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Old Mar 13, 2008, 03:04 AM // 03:04   #1
Ascalonian Squire
 
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Default New CC: Psychic

A spellcaster that taps into his own mental prowess to defeat foes.

Attributes:

Subconsciousness - Every point spent in this attribute increases the power of the Psychic's defensive maneuvers by tapping into the latent, dormant, and peaceful thoughts of his subconsciousness. It also aids in the support of his allies.

Intelligence - Keeps the Psychic's power under control using logic and brain power, allowing the Psychic's mental abilities to recharge more quickly and cost less energy.

Destruction - Taps into the destructive nature of the Psychic's mental prowess, increasing the range of the Psychic's AOE abilities, the power of his/her's attacks.

Health: 480
Energy: 50

Skills

Psychic Blast - Sends a concentrated mass of psychic energy into the target, causing 40-100 damage instantly and knocking that opponent down for 2 seconds. 10 second recharge time. 15 energy. This spell cannot have its recharge time shortened by skills such as Serpent's Quickness.

Psychic Wave - A wave of psychic energy that hits up to a maximum of three targets, causing minimal damage but dazing the targets for 2 seconds.

Mind Shatter - When used against a foe casting a spell, that target is uninterrupted and dazed for a maximum of 10 seconds.

Psychic Barrier - Surrounds the caster and his allies within a shield that absorbs up to 300 physical damage. Elemental damage is cut in half. After the spell has ended, the Psychic is dazed for 5 seconds.

Mind Bullets - Sends a barrage of small but very deadly mind "bullets" into a group of targets, dealing 10-50 damage per target. The damage, however, is decreased the further away the Psychic is from the targets.

Tranquility - The Psychic enters a trance state, channeling his energy for the benefit of his allies, causing their health regeneration to increase by 5 and their energy regeneration to increase by two. The Psychic cannot perform any other actions or move while channeling this spell. Any damage inflicted to the Psychic has a chance of canceling the trance. If canceled, the Psychic is dazed for 5 seconds.

Psychic Explosion - The Psychic channels all of his mental energy at once into a tightly collected pocket of space at the targets location, and then detonates it, causing 70-150 damage to a maximum of four targets and knocks them down. This skill is easily interrupted, causes the Psychic to suffer from weakness and daze effect for five seconds, and has a one minute cooldown.

Mental Shield - The Psychic channels his mental energy to form a shield around target ally, protecting them from damage for 5 seconds and heals them for up to 150 damage over time.

How about the power to kill a yak, from 200 yards away...WITH MIND BULLETS!

That's all I've got so far.

Last edited by Vasallus; Mar 13, 2008 at 07:33 AM // 07:33..
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Old Mar 13, 2008, 04:07 AM // 04:07   #2
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rofl, nice reference to tenacios d.....wonder boy ftw
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Old Mar 13, 2008, 04:47 AM // 04:47   #3
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All classes in gw's start with the same base health of 480. 200 at level 1 increasing by 20 for each level. It can be modified through runes and such. However no class can be level 20 with a base health(health that is not modified) lower then 480.
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Old Mar 13, 2008, 07:33 AM // 07:33   #4
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Thanks for the advice.
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Old Mar 13, 2008, 08:00 AM // 08:00   #5
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Energy too High, lower it to 30.
Sounds like a Mesmer.

All I can say....
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Old Mar 13, 2008, 08:43 AM // 08:43   #6
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Quote:
Originally Posted by Vasallus
Health: 480
Energy: 50
30 energy is the base max energy if you ahve 60AL and 4 pips, however you could technically sacrefice 2 of the pips to gain 10 extra energy each, though I'm not sure weather it's a good idea or balanced, but its better than just giving it 50 energy at base.

Quote:
Originally Posted by Vasallus
Subconsciousness - Every point spent in this attribute increases the power of the Psychic's defensive maneuvers by tapping into the latent, dormant, and peaceful thoughts of his subconsciousness. It also aids in the support of his allies.

Intelligence - Keeps the Psychic's power under control using logic and brain power, allowing the Psychic's mental abilities to recharge more quickly and cost less energy.

Destruction - Taps into the destructive nature of the Psychic's mental prowess, increasing the range of the Psychic's AOE abilities, the power of his/her's attacks.
No primary? A primary is pretty important in describing the class. As a primary supports or enhances the main function of the class, it will point out what the main fuction will be and hint towards the strategies a class will incorporate.
Also as this is a psychic, will it use telepathy, or only telekinesis?
If it doesn't is it really a psychic?

