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Old Oct 22, 2007, 06:54 PM // 18:54   #1
Ascalonian Squire
 
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Default Psion

[RE-EDITED CC PROFILE STILL UNDER CONSTRUCTION!]:

The Psion:

Background lore:
Psions are mystical, wise, but bizarre, being gifted in the arts of telepathy and telekinesis. Their abnormal powers astonish and astound their friends and foes, create webs of disruption and delusion, and bind allies or enemies together or apart with powerful telepathic links. One will find that the Psion will make an influential ally, but also an impressive enemy. A Psion works best on the back lines, using better time to aid allies with tactical mind links, as well as infiltrating the minds of the enemies to reveal their strategies. Psions use a primary attribute, Psionic Power, which aids in replenishing the Psion’s precious energy and health. The Psion’s patron deity is Lyssa, goddess of illusion, infiltration, and magic.

What is new?
  • The total new concept of a class based around psychics and psionics, which I am surprised hasn't been started yet in Guild Wars.
  • The introduction of two new skill types, Connections and Thoughts. Connections will affect all allies or enemies in nearby range, from hexing or enchanting them, to regaining health or inflicting damage. Connections can be removed by moving out of range to the connection itself or by moving out of range of another creature which also has the connection on them. Connections will be visible by a faint line unique for each different Connection skill, and the line will originate from the casting Psion. Thoughts will be similar to Shouts, as they have no activation times (therefore they will be uninterruptable), but many will have short recharge times.
  • The introduction of a new damage type, psionic damage. It will be armour-ignoring and will also have a 10% chance to inflict 10% more damage to a living foe. However, psionic damage will be near-useless against non-living foes as the damage will be reduced by 75% against them.

Status:
-Maximum non-benefited health 450
-Maximum non-benefited energy 45
-4 pips of energy

Armor:
Headgear
-Tiara (?)

-Starter armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Psion's armor is very artistic and stylish, more "robe-like" than a Mesmer's, less revealing than an Elementalist's. The Psion headgear would be a tiara that focuses the power of one of the Psion's attributes. Psion armor focuses mainly on the colours of white, cream, pink, red, and purple.

Insignia:
Telepath's
Armor +3 for each equipped Thought
Oracle's
Armor +3 for each equipped Connection
Prophet's
Armor +15 (while activating skills)
Intellect's
Armor +5 (while recharging 1 or more Skills)
Armor +5 (while recharging 3 or more Skills)
Armor +5 (while recharging 5 or more Skills)

WEAPONS:
Staves
Psionic Staff (Psionic Power): 11-22 Psionic damage, Two-handed, Energy +5
Prophetic Staff (Telepathy): 11-22 Dark damage, Two-handed, Energy +5
Mystic Staff (Telekinesis): 11-22 Chaos damage, Two-handed, Energy +5
Oracular Staff (Connection): 11-22 Psionic damage, Two-handed, Energy +5

Psion staves are very ornamented and exquisite, being made from finely-polished wood or stone or marble even. They have many encrusted jewels and have an elegantly-designed focus core at the tip of the staff.

Psions do not have any other weapons or foci other than staves.

ATTRIBUTES:
Psionic Power (primary): Psionic Power lets you steal 1 energy from foes in the area whenever they begin a spell. For each rank in Psionic Power, an additional foe is introduced. Several Psion skills, especially those related to health and energy, become more effective with higher Psionic Power.

Psionic Power contains the main self-healing, self buffs, and energy-related skills of the Psion.

Telepathy: No inherent effect. Many Psion skills that involve interrupting or hexing enemies with the power of your mind become more effective with higher Telepathy.

Telepathy contains shutdowns of skills, either by recharge/activation speed, or fail chances. Also contains most thoughts of the Psion, as well as some small armor-ignoring damage spells. A very versatile attribute.

Telekinesis: No inherent effect. Many Psion skills that involve harming enemies with the physical representation of your mind become more effective with higher Telekinesis.

The bruteness of the Psion. Contains skills that damage foes with physical damage, knockdowns, and physical defense, as well as skills that affect miss and block chance.

Connection: No inherent effect. Many Psion skills that involve connecting your mind with your allies or enemies mind become more effective with higher Connection.

Skills affecting a wide range of creatures. Some skills deal DoT psionic damage to nearby foes, but not spammable skills, some skills give mental buffs to nearby allies, and a few thoughts as well.

