Psion

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

[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.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

Anyone...?

The profession is not that bad is it?

sorry about the bump

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Uhm, where do I start.
Well some parts are quite unique^^.
Sounds like me Weaver and Actonjack Spellbinder.
You might wann check'em^^!.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

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.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

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

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

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.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

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.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

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.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

@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.

xvix83

xvix83

Lion's Arch Merchant

Join Date: Nov 2006

Singapore (GMT +8)

Telekinesis attribute is too overpowered...remember, KD also interupts, making this class a bit like an overpowered mesmer

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

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.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

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 !!!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

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.

nebojats

nebojats

Frost Gate Guardian

Join Date: Nov 2006

Thailand

Mo/E

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.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

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.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

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

nebojats

nebojats

Frost Gate Guardian

Join Date: Nov 2006

Thailand

Mo/E

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!

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

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?

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Looks like a cheap copy of my layout.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

Quote:
Originally Posted by [M]agna_[C]arta
Looks like a cheap copy of my layout.
Thank you for your constructive criticism

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Uhm, Try checking Nebojat's Mannai, AJ's Spellbinder and My Weaver.
Might help alot^^!

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

soooo, basically, its a VERY overpowered version of what the Memser should have been in the first place?

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

I'd like to make a suggestion if I may,

Since this class/profession is call psion and is someone who is master of the mind.

i though some skills like, sends out some kind of mind wave that if your foe does action A you deal A damage + interrupt, and if your prediction is wrong and target foe isn't really doing what you predict then it would only deals half damage and no interrupt occur, since the prediction is wrong.

Eragon of Aleria

Eragon of Aleria

Ascalonian Squire

Join Date: Nov 2007

None other than OHIO

The Pig Pen

N/

Ok, I am sheerly amazed! The creativity of this astounds me! This is much more than a redux of another class, its a genuine original developed idea. I might've missed it in the huge description, but what type of arms will the Psion use to fight? Excellent Job!!!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Lemme see... where to start...
Ok first I wouldn't put '!' after thought; you're thinking them not shouting them.
If anything, they should have a weird wavery font to look... less physical.
(sorry my bad for giving a bad example)

Quote:
Disobedience Hex Spell E10 A2 R30
For 15 seconds, target foe has a 75% chance of skill failure. For the next 1...7 failed skills, target foe takes 15...65 psionic damage.
I'll use this one as an example go by your other skills to check for this balance problem too.
75% for 15 seconds is a lot, and the way it's written it doesn't end after 1-7 skills either, it only has a max of X hits of damage.
The 75% for 15 seconds is the main purpose of this skill, its a great shutdown skill, but this main purpose it equally good at attribute 0 as at 16.
That is bad for balance, as its too great for farming.(which is why most of the mesmer's skills got nerfed)
Either the time or the % should be dependent on the attribute, it makes the skill weaker because a relatively smaller number of builds will actually have 16 Telepathy.
My personal suggestion, for better balance:
Disobedience Hex Spell E10 A2 R30
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.

(I put the damage on success because you deal the damage; so when the foe disobeys you, it should take damage.
And because 7*65 = 455 damage +(10%/10%= 459,55) which is almost an instant kill)

Quote:
ATTRIBUTES: (at least what I make of them)
Psionic Power (primary): Skills related energy gain and loss.
(as well as the skills to improve the efficiency of Psion skills)
[Energy denial is shutdown too]
Telepathy: Skills related to shutting down the skill use of foes, either by speed or fail chance.
(As well as some misschance)
[The attribute is also the main source of psionic damage, I think that makes it too powerful]
Telekinesis: Skills related to damaging foes as well as 'full shutdown'
{can't cast, move or attack while knocked down, best shutdown there is; shouts and thoughts still work though}
Connection: This heals, has even more types of shutdown and deals a bit of damage too.
(as well as some miss chance)
All attributes have some type of shutdown, that is a lot of shutdown, it will be near to impossible to create 130 skills without them overlapping each other.

So my suggestion is, remove the shutdown from connections and the major psionic damage from telepathy to connections.

