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World « Multiple New Class Ideas - Engineer, Alchemist, Vampire. »

Discussion in 'General Suggestions' started by Coffee KQ, Sep 12, 2019.

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[vote after reading the thread] Do you like the classes?

  1. Yes

    8 vote(s)
    47.1%
  2. No

    4 vote(s)
    23.5%
  3. Meh (Neutral)

    4 vote(s)
    23.5%
  4. Im voting before reading lul

    1 vote(s)
    5.9%
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  1. Coffee KQ

    Coffee KQ Beauteous Brew VIP+

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    Mo'in Folks, 'tis i, Thine Señor TopHat

    So most of us of course want a new class/es, it indeed has been a long time since we got a new class, and the current ones have been the same for a while.
    I do have a few ideas of new classes, but keep in mind i'm not gonna mention stuff like necromancer, or cleric, or reaper, etc.
    Basically the stuff that has been requested a lot before.

    This is just a shower thought for some new classes, and it is still a suggestion so the names and everything here can be changed, this is just a simple idea of it.

    One last side not. Sorry if any of this has been confirmed to be added/never added to the game, Once again i'm just saying me ideas.

    First of all, i'm gonna start with one that has been requested before.

    Engineer.


    The Engineer class relies on his electromagic a lot, the idea of the engineer class having elctromagic is something i had in mind and i've seen it before and i quite like it, so we'll go off by that.

    Main Weapon - Wrench

    Damage: 3

    Defence: 2 or 3

    Range: 2

    Spells: 4 or 5

    [Auto Attack]: Fires small electromagic shots in one direction (similar to mage AA)

    Spells - Electro Wave, Shock of Swiftness, Turret, ElectroBomb

    [Electro Wave: Grade - I]
    [RIGHT-LEFT-RIGHT]

    A small wave of elctromagic is out, damaging all nearby enemies in a circle with a radius of 6

    Mana cost: 7?

    [Electro Wave: Grade - II]

    The Electromagic wave radius is now 8 and does 30% more damage

    Mana cost: 6-7?

    [Electro Wave: Grade - III]

    The Electromagic wave now has a 1 second stun effect. When stunned, blindness takes effect for the same amount of time

    Mana cost: 5-6?

    [Shock of Swiftness: Grade - I]
    [RIGHT-RIGHT-RIGHT]

    Creates a shockwave that'll leap the player forward also giving him a speed effect for (30? 50? seconds)

    Mana cost: 5-6

    [Shock of Swiftness: Grade - II]

    Other players that get hit by the shockwave will have the speed effect.
    Now gives Jump Boost II

    Mana cost: 5-6

    [Shock of Swiftness: Grade - III]

    Speed effect lasts longer.
    Now gives Speed II instead of I.

    Mana cost: 4-5

    [Turret: Grade - I]
    [RIGHT-LEFT-LEFT]

    Summons a small stationary turret that fires small electromagic shots every 5 seconds at nearby enemies.
    Lasts for 25 seconds

    Mana cost: 7

    [Turret: Grade - II]

    Electromagic shots deal 25% more damage.
    Lasts for 30 seconds

    Mana cost: 6-7

    [Turret: Grade - III]

    Fire rate is now every 2 seconds
    deals 5% more damage?

    Mana cost: 6-7

    [ElectroBomb: Grade - I]
    [RIGHT-RIGHT-LEFT]

    Throws an electromagical bomb that'll damage and stun in a radius of 3 enemies for 3 seconds

    Mana cost: 8

    [ElectroBomb: Grade - II]

    Radius is increased, 4 instead of 3

    Mana cost: 7-8

    [ElectroBomb: Grade - III]

    Now stuns enemies for 5 seconds and deals 5% more damage

    Mana cost: 7-8
    side not this ability is mainly used as a stun only, it doesn't deal that much damage


    For the second one i have something else unusual in mind which is.

    Alchemist.

    Alchemists are masters at mixing a variety of volatile chemicals and infusing them with magic to create powerful bombs that they can throw at their enemies.

    Main weapon - Bottle of acid

    Auto Attack: shoots acid out of a bottle, How does he have infinite acid?!

    Damage: 4

    Defence: 2

    Range: 2

    Spells: 4

    Spells - Potion of Harming, Potion of Healing, Venomous Potion, Plague

    [Potion of Harming: Grade - I]
    [LEFT-RIGHT-LEFT]
    Throws potions that will deal damage to enemies around the player in a radius of 2

    Mana cost: 5-6

    [Potion of Harming: Grade - II]

    Damage is increased by 10%

    Mana cost: 5

    [Potion of Harming: Grade - III]

    Radius increased to 4
    Damage increased by 5%

    Mana cost:4-5

    [Potion of Healing: Grade - I]
    [LEFT-LEFT-LEFT]
    throws a splash potion of healing underneath the player

    Mana cost: 5-6

    [Potion of Healing: Grade - II]

    Healing can now affect other players in a radius of 1, but heals them 25% less.
    Heals player 5% more

    Mana cost: 5-6

    [Potion of Healing: Grade - III]

    Heals other players 15% less instead of 25%
    Duration of heal increased.

