Feb 21, 2007, 01:12 AM // 01:12
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: always changing.
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Concept Class:Telekinetic
Telekinetic
Energy: 25 (without any insignia and such), however, a Telekinetic would receive 5 pips of energy regen. A Telekinetic would also cast extremely fast, most of skills would have a .25 second cast, except for the rituals.
Armour: 60 armour, and a reduction in damage versus things that would normally be armour ignoring.
Weapon: The wand/staff that would have crystals spinning around it at high speeds, they fly out during attack and hit the foe.
Attributes:
Telekinetics: Primary attribute: For every 8 points in this attribute, telekinetic binding enchantments last 1 second longer.
Telepathy
Energy: 15
Recharge: 15
Cast: ¼
Description: Binding. For 3-11 seconds, target foe, ally or object hovers 10-60 feet above the ground. Object position can be controlled with the mouse if telekinetics is over 8. If you go out of range of the target or this binding ends, then they fall and you take half of the resulting damage minus 5-21. If no damage is taken, you gain 5-10 energy.
Mind of the Lich
Energy: 5
Recharge: 20
Cast: ¼
Description: Enchantment. For 15 seconds, you cannot cast enchantments and but nor can any nearby foe. This ends once a total of 3-11 enchantments have been attempted.
Mind of Dwayna (elite)
Energy: 10
Recharge: 30
Cast: ¼
Description: Enchantment. For 20 seconds you cannot cast enchantments. If you are healed, then you are healed for 10-100 more health. You take 5-21 less damage while under this enchantment
Mind of Lyssa
Energy: 5
Recharge: 20
Cast: ¼
Description: Enchantment. For 15 seconds you cannot cast enchantments.
When you are hit for damage that equals more than 10% of you current health, You gain 1 energy for every 10-5 points of extra damage. When this enchantment ends, you lose all enchantments and all hexes.
Empathics: For every 4 points in Empathics, the duration of conditions that have been taken from an ally is reduced by 2 seconds.
Ringing Desperation
Energy: 5
Recharge: 15
Cast: ¼
Description: Enchantment. For 10 seconds, whenever an ally within earshot takes damage, they gain 1 energy and 1-3 adrenaline, and you take half their damage. This enchantment ends after the effect triggers 1-8 times, and all foes in the area are weakened for 3-15 seconds.
Destruction of Sanity
Energy: 15
Recharge: 30
Cast: 3
Description: Spell. Target foe is struck for damage equalling 8-20% of a random ally’s current health. If target foe has more than 90-50% health, then they are poisoned for 15 seconds.
Crystalwork: Increases effect of skills in this attribute.
Crystalline Demon (Elite)
Energy: 25
Recharge: 45
Cast: 3
Description: You summon a level 1-18 Crystalline Demon that has an extra 10-100 armour at all times but moves 99%-44% slower than normal and cannot attack. Every 3 seconds, all nearby foes take damage equal to 8-44% of the Demon’s current health. This skill is disabled for 120 seconds.
Shining Stones
Energy: 15
Recharge: 20
Cast: ¼
Description: If you have more energy than target foe, then they are hit for 5-75 holy damage. If you are under more enchantments then that foe, they are struck for extra 5-75 chaos damage. If you have more hexes on you then target foe, they are afflicted with an extra 5-75 lightning damage. If you have less recharging skills and/or less health than target foe then you lose all energy.
Crystal Armour
Energy: 20
Recharge: 60
Cast: 3
Description: For 60 seconds you have an extra 3-15 armour for each recharging skill. You lose 5 energy.
Spirit Calling: Increases effect of skills in this attribute.
World Strike (Elite)
Energy: 15
Cast: 2
Recharge: 60
Description: Target foe is struck for 10-100 shadow damage and 10-100 holy damage; this is dealt as the combined involuntary attack of all creatures in the area. If that foe is suffering from a hex and a condition, you lose all energy.
