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World The Level Cap Has Been Raised, How About Some New Spell Upgrades? (repost)

Discussion in 'General Suggestions' started by Theepicsquash, Apr 19, 2016.

?

Do you want this added?

  1. Yes

  2. No

  3. Undecided

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  1. Theepicsquash

    Theepicsquash Error: Originality not detected. VIP+

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    I did not make this, this is a repost for @reedico.

    Assassin(Ninja):

    Spin Attack:
    Upgrade 4 @ level 51
    +Gash: Enemies hit will bleed for 20% base damage each second for 4 seconds

    Upgrade 5 @ level 61
    +Second Spin: Immediately after your first spin, you will perform a second spin in the other direction for 75% damage

    Vanish:
    Upgrade 4 @ level 64
    +Backstab: Any enemy that is hit from behind while vanished will take 175% damage and lose 15% of their current health. This ability has only 1 third effectiveness against bosses (5%).

    Upgrade 5 @ level 76
    Duration: 20 seconds
    +Mob Jump: While vanished, if you sneak and look at an enemy for 2 seconds, you will teleport 1 block behind that enemy and reduce your time for vanish by 3 seconds.

    Multihit:
    Upgrade 4 @ level 71
    +Bomb planter: If an enemy dies from multihit, it will explode (radius: 3.5 blocks) for 110% damage to all enemies within the radius

    Upgrade 5 @ level 86
    +Deteriorate: If an enemy survives multihit, it will recieve slow 1, weak 1, and takes 20% more damage (negative resistance) for 5 seconds

    Smoke Bomb:
    Upgrade 4 @ level 82
    +Singularity: Enemies within 2.5 blocks of smoke bomb will be slightly pulled inward for the first 3 seconds of the bomb's existence

    Upgrade 5 @ level 92
    Duration: 6 seconds
    +Purification Smoke: Walking into your own smoke grants 1 heart/second and 30% damage reduction


    Archer(Hunter):

    Arrow Storm:
    Upgrade 4 @ level 51
    +Injection: For every arrow that hits an enemy, 0.3% Current Health damage is dealt to the enemy, 3.5 seconds after the spell is cast

    Upgrade 5 @ level 61
    +Lead Arrows: Another 3 arrows are shot at the end of the spell (down the middle) which deal 40% damage each

    Escape:
    Upgrade 4 @ level 64
    +Minelayer: Lays down a mine where the escape spell was cast, which explodes on contact with an enemy for 75% damage. Mines last for up to 15 seconds

    Upgrade 5 @ level 76
    +Double jump: Escape can be recast midair one time for 75% of the original velocity

    Bomb Arrow:
    Upgrade 4 @ level 71
    +Shrapnel: There is an increased explosion radius of 3 blocks which does 125% damage rather than 250%

    Upgrade 5 @ level 86
    +Heavy Bomb: A direct hit with bomb arrow does 350% damage

    Arrow Shield:
    Upgrade 4 @ level 82
    +Arrow wheel: Shoots 16 arrows outward in a circle from around the player in all directions which deal 100% damage each

    Upgrade 5 @ level 92
    +Slam: Enemies knocked into a wall will take 75% damage


    Mage(Dark Wizard)

    Heal:
    Upgrade 4 @ level 51
    Hunger: 5
    +Stand Away: All enemies within the heal radius take a medium amount of knockback that launches them ~3 blocks back

    Upgrade 5 @ level 61
    +Gaseous Cloud: A cloud with a radius of 2 blocks is put around the player for 2 seconds (the cloud does not move with the player), which prevents all mobs and projectiles from coming inside and deals 30% damage and knockback to all mobs that touch it.

