XCOM 2
Sorcerer Class
63 Comments
XxLengeyxX Jan 15 @ 1:51pm 
It´s a fun class but the damage is too low...
You can't do much until get the only single useful skill that freeze enemies later.
Don't worth it.
LightenedDark Jun 28, 2024 @ 11:47am 
The author hasn't been replied for a few years and one required mod is depreciated but switching to the newer Primary Secondaries would be good
Elimonateor Sep 26, 2022 @ 10:23am 
Strangely I can get the debuffs to work, sadly I cannot get any damage output. Any ideas? I do have RPGO plugin for this mod installed and am using LWOTC. I have copy and pasted the reformatted psiamp values in the right area in LOWTC but yet no damage. Ideas?
Nyx (She/Her) Apr 22, 2022 @ 2:10am 
I will say that Ray of Frost and Spark feel very...weak
sure they ignore cover, but consistently they just don't Do Anything. Spark does no damage but leaves your (potentially squishy) rookie in the face of an enemy. RoF does so little damage its often better to just not bother with it vs the starter pistol.

And yeah, the lack of VFX is a letdown. Even recolors of psi FX would be fine
oz4 Feb 3, 2022 @ 7:52am 
hello, is there a way to add burning effect to fireball ability?
Snip3s Sep 24, 2021 @ 8:24am 
@Tahanok2, Yes its correct that this class has potential but lacks some je ne sais quoi, and breaks immersion, but that said. I find if you change the way you think about the class and instead of thinking of it like a spell caster but an enchanter it becomes more viable.
Tahanok2 Sep 12, 2021 @ 8:07am 
I love the idea of this mod, but the lack of visual effects (psionic or otherwise) on many of the abilities just feels wrong, and there's unfortunately no way to add them that I know of.
TheDuke37 May 9, 2021 @ 11:36am 
@DarkTemplarX
Dang
DarkTemplarX  [author] May 8, 2021 @ 5:05pm 
@TheDuke37 I tried a lot when I first made the mod. I just never could get the hang of it (kept causing weird crashing), and now I can't update anymore due to my hard drive with the source code on it breaking.
TheDuke37 May 8, 2021 @ 2:28pm 
Is there a way to add, any animations to the spells? It just looks like their shooting air
daughter_of_ether May 3, 2021 @ 5:35pm 
@DarkTemplarX Thank you for the mod!
DarkTemplarX  [author] May 3, 2021 @ 8:04am 
thank you, @daughter_of_ether
daughter_of_ether May 3, 2021 @ 6:14am 
If you want to make this work with LWOTC, this is what worked for me:
Copy the lines from XComGameData_WeaponData in the config of the sorcerer mod (likely in C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1799689826\config)
Paste them under the entries for the Psi amps in XComGameData_WeaponData in the long war file config (in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\LongWarOfTheChosen\Config). You need to reformat to put all of the +PsiAmpT1_AbilityDamage entries under T1, and the same for T2 and T3. You might also want to update the values for T2 and T3, given Long war's scaling, but that isn't necessary for it to work.

This worked for me. I also added
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="necrostaff")
to the sorcerer class data config, and necrostaffs work fine.
DarkTemplarX  [author] Apr 14, 2021 @ 3:10pm 
@OllyOxenFree probably a mod interaction issue. If it matters, I believe it's coded the same way that Soulfire is, just with a different damage spread, so if you have mods that change psionic soldiers that might be affecting it.
OllyOxenFree Apr 13, 2021 @ 10:09pm 
Dunno if it was due to my mod setup (probably) but Magic Missile dealt no damage lol. Must've been LWOTC
DarkTemplarX  [author] Apr 7, 2021 @ 3:35pm 
@TheDuke37 it may have been the case that I just overlooked some stuff like that when designing the skills. In tabletop games, these abilities would cost half the user's turn, but XCOM is balanced far differently.
DarkTemplarX  [author] Mar 6, 2021 @ 2:40pm 
@TheDuke37 not sure if you're talking about Ray of Frost or Snap Freeze.

If you're talking about Ray of Frost, then neither does it freeze anything in any tabletop game I've ever seen. It's just a damaging cantrip that functions as a ranged weapon for a class with less-than-stellar physical combat capabilities.

Now, if Snap Freeze isn't applying freeze, then you've found a bug. not sure if I could even help with that, since the hard drive I had the source code + the mod tools on is long dead, but it works on my end and so it would be a mod interaction issue.
DarkTemplarX  [author] Feb 13, 2021 @ 6:00pm 
@sagekenyon42 you have to train one. rookies will never automatically level up into it.
ElvenFeyFall Feb 13, 2021 @ 11:19am 
How do you actually get a character with the class?
rakeeshebeastxD Dec 19, 2020 @ 8:29am 
Thanks for caring about your mod
DarkTemplarX  [author] Jun 5, 2020 @ 2:22am 
@geh4th Funnily enough, the Necromancer class is what inspired me to make this particular one. When I was developing the mod, I was trying to make the Necromancer's staff compatible with the Sorcerer class, but I could not get it to work despite my best efforts.