SKILLS AND BOSS COLOUR:
Coral pink (fleshy pink)

SKILL LIST:
Psionic Power
Construct's Demise Energy cost: 10 Activation time: 2 secs Recharge time: 25 secs
Enchantment Spell. For 10...21 seconds, all Psionic damage in the area is replaced by armor-ignoring damage.
Negation Energy cost: 15 Activation time: 4 secs Recharge time: 30 secs
Elite Hex Spell. For 10 seconds, whenever target foe is healed, he loses 1...4 energy.
Power Convert Energy cost: 15 Activation time: 3 secs Recharge time: 35 secs
Elite Enchantment Spell. For 10 seconds, whenever you take damage, you gain 1...4 energy.

Telepathy
Concussion Energy cost: 10 Activation time: 3 secs Recharge time: 30 secs
Elite Hex Spell. For 10 seconds, target foe becomes Dazed and has a 20...75% chance to miss attacks.
Disobedience Energy cost: 10 Activation time: 2 secs Recharge time: 30 secs
Hex Spell. For 3...12(15) seconds, target foe has a 75% chance of skill failure. When that foe successfully uses a skill it takes 15...65 psionic damage.
Fatigue Energy cost: 15 Activation time: 5 secs Recharge time: 45 secs
Elite Hex Spell. For 5...15 seconds, target foe has a 25...150% longer skill activation time and a 10...100% longer skill recharge time.
"You've Got The Power!" Energy cost: 10 Recharge time: 15 secs
Thought. For 3...8 seconds, target other ally gains +£ energy regeneration.
Presumption Energy cost: 5 Activation time: 2 secs Recharge time: 20 secs
Hex Spell. For 5...25 seconds, the 3...9 skills target foe casts will have a 50% chance of failure.
Twinge of Pain Energy cost: 5 Activation time: ½ secs Recharge time: 10 secs
Hex Spell. After one second, target foe takes 5...60 psionic damage.

Telekinesis
Brute Strike Energy cost: 5 Activation time: 1 sec Recharge time: ¼ secs
Spell. Send out a stream of brute telekinetic force that strikes target foe for 22...58 blunt damage.
Implosion Energy cost: 10 Activation time: 2 secs Recharge time: 30 secs
Spell. Create an Implosion at target foe’s location. For 10 seconds, foes adjacent to that location are struck for 4...28 psionic damage each second and have a 30% chance of spell failure.
Might of Mind Energy cost: 15 Activation time: 4 secs Recharge time: 25 secs
Elite Spell. All nearby foes have 50% chance of being knocked down. Each foe knocked down is struck for 20...130 armour-ignoring damage.
Mind Strike Energy cost: 10 Activation time: 3 secs Recharge time: 20 secs
Spell. All adjacent foes are struck for 30...118 blunt damage and have a 60% chance of being knocked down.
Unseen Force Energy cost: 10 Activation time: 1 sec Recharge time: 15 secs
Spell. Target foe has a 35...90% chance of being knocked down. If knocked down, target foe takes 20...68 blunt damage.

Connection
Assumption Energy cost: 15 Activation time: 4 secs Recharge time: 45 secs
Connection. For 2...7 seconds, all nearby foes will miss every attack.
Benevolence Energy cost: 15 Activation time: 3 secs Recharge time: 40 secs
Connection: All nearby allies gain 40...117 health. For each healed ally, you gain 1 energy.
Mind Blank Energy cost: 15 Activation time: 5 secs Recharge time: 45 secs
Elite Connection. All nearby foes have all skills disabled for 1...6 seconds.
Malevolence Energy cost: 10 Activation time: 2 secs Recharge time: 35 secs
Connection. All nearby foes take 50 shadow damage. For each struck foe, you gain 5...38 health.
One with Minds Energy cost: 10 Activation time: 4 secs Recharge time: 45 secs
Elite Enchantment. For 8...41 seconds, all Connection skills you cast have a 10...65% reduction in activation and recharge times.

Last edited by Necrosity; Dec 24, 2007 at 11:14 AM // 11:14..
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Old Oct 29, 2007, 07:55 PM // 19:55   #2
Ascalonian Squire
 
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Anyone...?

The profession is not that bad is it?

sorry about the bump
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Old Oct 29, 2007, 11:04 PM // 23:04   #3
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Uhm, where do I start.
Well some parts are quite unique^^.
Sounds like me Weaver and Actonjack Spellbinder.
You might wann check'em^^!.
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Old Oct 30, 2007, 10:19 AM // 10:19   #4
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Quote:
Originally Posted by Necrosity
I have just thought of a few skills, but no point putting them on yet...
I'd say there is, I have no way of knowing what your psion does.
It's nice you have an idea, but that is only a small part of the point.

