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1.8 Class Idea (my Version): Priest (now Retired)

Discussion in 'General Suggestions' started by Untitled Doc, Mar 19, 2016.

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Was this a good idea?

  1. Good Idea

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  2. Good Idea, needs some changes

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  3. OK Idea

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  1. Untitled Doc

    Untitled Doc 1 man robotics team

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    This thread was created on Saturday, March 19, 2016 at 4:46 PM (US Eastern)
    This thread was retired on Sunday, March 27,2016 at 11:46 AM (US Eastern)

    Note 1: Please remember I am not pushing for this to be in the game, however, in order for you guys to give me unbiased opinions on improvements, pretend that I am.
    Note 2: Before you read this thread, please know that in order for this class to actually be viable, mage's heal would be reduced slightly (I think it's 70% right now, I would like for it to be reduced to 60%, then it would scale for the level 2 and level 1) The best option for this class to be viable would be to replace the mage's heal with another spell and that would make the Priest a prime healing class as Defensive Support (Mage is Offensive Support).
    I have made a suggestion of what to replace Heal with:

    Whirlwind (Ironically I had the same name for this skill as Slime):
    Summon a whirlwind at your feet that will knockback all enemies (Devs determine this). has a 2 block radius and lasts for 5 seconds
    (Particle Effect)

    Level 1:
    Damage: Something
    Mana: 6
    Elemental Damage: +X% Air

    Level 2:
    Damage: Something
    Mana: 6
    Elemental Damage: +X% Air
    + Vortex (From an earlier idea I suggested to someone else): Upon getting hit by the whirlwind, receive -40% movement speed for 3 seconds

    Level 3:
    Damage: Something
    Mana: 6
    Elemental Damage: +X% Air
    + Vortex (From an earlier idea I suggested to someone else): Upon getting hit by the whirlwind, receive -40% movement speed for 3 seconds
    +Storm System: The whirlwind will now summon 4 smaller storms after the casted storm ends, each with a 1 block radius which moves 1 block per second in a random direction and each deals 20% the damage/knockback of the normal tornado. Each of the smaller whirlwinds lasts for 3 seconds

    OR <---------------

    Replace it with Slimeonatree57's Whirlwind idea (Posted at the same time I was editing)

    Whirlwind:
    Spell cost: 8 mana

    summon a whirlwind that deals damage to all enemies within 5 blocks of where you are targeting
    Neutral damage 75%, air damage 10%

    Upgrade 1
    :
    +Vacuum: Pulls in all enemies within 10 blocks of where you are targeting
    Neutral damage 85%, Air damage 15%

    Upgrade 2
    :
    +Vacuum: Pulls in all enemies within 10 blocks of where you are targeting
    +Cyclone: all enemies hit gain slowness and weakness for 8 seconds
    Neutral damage 95%, Air damage 25%, lightning damage 15%

    *A reskin of Whirlwind would be Vortex, as suggested by Slimeonatree57




    However please note this isn't a change Mage type thread, And I have never played mage.

    So I've been thinking of a sort of mage type class but instead of focusing on damage, focus on sustaining, and what I mean by this is support, which an explanation can be found on my previous threads (About the three roles in RPG games).
    Support can be defined as helping your allies (can also be yourself). The most common things that people think of support are three kinds: Direct Healing, Effect Support, and Indirect Support (In my opinion)

    Direct Healing is self-explanatory: you heal you and your allies for a certain amount of health, keeping them alive. This is particularly useful when people are low on health (obviously). Often considered to be something actively casted (Mage's heal).
    Effect Support: This contains all of the buffs and debuffs that classes can provide. For example, things like damage reduction, movement speed boosts, among other things. However, regeneration is also included, because it can be a passive effect and you don't need to cast it every time it heals (key word is passive).