I've not played with any mods that add crossbows or primary knives (I wanted to avoid another primary sword class), so I figured giving them a little pop gun for their primary attack would do best. If you manage to get the staff working, send me the config change and I'll credit you with it if I ever end up publishing the change (hard drive with mod tools corrupted, haven't reinstalled them since).
geh4th Jun 4, 2020 @ 5:31pm 
@DarkTemplarX thank you. I'm a fan of Pathfinder RPG, so I am familiar with what you're talking about.

The main reason I asked is that I'm trying to make a custom AWC perk list for the class, and working on determining what to avoid, such as perks that affect a primary shooting weapon.

For immersion purposes, I've modified the Sorcerer to only be able to equip combat knives (or simply nothing at all) as primary weapons, although I've considered allowing crossbows added by various mods. I won't use pistols or other advanced projectile weapons with a Sorcerer.

A suggestion: an old vanilla/LW2 mod called the Necromancer had taken the Archon's staff and made it a usable primary weapon for XCom...a staff would be very thematic for a Sorcerer, especially if it could be given some type of additional "magic powers" as it upgrades...
DarkTemplarX  [author] Jun 4, 2020 @ 12:32pm 
@geh4th That text is mostly carryover from the material that the class is based off (tabletop RPGs), and is just there to specify that it is a ranged attack. It is based off the soldier's aim stat but not their weapon(s).

Any modifier that applies to base aim (such as if you get Holy Warrior from a mind controlled ADVENT priest) will apply, but stuff like your weapon's range bonus / penalty and cover do not apply. Due to technical reasons, I could not make it ignore target's base defense, so good luck hitting Gatekeepers.

This also applies to other spells that require an attack (Spark, Acid Blast).
geh4th Jun 3, 2020 @ 3:33pm 
I have a few questions regarding Ray of Frost. It says it 'requires a ranged attack to hit'...does this function as a weapon attack? If so, what weapon type or equipment slot it based upon? Would any perks (obtained from the AWC/Training Center, for example) potentially affect the to-hit roll?
DarkTemplarX  [author] Mar 11, 2020 @ 12:06pm 
@MONST3R the only thing I can think of is that the mod you're using to dual wield pistols is removing the sorcerer's ability to use a psi amp. The psi amp is equipped by default, that bypasses such a removal, but under such circumstances once you de-equip the psi amp it won't let you re-equip it.
I unfortunately don't have a solution, but hopefully this information helps you find one.
MONST3R Mar 11, 2020 @ 9:30am 
Hey so a have a mod that allows dual wielding pistols and i wanted to see if i could still use spells while dual weilding turns out you cant and now i cant re equip the amplifier, any suggestions on how to fix that?
scythe641 Mar 3, 2020 @ 3:23pm 
No worries! I'm still looking at your Melee Classes!
DarkTemplarX  [author] Mar 3, 2020 @ 3:18pm 
@scythe641 no, they do not, since i'm not an artist lol
scythe641 Mar 3, 2020 @ 3:06pm 
Before I add your Classes, do your skills have full animations to them? Like does ray of frost have a frost like beam? Classes that dont have full animations kinda ruin the immersion and I tend to avoid them
Talon Oct 22, 2019 @ 12:50pm 
Any chance of allowing the Psi Amps to be Primary Weapons with Unarmed animations, and the pistol to stay in secondary? Watching my guy walk around with a pistol out ruins the "mystic" and "Psionic Warrior" feel of them for me x.x
Naylind Sep 19, 2019 @ 12:26am 
hi, love the mod and his potential so far, could you add crit on spell that add nasty effect ie. ray of frost freeze on crit. The flaming punch could be better if applies some damage. Anyway good work, currently running a fantasy/dark age themed campaign and this mod is a nice addition.
MaCC165 Sep 18, 2019 @ 11:41am 
oh, so this is normal? allright, np
maybe assign melee abilites to punch or so, [WOTC] Hand to Hand Abilities, maybe it helps
or use the animation from this mod: Iron Man Repulsor
DarkTemplarX  [author] Sep 18, 2019 @ 10:25am 
@RambelZambel animations are hard :(
someday when I have the time I'll probably come back and fix stuff like that
MaCC165 Sep 18, 2019 @ 6:51am 
is there trick to see melee animation? Is see only assaultrifle shooting animations
DarkTemplarX  [author] Aug 13, 2019 @ 12:49pm 
RPGO isn't officially supported, sorry. tbh the animations never worked, but targeting / effects worked like normal for the non RPGO version, so I can't say what would make them work / not work.
Apologies for the inconvenience.
In other news, this week I had been trying to make another class for the workshop, but it just isn't working out, and my window of summer free time is rapidly drawing to a close.
Yoyochef Aug 13, 2019 @ 6:42am 
Hi DarkTemplarX, In my game with RPGO (and both your mods) I'm noticing odd things.
Dragon's breath only destroy's cover and does not give any fire animation or flames in the cone.
I can't target anything with Celestial Gift nor desintegrate even though I'm standing next to my ally/victim.
Is there anything I can do to make these spells work? For example, fireball seems to work fine, though it does not show any kind of missile animation.
DarkTemplarX  [author] Aug 2, 2019 @ 1:22pm 
@Kad normal promotion. Do note that the default configuration for num in deck and num in forced deck are both 1, so you are only guaranteed one. You can still train them in the GTS just like any other soldier tho.
Tardo The Ass-Monkey Aug 1, 2019 @ 11:22pm 
Is the Sorcerer trained in the Psi Lab, or just a normal soldier promotion?
DarkTemplarX  [author] Jul 25, 2019 @ 1:24pm 
@Adromolek I have no idea why they would be missing, they use the same targeting system as Void Rift, which uses the aim check that always hits. My best guess is that this is a mod interaction issue.
Detecuhmahfix Jul 25, 2019 @ 9:08am 
On the verge of finishing a Beta Strike campaign with this class and boy, am I impressed. Well done on making some really cool and exciting abilities, and making a class that scales well throughout the campaign. Bravo.
幻变骚零与寻找猛一 Jul 25, 2019 @ 4:48am 
Why the AOE spells such as snap freeze and fireball sometimes will miss the target? It shows the chance of aim is 0.
DarkTemplarX  [author] Jul 24, 2019 @ 2:11pm 
@RJC9000 Plugin is uploaded, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1814248577
Later this week my time will start to free up, and I'll look into making a psi amp that adds those abilities.
Thanks for the assist on this.
DarkTemplarX  [author] Jul 23, 2019 @ 1:03pm 
@RJC9000 Thanks man, I'll upload this when I get a chance today or tomorrow
RJC9000 Jul 23, 2019 @ 9:26am 
Here's the RPGO plugin I created for this class.
https://www.dropbox.com/s/402bisiu3js1dom/Sorcerer%20-%20RPGO%20Plugin.zip?dl=0

