User:Tacitus666/Sandbox2

I was bored, really bored. Too much time on my hands... so I created a purely psionic World of Warcraft player class! Although I wasn't happy when I found out that names like Mind Blast and Wrath were already taken...

ARBITER
Extremely gifted individuals with powerful minds, Arbiters stand out among their spell-wielding, sword-swinging brethren. Arbiters are nothing short of charismatic, and they play host to a wide range of abilities including thought detection, prediction of action, and increased initiative as well as psychotelekinesis, self-augmentation, and further imbuing their augmentations. Upon that, the Arbiter is also exceptionally powerful versus the demonic and undead, being able to quickly and abruptly disrupt the link between minion and master, causing them weakness. Sometimes, the Arbiter can even hijack the link for a short duration, assuming command of the minion and leaving the opponent virtually defenseless.

The Arbiter's HUD is comprised of his self-portrait, his name, his Health, and his Focus, which is the psionic equivalent of Mana.


 * Allowable Races Gnome, Human, Troll, Undead
 * Primary Attributes Intellect, Spirit, Stamina
 * Common Weapon Skills Unarmed, Fist Weapons, Thrown, 1h Swords, 1h Axes
 * Advanced Weapon Skills Staves, Daggers, Guns, Bows, Crossbows, Polearms, 2h Swords, 2h Axes
 * Armor Proficiencies Cloth, Leather, Shield (Advanced)
 * Talent Trees Preternatural, Augmentation, Manipulation
 * Attributal Notes Intellect increases Focus, Stamina increases Health, and Spirit increases the rate at which both Focus and Health regenerate.

Psionic Schools
Preternatural Preternaturality is the psionic school of combat. Preternatural Arbiters focus entirely on the combative side of psionic power, and can stand up to even an experienced mage in terms of DPS. Preternaturalism is mainly offensive by nature.

Augmentation Learning how to wield the psionic energies of a powerful mind and forge them into defensive shieldings and barriers is the art of Augmentation. Augmentative Arbiters focus mostly on imbuement of themselves, their weapons, and other people, and end up with just as much protection as a high-end Warrior. Augmentation is mainly defensive by nature.

Manipulation No true psionic would be without the ability to sway others' opinions and turn them to his side. Those who undertake this road of power are simply known as Manipulative Arbiters, or Marbiter among the tavernsfolk. They usually seek to bypass combat altogether, although their abilities are something to be feared, even in the heat of battle. Manipulative psionics can, without an effort, control the number of assailants who step into his path. In the space of a single breath, they can break morale or fill you with undying courage. Manipulation is a mixed bag of defensive and supportive abilities.

Weapon / Armor Notes

 * Cloth Cloth armor, though offering the least protection, often excellent Intellect and Spirit bonuses, which help you maintain your psionic powers longer in combat.
 * Leather Leather armor provides more protection, as well as Stamina bonuses.
 * Shield Shields offer a huge boost to armor, and bonuses to many aspects including spell damage, health, critical strikes, and even some standalone abilities you normally wouldn't get as an Arbiter, such as magic dispellment and healing. Shields are learnable at 20th Level.


 * Unarmed An Arbiter's main physical weapon is his fists, but the ideal Arbiter shouldn't even have to use them in a fight.
 * Fist Weapons These really add spice to an Arbiter's physical power, and certain specially-made Fist Weapons carry excellent spell damage buffs and Spirit bonuses. Shaman gear also work well for the Arbiter.
 * Thrown Arbiters can use these in certain abilities, such as Barrage and Thrown Fury.
 * 1h Swords These help especially well if they carry bonuses to Stamina and crit chance.
 * 1h Axes See "1h Swords" above.
 * Dagger Bonuses to crit chance, evasion, and spell damage as well as Spirit are what really matter here. If the enemy gets too close, any Lifestealing bonus will help as well.
 * Staves Staves are an Arbiter's best 2h weapon, due to the often-spellcaster-oriented bonuses, not excluding spell damage, evasion, parrying, and Intellect/Spirit.
 * 2h Swords Only useful for DPS and sometimes the boosts to Stamina.
 * 2h Axes See '2h Swords" above. But think of the damage potential!
 * Polearms See "2h Swords" above.
 * Guns/Bows/Crossbows Only useful if you run out of Focus and your opponent is fleeing in the opposite direction. A decent alternative.

