XCOM 2
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Alpha's Psionic Classes
   
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10.879 MB
Apr 8, 2021 @ 12:27pm
Jan 26 @ 3:04pm
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Alpha's Psionic Classes

In 1 collection by Alpha115
Alpha's Mod Collection
24 items
Description
--Overview--

This mod is my personal take on Psionic classes. Each Class has three ability trees and a GTS perk. The Psionic Classes here can be trained in the GTS. It does not disable the Psi operative and the Psi lab to keep it from breaking anything in the base game. My main goal was to make something fun for me to play and I like the results so far. These two new psionic classes are a bit more focused and I think more interesting to play then the psi-operative.

-- Summary --
Although we've seen them wielding Psionic powers before, our recent encounters with the aliens have truly shown us how they are able to deftly manipulate the flow of Psionic energy and use it to their advantage. If we were to master it as well as they have, the potential applications in the field would be limitless. To see more info on the three classes check of the discussions tab which show all the classes abilities.

Psionic Sentinel
This Psionic Class focuses on Crowd controlling enemies and Supporting their Allies.

Psionic Ravager
This Psionic Class focuses on Offensive psionics such as Pyrokinesis, Psychokinesis, and other damage dealing psionic abilities.

Psionic Commander
This is my attempt at making a commander class. This one focuses on Psionics/gunplay. Its really rare and you are meant to only have 1 a playthrough.

--Credits--
RustyDios for helping me set up the Config Files for this mod.
Iridar and Mitzruti for making their perk packs, which this mod uses.
RM for the biotic class which inspired this mod.
Tzarnal - MoonWolf for the class icons.
18 Comments
Alpha115  [author] Feb 23 @ 6:37pm 
@Mask, I will not add a feature to remove it from the game. Honestly its rather easy to just not build it.
Mask Feb 23 @ 12:10pm 
If I may, is it possible, rather easy work to add an option to trash psi lab? Since it does literally nothing at the end game while you have these beautiful psi operatives. :)
Mask Feb 14 @ 2:26am 
I'm not a fan of PEXM, don't like a soldier having psi abilities while retaining his class. I think psionic dudes must be seperate and unique like your mod very well did. I see your point suggesting it but still, this is nice with Cut Content Psionics.
Alpha115  [author] Feb 13 @ 8:56am 
@Mask this mod does not mess with the Psi Lab in any way. You can still build it to make the psi operatives from the base game. I'd recommend getting PEXM mod and using it since it works well with this one.
Mask Feb 13 @ 6:06am 
So what do I do with Psi Lab now? Does it do anything rather than training rookies to regular Psi Operatives?
Mask Jan 30 @ 3:02am 
@Alpha115 dont say that, this is an awesome mod!
Alpha115  [author] Jan 27 @ 12:46pm 
@Mask Yeah I foolishly forgot to add the damage boost part of the perk so it was just doing nothing this whole time.
Mask Jan 27 @ 8:42am 
Thanks for your effort. :)
Alpha115  [author] Jan 26 @ 3:05pm 
@Mask got the perk working. New update should have the fix. The fix won't probably work mid tactical save.
Mask Jan 26 @ 2:29am 
Thanks! In description, there is something like "Psi Operative can use Psi-Defense to boost their guns." So I thought I might need Psi-Defense skill which is on the same rank, it didn't work either. FYI.