ATTRIBUTES: (Just a suggestion of how to balance their power)
Psionic Power (primary):Your self heals(you will yourself to stay alive/hypnotize yourself to not feel pain), and self buffs. Along with a bit of energy stealing/sharing.
(It steals energy all the time. Because of that no need for additional energy sealing/losing skills, just some that make the gained energy go to allies or change the 'steal energy on spells' to 'steal on skills' or 'steal when attacked')
[A little shut down for a long time]
Telepathy: Skills related to shutting down the skill use of foes for a reasonable duration. Either by activation/recharge speed(multi target) or fail chance(single target[too powerful for multi target])
(And a little psionic damage too keep, the conditional on the skills interesting)
[A lot of shutdown for a medium time]
Telekinesis: Skills related to damaging foes, and shutting them down for a short time with knockdown and psionic force shields(block chance)
[not armor ignoring damage, medium spamable + medium shutdown for a short time]
Connection: Is the sticks and stones of the mind, where telepathy is only words.
It involves the primeval parts of the brain, in stead of the aware ones and deals psionic damage [to nearby foes] through DoTs and slow skills.
(Armor Ignoring damage doesn't get spamable spikes, unless they are elite[or PvE])
It also connects to your and allies minds, to bring out the untapped potential of instinct:
For example giving defense against fail chance(by instant recharge or reduced %)
Or reducing the energy lost to enemy psions(as team of 8 psions is 8 lost energy per spell you cast) some defense skills against that are needed.
[armor ignoring damage, poorly spamable + team buffs]

Still 3 attributes of shutdown, that is possibly 1 too many to keep the skills in all unique.
But they have distinct types that hopefully will keep them separate.
Moving psionic damage to it's own attribute, means you have to chose between armor ignoring damage and shutdown, you can still have both but it comes at the expense of a high attribute point cost. This allows the skills to be more powerful, without unbalancing everything.

I also think the miss chance everywhere should be collected ad put into telekinesis, as it can control arrows and spears and other flying stuff to make them miss(they don't weigh a lot so should be easy to move with your mind).
And the same way you knock back a foe, you can use less energy and only knock back their weapon, blocking their attack.

I hope that my ranting is somewhat helpful.


I feel I should sum up the above in a shorter version, either because I have too much time or because my gut is telling me you will need 1.
  • Thoughts probably shouldn't have exclamation marks, those kinda belong to shouts.
  • The main effect of skills should rely on it's attribute. So a skill that causes a condition causes the condition longer with a higher attribute, it can do anything else too, but that comes after it's main job.
  • Collect the psion buffs skills in Psionic Power, makes sense if psionic power increases the psion their skill's power.
  • Telepathy shuts down and deals armor ignoring damage, that is 2 really good abilities; shutdown and a bit of damage should be plentiful to make it a nice attribute.
  • Collect the miss chance skills in telekinesis as miss&block skills, as missing and blocking deals with weapon attacks, so it belongs in the physical attribute.
  • The current telekinesis skills are reasonably good
  • Remove the shutdown from connection, the class already has plenty of it.
  • Move the healing from connection to psionic power, so the description you gave it makes sense.
  • Use the multi target nature of connection to deal psionic damage to multiple foes.
  • Use the multi target nature of connection to make some nice ally mental buffs.

Thy Shadow Stalker

Pre-Searing Cadet

Join Date: Oct 2007

New York

Absense of Light [AoL]

Rt/

pretty sick idea but why not wear like a blindfold instead of a tiara? that idea was kinda lame, no offense. And why not give this guy a new kind of weapon? maybe some sort of blade thats double sided that hits mad damage when your telekenesis is at its highest. Also, wierd hairstyles (think of count zu heltzer) that flip out in wierd directions. And the way these were described gives me a feeling that they come from the mists. maybe their armor sets and weapons should reflect that in some way.

arsie

Wilds Pathfinder

Join Date: Jun 2007

N/

Actually, one thing that GW does not have that is quite common in other games is to "charm" mobs for a certain time so they become your ally.

Or maybe "confuse" mobs for a certain time so they become like grey minions, attacking all sides.

I think both would definitely sit well in the Mesmer profession.

Necrosity

Ascalonian Squire

Join Date: Feb 2007

England

Angels Gr [GR]

Me/Mo

Quote:
Originally Posted by Dean Harper
soooo, basically, its a VERY overpowered version of what the Memser should have been in the first place?
Hopefully not, but yes I have been worrying about the similarities of the Mesmer, and how is it overpowered ?