You have to sell your idea to us, but more importantly to the devs.

For you your class you have to prove that:
  • It will be fun to play
  • Adds something new and inventive to guildwars
  • And that the class will have a positive and noticable effect(inpact) on the gaming experience for everyone.(if it can just be ignored, then there's no reason to have one in your team, or in the game for that matter)

Also you have to figure out in the concepting.
  • If you are having trouble making skills for the atributes.
    If the first 12 skills are hard to make all different, then Anet might find making 120+ a real pain.
  • That by skills an atributes, one can figure out some of the lore and style of the class.
    It's up to you to make dark magic skills seem dark and fighting dirty skills seem dirty; People should be able to figure out a large part of the lore without having to read it.


Quote:
affecting allies or enemies with the power of your mind become more effective with higher Telepathy.
^Can you blame me for wanting skills to figure this out. O.o

Quote:
harming enemies with the physical representation of your mind become more effective with higher Telekinesis.
This mutch I get, I love the way tribals played, I hope this lives up to how much fun telekinesis can be.

Quote:
connecting your mind with your allies or enemies mind become more effective with higher Connection.
This could turn out interesting, reading your foes mind knowing where and how they will attack before they do would result in 100% blocking skills I'd say. As well as other cool tricks

Quote:
Psionic Power (primary) For every 2 points in Psionic Power you gain 1 energy and 5 health each time you use a non-Connection skill or 2 energy and 10 health each time you use a Connection skill.
The one thing I can review is this, the primary is strongly connected to 1 atribute, that's bad you don't want to force people to take 2 atributes to get the full effect of the primary.
Also this would allow me to gain up to 8 energy when I use a skill, OMG the [skill=text]Repeating Strike[/skill] love that generates or [skill=text]Flare[/skill] spam, but that's noobish anyway. Also it would be way to good energy management when used with adrenal skills that can be used quickly after another.
It is extremely overpowered, even if it was reduced to 3 or 4 energy per skill it would still be very very powerfull.

Last edited by System_Crush; Oct 30, 2007 at 10:25 AM // 10:25..
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Old Oct 31, 2007, 07:21 PM // 19:21   #5
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Thanks System Crush for your constructive post

I have made some changes to the Psion:

Telepathy: No inherent effect. Many Psion skills that involve interrupting or hexing enemies with the power of your mind become more effective with higher Telepathy.

I have changed the Telepathy attribute in order to make it more understandable of what the attribute does. Basically most Telepathy skills are hexes, many of them interrupts, de-buffs, or ones that inflict conditions on a certain period of time, along that sort of line.

I am still not sure of the primary attribute, but I have come up with this:

Psionic Power (primary): Psionic Power lets you steal 1 energy from foes in the area whenever they use a spell. For each point in Psionic Power, an additional foe is introduced.

So basically, at first with just 1 point in Psionic Power, whenever 1 foe in the area uses a spell, you'll just steal 1 energy. If you have 3 points in Psionic Power, whenever 3 foes in the area use a spell, you'll steal 3 energy etc.

Is there any way of nerfing/buffing the new attribute, or any other posts of what you think of it?

Telekinesis and Connection remain the same... for now.

I am worried that this class is too similar to the Mesmer though

System Crush, I hope this has answered some of your questions

Last edited by Necrosity; Nov 12, 2007 at 08:17 PM // 20:17..
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Old Oct 31, 2007, 10:59 PM // 22:59   #6
Desert Nomad
 
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EDIT BUTTON FOOL^^!
EDIT, EDIT, EDIT^^!
Same thing is happening again when funnyman did this!

And it doesn't sound mesmer at all, Mesmrs are Energy, Degen or Domi Based this seems like an Enchanter^^.
But alittle of you'r Telepathy stil have some Semi-Domi Feel, And Telekenisis seems to be a Ranged-Hammer War.
You'rs is more based on Psionic Powers while Mesmer seem to be using Illusions.
But try changing the attacks to Chaotic not Psionic, Both are same^^.
But it was a total letdown, that what I understood from you a guys who would connect how my Weaver or AJ's Spellbinder would fight.

Last edited by [M]agna_[C]arta; Oct 31, 2007 at 11:09 PM // 23:09..
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Old Nov 01, 2007, 11:10 AM // 11:10   #7
Jungle Guide
 
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Quote:
Originally Posted by Necrosity
Psionic Power (primary): Psionic Power lets you steal 1 energy from foes in the area whenever they use a spell. For each point in Psionic Power, an additional foe is introduced.

