This class comes from underground, or another planet, since it is not in lore. This class uses Willpower, rather than Mana, and has the appropriate bar for it. The difference is, when a Mentalist uses an ability, Willpower doesn't regenerate, since every ability is constant. A Mentalist must turn off an ability to regain Willpower. This limits how many abilities a Mentalist can use. This class would have the option of being DPS, mitigating damage to other players, as a support class, and possibly being a tank that avoids damage rather than takes it.
Like every class, the Mentalist's abilities fall into three schools: Illusion, Connection, and Telekinesis. Illusions create not real circumstances to prevent, redirect, or avoid damage to the Mentalist. Illusions are like buffs, with visual effects and in game effects. Connection affects damage, and directly affects PCs or NPCs, rather than attackers only, like Illusion. Telekinesis has some cool effects, and deals physical damage.
Trainable Abilities School Effect
Mirror Image Illusion Creates an exact replica of the Mentalist that seems to take damage and have effects, but doesn't.
Enlarge Illusion Enlarges Mentalist, and increases Threat.
Reduce Illusion Miniaturizes Mentalist, and decreases Threat.
Camouflage Illusion Makes the Mentalist blend in with the background, difficult to see.
Blur Edges Illusion Blurs edges of Mentalist and makes it more difficult to hit.
Disguise Illusion Makes Mentalist look like creature in PVE, so not attacked by mobs, and looks like friend in PVP.
Cut Connection Takes 10% of Mentalist's health and does 4X damage to target.
Blind Connection Blinds Target.
Mute Connection Prevents target spellcasting.
Fight Haze Connection Target can't tell difference between friend and foe, and can damage both.
Enslave Mind Connection Takes control of humanoid target. They are like a pet, but it stops working if effect turned off to gain willpower, they can't heal, death is permanent. Like a engineering pet.
Shift Blame Connection Shifts Threat from Mentalist to another party member.
Anticipate Connection Gains 100% chance to dodge next attack from target.
Know Weakness Connection Gains 100% chance to crit attacks against target.
Feedback Connection Damage to Mentalist hurts attacker.
Push Telekinesis Pushes target to outside of range and keeps them there.
Pull Telekinesis Pulls target to melee range.
Lift Telekinesis Lifts target into the air several feet.
Force Wall Telekinesis Puts mental barrier in front of Mentalist that prevents damage from that direction. Attacks drain willpower?
Crush Telekinesis Crushes target for X damage every 1.5 seconds
Turn Telekinesis Target faces opposite direction of caster.
Mental Armor Telekinesis Buff that raises armor to mail range.
Take Spirit Connection Debuffs target, reduces Spirit by X. Buffs caster with X spirit.
Take Strength Connection Reduces target Strength by X, buffs caster with X Strength.
Take Agility Connection Reduces target Agility by X, buffs caster with X Agility.
Take Intellect Connection Reduces target Intellect by X, buffs caster with X Intellect.
Take Stamina Connection Reduces target Stamina by X, buffs caster with X Stamina.
Noise Blast Illusion AOE damage around caster, every 2 seconds.
Displace Illusion Caster looks to be 2 feet forward, left, right, or back of actual location.
Talents granted abilities
Illusion Effect
Mirror Army Several copies of Mentalist around caster.
Split Image Image of Mentalist Splits off and runs opposite direction.
Nauseous Smell AOE Every 5 seconds those in area retch for 2 seconds
Connection
Forget Causes target to forget ability.
Telepathy AOE version of anticipation.
Know all weakness AOE of Know Weakness.
Save Strength Can save Strength in mental space to release later as temporary buff.
Save Spirit " Spirit
Save Agility " Agility
Save Intellect " Intellect
Save Stamina " Stamina
Telekinesis
Weigh Down Slow movement speed, stop altogether if Strength below X.
Push Wall AOE of Push
Turn Wall AOE of Turn
Internal Damage Does X damage, 2.5 times Crush damage
Mental Spikes Does Y damage to target and decreases casting speed of target
Has enough Willpower to have 3 or 4 abilities going at once. Talents reduce willpower cost, increase damage or avoidance of damage.
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