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1.8 Class Idea: Arbalest (now Retired)

Discussion in 'General Suggestions' started by Untitled Doc, Mar 13, 2016.

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Is this a good idea?

  1. Good Idea

    9 vote(s)
    30.0%
  2. Good Idea, needs some changes

    13 vote(s)
    43.3%
  3. OK Idea

    3 vote(s)
    10.0%
  4. Bad Idea, but can be changed

    1 vote(s)
    3.3%
  5. Bad Idea

    4 vote(s)
    13.3%
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  1. Untitled Doc

    Untitled Doc 1 man robotics team

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    This thread was created on Sunday, March 13, 2016 at 4:19 PM (US Eastern)
    This thread was retired on Tuesday, March 22,2016 at 10:30 PM

    First of all, I wish that that the name of the current hunter would be changed to "marksman" so I could name this class hunter. Poor me :(

    So after creating my class idea for a pure tank (Paladin/Templar), it was met with mixed opinions. At first the highest complaints was that the tank was too mobile and could deal so much damage. As a result I heavily nerfed the mobility skill and the damage values. Other complaints I received were things like Armblades do not fit with the idea of Paladin, another was that there were class ideas that accomplished the same idea with 1.8. In my experiences, I have never encountered a class with a passive skill (I often use the 4th skill, which I refer to as the ultimate skill), or a class with negative skill perks which counteract the overpoweredness of the class's stats. In this way Game developers and all those people could have two options to change classes to their choosing. Since I enjoyed incorporating my ideas for that class, I decided that I wanted to make another class based off of what those comments had suggested. As looked at arguably one of the easiest class to master (in my opinion) mage, and one of things I saw that made it stand out from the rest was the ability for them to fill the any of the roles needed for a party.

    The roles I believe exist in Wynncraft:
    Assassins (not the class): those who are able to deal tons of damage within a short amount of time
    Tanks: Those who are able to take a lot of damage for the team
    Support: Provides buffs and healing for the team, can also disable the enemy.

    Although almost all classes have this ability, Mage seems to be the class that is balanced in all three categories. Most other classes only specialize in 1 or 2 of the categories.

    One comment told me that I should make a class that would balance out the spectrum of roles since they said that Selvut's solider class would most likely be added into the game.

    While I don't believe just because a staff member made a class idea automatically adds it to the game, I do agree it brings tons more attention to the class and often times, has a much higher chance of being added to the game. However, in the case of adding that class, the role spectrum would be out of place, with there being 3 melee classes and only 2 ranged classes. As a result, I gave my best attempt at a ranged class, giving it the idea of a mix between the range of archer and the role of mage, then taking more of the damage out of the equation.

    (Archer Damage/DPS skills + Mage Abilities/Roles) - Most of the Damage = This class

    The Idea is... Arbalest! (Arbalist is a modern-day crossbow man, Arbalest is a medieval crossbowman)

    The idea was to create a class with the range mixed with the three roles of mage, capable to long term survival and designed as a hit and run class, dealing whittling down enemies over long periods of time, vulnerable at close range. This class was meant with AoE damage capable of taking down hordes of enemies over time by shooting it's bolts to take down weak targets from afar and use shadow bolt to wear down enemies' health. Note that mage's meteor does 400% weapon damage (I think, according to the website) so I'm going to use that as a reference.

    So lets get to it

    The requirements are, you must have at least 3 different classes and a total of 150 levels

    Weapon: Crossbow
    This requires the current crossbow available by the archer class to be reskinned. Honestly I don't see how an archer would be using a crossbow, It seems to me like they should be using the traditional bows instead of modified projectile weapons. Instead of shooting a traditional arrows, the crossbow shoots bolts, which fly much faster than the speed of regular arrows but have a limited range of 20 blocks. The arrows also have much less of arrow dropoff (makes it go straighter).

    So I might want to explain the who bolt concept. Lets imagine it like this: Get an arrow and chop off the part with the feathers and the arrowhead. Now whittle the tip into a point and coat it with tempered metal. Now shoot it at twice the speed of a regular arrow using a crossbow. That's basically what a shot from the crossbow would be, a thin straighter, faster shot that disappears after 20 blocks that does more damage than mage basic attacks and less damage than archer basic attacks.