So basically, at first with just 1 point in Psionic Power, whenever 1 foe in the area uses a spell, you'll just steal 1 energy. If you have 3 points in Psionic Power, whenever 3 foes in the area use a spell, you'll steal 3 energy etc.
Well, it's not as extremely uber anymore, though even in PvP I doubt no more than 4-5 foes will ever be casting spells at the same time.

Either this will activate whenever foes succeed in casting spells; in which case the stack is somewhat pointless, because not many foes will finish casting at the exact same time, so you'll not often be getting more than 1 foe in the area.

Or it activates when a foe starts casting a spell, and for as long as that foe is casting that foe keeps 1 of the slots in your psi power occupied.
That would give you a point of energy exactly when you need it for interrupts.
Also interrupts would be usable to free up slots in your psi power as well as hinder foes.

In the second case it's nicely though out, useful and well woven into a function. That is a great job, especially if this is your first CC.

Quote:
EDIT BUTTON FOOL^^!
Magna is right, as well as rude. @where you having a bad day or sumthin?
The first post is what people will read when they enter the thread, it is where all the important info should be, most of them won't take time to read all the replies.
Often enough, neither do I.
Quote:
Originally Posted by Necrosity
Disobedience Energy cost: 10 Activation time: 2 secs Recharge time: 30 secs
Hex Spell. For 15 seconds, target foe has a 75% chance of skill failure. For every failed skill, target foe takes 15...65 psionic damage.
What is psionic damage?
I imagine it is some kind of mind affecting/brain hemeraging damage.
If so wouldn't be too effective against golems or minions, because those don't have brains(move by magic or somesutch)
Would it be armor ignoring?

I guess, telepathy could deal some new damage type, that is less effective against creatures without brains, but normal for every one else.
Using untyped armor ignoring damage might be easier though.

Quote:
Originally Posted by Necrosity
Concussion Energy cost: 10 Activation time: 3 secs Recharge time: 30 secs
Hex Spell. For 10 seconds, target foe becomes Dazed and has a 20...75% chance to miss attacks.
While I'd love how I'd p00n stuff with it, it should definitely be an elite. Daze shutdown casters, while miss chance(blind) shutdown physical attackers.
Basically this skills shuts down anyone for 10 seconds, so does [skill=text]Temple Strike[/skill] which is why it is an elite.
Opposed to ^^ the casting time making this interruptable and the recharge time being longer balances the rest of this out, reasonably.

Would the daze be removable while the hex is active? Or do condition causing hexes apply 1 second of condition every second they are active?

Quote:
Originally Posted by Necrosity
Disobedience Energy cost: 10 Activation time: 2 secs Recharge time: 30 secs
Hex Spell. For 15 seconds, target foe has a 75% chance of skill failure. For every failed skill, target foe takes 15...65 psionic damage.
Presumption Energy cost: 5 Activation time: 2 secs Recharge time: 20 secs
Hex Spell. For 5...25 seconds, the next skills target foe casts will have a 50% chance of failure.
That is a lot of fail chance for too long a time; more importantly, don't forget hexes stack with one another.
While fail chance is a nice and untapped field, you should probably limit it by having it go for the next 1...7(9) skills within those 15 seconds, making the hex end after it has had it's shots.
That way staking the hexes will increase the fail chance but limit how many skills they can affect.

also 25 seconds of 50% failure for 5 energy is a way to easy 'fire and forget' skill. Making a foe negligable should require a little more work.

Quote:
Originally Posted by Necrosity
Telekinesis
Brute Strike Energy cost: 5 Activation time: 1 sec Recharge time: ¼ secs
Spell. Send out a stream of brute psionic force that strikes target foe for 22...58 psionic damage.
Implosion Energy cost: 10 Activation time: 2 secs Recharge time: 30 secs
Spell. Create an Implosion at target foe’s location. For 10 seconds, foes adjacent to that location are struck for 4...28 psionic damage each second and have a 75% chance of being knocked down.
Might of Mind Energy cost: 15 Activation time: 4 secs Recharge time: 25 secs
Elite Spell. All nearby foes have 50% chance of being knocked down. Each foe knocked down is struck for 20...130 psionic damage.
Unseen Force Energy cost: 10 Activation time: 1 sec Recharge time: 15 secs
Spell. Target foe has a 35...90% chance of being knocked down. If knocked down, target foe takes 20...68 psionic damage.
Lots of knockdowns, balanced with long activation and recharge times. as well as a spam skill.
I guess its a good offensive casting attribute.
Would have liked if it was a little more telekinesis'ish, especially implosion would be rather hard to do by remote manipulation. Because you need to affect atomic or even subatomic particles.
(That is only the very highest level of difficulty in telekinesis there is)