Couldn't test due to not having SDK fully installed.

Also worth noting that Bloodline Arcana, Spark, Bloodline Claws, and Ray of Frost are missing because I was already hitting the max ability limits (7) for most of the trees. I was told that a workaround was to create a Sorcerer's PSI Amp with Bloodline/Frost/Spark as abilities inherent to the PSI Amp, but that also involves the SDK, so couldn't do it.

Hope it recreates the Sorcerer in RPGO to your standards of quality.
Misty Jul 20, 2019 @ 1:33pm 
I hear you on that graphics bit. Hope the irl goes good for you, I look forward to seeing what this class can become.
DarkTemplarX  [author] Jul 20, 2019 @ 12:56pm 
Graphics were never my strong point, lol. I am trying to figure out how to improve them but those default animations are mostly placeholders. That being said it will be a while before the next update due to some irl stuff.
Misty Jul 19, 2019 @ 2:29pm 
Thank you for the clarification. So not wasting points on Psi then, focus on aim I suppose. I'd say that both of those are great ideas, but should probably take a back seat to some other polish points the class could REALLY use. (Frost-whip visual for the Ray Of Frost and... not an assault rifle burst for spark... like... literally anything else would be better... for example.)
DarkTemplarX  [author] Jul 19, 2019 @ 3:28am 
Psi Offense only effects their chance to hit with Feeblemind. It is worth noting that this skill is meant to support Psi Operatives with their abilities that are will rolls, and the Sorcerer currently has no ability to use that lowered will that Feeblemind causes.
I may go and change Empower spell to give a bonus based off psi offense instead of a flat 50%, or Toppling spell to use a will calculation rather than a flat chance, but as of right now, only Feeblemind works.
Misty Jul 18, 2019 @ 7:15pm 
So, I think the big question is; Does the Psi stat have any bearing on the primary abilities of the Sorcerer?

Since I use RPGO in order to give an RPG Stat progression, it would be good to know if I'm investing my statpoints well when I put them into Psi.
DarkTemplarX  [author] Jul 17, 2019 @ 1:23pm 
@Drenic that's a bug I've been trying to hunt down for a while. I think it has something to do with primary secondaries changing the registry name of the pistol shot skill, which should be excluded from the effect. For some weird reason it works in the debug campaign in the dev enviornment, but not in an actual campaign.
Also acid blast shreds twice as much as it should because of something I'm gonna patch out when I fix the former.