    On to the skills:

    Skill 1: Shadow bolt (Attack Skill)
    Left-Right-Left
    Shoot a bolt that has been infused with dark magic (from Dern?), giving it special properties. It can pierce through an infinite amount of mobs and has a maximum range of 15 blocks
    *Effects do not stack, and casting Shadow Bolt on the same target before Torment ends resets the timer on torment and Shadow Burn will not get triggered until the end of the second Torment.
    *Perhaps a purple particle trail?

    Level 1:
    Mana: 6
    Damage: Deals neutral damage equivalent to 250% weapon (spell) damage
    Elemental Damage: Air damage +5%

    Level 2:
    Mana: 6
    Damage: Deals neutral damage equivalent to 250% weapon (spell) damage
    Elemental Damage: Air damage +10%
    +Torment (From my paladin class): Cause the entities hit to slowly collapse in agony, causing them to receive no debuffs for 2 seconds upon impact, after that they receive Slowness I (-20% walk speed) for 2 more seconds, which increases to Slowness II (-40% walk speed) for 2 more seconds
    *0-2 seconds: nothing, 2-4 seconds: Slowness I, 4-6 seconds: Slowness II

    Level 3:
    Mana: 6
    Damage: Deals neutral damage equivalent to 250% weapon (spell) damage
    Elemental Damage: Air damage +15% (extra fire damage caused by Shadow Burn)
    +Torment (From my paladin class): Cause the entities hit to slowly collapse in agony, causing them to receive no debuffs for 2 seconds upon impact, after that they receive Slowness I for 2 more seconds, which increases to Slowness II for 2 more seconds
    +Shadow Burn: At the end of torment, explode for fire damage for 25% weapon damage


    Skill 2: Explosive Bolt
    Right-Right-Right
    Load your crossbow with a bolt armed with specially made handcrafted explosives from Lusuco. This bolt will explode 1 block after you shoot it, propelling you and your enemies back (half the distance covered by charge) from the point of explosion. Can be used to move vertically and can be used midair.
    *If you and your enemy are facing each other and this bolt is fired, both of you will be propelled back, and the total distance between both of you will be the same as the distance traveled by charge

    Level 1:
    Mana: 4
    Damage: Deals 50% weapon (spell) damage (neutral, explosive)
    Elemental Damage: Fire Damage +10%

    Level 2:
    Mana: 4
    Damage: Deals 50% weapon (spell) damage (neutral, explosive)
    Elemental Damage: Fire Damage +15%, Water Damage +5%
    + Frost Shards: The explosives in your bolt have been mixed with flakes of ice, causing your bolts to have a slowing effect on any enemies caught in the blast. Applies an extra level of Slowness (-20% walk speed) for 3 seconds for any enemies caught within the blast radius.

    Level 3:
    Mana: 4
    Damage: Deals 50% weapon (spell) damage (neutral, explosive)
    Elemental Damage: Fire Damage +20%, Water Damage +5%
    + Frost Shards: The explosives in your bolt have been mixed with flakes from pure ice shards, causing your bolts to have a slowing effect on any enemies caught in the blast. Applies an extra level of Slowness (-20% walk speed) for 3 seconds for any enemies caught within the blast radius.
    + Frozen Core: Your explosives now actually have a pure ice shard in it, creating an ensnaring patch of ice on the ground in the center of the explosion. Any enemies who move through it receive Slowness V (-100% walk speed) for 1 second, and the patch disappears. Lasts for 5 seconds (1x1 block area)


    Skill 3: Soothing Bolt
    Left-Right-Right
    Shoot a bolt made of a combination of healing water and magic from the fountain in Dernel Jungle which explodes for a 1x1 area (so you can use it on yourself) and heals all allies caught in the blast.
    *Effect does not stack, apply Soothing bolt before it ends resets the timer
    *Doesn't affect enemies
    *Perhaps a mix of green and blue particle trail?