Quote:
Originally Posted by Necrosity
Mind Shock Energy cost: 10 Activation time: 3 secs Recharge time: 20 secs
Spell. All adjacent foes are struck for 30...118 psionic damage and have a 60% chance of being knocked down.
[skill=text]Mind Shock[/skill] 'they' say great minds think alike, I say 'they' might be wrong


Quote:
Originally Posted by Necrosity
Assumption Energy cost: 15 Activation time: 4 secs Recharge time: 45 secs
Connection. For 2...7 seconds, all nearby foes will miss every attack.
Benevolence Energy cost: 15 Activation time: 3 secs Recharge time: 40 secs
Connection: All nearby allies gain 40...117 health. For each healed ally, you gain 1 energy.
Binding Energy cost: 15 Activation time: 5 secs Recharge time: 45 secs
Elite Connection. All nearby foes have all skills disabled for 3...11 seconds.
Malevolence Energy cost: 10 Activation time: 2 secs Recharge time: 35 secs
Connection. All nearby foes take 50 shadow damage. For each struck foe, you gain 5...38 health.
One with Minds Energy cost: 10 Activation time: 4 secs Recharge time: 45 secs
Elite Enchantment. For 8...41 seconds, all Connection skills you cast have a 10...65% reduction in activation and recharge times.
What do connection's do? The description says they link minds, but they seem to be just AoE hexes that are unremovable because they are connections instead of hexes.
Malevolence isn't even a debuf.
Binding is way overpowered, should be nerfed and renamed to Mind Blank.


Now that I have seen some skills, I can give you a better review of the class.
You did a reasonable job, the psion would be a shut down and hindering class that would spend a lot(an I mean a lot!) of time casting powerful global disruptive effects, making them very susceptible to interrupts.
That is not the same as a mesmer; mesmers spend smaller time casting smaller specific disruptive effects, they are like each others evil twin from another dimension

Though I doubt that a twin was what you where going for, you'd want to make them different where you can.
First keep the long activation times, even add to them if it helps balance.
wipe some of the telekinesis and telepathy spells, to make room for some with 0 activation time.
Skills with 0 activation time can be activated while casting or moving, these skills should be minimal, having simple effects and executions; as not to require to mutch concentration or gestures to activate.
I'd best dump an example

"I am your Conscience" thought E5 A- R10
If target foe is activating a skill, the activation time increases by 100...190(220)%. (Atribute: Telepathy)

"Get away from me!" thought E5 A- R20
For 1 second a wave of force envelopes foes adjacent to you, these foes take 10...28(34) blunt damage and are knocked down. All projectile attack targeting you and these foes are blocked.(Attribute: Telekinesis)

Now the point of these is mainly to prevent foes from taking action against you, while you are taking you sweet time to activate your more powerful skills.
Their effects are short lived and not that powerful, its about using them at the right time, not using them for a really quick spam. It might still be a good idea to add an aftercast delay, to prevent the overpoweredness of an 8 skills at once spike.

The telekinesis applies unseen force: spell(s)/(projectiles) with no arch which deal physical damage.
I think that is logical for 'remote' 'kinetics'(movement, physical force) would deal physical damage.
When uncontrolled small amounts of blunt damage. When using it concentrated(spells with an activation time) larger amounts of blunt, piercing and slashing.
From telekinesis elites you can apply force to parts you can't attacking a foe from the inside, then you would deal armor ignoring damage.

Lastly the connections, should remain the PBAoE type you have now, and network all affected creatures, while they stay in range of a network node.

Said more simply, a connection with nearby range affects all creatures nearby you.
For each affected creature, the connection ends prematurely: whenever that creature is not:
  • Nearby you.
  • Near an affected creature, that is nearby you.
  • Near an affected creature, that is nearby an affected creature, that is nearby you.
  • etcetera.
I'd better give some examples for that too.

