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Radiant Spells 2.0 : Press Me To Passive ( ͡° ͜ʖ ͡°)

Discussion in 'General Suggestions' started by FluffyWarspite, Jul 1, 2017.

?

What do you think?

  1. Cheese

    14 vote(s)
    66.7%
  2. Cake

    12 vote(s)
    57.1%
  3. Cheese

    14 vote(s)
    66.7%
  4. Cheese

    14 vote(s)
    66.7%
  5. Cheese

    15 vote(s)
    71.4%
  6. Oh baby a triple OUO

    12 vote(s)
    57.1%
  7. Cheese

    14 vote(s)
    66.7%
  8. Cheese

    14 vote(s)
    66.7%
  9. [SAMPLE TEXT]

    13 vote(s)
    61.9%
  10. Cheese

    15 vote(s)
    71.4%
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  1. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Radiant spells! 2.0! This time I've added seven more radiators for each class,one of each spell,and one for a passive ability of your own choice out of the three passives. Also,in case you are wondering what on earth I am talking about,here's a little explaination to 'What are Radiant Spells'
    Radiant spells are modified spells that can be done by putting the corresponding radiators onto your character. Radiators can be purchased with 4 radiant crystals each,the crystals only drop from a specific mob that rarely spawns in certain area as a field boss,they drop 1-3 crystals when killed. Each class has 15 different radiators available,3 for each spell,and 3 passive radiators. Each radiator can also be sold for 30EBs tho it's not really worth it unless you're low in emeralds. Every class may only have 4 radiated spells at max,including the passive radiator. These radiators ranges from simply an upgrade in stats to completely changing the abilities' usage. I hope that they can provide more diversity and versatility to all classes and make them more fun to mess with each radiant spells.
    So yeah,let's get straight into it
    =====
    Archer
    Passive :

    • Hunter's Instinct
    - +7% base critical chance and +50% critical damage for Archer
    • Huntsman's Dexterity
    - +10% base loot bonus on kill for Archer
    • Armor Pierce
    - Archer's attacks ignores Resistance effects and deals increased damage to enemies with higher grade of armor
    -------
    Arrow Storm :

    • Elemental Drift
    -For different bows with different main elemental damage,Arrow Storm will receive different bonuses. If the weapon prioritises Earth damage,the arrows fired deals 40% increased damage and poisons the enemy. For thunder,+30% critical chance and +15% critical damage is applied. For Water,hit enemies receives a -30% walkspeed and -50% on spell damage for 6 seconds. For Fire,the arrows are applied with innate life steal and -10% elemental damage for enemies for 6 seconds. And for Air,the arrows does 200% more knockback and levitates hit enemies for a short while(around 1 or 2 second). For weapons with multiple elemental damage,it would pick the one with the highest damage. If they are of the same damage value,then multiple buffs would apply to Arrow Storm. For neutral damage weapons,just buy Narrow Minded alright?
    • Narrow Minded
    -Greatly reduces the spread on Arrow Storm,but also increases the effective range of the arrows
    • Fifth Storm
    -Shoots out 5 rows of arrows in front in a wide spread,dealing 15% damage each. These arrows also receives extra flight speed
    -------
    Escape :

    • Bear Trap
    -Leaves behind a trap immobilising all enemies walking pass it for 8 seconds
    • Escape Velocity
    -Escape now grants Speed IV,players under the effect of Archer's speed also has 5% more chance to dodge attacks
    • Speed Stringer
    -All allies,including archer himself who's under the speed effect of Escape receives +1 tier attack and 20% air damage for 20 seconds,but also decreases Archer's accuracy
    -------
    Bomb Spell :

    • Traplock Expertise
    -Bomb Spell will not explode upon impact,and will not loose momentum after each bounce. Instead,every time it bounces it will leave behind a mark,these marks will link together to form a polygonal area. Anyone except the caster stepping on the 'wires' will trigger the trap and cause it to explode,dealing 350% damage to all enemies within the marked area. Archer is also able to control the arrow's direction of bounce with his head,and casting Bomb Spell while a trap is set up will remove the old trap when the new trap is formed
    • Seeking Eye
    -Bomb Spell will now lock on to nearby enemies,and will automatically seeks the next target when bounces off,but only dealing 175% damage per bounce. Bomb Spell also receives extra knockback on explosions
    • Arrow Acceleration
    -Bomb Spell gains more speed and +25% damage per bounce,but have its base damage reduced by 75%. Also gains 2 extra bounces on Bomb Spell
    -------
    Arrow Shield :

