OUTDATED - don’t use these builds anymore.
Hmm, I played something similiar to this on one of my cbt3 characters. (wiz/cryo/psych/psych/psych/sorc). I also currently have a pyro psycho that im working on.
In terms of pvp, each psychokino move is kind of strange - let me talk about each one individually.
Psychic pressure - your killer move, it pretty much permanently stuns anything with the attribute, including people. Catch them in this and they die as long as you don’t get hurt. The weakness is that you need to be uninterrupted in melee range - hence why cryomancer is good (freeze bolt -> psychic pressure) or telekinesis (capture -> bounce -> psychic pressure). I would cap this because the damage is extremely high and the amount of sp use per second reduces by 0.1% per level.
Swap - I would only get level 1 or 3 for pvp to move people out of their base/safety walls etc. It’s kind of awkward to aim but it’s good for pvp.
Teleport - Feel like the small range and the fact you are practically a melee mage (pyro balls, psychic pressure etc) makes this useless, on top of this I don’t think you can influence teleport direction easily and would therefore probably be stuck in the animation too long if you teleport into a bad spot (the animation actually takes over one second, which is massive in pvp).
Telekinesis - The cream of the crop for pvp, this move lets you catch anyone from across the map and smash them into your teams side, even when you die this move is not cancelled, so you can pretty much gurantee one person is out fo the fight. Also sets up for other moves. Level increases holding duration, damage and smashes, would cap for pvp.
Magnetic force - I feel like it was lag, but this skill didn’t actually pull many enemies that it hit sometimes, even when enemies around them were pulled. Four second stun + cc would definetly make it nice for pvp however, maybe not a max since targets don’t increase.
Raise is a terrible pvp skill except to confuse your enemeies, they can just walk out of the raise and currently they sometimes get stuck in an unreachable air position. You wanna cc your enemies before you raise them for your archer friends to attack (so that they deal 100% more damage). Either 1/5 or max for duration.
Gravity pole completely immobilises enemies but if you get hit (they can’t act) then it’s cancelled. The downside is it only lasts 5 seconds and you can’t attack them yourself, a nice skill for pvp.
Pyro builds are pretty obvious, and I would make pretty much the same choices (although fire wall/ench fire/flare are all pretty useless…).
I made a pvp build based on your choices, if you want to see my opinion; mind you I swapped cryo for one rank instead of pyro as freeze wall and ice bolt is ridiculously overpowered with psychokino and I feel is a must have for pvp and you won’t even lose flame ground. You’ll lose flame pillar, flame pillar is mediocre because it no longer holds enemies in pvp and has a massive cooldown.
Here I made a preferable pvp build for psycho that doesn’t involve going all the way into the class (mainly r1 for psychic/telekenesis).
The idea of the second build is to use the movement speed provided by haste to kite/cc your enemies then finish them off with psychic pressure. You can use telekenesis to augment this by moving people into your pyro skills. This build is all focused on cc while still having enough damage to kill solo. I feel like this build would be hell to go against, based on the pvp I did in cbt3.
I would say the first build functions better in pve but im sure they’re both fine; pve is easy.
Hope I helped.