Unwilling Warning connection E15 A4 R35
For 21 seconds all nearby foes and party members are connected with Advance Warning, connected allies have 25...55(65)% chance to block attacks by connected foes.(Attribute: Mindflaying)
(^assumption)

Will of an Army connection E25 A3 R25
For 15 seconds all allies in the area are connected, for each connected ally hexes on connected allies last 4...7(8)% shorter. (Attribute: Mindflaying)

Amplify Fear connection E10 A5 R30
For 4...10(12) seconds all foes in the area are connected, for each connected foe all connected foes suffer -1% morale penalty.

Now the thing with connections is, that they take the part of telekinesis in moving foes; usually it is unbalancing to just have skills to trow your foes about(off cliffs or sumsutch).
A connected foe will have to suffer the effect or decide to move back and than forward again. Similar to how they would fly back and then walk up to you again if you had knocked them back with telekinetic force.

I talk to much don't you think?
Just remember it's to help, not "follow this to the letter, or else!" it's your class, you get to decide what it turns out like, and you should like what it turns out.

Last edited by System_Crush; Nov 01, 2007 at 11:17 AM // 11:17..
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Old Nov 01, 2007, 12:43 PM // 12:43   #8
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It was suppose to be a joke = (.
People say that I talk as if I am not thinking before what's happening.
Others say I don't care about anything = (.
I am Impatient as in I do things immediatly excluding my projs and homeworks not waiting for someting.
And I have an attitude of happy go lucky not thinking of bad things, I m too optimistic, which makes people think I don't care for anything.
I would think "I can do that next time, I am still young" or "Just forget the problem, can't cry for a spilled milk anyways", It may sound as a good thing but no people would think as If I think and care for no one and those people who say that doesn't even know me fully nor alot.
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Old Nov 01, 2007, 01:02 PM // 13:02   #9
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@Magna
I think I get what ur saying, though not how your trying to say it .
Nothing wrong with that, it might at times seem rude or inconsiderate, but just remember to look cute and smile and people will let you be as rude as you want.
As we can't see you smiling, on the forum, don't forget to add a sillynes or grinning smiley after a joke. Otherwise I tend to think your talking seriously.
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Old Nov 02, 2007, 08:03 AM // 08:03   #10
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Telekinesis attribute is too overpowered...remember, KD also interupts, making this class a bit like an overpowered mesmer
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Old Nov 02, 2007, 08:31 AM // 08:31   #11
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Quote:
Originally Posted by xvix83
Telekinesis attribute is too overpowered...remember, KD also interupts, making this class a bit like an overpowered mesmer
Quote:
Activation time: 2 secs
Activation time: 4 secs
Activation time: 3 secs
How do you plan on interuting anyone with these again? Would work only on ritualists or rangers while they are summoning spirits, or [skill=text]Meteor Shower[/skill] but it's way too slow to be a functional interupt.

Imposion is indeed a overpowerd version of [skill=text]Maelstrom[/skill] and needs a nerf.
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Old Nov 12, 2007, 06:33 PM // 18:33   #12
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Thanks again for the constructive criticism ^^
I have edited my original post according to many of the constructive criticism given, so if I haven't directly answered something just check that post.

SC I have changed the primary attribute so that the energy is stolen whenever a foe begins a spell, so the Psion would still receive energy even if the spell is interrupted or has failed somehow. This would give a small but enough flow of energy for the Psion, but he will get more the higher the rank of Psionic Power there is.

Quote:
In the second case it's nicely though out, useful and well woven into a function. That is a great job, especially if this is your first CC.
Thanks, and yes this is my first CC (but I have designed another one which I may post later ).

Quote:
What is psionic damage?
Psionic damage will be armour-ignoring and will have a 10% chance to inflict 10% more damage to a living foe.
However, the damage will be reduced by 25% against non-living foes, therefore it obviously will be no use against golems, constructs, etc.

SC, I absolutely ADORE the new "thought" skill type and I am kicking myself for not thinking about it from the start. It will give me a lot more ideas, especially about skills, thanks a lot!

After reasing on the wiki article, I am still a bit confused on what "aftercast delay" is, could you care to explain more about it, possibly with an example?

Also, I am growing on the idea of using mainly blunt, but some piercing or slashing damage for most of the offensive telekinesis skills, and I will implement more skills using this new idea.

Quote:
Lastly the connections, should remain the PBAoE type you have now, and network all affected creatures, while they stay in range of a network node.