    However, the third is quite difficult to picture. Indirect Support? The first thing that might come into mind are potion effects, but that falls under Effect Support. The simplest way I can put this is something that boosts your allies' potential WITHOUT having much effect on values that you can see.
    You may be thinking: EXAMPLES

    Sure: Knockback skills. Often time people fail to realize how overpowered knockback can be. The ability to push back your enemies so that your allies can regroup can give a huge advantage over the other side, if the other side is disorganized. Another example is inspiring your allies. Not by inspiring them in the game, but in real life.
    I'm not a psychology expert, but I'm pretty sure there is something called a flight or fight response thing. This basically tells you whether it would be better to attack or to flee from a perceived threat (I think). You may be thinking, how in the world can you inspire a person in real life to fight. It happens all the time. Every time you become low on health, your first reaction might be to leave the area to avoid the damage (Flee). At later levels, you might know how to deal with these kinds of situations like drinking a health pot or getting on a horse and running through a bunch of hostile mobs to where you want to go, barely taking any damage (Fight). So you now may be wondering, what can a class do to inspire you allies? The major problem seems to be if you are low in health, you want to flee, so the obvious solution is to heal them back up to full. What if it wasn't the person taking damage over a long time, what if it was "nuked" damage, or a lot of damage done extremely quickly. The solution seems to be damage resistance, to prevent them from taking so much damage, which allows for allies more time to react to the threat. Currently,

    I don't know any class that can provide damage resistance AND direct healing, the most common argument would be that it would be so overpowered.

    I would like to challenge that statement and present my ranged support class: the Priest

    Requirements: Total class levels: 100 and minimum 2 different classes
    Basic Stats: Total Damage Output: -10%
    This is a support class, and not a damage dealing class. This is meant to make sure that there are always people that can deal more damage than this class.
    Base armor rating: 100%
    Even though this class is a healer, I've always used 100% armor rating on all of my classes

    Weapon: Staff
    Yes, Yes I know that mages have wands, but staffs are meant to be longer, and usually have a slower attack speed. You can put more decorations on the staff than on the wand, because sometimes i feel the devs don't have enough space to make the weapon look awesome.
    The basic attack would be a left click, and you would shoot something similar to an arrow like archer, only it moves slightly slower and would be textured like an exp orb. It would be able to hit only one target at a time.

    Honestly, I'm running out of ideas for classes at this point, so you may see some similarities between this class and other class. Like all my other classes, this class has only 3 castable spells and a passive skill (ultimate) which doesn't require anything, it would be permanent. Also, it features negative perks, which are meant to balance the overpowered feeling other people might think. It also gives me the power to balance the class in two ways, changing the skills or to change the negative perks. See my previous Templar/Paladin class for details on the original idea (Done a while ago).

    Skill 1: Arcane Bolts
    After channeling (you receive -100% movement speed) for 1 second (to reduce the amount of spamming), shoot a flurry of homing magic bolts, which fly in the direction you are facing for 3 blocks, then locks on to a target within 20 blocks and follows them until impact. Velocity twice that of an arrow and has a maximum flight duration of 25 blocks, in which it expires (disappears). Distributes the bolts in the target lock radius (If there are two enemies, then each enemy would get half the bolts, if there were 6, then each enemy would get 1 bolt. If there are none, it just keeps moving in the direction it is facing, if there are more than 6, it chooses at random.)

    To visualize what a bolt would look like, get a piece of snow and throw it on the ground. Then visualize dense snow particles behind the piece of snow that trail for 2 blocks, with the width of the trail the same size as a block of snow you throw on the ground.