    • Bullet Dance
    -Instead of raining down arrows,Arrow Shield will now spray arrows in all directions except upwards(it's kinda like a hemisphere of arrows having the top half part cut away),reflecting 5 times upon impact with any surface until the momentum is lost
    • Guardian
    -Upon casting,Archer will now shoot out a projectile,providing Arrow Shield to hit allies or bring hit enemies closer to your own Arrow Shield. However,only one Arrow Shield may exist at a time and Archer will not receive Arrow Shield if he decides to shield his allies
    • Helix
    -Receives +35% Walkspeed and +50% Escape range while Arrow Shield is active,but also decreases the knockback of Arrow Shield by 65%(literally turns Arrow Shield into an offensive ability)
    =====
    Mage
    Passive :
    • Overflow
    - +35% Mana regeneration rate for Mage
    • Magical Talent
    - +25% mana efficiency and +7% base spell damage for Mage
    • Divine Blessings
    - +40% rate of regeneration for Mage and allies within a 5-block radius
    -------
    Heal :

    • Rejuvenation
    -Reduces direct heal by 60%,but increases affected allies' regeneration rate for 700% over 20 second
    • Vitality Boost
    -Boosts affected allies' maximum health by 15% for 8 seconds. Casting Heal while Vitality Boost is active refreshes the timer
    • Vampire Leech
    -Reduces direct heal by 99%,Heal will now instead damage and draw health from nearby enemies for 150% weapon damage per enemy
    -------
    Teleport :

    • Vanish Warp
    -Receives invisibility and speed IV for 2 second after casting Teleport
    • Vampiric Teleport
    -Teleport now restores 2% of Mage's maximum health for each enemy hit,while disabling hit enemies' health regeneration for 6 seconds
    • Winds of Purity
    -Restores nearby allies and Mage's health for 50% weapon damage for each enemy killed with Teleport and clears out all negative effects on them,also +75% damage to Teleport
    -------
    Meteor :

    • Meteor Shower
    -Meteor now deals 100% damage,automatically targets nearby enemies and strike up to 10 enemies nearby,also +500% chance of crashing your minecraft and +40% lag damage to Meteor(just kiddingits +6900% of crash)
    • Empowering Flames
    -Standing on top of the flame summoned by the meteor bestows +20% melee damage and +15% spell damage
    • Vapourize Guard
    -Decreases an enemies' damage resistance by 85% for 10 seconds if the meteor landed on him or nearby him
    -------
    Ice Snake :
    • Frost Trail
    -Leaves behind a trail of frosted ice lasting 8 seconds,granting Slowness V to all enemies above
    • Thurible
    -Upon casting,Mage will start swinging his thurible and channel extra mana into Ice Snake,draining 1 mana per second. During the channelling,Mage cannot gain mana by any means. Cast the ability again will cost zero mana and releases the ice snake. For every extra mana channeled into the spell,Ice Snake deals +20% damage,+1 block of range and 0.5 second of freeze
    • Guardian Serpent
    -Instead of going forward,the snake now circles around Mage and deals continuous damage to all foes within its vicinity for 9 seconds. The serpent will jump between nearby allies and Mage every now and then(not sure how to implement this but meh)
    =====
    Assassin
    Passive :

    • Stalker
    -Able to see traces of damaged enemies and track them down,also produces no stepping sounds and receives +10% base walkspeed (this passive is mostly for PvP)
    • Agility Mastery
    - +5% base chance to dodge attacks,also deals +5% damage with agility based weapons. Assassin also receives +50% sprinting speed
    • Viper Strikes
    -Deals 10% more poison damage,critical hits will also double Assassin's poison damage
    -------
    Spin Attack :

    • Sword Throw
    -Spin your weapon and throw it in front of you,reaching out to enemies 8 blocks away,damaging them and pulling them towards you
    • Vortex & Repulse
    -Casting Spin Attack while moving forward brings enemies close to you,while casting when moving back pushes them away
    • Power Thief
    -Spin Attack steals hit enemies' mana ,restoring 2 mana points per enemy hit while also depleting the enemies' mana(only for players). Power Thief may only steal (mana used - 1) mana at max
    -------
    Vanish :

    • Doppelgänger
    -Create a clone of yourself charging towards enemies to distract enemy fire. All mana costs are halved while invis. Mana drain is removed and instead replaced by a duration of invis,which is 12 seconds(YAAAAAAAY!!!!)
    • Smoke Screen
    -Upon casting,Assassin will deploy a a smaller,singular Smoke Bomb under his feet,blinding all enemies that enters it. Mana drain is also halved
    • Slide Attack
    -Using Spin Attack while invisible will perform a slide attack,swinging yourself 6 blocks forward. The same invis duration case applies to this one too
    -------
    Multihit :