Said more simply, a connection with nearby range affects all creatures nearby you.
For each affected creature, the connection ends prematurely: whenever that creature is not:

* Nearby you.
* Near an affected creature, that is nearby you.
* Near an affected creature, that is nearby an affected creature, that is nearby you.
* etcetera.
And lastly, SC I am a bit confused about your Connection explanation. Are you saying that if a creature moves out of nearby range from the Psion, the connection will end on them, so therefore they can move out of the way to end the connection ?

Again, thanks for all the constructive criticism, and keep it coming, especially from SC, I never knew I would be this serious about a CC !!!
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Old Nov 12, 2007, 07:52 PM // 19:52   #13
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Quote:
Originally Posted by Necrosity
And lastly, SC I am a bit confused about your Connection explanation. Are you saying that if a creature moves out of nearby range from the Psion, the connection will end on them, so therefore they can move out of the way to end the connection ?
Well your connections where just area enchantments, thats not really something new.

My connection idea was to make the connections, like wireless connections that transmit to a small area and must stay connected(trough other hubs) to the source, in order to keep transmitting.

Translated for non geeks this means whenever a creature with the connection is not near anther creature with the connection.

So while having to start out all balled up in a circle, creatures could move after the connection is cast as long there remains a chain of affected creatures between you and each affected creature.

Allowing allies to spread out away from [skill=text]Meteor Shower[/skill] without losing the benefits of the connection.
But also to cover a larger area with the connection.
(nearby should be big enough to cover most of the back line, so even if people don't know how to team with a Psion, they should still not be a problem in breaking your connections)

Also enemies will have to run out of range of their allies, as well as out of range of you, clearing a larger area.
If you're lucky they'd be stupid enough to form a nice line and won't be able to shake the connection at all.

Collective Pain connection E15 A4 R25
For 20 seconds adjacent foes are connected with you, whever a connected creature takes damage all others suffer 50% of this damage, dmage dealth to you in this way is reduced by 5...20(25).

(Don't read this unless you understand geek)
For the sake of performance, connections would refresh on all creatures still linked every 3 seconds instead of actually checking whenever a creature moves.
The same goes for nebo's chrono's aura's.

Quote:
Originally Posted by Necrosity
Again, thanks for all the constructive criticism, and keep it coming, especially from SC, I never knew I would be this serious about a CC !!!
Glad I can be of use.
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Old Nov 12, 2007, 08:57 PM // 20:57   #14
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Yo,

Sweet... a pretty well thought out CC. Great work for a first time.

You have some cool ideas going on with this class. Telekinesis hasn't been explored up till this point really. Psionic Power is a cool and original primary attribute.

But there are some problems I think. First, the identity is too close to a Mesmer. Infiltrating minds, delusion, illusion, back line hexer... we already have a class who is devoted to that role. You hint at some original identity with the telekinesis and psionic power. In my opinion, this class' identity would be better focused on its original qualities... some sort of class who uses his mind to transform his surroundings, move objects, perhaps create objects out of pure mind-power (protoss psionic blades, anyone?), but not another mind-f##ker.

The second big problem is unoriginal function. You definitely get props for the connection (which is an original skill type) and the primary attribute, but a lot of the skills are unoriginal. Here's an attribute-by-attribute breakdown:

I admit, it's been a while since I played Guild Wars, and even longer since I played a Mesmer, but aren't a lot of the Telepathy skills already covered by that profession? These basically seems to be a long-ranged hex attribute. Perhaps these are original skills in that they are a specific combination of effects, casting time, and duration, but in general they're variations on long-range hexes that already exist. There are a few spells which make the target fail and suffer for failing to cast a spell, cause longer recharge time, take damage, etc.

Telekinesis is basically a long-range damage/knockdown attribute. It reminds me a lot of Elementalist spells. Knock down, damage-dealing, etc seems fairly Earth and Fire magic-like, although like I say, it's been a long time.

As far as Connection goes, I don't really get the unifying theme except that they are sustained spells which permeate around you, the Psion. Besides that, the effects vary and fall in the realm of other classes.


So, I hope that helps. If I were to make two changes to this class, it would be 1) move from mind-f##kery to straight up telekinesis; and 2) unify the skills behind a novel function.
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Old Nov 12, 2007, 09:24 PM // 21:24   #15
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Hey nebojats glad to see a new face on this thread

Quote:
Originally Posted by nebojats
Sweet... a pretty well thought out CC. Great work for a first time.