    Level 1:
    Mana: 8
    Damage: None
    Healing: Heals your allies for 2% of your current health every 2 seconds for 10 seconds (heals 5 times, 10% total healing)

    Level 2:
    Mana: 8
    Damage: None
    Healing: Heals your allies for 3% of your current health every 2 seconds for 10 seconds (heals 5 times, 15% total healing of your current health)
    +Adrenaline: Give your allies Jump boost 2 (Sweg Hurdling Skillz Bro) and Speed 1 (+20% movement speed)
    *Lasts the duration of Soothing Arrow

    Level 3:
    Mana: 8
    Damage: None
    Healing: Heals your allies for 4% of your current health every 2 seconds for 10 seconds (heals 5 times, 20% total healing of your current health)
    +Adrenaline: Give your allies Jump boost 2 (Sweg Hurdling Skillz Bro) and Speed 1 (+20% movement speed)
    +Empower: Enhance your allies' attacks and give them +10% attack damage
    *Lasts duration of Soothing Arrow

    So like in my last class idea for Templar/Paladin, I will introduce the idea of a passive skill ultimate with negative perks to keep it in check. Remember this is supposed to be a sustaining class capable to surviving for a long time without needing to go to town for potions and stuff.
    Read my previous class idea for Templar/Paladin for more about passive skills and negative perks. A great majority of these are modified from my previous class idea, and see it if you have any confusion about this skill.

    Skill 4: Iron Will
    Intense training and field experiences toughen you, causing you to break through many of the mental barriers that hinder others.

    Level 1:
    Mana: Not able to cast
    Damage: None
    +Endurance: Over the years you have been through many tough situations, conditioning you for long term survival far from civilization, allowing you to regenerate and extra 1% of your maximum health ever 4 seconds
    -Pain's grasp: After experiencing so much suffering, your steps start to weaken. For each 4% of health you are missing, reduce your movement speed by 1%

    Level 2:
    Mana: Not able to cast
    Damage: None
    +Born to run: You are able to run with heavier armor faster than other people, negating negative walk speed caused by armor, up to -20% walk speed. (If you have a total of -28% walk speed, this perk causes you to have a walk speed of -8%. If you have +4% walk speed, this does not apply. This does not negate negative walk speed caused by slowness debuffs.)
    -Pain's grasp: After experiencing so much suffering, your steps start to weaken. For each 4% of health you are missing, reduce your movement speed by 1%

    +Endurance: Over the years you have been through many tough situations, conditioning you for long term survival far from civilization, allowing you to regenerate and extra 1% of your maximum health ever 4 seconds
    -Exhaustion: Your armor weighs you down when you are tired, causing you to slow down your movement speed by an extra 20% every time you mana falls below 4 points. This is lost as soon as you have 4 or more mana.

    Level 3:
    Mana: Not able to cast
    Damage: None

    +Born to run: You are able to run with heavier armor faster than other people, negating negative walk speed caused by armor, up to -20% walk speed. (If you have a total of -28% walk speed, this perk causes you to have a walk speed of -8%. If you have +4% walk speed, this does not apply. This does not negate negative walk speed caused by slowness debuffs.)
    -Pain's grasp: After experiencing so much suffering, your steps start to weaken. For each 4% of health you are missing, reduce your movement speed by 1%

    +Endurance: Over the years you have been through many tough situations, conditioning you for long term survival far from civilization, allowing you to regenerate and extra 1% of your maximum health ever 4 seconds
    -Exhaustion: Your armor weighs you down when you are tired, causing you to slow down your movement speed by an extra 20% every time you mana falls below 4 points. This is lost as soon as you have 4 or more mana.

    +Fortitude: You have weathered the elements over the years, increasing your survivability, giving you an extra 5% damage resistance and 5% extra health based on your maximum health (the health caused by armor/accessories alone, does not include ANY identifications)
    -Execute: Having been pushed to your physical limits, you give up the will to continue. When you fall below 10% health, take triple the damage from all sources (players, mobs, lava, falling). You lose this effect if you are able to regenerate health to 10% or above.