Quote:
Originally Posted by Vasallus
Psychic Blast - Sends a concentrated mass of psychic energy into the target, causing 40-100 damage instantly and knocking that opponent down for 2 seconds. 10 second recharge time. 15 energy. This spell cannot have its recharge time shortened by skills such as Serpent's Quickness.
See the formatting of other skills? [skill=text]Stoning[/skill] Please use GW like wording and make use of GW mechanics so we can read your skills.

Psychic Blast Energy15 Activation1 Recharge0
Spell - Send out a Psychic Blast striking target foe for 40...100(120) damage and knocking that foe down for 2 seconds.
This skill will be locked for 10 seconds.

Exact same skill except it will be shorter and easier to read.

Quote:
Mental Shield - The Psychic channels his mental energy to form a shield around target ally, protecting them from damage for 5 seconds and heals them for up to 150 damage over time.
How does a mental shield heal? I'd be ok with telepathy removing hexes, or even telekinesis preventing bleeding temporarily by using a bandage of unseen force, but how does it heal? You added redundant descriptions to all those skills except for the one that needs it because it is confusing.

Quote:
Psychic Barrier - Surrounds the caster and his allies within a shield that absorbs up to 300 physical damage. Elemental damage is cut in half. After the spell has ended, the Psychic is dazed for 5 seconds.
As an alternative for dazing yourself how about kinda continuous casting?
Referencing to movies mainly I guess a telekinetic is often standing there arms stretched out in front maintaining a shield his fried are inside/getting behind.
So instead of dazing you have a skill with a 8 second activation time during those 8 seconds there is an aura around you in which (typed) damage from sources outside it is reduced by 30...60(70)%.

Causing conditions on yourself is not such a great way of balancing, conditions aren't that hard to remove, and /N's can even use them to their benefit, you usually have to use additional balancing options aside form causing conditions on yourself, such as higher cost, activation and/or recharge times.

I also think your naming of attributes and skills could use some work.

Last edited by System_Crush; Mar 13, 2008 at 08:58 AM // 08:58..
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Old Mar 13, 2008, 09:11 AM // 09:11   #7
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Hmm, Pulling back the Atoms or Molecules of the Flesh together.
That can be a possiblity.
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Old Mar 13, 2008, 09:30 AM // 09:30   #8
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A: I figure you're pretty new to this forum but I'll save you a few days by just telling you that the average level of CC's has about the quality of this drawing.

That being said, flaming on every thread in bare minimum sentences is pointless and rude.
B: Well you obviously wrote down this class from your idealized dream of him kicking total ass on the battlefield, which is fine as long as you keep your head straight and consider it's function.
From what I can tell this psychic is very much like an alpha ele, kd, high direct dmg, wards. which of course is what this game alrdy has.
Try and give it more of a style of his own and this CC could turn out very nicely.
suggestion:
-floating weaponry
-telepathy
- try and tie it to a GW god and adapt it's element.

and the skills are overpowered blablabla.
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Old Mar 13, 2008, 03:20 PM // 15:20   #9
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Quote:
Originally Posted by adam of phyrexia
A: I figure you're pretty new to this forum but I'll save you a few days by just telling you that the average level of CC's has about the quality of this drawing.

That being said, flaming on every thread in bare minimum sentences is pointless and rude.
B: Well you obviously wrote down this class from your idealized dream of him kicking total ass on the battlefield, which is fine as long as you keep your head straight and consider it's function.
From what I can tell this psychic is very much like an alpha ele, kd, high direct dmg, wards. which of course is what this game alrdy has.
Try and give it more of a style of his own and this CC could turn out very nicely.
suggestion:
-floating weaponry
-telepathy
- try and tie it to a GW god and adapt it's element.

and the skills are overpowered blablabla.
LOL MASSIVE TRUCK OF FAIL!
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Old Mar 13, 2008, 05:39 PM // 17:39   #10
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Quote:
Originally Posted by Vasallus
LOL MASSIVE TRUCK OF FAIL!
I hope you realise how close you are to the stated average.
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Old Mar 13, 2008, 07:19 PM // 19:19   #11
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Quote:
Originally Posted by System_Crush
I hope you realise how close you are to the stated average.
QFT

Has potential, but unless you change more, this is theoretical atm just nothing more, than an overpowered version of a Mesmer.

Btw. this stuff all obout psychic powers ect. could be something for mesmer improvement for GW2, but yet nothing I personally would see as own Profession
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Old Mar 13, 2008, 09:33 PM // 21:33   #12
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Quote:
Originally Posted by Phoenix Tears
QFT

Has potential, but unless you change more, this is theoretical atm just nothing more, than an overpowered version of a Mesmer.

Btw. this stuff all obout psychic powers ect. could be something for mesmer improvement for GW2, but yet nothing I personally would see as own Profession
That's a good point. I'd love to see the Mesmer get some kickass psychic abilities.
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