    • Combo Attack
    -Instead of hitting enemies 7 blocks away like a fucking mage,Assassin will now leap towards the target and perform slash attacks,dealing 20% damage per hit and causes a bleed(poison) effect for 4 seconds,dealing 15% of weapons' damage per second
    • Transient Fortitude
    -Multihit only hits the enemy for three times,but deals 65% damage per hit and receives double knockback strength
    • Block
    -While casting Multihit,Assassin blocks all incoming attack,reducing the damage by 25% and uses 1 mana each time he blocks an attack
    -------
    Smoke Bomb :

    • Fatal Strike
    -Assassin becomes invisible when inside his own smoke,and gains a bonus 60% on critical chance and a +200% critical damage to all enemies inside
    • Virulence
    -Smoke Bomb only deals 35% damage per hit,but amplifies poison damage dealt to enemies within the smoke by 200%
    • Escape Master
    -While under the effect of Vanish,passing through the smoke screen will remove your invisibility and cloak yourself as another player or mob for 12 seconds. Mobs that are chasing you will loose track and players are mostly likely gonna hit you anyway,but it depends. While in disguise form,Assassin receives double critical chance. Taking damage(Fall damage and fire damage not included) will reveal your disguise
    =====
    Warrior
    Passive :

    • Rage
    -The lower Warrior's health gets,the more damage resistance and melee damage he gets
    • Superior Defence
    - -7% of all damage taken,and -25% on negative durations
    • Advanced Combatting
    -Warrior receives 1 extra block in melee range and the rate of him performing combos is unaffected by weapon attack speed anymore
    -------
    Bash :

    • Overextended
    -Triples the effective range but adds damage falloff to the spell
    • Reinforce
    -Everytime Warrior hits an enemy with Bash he receives +2% armor rating for 20 seconds,which caps out at +40% armor. The stacking of bonus armor is indicated by a bar on top of the screen,while temporarily replacing the guild XP bar
    • Spear Throw
    -Throwing your spear forward with great force,dealing 250% weapon damage but also temporarily disarms you until the spear has either hit an enemy or hit the ground. Don't ask,warrior got some magic that causes the spear to magically appear in his hands after he has thrown it
    -------
    Charge :

    • Aerial Defence
    -Decreases all damage taken while airborne for 35%
    • Heavy Landing
    -Upon landing,Warrior emits a shockwave to knock nearby enemies back,while also dealing 75% damage and stuns them for 2 second
    • Brute Force Charge
    -Disables hit enemies' weapon and preventing them from attacking and casting spells for 4 seconds
    -------
    Uppercut :

    • Minesweeper
    -Lunge towards the targeted enemy and perform a sweep attack as the first attack of Uppercut,dealing damage in a wide area as well as knocking all enemies except the targeted one back
    • Combo Strike
    -Hitting the enemy with Bash after they have been launched into the sky by Uppercut's second strike grants +50% damage to Bash,hitting the enemy with Charge on his way down at the end of Uppercut grants +75% damage to Charge
    • Fracturing Strike
    -Reduces enemy damage resistance(armor) for 40% over 7 seconds,also shortened the gap of combos between each hit of Uppercut
    -------
    War Scream : (I like to call it War Cry cuz it sounds better but meh,wynncraft stuffs)

    • Hysteria
    -Taunts all nearby enemy,also increases the attack speed of Warrior every time he kills an enemy for 30 seconds. Caps out at +125% attack speed
    • Eternal War
    -War Scream now adds 35% extra damage to affected allies,but only lasts for 20 seconds. However,for every enemy Warrior killed using spells,the duration of War Scream is increased by 5 seconds
    • Fury Blaze
    -For all allies under the effect of War Scream,they deal +4% damage per 1% HP lost for 30 seconds
    =====
    Next time,till 3.0,I will change all of Assassin's radiance into mobility upgrades lmao

    Even tho most of the radiance are from my old script,I've tried to make the new ones as interesting as possible,and I really hope that I've done atleast a decent job

    Also,don't forget to tell me what do you think bout this

    =====
    Version 1.0
    • Thread Added
    =====
    Version 1.1
    • Ability Rework
    - Furious Cut -> Combo Strike
    - Blazed Purify -> Empowering Flames
    - Mana Pool -> Overflow
    - Enemy Sense -> Armor Pierce
    • Ability Tweaks
    Archer
    - Escape Velocity :

    The bonus dodge chance gained from Escape Velocity has gone from +15% to +5%
    - Speed Stringer :
    Archer now receives accuracy penalty while under the Speed Stringer effect
    -------
    Mage
    - Meteor Shower :

    Instead of splitting its damage evenly,Meteor now deals 100% per meteor and automatically targets up to 10 nearby enemies
    - Thurible :
    Ice Snake now receives +20% damage instead of +15% damage for every extra mana used in channelling Thurible
    -------
    Assassins