    I will continue to add stuff for a while, and modify it according to the Wynncraft community
    Ethan_Washington


    Changelog:
    Edit one: I think I have some understanding of damage values, but I still want to base my class off of meteor so i just replaced the fraction of a meteor with damage percentages (correct me if I am wrong)
    Buffed the air damage in Shadow Bolt from 5%, 7.5%, 10% to 5%, 10%, 15% for each level,respectively.
    Buffed the extra fire damage created by explosive bolt at level 3 from 15% to 20% and gave it an extra 5% water damage caused by the pure ice shards content in the bolt.

    Edit 2: Fixed the changes from weapon to spell (I think I have it right this time)

    Edit 3: Retired this thread officially on Tuesday, March 22,2016 at 10:30 PM. I will not continue to edit this idea and will be working on some other ideas, and improving my priest class if it gets some more suggestions.
     
    Last edited: Mar 22, 2016
  2. flip

    flip Chef HERO

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    There are already archer weapons that are skinned as Crossbow's.
     
    Creecreeprs likes this.
  3. Untitled Doc

    Untitled Doc 1 man robotics team

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    I said that they would have to be reskinned. Also i'm not done, I had to post quickly before I had to leave.
     
  4. flip

    flip Chef HERO

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    You could of saved the draft, it saves it automatically but you can save it manually.
     
  5. Untitled Doc

    Untitled Doc 1 man robotics team

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    Wait it saves drafts? :O I typed my last class idea in one sitting
     
  6. flip

    flip Chef HERO

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    Yeah it does
     
  7. BlahBlah161616

    BlahBlah161616 Light Theme User

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    Yeah, it's really cool
     
  8. Untitled Doc

    Untitled Doc 1 man robotics team

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    Finally finished my ideas, open for edits now.
     
  9. The_Sushi_Dragon

    The_Sushi_Dragon Cousin of Ozoth

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    This is such a good class but maybe it could be a little nerfed.
     
  10. Untitled Doc

    Untitled Doc 1 man robotics team

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    Please Suggest how it could be nerfed or changed?


    Also for those who voted against this idea, can you please state why?
    I'm not pushing for my ideas to be added to the game, I just like to make class ideas and see if they would fit into the game, and to see how good I can balance my ideas according to rest of the community

    Thanks
     
    Last edited: Mar 14, 2016
  11. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    You and me both xD
     
  12. Defunct Fighter

    Defunct Fighter Famous Adventurer

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    (Slowly claps)
     
  13. (Meric)

    (Meric) No longer edgy

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    Very well thought out! Though I do have to point out it does feel like a reskin archer, the name Hunter would be appropriate. Im not sure if this should be a class by itself, or a upgrade for a archer.... Bomb arrow, charge, those two spells seem the same as yours. the concept itself is....... Quite good actually. A class that can be good solo, or in a group. Its actually a bit underpowered on being solo, and 1v1 a boss. But really good! +1/2-ish
     
  14. The_Sushi_Dragon

    The_Sushi_Dragon Cousin of Ozoth

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    Well I feel like the healing explode attack is op.
     
  15. Untitled Doc

    Untitled Doc 1 man robotics team

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    Please elaborate why this skill is op, and note that the explosion is 1 by 1 block (extremely small)
    I designed it so that it provided a little bit of healing and some buffs. It's not like I am giving this class the ability to have very high sustainability or over the top buffs. Speed 1 is nothing compared to the movement bonus from archer, and 10% damage bonus is like the third perk from war scream, except it lasts only a short duration. I believe mages can heal 70% of their current health using heal at tier 3 (I may be wrong), compared to this class, at tier three it is only 20% current health.
     
  16. xCubby

    xCubby Nobody Goes To My Shop ): HERO

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    I actually would like this class to be added for some reason XD
     
  17. Untitled Doc

    Untitled Doc 1 man robotics team

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    It might be a while until a new class comes out, mostly I make ideas for the fun of it, I don't really expect any of my classes to make it into the game. Perhaps I might get lucky and they might add a new class inspired by some of my ideas.

    I feel that follow-up updates are more of a priority than new classes, and they still have to work on a lot of other things in Wynncraft (powders, item skins, fixing bugged items and glitches, etc.)

    Thanks for your comment though
     
  18. Untitled Doc

    Untitled Doc 1 man robotics team

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    So since I haven't received any suggestions about how to improve this class, I'm thinking that not many people really care about improving class ideas, since the poll shows a lot of people wanting improvement, but not posting specifically what.