You have some cool ideas going on with this class. Telekinesis hasn't been explored up till this point really. Psionic Power is a cool and original primary attribute.
Thank you I know, I was surprised not to find many CCs based around psychic stuff, it's normally quite common

Quote:
Originally Posted by nebojats
But there are some problems I think. First, the identity is too close to a Mesmer. Infiltrating minds, delusion, illusion, back line hexer... we already have a class who is devoted to that role. You hint at some original identity with the telekinesis and psionic power. In my opinion, this class' identity would be better focused on its original qualities... some sort of class who uses his mind to transform his surroundings, move objects, perhaps create objects out of pure mind-power (protoss psionic blades, anyone?), but not another mind-f##ker.
I think it's mainly the Telepathy attribute that is similar to the Mesmer, and I think for a class based on psychics and psionics Telepathy just has to be there. Maybe if you could give me some advice on how to make it more unique? I'm gonna add some new 'thought' skill types to hopefully make it a bit more original.

Quote:
Originally Posted by nebojats
and 2) unify the skills behind a novel function.
^ What do you mean by that lol?

Anyway, thanks for the post, I'll probably think more about it tomorrow, I'm getting tired right now lol.
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Old Nov 12, 2007, 10:28 PM // 22:28   #16
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Quote:
Originally Posted by nebojats
this class' identity would be better focused on its original qualities... some sort of class who uses his mind to transform his surroundings, move objects, perhaps create objects out of pure mind-power (protoss psionic blades, anyone?)
The protoss' blades are focused energy produced from Katholean crystal, not some airblade thing... Although I think they are.
Well at least they sound electrical to me.
(completely forgot what dark templar blades are like, god it's been so long ago I played SC, I should go get #2 lol)

But you do have a point, telekineses and telepathy work fine on their own.
Putting in strong telekinesis and only a little bit of telepathy should tear this away from the mesmer.

While an earth ele does offer GW's best defensive attack spells, it never got nearly as dynamic as the Tribal(a caster based on telekinesis among other attributes) _[Crush]_and Burn made for NWN1.
Burn is by the way the one you thank for the thought skill type, it was in his scripts to have feats which you can activate 10 per day at level 1, till 30 per day at level 10. That counted as spell actions but activated as attacks because he had made them cast like 70% faster.

That is leaving out of the picture that mesmers get burden skills, and a magical burden is RPG naming for holding someone back with telekinesis

Last edited by System_Crush; Nov 12, 2007 at 10:31 PM // 22:31..
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Old Nov 13, 2007, 12:01 AM // 00:01   #17
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Quote:
Originally Posted by Necrosity
Hey nebojats glad to see a new face on this thread
Nice to see new faces on the thread. I leave for a few months and now that I'm back, there all sorts of new people!

I hate to mince words, but I think there should be some sort of psionic/telekinetic class. But not a psychic/telepathic class. The difference is that the first one uses his mind to manipulate the world and create objects with psionic power. In contrast, the second one uses his mind to screw with other peoples' minds... confusing them and altering their perception/sanity (which is what the Mesmer does). Get the difference? I think your character should be more focused on physically manipulating and creating things with his mind, not playing mind games. Did you ever play System Shock 2? Check it out... one of the options was to for you character was to master psionic powers. That way it will be different from the Mesmer.

Ok, let's see if I can rephrase what I meant by the "unify skills behind a novel function." What I mean is that connections are cool, but their effects do everything. They hex, they heal, the regenerate energy, they buff, and they deal damage. In contrast, the skills in existing class' attributes are unified behind a specific function. Marksmanship increases bow skills' effectiveness, Healing Prayers heal allies, Motivation buffs allies. So what I'm saying is that Connection needs to fulfill a specific function in battle.

And SC... "all protoss have some psionic power. Zealots focus their powers exclusively on the pursuit of war. Focus crystals in their heavy forearm units enable zealots to channel their strength of will into blades of pure psionic energy." Psionic energy blades! Boo yeah!

Last edited by nebojats; Nov 13, 2007 at 12:19 AM // 00:19..
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Old Nov 16, 2007, 11:38 PM // 23:38   #18
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Now completely re-edited CC profile to make it more reader-friendly =]
Added AL, Insignias, and a few new skills.

Many of you have been commenting on how to make Connections more unique. I'm kinda stuck on this, so any of you have any ideas on more uniqueness?
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Old Nov 17, 2007, 12:32 AM // 00:32   #19
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Looks like a cheap copy of my layout.
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Old Nov 17, 2007, 10:20 AM // 10:20   #20
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Quote:
Originally Posted by [M]agna_[C]arta
Looks like a cheap copy of my layout.
Thank you for your constructive criticism
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