to trigger from Astral Seer psionic magic of the class itself. From my experience, that statement was false. Even summoning the TUT chest could trigger one. Now who knows, maybe that was patched/fixed in recent updates.
BTW, I'll give them this credit; it's using the basic randomization function of Wild Magic, but the Astral Instabilities they've created (the author also said they are about 30% beneficial, 70% backfiring on the caster) are not based on existing in-game Wild Magic, they were custom created.
I had it trigger when I cast a base game scroll.
Even the beneficial are not not always good. Like healing enemies. lol
(In 5E, "psionics" are basically treated as psychic-damaging and psychic-controlling spells, and are sorta their own branch of magic ... as are your illithid powers, if you use them.)
I didn't like the instabilities backfiring, and I probably won't use it again. It just seemed a lot more simple and straightforward to play than the Mystic, with its weird psi point system (doesn't use spell slots) and maze of disciplines to choose from.
Since then, I've grown to like the Forceblade, seems well suited for Lae'zel, I multi/combo that with Psi Warrior (Fighter) and Kith'rak (homebrew at Nexus), with a 1 lvl dip in Astral Soldier. Psi Warrior is kinda dull, but the Forceblade and Kith'rak offer some neat psionic based melee attacks. The other subclasses are better, unfortunately I think I used the worst one first.
Of course, I believe the Aetheric Strider was a later addition, not an option at first, and they JUST released the Frostveil Sage. (They also removed Psychic Chainshot from the Aetheric Strider due to being told by Larian it couldn't be approved, something about it was ... 'funky'.)