    Mana cost: 5

    [Venemous Potion: Grade - I]
    [LEFT-RIGHT-RIGHT]

    Throws a splash of venom on enemies in front of the player, giving them a poison effect for 5 seconds

    Mana cost: 6-7

    [Venemous Potion: Grade - II]

    Poison 10% stronger

    Mana cost: 6

    [Venemous Potion: Grade - III]

    Duration of poison increased to 7 seconds

    Mana cost: 6

    [Plague: Grade - I]
    [LEFT-RIGHT-RIGHT]

    Gives the plague effect to enemies around him in a radius of 2, lasting for 5 seconds

    plague effect: Gives Blindness, Wither and Slowness I

    Mana cost: 8

    [Plague: Grade - II]

    Slowness II instead of I

    Mana cost: 8

    [Plague: Grade - III]

    Plague duration now is 7 seconds

    Mana cost: 7-8

    Ah well the third one really is unusual

    Vampire.
    It uses blood magic as the main source of offense and defence
    (lil side note, since fangs isn't really possible, im changing it to knives)

    Main Weapon - Knife

    Damage: 2

    Defence: 3

    Range: 1

    Spells: 5

    Auto Attack: Stabs enemies with knives, while doing so collecting a bit of blood from them

    Spells - Vampire Thirst, Night Lord, Wrath, Blood shield

    [Vampire Thirst: Grade - I]
    [RIGHT-LEFT-RIGHT]

    Drains 25% of the blood of the enemy in front of him

    Mana cost: 6

    [Vampire Thirst: Grade - II]

    Drains 50%

    Mana cost: 5-6

    [Vampire Thirst: Grade - III]

    Heals the player 25% of the drained blood

    Mana cost: 4-5

    [Night Lord: Grade - I]
    [RIGHT-RIGHT-RIGHT]

    Vanishes and gets a speed I effect for 10 seconds as long as he doesn't use any spells or attacks

    Mana cost: 6

    [Night Lord: Grade - II]

    Gets the effect of Night Vision as well now

    Mana cost: 5-6

    [Night Lord: Grade - III]

    Speed II instead of I

    Mana cost: 4-5

    [Wrath: Grade - I]
    [RIGHT-LEFT-LEFT]

    Gives 3 minutes of strength and jump boost

    Mana cost: 6-8

    [Wrath: Grade - II]

    Jump boost II instead of I

    Mana cost: 6-7

    [Wrath: Grade - III]

    Strength II instead of I
    Effect lasts for 30 more seconds

    Mana cost: 6-7

    [Blood Shield: Grade - I]
    [RIGHT-RIGHT-LEFT]

    Creates a blood shield around the player, draining the life force away from enemies who touch it.
    Gives 5% of health from enemies who died by it

    Mana cost: 8

    [Blood Shield: Grade - II]

    Gives 8% of health instead of 5%

    Mana cost: 7-8

    [Blood Shield: Grade - III]

    Dealing 15% more damage to enemies

    Mana cost: 7-8
    Okay peeps listen here, This isn't perfect because this is a suggestion and i'm writing this at 3 am
    There are a few things here and there that could be improved, share your opinions plz because i'm going insane soon.

    Donator alternatives for these classes
    Engineer - Elctromage/Inventor/Corkian
    Alchemist - Plague Doctor
    Vampier - Dracula

    Alchemist for an example, i feel like its kinda op.

    Welp other stuff are obvious i don't think i need to point them out.


    Have a nice day folks
     
    StormKing3, A Human and HeyDeemo like this.
  2. HeyDeemo

    HeyDeemo A Lone Wolf VIP+

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    These ideas are very creative and original, but as in my point of view. I don't think Engineer and Vampire actually fits the medieval style of how wynncraft is, but in another point engineer might work because of the existence of corkus island. But in general, I don't think the idea is too bad to be considered. That's a yes from me :)
     
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  3. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    Engineer is tight. This one is probably the most well thought out out of the 3. The turret seems pretty awesome.

    Alchemist seems pretty basic. I'd recommend trying to give it more uniqueness besides "This spell throws this potion!" Perhaps auras, trails, etc?

    Vampire seems a bit OP. It sounds like it's taking away percent health rather than flat. Also, you should give the idea of "Blood" use. Perhaps it could replace the Mana bar or be used as a build-up and release.

    Great ideas and concepts overall. Once fine-tuned, I imagine they'll be much better.
     
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  4. Coffee KQ

    Coffee KQ Beauteous Brew VIP+

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    Indeed and as i said, This is just a basic overview

    i was writing this at 2 am and i've been awake for more than 24 hours now, i barely was even able to think how to type
     
  5. Coffee KQ

    Coffee KQ Beauteous Brew VIP+

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    First of all thanks.
    Second of all yeah i thought engineer would fit from the existance of corkus, and the existance of Vampire isn't impossible seeing as how the server is has mythical realms and creatures.
    Just thought it'd be cool to have the player being non-human for once, changes things a bit than the usual.
    And the alchemist idea is one i like but i wasn't able to put a good example of it, Really hard one for sure imo.
     
  6. StormKing3

    StormKing3 Famous Adventurer

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    I think a vampire most definitely does fit a medievel world. Vampires were believe in in the early to late middle ages, which is when the bulk of this game is set. You haven't heard of people believing in vampires now, that's just in the media to make economic profit :)

    "Vampire isn't impossible seeing as how the server is has mythical realms and creatures" - I agree
     
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