IntroductionSome minds are more open to adopt the arcane energies in a manner not related to the scribe and the scholar...
To some, the means to manipulate matter and minds comes as second nature and the
Psychers have an affinity to grasp the enviroment with their psionic powers. The Psychers have the ability to supplement physical attacks with their psionic powers as well as play a valuable role in any group with crowd controling feats.
A combination of martial skill, and the power of the mind allows this class to play a prominent role in any battlefield.
While a lightly armored melee class the Psychers are capable of enchanting their attacks to deal damaging, albeid slow hits.
Available to:
Gnomes, Humans, Dwarves, Blood Elves, Orcs, TaurenType:
Melee Spellcaster, Crowd ControlStandard Bars:
Health/EnergyAvailable Armor:
Cloth, LeatherAvailable Weapons:
Dagger (With Training), Fist Weapon (With Training), Mace 1H (With Training), Staves, Swords 1H, Dual Wield-(lvl20)-Strength- *Able to use psychic abilities that provide useful buffs for melee attacks *Able to crowd control with mind trickery. *Able to Self-Heal outside combat with Meditation |
-Weakness- Restricted to Light and Medium armour. Limited ranged attacks. Limited abilities with which to draw enemy attacks. (Aggro) |
Talent TreesFirm GraspThis tree increases the effectiveness of the Psychers combat abilities and grants access to special attacks and powers.
Mind ProbeThe Mind Probe tree expands and increases the ability of the Psycher to manipulate his enviroment and use his illusion spells to control and pull mobs.
StabilityThe stability tree increases the Psychers miscalanious and passive skills such as Regeneration / meditation feats.
Sample Spells & AbilitiesSolid Blow (Firm Grasp)
Solid Blow is a melee combat ability that deals your normal damage plus a number of extra points of damage which is determined by the rank.Daze Mind (Mind Probe)
Disorients an enemy with abstract mental visions. The duration and efficiency is porportional to the invested ranks in the talent tree. The biggest drawback being that to maintain the daze for the duration requires you to stay within a certain radius, making the ability less useful in case of escaping combat.Meditation (Stability):
Out of Combat, regenirates 5.5% of the players maximum health every 2 seconds for 12 seconds (if uninterrupted making a total of 35%)
Has a 3 minute cooldown.Wierd Flurry (Firm Grasp)
Make a strange feign and manipulate an opening in your enemies defence.Disrupting the flow (Mind Probe)
This feat disrupts the enemies casting time for a short duration.Tranquil Dance (Stability)
Resist moving impaired effects and boosting your dodge for a short time.Footnotes:
So the idea here is a Melee spellcaster who specialises in self-buffing and using a fast regenerating rogue like Energy bar over a Mana bar. The class would resemble a crossover of a Monk and a Psychic.
The class charasteristic would be that of a noble and elegant, yet humble and righteous warrior of dicipline.
Critique welcome ^^