    Level 1:
    Damage: Shoot 6 bolts which lock onto a target and upon impact, each dealing 35% weapon (spell) damage
    Mana: 6
    Elemental Damage: +10% Air

    Level 2:
    Damage: Shoot 6 bolts which lock onto a target and upon impact, each dealing 35% weapon (spell) damage
    Mana: 6
    Elemental Damage: +15% Air, +5% Thunder
    +Arcane Shock: Overload your bolts with extreme magic, causing enemies hit upon impact to be slowed by 80%, which lasts for 2 seconds

    Level 3:
    Damage: Shoot 6 bolts which lock onto a target and upon impact, each dealing 35% weapon (spell) damage
    Mana: 6
    Elemental Damage: +20% Air, +10% Thunder
    +Arcane Shock: Overload your bolts with extreme magic, causing enemies hit upon impact to be slowed by 80%, which lasts for 2 seconds
    +Unleash Power: If you manage to hit an enemy affected by your Arcane Shock with a basic attack, cause them to explode with extreme power, ending Arcane Shock, and causing them to take an extra 100% weapon (spell) damage


    Skill 2: Barrier Shield
    Creates a shield which absorbs an amount of the caster's current health and reduces the amount of damage that is taken by an extra 5%.
    Shoot a projectile (probably a snowball with 25% reduced velocity) which upon hitting an ally (or yourself if you throw straight in the air), creates a particle effect around them signifying a shield is active on them.
    This effect cannot stack (If you receive a shield for 2k health, and you lose some of it to mobs, casting it again brings it back to 2k. If you cast 2k then someone else casts 3k, the shield is increased to 3k. If someone casts 3k, and you cast 2k, then it has no effect.)
    When the shield breaks, the effects are lost as well.
    Order of protection:
    1. Damage dealt
    2. Total damage reduction applied
    3. Damage applied to shield
    4. If shield spell breaks, damage applied to person

    Level 1:
    Shield Durability: 15% of the caster's current health (Lasts 30 seconds)
    Mana: 8

    Level 2:
    Shield Durability: 20% of the caster's health (Lasts 30 seconds)
    Mana 8:
    + Energy Field: The magic inside the shield increases the physical abilities for those who have the shield active, giving them Speed 2 Effect (not movement speed buff)

    Level 2:
    Shield Durability: 25% of the caster's health (Lasts 30 seconds)
    Mana 8:
    + Energy Field: The magic inside the shield increases the physical abilities for those who have the shield active, giving them Speed 2 Effect
    + Self-Regenerating Damage: When you cast the shield on someone, the person with the shield can heal themselves for 5% of the damage they deal (If they have the shield, and they do 100% damage, they heal themselves 5% of that).


    Skill 3: Stasis Heal
    Become immobile, and start to channel a large healing field which heals you and you allies for a certain amount of the caster's maximum health. Radius of 10 blocks.
    Only one healing field affects a target at a time (Draw to large circles which intersect each other, then label on circle "stronger healing" and erase all of the lines inside of that circle. Label the other circle "weaker healing". Now draw dots on the page at random. Now you should see how this would work.)
    Healing is canceled if you take damage or any debuff is applied to you (You can manually cancel by shifting)
    Intelligence DOES apply to the mana drain

    Level 1:
    Healing: Heal allies around you for 8% of your maximum health every 4 seconds
    Mana: Drain one mana every second (Mana regeneration doesn't work, switching to mana potion ends effect)

    Level 2:
    Healing: Heal allies around you for 8% of your maximum health every 4 seconds
    Mana: Drain one mana every second (Mana regeneration doesn't work, switching to mana potion ends effect)
    +Invigorate: Give all allies within the healing field 10% movement speed inside the circle

    Level 3:
    Healing: Heal allies around you for 8% of your maximum health every 4 seconds
    Mana: Drain one mana every second (Mana regeneration doesn't work, switching to mana potion ends effect)
    +Invigorate: Give all allies within the healing field 10% extra movement speed inside the circle
    +Empower: Give all Allies within the healing field Jump Boost 2 (HURDLING SKILLZ) and an extra 10% attack damage
    *You thought I would troll everyone and give this class just jump boost 2 as it's third upgrade. I'm not that mean :P


    Now it's time for the Passive Ultimate with it's respective negative perks (See my Paladin/Templar class for more details)

    Skill 4: Rejuvenater's Pursuit
    You strive to support than to harm others, amplifying your healing... at a cost...