Arbiter Abilities

 * Orbfire The Arbiter's starting DD spell. Deals X damage to a single target. Higher ranks increase spell damage and decrease casting time.
 * Spectral Shot A higher level DD spell. Deals X damage to a single target and may send him running in Fear for a limited duration. Higher ranks increase both spell damage and chance of Fear effect.
 * Cloud Perception Causes a single target to ignore you, and only you, for a limited duration. May be used in combat.
 * Pacify Switches the target from passive to hostile, or the other way around, for a limited duration. Cannot be used in combat. Perfect for letting loose a powerful, normally passive, mob onto a member of the opposing faction.
 * Incapacitate Stuns the target for a limited duration. Activates combat mode.
 * Distort Causes an area of the ground to slow opponents venturing through it. Does not activate combat mode.
 * Beckon Causes the target to dismiss its allies and venture toward the Arbiter in curiosity. It remains passive until attacked or a certain duration has passed.
 * Aura Surrounds the target in a white glow, decreasing attack power and armor. The target remains unaware it has been marked. Also useful for pointing out mobs to party members. Does not activate combat mode.
 * Runetrap Lays an invisible explosive trap that detonates loudly when an enemy approaches near. Lasts for a limited duration. This spell is versatile, as it can be cast not just on ground, but also on a hapless foe. The Arbiter controls the timing of detonation, but regardless of how it is cast, the runetrap will detonate if a mob ventures near enough to trigger the explosion. If cast on a target mob, the target will suffer more damage.
 * Magical Feedback Cast on a target who is charging or channeling a spell, this deals X% of the spell countered in damage, and completely halts the spell.
 * Retrieve Allows the Arbiter to loot a corpse from a certain distance away.
 * Bladefire Augments your melee weapon with psionic power, increasing damage dealt by X%.
 * Orb Scatter This channeled spell releases X orbs over Y seconds, dealing Z damage per orb.
 * Maelstrom Deals W damage to X enemies, Y damage over time, and reduces their attack power by Z%.
 * Orb Nova Releases a massive orb of psionic energy at your opponent, dealing X area damage to all attacking enemies, or a massive Y damage to a single enemy.
 * Orb Shock Releases an orb of energy that hovers above your head and discharges lightning to multiple enemies around you, each bolt dealing X damage. If the spell actually finishes channeling, the final bolts deal 300% of normal.
 * Concussion Throws a target to the wall or ceiling, dealing a miniscule X damage and stunning them for Y minutes.
 * Psionic Shield Conjures a stationary barrier that deflects most projectiles up to a total of X damage.
 * Thrown Fury Imbues your Thrown weapon with psionic power, increasing atack power and rate of fire by X%.
 * Unarmed Fury Adds damage to your Unarmed/Fist Weapon attacks, and a chance of Hurlback (throws opponents back some yards).
 * Psionic Armor Increases the Arbiter's armor by X%.
 * Imbue Shield Increases your shield armor by a further X%, and adds block damage everytime an attack is blocked.
 * Blade Pulse Cast in conjunction with Bladefire, this spell allows the Arbiter to intermittently, automatically deal damage X damage over time as well as the normal damage increase that comes with Bladefire.
 * Rupture Deals X damage over time to several enemies and removes some of their mana/energy. They regenerate this lost mana/energy at 50% of the normal rate.
 * Blaze Lights a portion of the ground on fire, dealing X fire damage and Y psionic damage to all enemies who pass through. There is a chance the affected enemy might suffer an attack power penalty of Z%.
 * Aura Barbs Cast in conjunction with Psionic armor, this spell deals X% of damage dealt by your weapons + damage dealt to you to any attackers.
 * Unforge Forces the target to shapeshift back to his normal form. The target cannot shapeshift to that form again for a limited duration.
 * Spellbomb Catches a magical projectile (such as a Fireball or a Frostbolt) and imbues it with psionic power before sending it on a return trip to its original caster. Properties of the projectile remain the same, and also deals X damage upon impact.
 * Constriction Telekinetically chokes a target for a X damage over Y seconds. During this time, ranged damage may be dealt to the affected target. Melee damage removes the effect.
 * Obliterate A channeled spell, the Arbiter conjures an orb of psionic energy from the ground. The orb grows as the Arbiter maintains channeling. Enemies can interrupt the Arbiter before the orb reaches a minimum size, which causes the orb to harmlessly dissipate into nothing. However, if uninterrupted, the Arbiter can launch the orb at any time without worrying about minimum size, although a bigger size is recommended for worthwhile damage. The orb also has a maximum potency that it cannot pass.
 * Vanquish Sends the target Warlock's pet back screaming to the Twisting Nether.
 * Psionic Immolation Surrounds a target ally in psionic flame, burning nearby enemies for X fire damage.
 * Ruin Reduces the elemental resistances of the target by X.
 * Banshee Blade If cast on self, further adds X Shadow damage to your weapon. Can be stacked with other weapon effects. If cast on an enemy, sends a powerful curved blade of shadow and flame toward the target, dealing Y Shadow damage and Z fire damage over time.
 * Flight Allows you to silently hover, and eventually fly around (at a limited altitude) as you attain higher levels. Starting ranks cause you to hover at X% of normal movement speed, but higher ranks allow you to move Y% faster than normal.

Talents (thought of so far)
Preternatural
 * Preternatural Thoughcast: Decreases Focus cost of all preternatural abilities.
 * Improved Runetrap: Increases the damage dealt by Runetrap.
 * Improved Focus: Increases maximum Focus, but decreases Spirit.
 * Orb: Improved Scatter: Increases number of orbs thrown.
 * Improved Obliterate: Increases the speed of channeling this spell.
 * Improved Ruin: Increases the amount of Resistance reduced by this spell.

Augmentation
 * Initiative: Increases the effectiveness of your stealth detection.
 * Dominance: Increases the Arbiter's Resistances.
 * Ionic Focus: Increases maximum Focus, but decreases Agility.
 * Augmentative Thoughtcast: Decreases Focus cost of Augmentation abilities.
 * Destructive Aura Barbs: Increases damage dealt by Aura Barbs.
 * Barrierment: Increases armor bonuses given by Psionic Armor and Imbue Shield.

Manipulation
 * Phobist: Enemies gain aggro toward you at a reduced rate.
 * Celestial Flight: Increases movement speed when in Flight.
 * Isolated Focus: Increases maximum Focus, but decreases Strength.
 * Manipulative Thoughtcast: Decreases Focus cost of Manipulation abilities.
 * Destructive Feedback: Increases the effectiveness of and damage dealt by Feedback.
 * Improved Spectral Shot: Increases the chance that enemies will run in Fear when hit with Spectral Shot.