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Old Apr 02, 2007, 04:46 PM // 16:46   #1
Pre-Searing Cadet
 
Join Date: Apr 2007
Guild: Kurzicks Of The Flames
Profession: E/Me
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Default Psychic

Basically like the mesmer, except not dealing with subverting energies to achieve their goals. They deal with brute force of the mind. Psychics are a powerful class, but at the same time the weakest and most vulnerable class. Read on to learn how this is possible

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[:Armor:]
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Psychics prefer VERY light armor, even lighter armor than the Assassin, as they believe it helps conduct they power better.

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[:New Conditions:]
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Psychic Headache -- Brought upon the psychic by the use of certain skills. As psychics use brute force of the mind, they can get a terrible headache, known as a Psychic headache. When the psychic has a psychic headache, their maximum health is reduced by -15%, which can be quite harsh to the psychic, and energy is reduced by 10(like exhaustion, only this reduces health too.)

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[:Weapon Use:]
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Psychics prefer staffs, as they believe it can also help channel their power better.

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[:Attributes:]
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*Mind Magic: -- Magic that deals with the mind. It can mess with how an enemy thinks, making them for example, temporarily think they are on your side. Or makes any enemy within your danger zone run away with fear, which can be useful if you are in a hurry.
Orb Magic: -- Psychics can conjure orbs, which when this is increased can deal a fair amount of damage.
Telekinetic magic: -- Ah yes, the traditional telekinesis. When this is increased, the more damage can be inflicted from levitating an enemy and throwing them. Also the more enemies that can be picked up at once. This can be useful when you are surrounded. (yes that happens to me a lot)
Teleportation Magic: -- When this is increased the more damage you can inflict to nearby foes if you teleport to them. It also increased the range in which you can use it. If this is increased, the further away the enemy/ally can be, which if this gets high enough, can be outside your danger zone.
Condition Magic: -- magic that can inflict conditions on enemy. When this is increased the duration of condition is increased

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[:Skill Examples:]
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Mind Magic:

Fear -- This will strike fear into any enemy in your dangerzone up to 2* enemies. Will cause a psychic headache.
Energy Cost: 15
Cast Time: 5
Recharge time: 10
Enemy Control -- This will make target enemy an ally for 5* seconds. Energy Cost: 5
Cast time: 4
Recharge Time: 2

Orb Magic:

Psy Orb: -- (One of the first skills you would get) Will cast out an orb of psychic energy to cause 3* damage.
Energy Cost: 5
Cast Time: 1
Recharge Time: 1
Power Orb: -- Casts out a powerful orb that cause -2* health degeneration for 5* seconds. When this ends, player steals 6* health.
Energy Cost: 10
Cast Time: 4
Recharge Time: 5

Telekinetic Magic:

Move an Ally: -- Levitates Selected Ally out of danger.
Energy Cost: 10
Cast Time: 4
Recharge Time: 10
Surrounding Enemies: -- Levitates Any enemy within your danger zone to outside your danger zone. This spell causes Psychic Headache.
Energy Cost: 25
Cast Time: 5
Recharge time: 30

Teleporation Magic:

Ally Teleporation: -- Teleports selected ally to you.
Energy Cost:10
Cast Time: 2
Recharge Time: 10
Teleport to Enemy: -- Teleports you to selected enemy. That enemy and any surrounding enemy is struck for 5* damage. This spell causes Psychic Headache.
Energy Cost: 15
Cast Time: 5
Recharge Time: 10

Condition Magic: --

Black Death: -- Inflicts a plague of diseases, or the black death(disease), on selected enemy. Causes -3* health degeneration for 5* seconds. Causes Psychic Headache.
Energy Cost: 10
Cast Time: 8
Recharge time: 10
Poison Signet: -- If any ally is poisoned, that poison is transfered to target enemy.
Energy Cost: 5
Cast Time: 5
Recharge Time: 5

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[:Builds:]
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Condition Nuker -- Psy/Me, Is one to take care of enemy healers. Inflicts conditions to many enemies, making it so that enemy healers can't keep up.
{I'm not that good with coming up with builds}

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[:Extra Notes:]
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As you can see, the Psychic is a powerful class, but a very weak and vulnerable class. It is good to have a healer along to support the psychic, as it takes a while for a psychic to cast spells. And with psychic headaches, the psychic can be a tough profession to play. But when played right, attacking enemies from a distance, can be a great profession. With a handy teleportation spell, telekinesis spell, or a mind spell handy, they can get out of being surrounded and get away to a safer spot.

{I wanted to make this character as balanced as possible. I wanted to make it a powerful damage dealer, but also make it a vulnerable profession}

The * next to numbers in the skill examples signals that it changes as attribute points change for that attribute.




Please note that I suck at coming up with names. Anything can be renamed. The skills can be redone to, I'm not good at coming up with skills either.
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Old Apr 02, 2007, 05:31 PM // 17:31   #2
Desert Nomad
 
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It's a mes. Mesmers need more versatile skills, not a duplicate class with more limitations. And your skills make me cry, no offense lol. Cast time of 5-8 seconds makes a VERY weak, limited skill. Psychic Headache... I don't think I should go there. It's pretty much DPing yourself every time you use a skill.

I give props to anyone who puts timei into working up a new prof or build, but, bottom line... this is a bad variation of a mes.
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Old Apr 03, 2007, 12:11 AM // 00:11   #3
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pretty crappy..........although not as crappy as the conjurer
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Old Apr 03, 2007, 12:32 AM // 00:32   #4
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Take out condition magic sounda like necro.
And Mind and Orb Magic are like Mesmer skills.
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Old Apr 03, 2007, 12:45 AM // 00:45   #5
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Quote:
Originally Posted by SephyXIII
pretty crappy..........although not as crappy as the conjurer
lol im kidding
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Old Apr 03, 2007, 02:58 AM // 02:58   #6
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same idea as my old Phsycic concept class, just dont make it to mesmer-like
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Old Apr 03, 2007, 03:08 AM // 03:08   #7
Desert Nomad
 
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Quote:
Originally Posted by Brandon1107
just dont make it to mesmer-like
Imo, people should stop trying to make concept classes and work on coming up with fresh ideas for the current ones. We aren't getting new professions in GW:EN, and I highly doubt there will be new ones in GW2 (no one knows, but it's highly unlikely). However, the current classes could definitely use some versatility - put your creative genius to work coming up with something that could be put to use in the game. I've read tons of concept classes that are very similar to current classes, but a tactic and skillset with out-of-the-box thinking. Don't bin your great ideas because people say it's not original to be a new standalone profession. Stop trying to break connections to make it un-mesmer like or un-rit like or un-ele like and go for tying it in... there's still a lot of room to broaden the horizons for all classes (and some in particular, no need to name them ).

/endrant

~Tain
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Old Apr 03, 2007, 04:53 AM // 04:53   #8
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Profession: W/E
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Its not too bad....
But think it is still too much alike to the skills of exisiting classes.. such proffession still have lots creative room to expand.

almost make me want to write one too.....
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