    Level 1:
    Damage: None
    Mana: Not castable
    +Healing Catalyst: Imbue yourself with the magic from special healing waters that are rumored to have revived organisms long after death, Increasing the amount of healing you give by 25%
    -Damage Inhibitor: By increasing your healing, you sacrifice some of your power into supporting your allies, decreasing your spell damage by 15%

    Level 2:
    Damage: None
    Mana: Not castable
    +Healing Catalyst: Imbue yourself with the magic from special healing waters that are rumored to have revived organisms long after death, Increasing the amount of healing you give by 25%
    -Damage Inhibitor: By increasing your healing, you sacrifice some of your power into supporting your allies, decreasing your spell damage by 15%

    + Draw Mana: You are able to tap into the mana which exists in the world around, allowing you to regenerate an extra 1/4s mana
    -Exhaustion: Every time you fall below 5 mana, you become tired, decreasing your movement speed by 40%. You lose this effect when you reach 5 mana or above.

    Level 3:
    Damage: None
    Mana: Not castable
    +Healing Catalyst: Imbue yourself with the magic from special healing waters that are rumored to have revived organisms long after death, Increasing the amount of healing you give by 25%
    -Damage Inhibitor: By increasing your healing, you sacrifice some of your power into supporting your allies, decreasing your spell damage by 15%

    + Draw Mana: You are able to tap into the mana which exists in the world around, allowing you to regenerate an extra 1/4s mana regen
    -Exhaustion: Every time you fall below 5 mana, you become tired, decreasing your movement speed by 40%. You lose this effect when you reach 5 mana or above.

    + Merciful: Regrettably, some wish to end your existence, so you have empowered your basic attacks to hinder your enemies, causing them to reduce their movement speed by -10% for 3 seconds (can stack) when hit by a basic attack
    -Ruthless: Others do not perceive the world how you envision it, and show no mercy. When you fall below 10% health, your enemies fall into a blood lust, doubling the damage they deal against you (You take 100% more damage).
    *This is mirrors what I have seen on the forums, that although a good majority of the community is nice, helpful, and kind, there are always those few who look out for their own interests and don't care about other people's well being. They would rather kill anything in their way than to avoid them.


    Thanks,
    Ethan_Washington
    (Leave comments on how to improve this class idea)

    Edit 1: Added the option for game devs to completely remove it and replace it with a skill and added a sample skill as replacement.

    Edit 2: Added Slimeonatree57's Idea for an alternate skill for mage's heal

    Edit 3: Added Slimeonatree57's reskin for whirlwind, changed barrier shield to include a speed buff.

    Edit 4: Changed weapon damage to the correct spell damage unit

    Edit 5: Buffed Arcane Bolts from 30% to 35% and buffed barrier shield from 10, 15, 20% to 15, 20, 25%. Nerfed Exhaustion from below 6 to below 5 mana. Nerfed Ruthless from 200% extra damage from all sources to 100% damage from all sources. Buffed Healing catalyst from 20% to 25% extra healing. Made Intelligence able to affect the mana drain.
    These changes serve to increase the amount of support that this class can provide, as well as a little bit of extra damage.

    Edit 6: Added so when you Shift in Stasis Heal you end the effect
     
    Last edited: Mar 27, 2016
    Andy0132 likes this.
  2. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    I have an idea:
    1. remove healing from mage
    2. give this class heal
     
    Fread likes this.
  3. Untitled Doc

    Untitled Doc 1 man robotics team

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    As I wish that I could, removing healing and giving mage another skill would upset a ton of mages and people, since many people rely on the quick healing of the mage to save them

    My best bet is to lower the amount of healing mage does, but this isn't a nerf mage thread (Although I would support a slight nerf).
     
  4. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    but the cleric would also have the heal, and it could be buffed as much as they want it, because it's put on a class that's supposed to be a full support. And mage would be able to keep the buffed meteor and a new spell, which would help turn it into an offensive support
     
  5. Untitled Doc

    Untitled Doc 1 man robotics team

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    Hm good idea I'll think of something to replace the mage's heal. Perhaps something air based...
    I know... why don't I make a gust skill which will knockback enemies and do light air damage... yea...
     