    - Agility Mastery :
    Bonus dodge chance has gone from 15% to 5%
    - Power Thief :
    Now added mana gained cap
    - Virulence :
    Poison damage amplifier has gone from 250% to 200%
    -------
    =====
    Version 1.1
     
    Last edited: Jul 2, 2017
    Dohdo likes this.
  2. FRANCISS

    FRANCISS voice HERO

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    Minecraft:
    Does this count in PvP? Would act like wall hacks in a shooting game.
    ________________________________
    This is way too op, considering that mage already has heal (which is overpowered)
    ________________________________
    We have already been told by GMs why spells and attacks wont work on horses. end of
     
  3. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    The sensing part still works in PvP,and that's what it's supposed to be,wall hax all the way

    I kinda thought that double healing rate is a bit op too,I think somewhere around 50 would be better

    Horsemanship,aww that's a shame,well I might do something else to that
     
  4. Gebis8

    Gebis8 Lost

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    Minecraft:
    The Escape velocity skill is OP. That + full agi = 95% dodge rate. We don't need to buff agility.
     
  5. optic_grizzy

    optic_grizzy Wynner for Lyfe VIP+

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    Minecraft:
    amazingly detailed nice idea :P
     
    FluffyWarspite likes this.
  6. sdkgjnio

    sdkgjnio hod-SOH-nee-uhs

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    Minecraft:
    Nice suggestion, although I have a bit of feedback.

    How would this even work? I'm not sure if it's possible... anyway, you can see mobs' nameplates through walls pretty clearly at seven blocks, so this isn't very useful.
    How does it know what the focal element is? What about rainbow or neutral weapons?
    This sounds a bit OP. You're getting a ton of extra DPS, especially if you're dealing air damage, pretty much constantly, as archers are almost always under their own speed effect... maybe add a slight disadvantage to this?
    How much of the CMDs' time will this alone take up!?
    Do I even need to say how OP this is, especially as it's on Mage?
    This is closer to spin attack than heal, to be honest. Too big a change?
    You forgot to tell us what it actually does... what is the spread on the meteors? Damage values and blast radius? If there are fewer than six enemies in range what happens?
    Because if Mage needs anything, it's extra healing abilities... maybe give those to the classes that don't already have that?
    WHAT is a 'thurible'? Sorry if I'm being stupid. Anyway, doesn't this give the ice snake unlimited range if you have enough mana regen (which you do, you're a mage)? That doesn't feel balanced, as you can take out anything from miles away without it being able to touch you.
    With an air build, you can get 95% dodge chance AND extra damage AND extra speed? I'm struggling to see how this can be balanced...
    I'm pretty sure mobs don't have mana bars. This also creates a 'use mana to get mana' system where as long as you've got mobs near, you effectively have infinite mana.
    This... in PVP... would be HELL. Poison builds are OP in PVP as it is.
    How is it determined which player/mob you become? This just seems bizarre.
    Adding more to the display? This is not necessary, as it works like an armour special and those don't have bars.
    DPS boost a bit OP? Imagine using that with an alka build...


    It's not bad, but requires a lot of balancing....
     
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  7. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Hmm,I do agree with most of them being imbalanced,I might put on some damage buffs on Mage's upgrades.

    About the Thurible upgrade,when you're channelling,you can't gain mana by any means,so at max you're only gonna have like +8.5 block of range and +255% damage with a really high intel build and uses up basically all your mana to cast Ice Snake,and it takes let's say 17 seconds to drain all your mana. In fact,I think this upgrade is a bit underpowered.

    Another one,Meteor Shower. As I've already said,the damage is split into 6 smaller meteors that automatically targets enemies within range. If there's only,for example 4 enemies within range,then it's either gonna be only raining down four meteors,or strike the first and second target again with another meteor. But I've just realised that 400/6 is an odd number,so that will probably get changed. And the blast radius is halved

    Assassin ones,I'll surely change some of them,but not Escape Master as an overall fun-to-mess-with radiance. Of course,you will become a mob of nearby mobs,or citizens,mainly designed for duels,not in PvP

    Also,a Thurible is a censer like thing that's attached to chains,it's used by suffragans i believe
     
    sdkgjnio likes this.
  8. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Version 1.1 is out! Certain radiances has been replaced with new radiators,and some tweaks to some of the radiators
    ________________________________
    Thanks :D
     
  9. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    I don't get how there are 7 cheese choices,but they are of different number of votes received
     
  10. Stag2004

    Stag2004 I lost my faith in humanity long time ago

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    Baiscly make warriors able to move fast as a air build with statue on
     
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