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Improvements To Class Spells Regarding 1.19

Discussion in 'General Suggestions' started by WilliamN, Nov 3, 2019.

?

Should spells continue upgrading?

  1. Yes add new grades of spells

    88.9%
  2. No keep them at three

    11.1%
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  1. WilliamN

    WilliamN Well-Known Adventurer HERO

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    With 1.19 on its way along with "Balance and improvements to all existing spells" and the hinted archer gutting and warrior buffs why not just "buff" all the classes?

    Sounds crazy huh? But with 1.19 on its way with class balance changes I thought why not allow your classes to upgrade pass Grade III.

    Wait. What is Grade III and what are Grades? Well we all know that as your class progresses through the levels your spells gain new upgrades and effects, currently in three stages completely maxing out all spells at level 66. IMG_6770.jpg
    Terminology not really well known but we all know it happens. So my proposal is what if there was a Grade IV or even possibly a Grade V?

    Basically for those of you were here Pre-Gavel remember the previous level cap at level 75, which justified maxing spell grades at level 66. However since then the level cap has been increased by 30 levels and another 1 with 1.19's release why not spell grades to go up with it with Grade IV and V? Additionally having those last few upgrades gives those die hard players a small incentive to actually reach the level cap where quests are not present.

    I do have a few ideas for what these spell upgrades could be but I'd try to stay away from stun locks, since it just completely disables enemies. However none of these ideas are meant to be taken seriously as many of them could be broken, ridiculous, or useless also any of your ideas and criticisms are greatly appreciated :) So without further ado....

    Assassin:
    Spin Attack Grade IV (Lv. 56)
    • Hunger: 4
    • Damage: 200%
    • + True Vampire: Heals assassin for 5% of max health for every mob hit Ex: 1 enemy hit -> heals 5%, 2 enemies hit -> heals 10%
    Spin Attack Grade V (Lv. 76)
    • Hunger: 4
    • Damage: 200%
    • + Successive Strike: Consecutive use of spin attack adds an additional 20% damage stacking up to a max of 3 times. Bonus goes away within .5 seconds if spin attack is not consecutively used Ex: Damage: 200% spin attack + spin attack -> 220% Damage + spin attack -> 240% Damage + spin attack -> 260% Damage
    Vanish Grade IV (Lv. 66)
    • Hunger: 2
    • Duration: 16 seconds
    • + Shadow Affinity: initial leap from cast is increased in length and height

    Vanish Grade V (Lv. 86)

    • Hunger: 2
    • Duration: 16 seconds
    • + hAvInG a BrAiN: No LoNgEr DrAiNs MaNa WhIle In UsE (also cannot regenerate Mana while in use)
    Multihits Grade IV (Lv. 76)
    • Hunger: 7
    • Damage: 15% per hit
    • Hits: 10
    • +

    Multihits Grade V (Lv. 96)
    • Hunger: 7
    • Damage: 15% per hit
    • Hits: 10
    • +

    Smoke Bomb Grade IV (Lv. 86)
    • Hunger: 7
    • Damage: 60% every half a second for 5 seconds
    • + Suffocation: Enemies caught in the wall of smoke are weakened and take an additional 10% damage from all sources

    Smoke Bomb Grade V (Lv. 106)
    • Hunger: 7
    • Damage: 60% every half a second for 5 seconds
    • + Dexterous: Enemies caught within the wall of smoke are 10% more susceptible to increased crit chance from all sources (Thanks to @Toonlord27 for the idea)


    Archer:
    Arrow Storm Grade IV (Lv. 56)

    • Hunger: 4
    • Damage: 20% (per arrow)
    • Arrows: 60
    • +

    Arrow Storm Grade V (Lv. 76)
    • Hunger: 4
    • Damage: 20% (per arrow)
    • Arrows: 60
    • +
    Escape Grade IV (Lv. 66)
    • Hunger: 2
    • +
    Escape Grade V (Lv. 86)
    • Hunger: 2
    • +
    Bomb Arrow Grade IV (Lv. 76)
    • Hunger: 8
    • Damage: 250%
    • + Momentum: Consecutive bounces deal an extra 100% damage on hit Ex: 1 bounce 250% -> 350%, 2 bounces 350% -> 450%, 3 bounces 450% -> 550% (Cannot hit the same mob with the same bomb arrow)

    Bomb Arrow Grade V (Lv. 96)
    • Hunger: 8
    • Damage: 250%
    • + Residue: When ever the bomb arrow bounces it leaves a patch of irritating napalm that deals damage to any mob caught or walks in the patch dealing the same % damage from consecutive bounce from momentum
    Arrow Shield Grade IV (Lv. 86)
    • Hunger: 10
    • Damage: 150%
    • +
    Arrow Shield Grade V (Lv. 106)
    • Hunger: 10
    • Damage: 150%
    • +
    Mage:
    Healing Grade IV (Lv. 56)