    Teleport:
    Upgrade 4 @ level 64
    +Blink: Maximum teleport distance is increased and invisibility is granted for 2 seconds

    Upgrade 5 @ level 76
    +Recall: an entity is placed where you teleported from, and if the player sneaks and puts their cursor on it for 1 second, they will be teleported back to the location with no mana cost and slash damage is dealt again. The entity lasts 6 seconds

    Meteore:
    Upgrade 4 @ level 71
    +Shock: 50% damage is instantly dealt to the area where the spell is cast, and blinds enemies for 1 second (or until the meteore hits)

    Upgrade 5 @ level 86
    Damage: 420%
    +Tremendous Impact: Radius of the explosion is increased by 2 blocks

    Ice Snake:
    Upgrade 4 @ level 82:
    +Icy trail: Leaves a trail of icy ground which lasts for 5 seconds, gives slow 2 the entire time an enemy is standing on it, and deals 20% damage per second

    Upgrade 5 @ level 92:
    +Iceburn: After the ice snake dissipates, the entire icy trail bursts into flames for half a second, dealing %50 true damage over 2 seconds

    Warrior(Knight)

    Bash:
    Upgrade 4 @ level 51
    Damage: 150%
    +Fissure: The second explosion's radius is greatly increased to the sides, by 5 blocks.

    Upgrade 5 @ level 61
    +After Shock: The second explosion (Earthquake) explodes again after 1 second for 100% damage

    Charge:
    Upgrade 4 @ level 64
    +Impact: When the player hits the ground, they trigger a small explosion which deals 130% damage

    Upgrade 5 @ level 76
    +Leap: Initial cast launches the player 1.5 blocks higher and Charge now has greater velocity. Smash now hits enemies below the player as well.

    Uppercut:
    Upgrade 4 @ level 71
    +Spinning: Uppercut's initial cast now has a hitbox that goes in a 180 degree angle in front of the warrior.

    Upgrade 5 @ level 86
    +Asteroid: Firework and Comet now damage other enemies within a radius of 6 blocks for half their damage

    War Scream:
    Upgrade 4 @ level 82
    +Ear Piercing: Gives nearby enemies slow 1, weak 1, and take 20% more damage for 4 seconds

    Upgrade 5 @ level 92
    +Encouragement: Gives the player and nearby allies increased attack speed for 3 minutes

    I really liked the idea but the old thread got locked, so here is another version.
     
    Andy0132 likes this.
  2. King Fich

    King Fich Fallen Angel CHAMPION

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    The issue with theses is their power is unbalanced and would make you overpowered even for maxed level thusly making armor useless for PvP or certain bosses (CoW) useless, especially the Mage ones, the ability to teleport and go invisible would mean you could completely lose agro from any enemy as long as you teleport directly behind them as, the extended range almost ensures this as it'll take you out of sight range and the invisibility would cancel any existing agro from Zombies/Blazes. I'd go over them all but just in general they all need to be reworked and most likely won't be implemented.
     
  3. Miles_

    Miles_ hi CHAMPION

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    I think to keep this balanced the level 1, 2 and 3 stats would need a nerf for every spell, I think teleport is a bit overpowered, I also think multi-hit should keep the level 5 upgrade you have suggested and for the level 4 upgrade have something like 2 more hits are added and the hit at the end deals 35% more damage or something, I think it should be a damage buff, something which multi-hit needs more, and maybe along with level 5 a mana efficiency upgrade, that is not totally necessary if multi-hit gets a good damage buff. Right now multi-hit uses 10 base mana, i understand smoke bomb using 8 but multi-hit is just not good and is in need of a pure damage buff instead of what was suggested for level 4, for example, and as I said earlier, the last hit does 35% more damage and multi-hit has 2 more hits. Right now with 137 agility and a Weathered mythic dagger, on a multi-hit I normally do around 9-11k damage. I think that Uppercut needs a buff aswell.
     
    Last edited: Apr 20, 2016
  4. WeakCoward

    WeakCoward Skilled Adventurer

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    Maybe, to add something new, you should have to complete a quest to get a special upgrade for spells!
     
    Mettymagic, Miles_ and Tem-Grater like this.
  5. Miles_

    Miles_ hi CHAMPION

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    Wow, even though I do not make this thread, that is a great idea in my opinion
     
  6. WeakCoward

    WeakCoward Skilled Adventurer

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    Let's expand on the idea a bit.
    Somewhere in someplace there is the great experienced person of X (maybe Bob could make a comeback as a friendly person!) who knows the upgraded forms of spells, but you must complete the Task of X to get the upgrade.
    Maybe, there could be a separate quest for each spell, all from the same guy.
     
  7. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    I already talked about this pre gavel since levels wont matter as much without skill upgrades.

    Although, you have to wait til the follow-update to see if they change anything.
     
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