Quote:
Originally Posted by pumpkin pie
i though some skills like, sends out some kind of mind wave that if your foe does action A you deal A damage + interrupt, and if your prediction is wrong and target foe isn't really doing what you predict then it would only deals half damage and no interrupt occur, since the prediction is wrong.
Hmmmm, interesting idea, isn't that kind of similar to the mesmer though? the second part may seem a bit too complicated.
Good idea though.

Quote:
Originally Posted by Eragon of Aleria
Ok, I am sheerly amazed! The creativity of this astounds me! This is much more than a redux of another class, its a genuine original developed idea. I might've missed it in the huge description, but what type of arms will the Psion use to fight? Excellent Job!!!
Thanks Eragon! That means a lot to me! Oh and the Psion will use a staff, as it is a mage profession like Elementalist or Mesmer, but the Psion will not have single-handed weapons or off-hands/foci.

Quote:
Originally Posted by System_Crush
Ok first I wouldn't put '!' after thought; you're thinking them not shouting them.
If anything, they should have a weird wavery font to look... less physical.
lol yeah but problem is I can't really put wavy font on this forum though, can I?

One thing you haven't said is which attribute to put thoughts in? It makes sense if they're mainly in Telepathy, and some in Connection?

But I am really taking in the rest of what you have said SC, especially all the stuff about attributes and their skills, I'm gonna start implementing it now.

So you're saying that Telepathy should deal unspecified armor-ignoring damage, Telekinesis deals physical damage like blunt damage, and Connection deals psionic damage?

But yeah I'm going to start re-editing and creating new skills taking in mind everything you've said, thanks

Quote:
Originally Posted by Thy Shadow Stalker
pretty sick idea but why not wear like a blindfold instead of a tiara? that idea was kinda lame, no offense. And why not give this guy a new kind of weapon? maybe some sort of blade thats double sided that hits mad damage when your telekenesis is at its highest. Also, wierd hairstyles (think of count zu heltzer) that flip out in wierd directions. And the way these were described gives me a feeling that they come from the mists. maybe their armor sets and weapons should reflect that in some way.
Thanks for the contribution, but that is not my idea of my Psion. And yes I agree with what you think about the tiara, but there is nothing else that is reasonably good headgear for the Psion.

Quote:
Originally Posted by arsie
Actually, one thing that GW does not have that is quite common in other games is to "charm" mobs for a certain time so they become your ally.

Or maybe "confuse" mobs for a certain time so they become like grey minions, attacking all sides.
Very interesting idea, but wouldn't that be too complicated? If you could simplify it a bit it may become useful for me...?

Anyway thanks everyone for the contribution, fully appreciated !

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
lol yeah but problem is I can't really put wavy font on this forum though, can I?
No, thats why I said if anything, meaning that just doing nothing would be fine too.
^too bad collers don't work on guru I wanted to put it in purple or green 'ish.

Quote:
One thing you haven't said is which attribute to put thoughts in? It makes sense if they're mainly in Telepathy, and some in Connection?
I'd spread a few of them over all atributes exept connection.
While telepathy would hold some that are more like talking to the foe("Am I annoying you? Am I annoying you? Am I annoying you? Am I annoying you?") but not affecting their thoughts directly because thought can't require so much concentration that they'd break the skill you where activating at that time.
having a direct although conditional effect, on the target foe, placing thouhgts in their mind in wat ever language they speak.
Telekinesis is more like thinking too yourself("I can't let them win.") Willing yourself to use magic without having to concentrate on it, resulting is a really short duration or low strength effect.
While less/un-conditional, kinetic thoughts would require adjacent and or touch range or a clear line for sight, because it doesn't connect directly whit the target.

And not in connection because you can't think with the primitive part of your brain.

Quote:
So you're saying that Telepathy should deal unspecified armor-ignoring damage, Telekinesis deals physical damage like blunt damage, and Connection deals psionic damage?
No I said telekinesis deals too much damage, it shuts down and deals lots of damage, that 1 thing to many.
You should move the damage too connection because it doesn't do anything right now.

Eragon of Aleria

Eragon of Aleria

Ascalonian Squire

Join Date: Nov 2007

None other than OHIO

The Pig Pen

N/

Not many people taking notice of this amazing idea, help give some feedback!