  6. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    how 'bout this?

    Whirlwind:
    Spell cost: 8 mana
    summon a whirlwind that deals damage to all enemies within 5 blocks of where you are targeting
    Neutral damage 75%, air damage 10%
    Upgrade 1:
    +Vacuum: Pulls in all enemies within 10 blocks of where you are targeting
    Neutral damage 85%, Air damage 15%
    Upgrade 2:
    +Vacuum: Pulls in all enemies within 10 blocks of where you are targeting
    +Cyclone: all enemies hit gain slowness and weakness for 8 seconds
    Neutral damage 95%, Air damage 25%, lightning damage 15%

    I was gonna make an idea like yours but I don't have the time so here: have my new mage spell
     
  7. Untitled Doc

    Untitled Doc 1 man robotics team

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    Thanks, I'll add your version
     
  8. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Suggestion: the priest's defensive spell should give speed 2 to those hit. that way it works as a transport spell too
     
  9. Untitled Doc

    Untitled Doc 1 man robotics team

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    What I'm concerned with is that when I say speed, I mean an extra 20% movement speed, so Speed 2 is 40% extra movement speed (at least before the Minecraft wiki got confusing?)
    I don't want archer to be able to have Speed 5 (100% movement speed) with escape speed 3 buff and this shielding effect
     
  10. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Minecraft:
    Alt version: cleric
    Mana Missiles
    Blessing
    Totem
    Healer's Gambit

    Whirlwind reskin:
    Vortex
    Speed levels don't stack, the archer would stay at speed three if you hit it with this
     
  11. Untitled Doc

    Untitled Doc 1 man robotics team

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    I'm going to hold off on an alternate reskin for this class, however I will include your reskin for whirlwind and your speed boost suggestion
     
  12. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    ok :)
     
  13. Untitled Doc

    Untitled Doc 1 man robotics team

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    Fixed the Weapon damage to intended spell damage like I did with Arbalest (I think I did it right)
    From what I understand:
    Meteor does 400% Spell Damage with +30% fire and +30% earth at tier 3 (Not including burning ground)
    Arcane Bolt does 180% Spell Damage with +20% air and +10% thunder at tier 3 (Not including unleash power)
     
  14. Turtlebomb

    Turtlebomb idk VIP+

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    The passive ultimate is a problem because:

    1. You can't choose to use it or not use it, it's just there and there's nothing you can do

    2. The -15% spell damage debuff would make arcane bolts really bad

    3. Exaustion would make running away from mobs a nightmare

    4. If you're low on health, your enemies going into a blood luster would just make it harder to heal

    5. You're stuck with these debuffs for the rest of the game and there's no way to get rid of them, and they can really change how your build works and completely go against your play style. They kind of lock you into one set path, which is not wynn's thing.
     
  15. Untitled Doc

    Untitled Doc 1 man robotics team

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    Will change a few aspects in the class, and will take note on the transportation part.
    Please note bloodlust is just applies to you only, and when you get below 10%, you are pretty much dead in my opinion

    Thanks for the suggestions though
    :D
     
  16. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Bump for the maker of this thread cuz it's a good suggestion
    ________________________________
    also, how long would the stasis heal effect last?
     
  17. Untitled Doc

    Untitled Doc 1 man robotics team

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    I should probably make it so when you shift or something.
    Forgot to add that thx.
     
  18. Inceptus

    Inceptus Silent forums lurker

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    Huh. Would you look at that.

    A good suggestion.

    Finally.
     
  19. Untitled Doc

    Untitled Doc 1 man robotics team

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    Suggestions Appreciated
    If you think that this is a bad idea, please state why, and how I could improve it.

    Please just don't vote bad idea without posting WHY.
     
  20. Untitled Doc

    Untitled Doc 1 man robotics team

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    Probably going to work on another class idea soon
    Might retire this thread if no one wants to help edit it by suggesting improvements
     
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