Ritual of Hellbringing
Energy: 25
Cast: 10
Recharge: 20
Description: Ritual, this does not count as a spell. While you are casting this, you have an extra 10-100 health and all degeneration on you is halved. All nearby foes are struck for 10-250 shadow damage and you are knocked down.
Ritual of Flails
Energy: 5
Cast: 10
Recharge: 5
Description: Ritual, this does not count as a spell. While you are casting this, every second a random foe in the area is struck for 10-75 piercing damage. When you finish casting this, all adjacent foes are hit for 10-100 blunt damage.
And thats it, if anyone could think of a better name for the attribute Spirit Calling, could you please tell me, because right now it sounds like a ritualist spell.
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Feb 21, 2007, 03:16 PM // 15:16
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#2
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Banned
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Mesmer rip-off much.
While original psychic class types could be perceived, quite separately from mesmers.... this has the same basic gimmick... just about.
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Feb 21, 2007, 11:17 PM // 23:17
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#3
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Exept for the single telepathy what makes them telekinetic?
(telepathy is latin it means tele=remore/at range pathy=communication)
(telekinesis means tele=remote kinesis=motion/movement)
I'm a layman translator, I know its suposed to be communicate or communicating and motioning or something, but latin the form of a latin verb is something I'll leave to somone to whom 'ad fundum' is not the most important latin phrase.
Point is you have no identety for your class, just skills, so we can't see if the class is cool, much less if good theme fitting skills can be made for them(not that much that you have to make good themed skills(helps) but that you prove Anet will be able to make 80 skills without breaking a sweat, thinking on what would go well with the theme)
Looking at the them of thse skills, your class is sort of a godfearing elementalists
(which is crossing a RP 'do not cross line' by the way)
A telekinetisist/telekineticus is a magic user that can apply physical forces (at range)through thoughts and gestures.
(RW explayined by magnetic fields generated by overactive brain or nerval path ways /offtopic)
This means they are mages, rougher mages as their power comes from them not from an element; thereby it is not only wordly it is physical i.o.w. touchable.
A mage wants power, that is why they became one(give up normal life to study and get more power), that is why it is a do not cross line to make mages willingly give up material possesion(gadjets and power-enhancers) to follow some god devotedly(also spending large amounts of time to pray for godly aid, or bring down hell and demons(samething)), they always want something to gain, and with religion there is no reasurance(that is why it is called belief).
But instead your skills show attunement to Dwayna and Lyssa, but also you are summoning crystal demons(will there be a paragon shout called 'fat lady sings' that shatters all crystal demons in earshot?) and hellbrining, that does not exactly mix that well.
Quote:
Originally Posted by myself
Telecinetici are mages, rougher mages as their power comes from them not from an element; thereby it is not only wordly, it is physical i.o.w. touchable.
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A wordly and physical mage, would likly go for a god that lets himself be known(kicks the s[censored]t out of people whenever he wants to)
This does not make them less mage like, but it does make them less priest like.
Now I stop yammering about a telekineticist('s about bloody time )
And about what the skills do look like to me.
The class is a Crystal crafting(Crystalwork) (dark)priest(Spirit Calling&&Telekinetics) mind affecter(Empathics) guy, it deals to much damage and has too powerfull deabilitations/shutdowns(no casting of enchantments for 11 tries?)
It's ok for a class to have more than 1 main function, but for having both functions be overpowered, and trying to throw some personal and team energy buffing on top of it... its an atomic bomb with bio-weapon sprincles, you definatly overdid it.
I'm all for a alternative to an elementalist and also a telekinetisist(a physical mage is a reasonably appealing image) however your shaman(magical(dark)priest fellar) needs some work before it can for into the role(you've already got a ritual that has an effect while casting, a start for originalty)
Keep it up, you might turn out with something pretty good.
Last edited by System_Crush; Feb 21, 2007 at 11:39 PM // 23:39..
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