    I have a few ideas for classes, which I'm currently developing.
    Depending on how the comments and poll goes for this thread, I might retire this thread and make a new class idea (currently have 4 I'm thinking about, one of them is definitely not going to able to be added to the game, since it sort of has the medieval/magic feel associated with Wynncraft).

    Remember I'm only doing this for enjoyment and not really pushing for my class ideas to be added into the game, I just want to see how well I can create class ideas and balance them according to the Wynncraft community.

    Also, if other class designers want to modify some of my talents or skills for their classes, you can use it by just notifying me (comment on the thread which the talent is on) and make sure you cite which thread it came from on your thread (link would be fine).
     
  19. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    what kind of ideas? And don't worry about the medieval theme, there's already very little credibility to that as it stands
     
  20. Untitled Doc

    Untitled Doc 1 man robotics team

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    I'm positive that there are class ideas like these, I just haven't found them since they are too old.

    Idea 1: My version of priest
    So i know with mage, it is the main support class, but I wish for it's heal to be slightly nerfed and be able to provide more support (more slows, blindness, roots, knockback, etc.) in order to make room for my version of a priest (with it's respective passive ultimate/negative perk skill on my other classes)
    What makes the one I'm working on different than most other priests is that other than providing straight healing at once (mage), it provides healing over time, unlike mage, and it also has the ability to cast shields on players depending of a small portion of their current health.

    Idea 2: My version of Necromancer (inspired by my skill perk Torment)
    Haven't seen one yet, but necromancers would have skills based around rooting/slowing enemies, life drain abilities (deal X amount of damage and heal Y% of the damage dealt). Also would have the passive ultimate/negative perk skill. No summoning because I believe it would have the potential to cause more lag (probably not, but I still don't want to do it)

    Idea 3: Alchemist
    I have not seen a thread, I'm pretty sure that very few, or even none exist on this idea. My version would be based around the two categories of effects in this game, buffs and debuffs. The first skill would be a potion focused around dealing damage and debuffs, the second skill based around a potion of buffing, the third skill is unique because we have already covered the two main categories of buffs, and this potion would be able to amplify the effect of the other potions. By this, I mean if you throw the third skill down, then a first or second skill potion which breaks in the circle of effect of the third skill, the first or second skill would consume the amplifier and the buffs/debuffs would be slightly stronger than before. This creates a need for spell combos, because it might be more efficient to cast different combinations of those three skills rather than spam the first and second abilities. Would also have a potion/alchemist focused passive ultimate with it's respective negative perks. Although I'm having difficulty thinking of a suitable weapon for it.

    Idea 4: Shapeshifter (Sort of Wynncraft-y)
    I'm pretty sure no thread have been created on shapeshifting (NOT EMPOWERED SKILLS, like Dyno's Dragon class). The idea is that a human has learned how change forms using magic, and by using his first three spells, can change form representing the three roles that exist in RPGs (assassin, tank, and support). The first skill deals with damage, second with tanking and knockback, and third with a peaceful kind of state for healing allies and yourself. Each transformation has it's perks and it's weaknesses (Example, the tank would have more resistance at the cost of speed, the healing aspect would have healing at the sacrifice of less damage output and lower base armor value). By tansforming, you get acess to a new skill which is unique to that form only.
    Example: If I made the tank form a bear, (Right-Right-Right), after transforming, casting bear form again would instead cause you to do something like:

    Earth Shatter:
    Right-Right-Right while in Bear Form
    Strike the ground in a cone (put your both your hands together out in front of you, now move one hand 45 degrees to the right, and move the other hand 45 degrees to the left, creating a 90 degree cone in front of you), causing all enemies to take a significant amount of knockback.

    Perks might be something like
    + Concussion: slows you down X amount when you hit the ground,

    or something like that, and casting a diferent form will cuase you change form (casting Right-Left-Right causes you to change into whatever I assign he damage spec to be (some ideas already, but don't want to post yet), and it would get it's own special ability.
    Would come with nature/wilderness type passive ultimate with respective negative perks, a distinctive mark to all of my classes.
     
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