    • Hunger: 6
    • Heal: 70%
    • + Restore: Adds a forth and final pulse that regenerates a set amount of Mana to all allies only within the healing radius

    Healing Grade V (Lv. 76)
    • Hunger: 6
    • Heal: 70%
    • + Protection: Prevents all enemies from coming within the radius of the heal, slightly knocking them back for each heal pulse

    Teleport Grade IV (Lv. 66)
    • Hunger: 3
    • Damage: 100%
    • +

    Teleport Grade V (Lv. 86)
    • Hunger: 3
    • Damage: 100%
    • +

    Meteore Grade IV (Lv. 76)
    • Hunger: 6
    • Damage: 400%
    • +

    Meteore Grade V (Lv. 96)
    • Hunger: 6
    • Damage: 400%
    • +
    Ice Snake Grade IV (Lv. 86)
    • Hunger: 4
    • Damage: 70%
    • + Permafrost: Ice Snake now travels twice as long (Maybe it'll be useful against camping archers?)
    Ice Snake Grade V (Lv. 106)
    • Hunger: 4
    • Damage: 70%
    • + Capture: Ice Snake will now expand when at the end of its duration/length or when colliding with a wall or enemy freezing everything inside its radius and dealing damage (Think of a super long warrior bash dirt circle with less damage and more CC)


    Warrior:

    Bash Grade IV (Lv. 56)

    • Hunger: 5
    • Damage: 130%
    • +

    Bash Grade V (Lv. 76)
    • Hunger: 5
    • Damage: 130%
    • +

    Charge Grade IV (Lv. 66)
    • Hunger: 4
    • Damage: 150%
    • Altitude: Looking at upward angles will now allow you to travel higher angles
    Charge Grade V (Lv. 86)
    • Hunger: 4
    • Damage: 150%
    • + Crush: Root every enemy crossed while casting charge for 2 seconds (Could create for some epic combo potential with war scream projectile especially with Life steal builds)
    Uppercut Grade IV (Lv. 76)
    • Hunger: 5
    • Damage: 200%
    • +
    Uppercut Grade V (Lv. 96)
    • Hunger: 5
    • Damage: 200%
    • + Concussion: Weakens enemies hit by making them take 20% additional damage from all sources for 3 seconds

    War Scream Grade IV (Lv. 86)

    • Hunger: 5
    • Damage: 30% per hit
    • + Inspire: adds 20% damage for 4 minutes

    War Scream Grade V (Lv. 106)
    • Hunger: 5
    • Damage: 30% per hit
    • + Taunt: Holding crouch while casting war scream will pull enemies towards you instead of knocking them away and causing mobs to aggro onto you (Pulling pesky bosses of off your squishy supports)

    Well for now anything with an empty “+” I really don’t have any ideas for, but remember none of this is meant to be taken seriously since they could just be down right busted. So that’s where you guys come in let me know if you have any suggestions as to what grade changed I could add, change or rework. All criticism is welcome :)





     
    Last edited: Nov 3, 2019
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  2. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    These seem nice, but I'd recommend that these kind of suggestions wait until they unveil what the improvements are. Who knows, maybe they did add new grades.
     
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  3. WilliamN

    WilliamN Well-Known Adventurer HERO

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    Yea you’re right but I just have so many ideas floating around my head about the new update that I was just too excited to wait
     
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  4. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Maybe twice as WIDE? I think ice snake is already long enough...
     
  5. BqwaOLD

    BqwaOLD Famous Adventurer

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    These are actually pretty cool! (but a bit unbalanced)
    As an assassin lover, I have a few ideas.

    Vanish Grade V (Lv. 86)

    • Hunger: 2
    • Duration: 16 seconds
    • + Invistrike: you may now hit while invisible, but it costs 1 additional Mana every two hits (before this was extremely overpowered, as with more intel-based builds you could theoretically infinitely vanish, by casting it every 16 seconds)
    Multihits Grade IV (Lv. 76)
    • Hunger: 7
    • Damage: 15% per hit
    • Hits: 10
    • + Courage: gives multihitter resistance 1 for 10 seconds

    Multihits Grade V (Lv. 96)
    • Hunger: 7
    • Damage: 15% per hit
    • Hits: 10
    • + Vertigo: the final hit will now launch the player towards the perpetrator of the multi, and inflicting them with blindness and slowness for 3 seconds.
     
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