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Let's Talk About Classes.

Discussion in 'Wynncraft' started by JaydonTheWarrior, Mar 10, 2020.

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  1. starx280

    starx280 The boy who cried lunar VIP

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    I like mage

    I like lunar

    lunar is good

    I want it to be op =)
     
  2. Saya

    Saya you win at uwynn HERO

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    Be careful what you wish for
     
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  3. nip nop

    nip nop thinking hurts CHAMPION

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    I just recently finished playthroughs on every single class where i did every single normal quest, and I have a few things to say

    Archer and assassin were absolute cakewalks. Total powerhouses, never struggled with any part or challenge of the game. However, I still feel as though relative to the other 3 classes, I can’t seem to think of any reason they should be nerfed or changed, as they both have their ups and downs, so it might either be an issue with the class system as a whole or the mob system and difficulty in wynncraft as a whole.

    Mage was also rather balanced I felt, as with a solid 80% base defense and instantaneous heals, I never really ever died outside of /kill. But I think that’s the main problem with mage, as despite boasting the highest spell rating according to the wynncraft website, it never really felt I was playing a traditional magic class. Mage’s main claim to fame is heal, and a lot of people tend to attribute its other glaring weaknesses to this one fact. Heal is disgustingly powerful, and yet, mage is still considered to be rather average. Meteor and ice snake are both boring to use, and relatively underwhelming as well. Meteor struggles with its time to cast and rather subpar aoe, and while ice snake combos nicely with meteor, mage really struggles to find any significant dps. Magic classes in general, in most games, tend to have the most powerful spells or a wide variety of interesting ones, and mage has neither of those outside of heal, so the main issue may just be wynn’s spell system as a whole

    Shaman was probably the weirdest class I’ve played. When I first saw the 1.19 trailer I was excited for a class with powerful skill based combos at the cost of difficulty, when in reality it was only half true. Totem and aura, in my opinion, are the most brain dead spells in the game. Place a totem, and then just around or hide behind a corner and spam aura, with the occasional uproot. It was incredibly powerful, and yet probably the easiest combo in the game. It does make up for this with the fact that shaman has the worst defense, and so I felt the class was still balanced as ranged mobs hurt the class a lot, and some melee mobs also counter shaman in that heavy charge can get them out of aura, and the explosions caused can one hit the class. It’s also the class I felt was hardest to build around, as keeping high damage and sustain was quite difficult

    And warrior, my first and main class, is an absolute joke. Perhaps the class with the worst dps in the game, it tries to make up for the fact with its absurd defensive stats. With 120% base defense and war scream resistance, it handles damage the best out of all the classes, and yet, I still felt it was the worst class at actually surviving. Despite its incredible defenses, anything ranged completely and utterly counters warrior. It has no way of avoiding damage like archer’s speed bonus and arrow shield and assassin’s spin stun and vanish, nor any way of normal self sustain like mage and shaman’s ability to heal. And to top it all off, its crippling dps is sad. Just sad. While it pulls melee off pretty well, the spells are terribly low damaging, and have terrible range and annoying knockback. Assassin may even be considered a better melee class as heavy melee favors the vanish boost and hiding.
     
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  4. Zelli

    Zelli Well-Known Adventurer CHAMPION

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    Archer is op.
     
  5. Kiocifer

    Kiocifer Creator of salteďpog3 and other monstrosities HERO

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    Basicallly my thoughts exactly, huh, we also arranged them in exactly the same order.
     
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  6. Epicness937

    Epicness937 Thesead water god. HERO

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    How is the prison an issue out of curiosity? I for one find it extremely helpful when fighting bosses.
     
  7. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Its a little op, basically acting as a win button as long as the boss is mostly melee.
     
  8. Epicness937

    Epicness937 Thesead water god. HERO

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    While I kinda agree I also don't completely agree. Personally I think what could make sense is just that it lasts a little less time so it deactivates right before the 2nd aura pulse. But honestly most bosses have spells that go far enough it doesn't break the game and alot of bosses can teleport as well.
     
  9. NamesAreHard

    NamesAreHard Mage Enthusiast (She/He/They) CHAMPION

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    Vanish goes as high as Escape does. It's kind of funny how before assassin had arguably the worst mobility in the game, and now they have the best. Teleport is as jank as every but still fun. Haul and Charge are annoying to get around with. That's all I have to say .
     
  10. Treebeard68

    Treebeard68 Well-Known Adventurer CHAMPION

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    Here are my opinions since I really want warrior to get buffed and also I feel like it for once :D

    Archer
    Everybody knows it. Archer is an amazing class. High damage, massive range, and great utility, carries this class to possibly the best in the game. I haven't played archer much since 1.19, but with my little experience with 1.19 I can still say it is probably the second best class in the game. Arrow Storm, especially with Nighthawk, provides massive DPS and great range. Escape is also extremely useful, allowing quick escape from an incoming mob spell, and also stunning mobs while coming down, making sure you won't get swarmed when you exit escape (UNLIKE A CERTAIN SPELL LOOKING AT YOU HAUL), and it also gives an complimentary Speed 3! Bomb Arrow is just a really good burst damage spell with high range and actually useful knockback, unlike bash and war scream. Arrow shield basically allows you to completely ignore weak minions, and gives you even more range. Definitely an extremely powerful class, not as powerful as pre-1.19, but I'd definitely suggest a nerf to escape, reducing the level of the speed and giving it a bit less velocity. Also, archer is supposed to be one of the glassiest classes, but is effectively one of the highest survivability classes because of how good escape is and how much range it has.

    Assassin
    Probably the best class now, this class has been greatly improved since 1.18. Before, it was already an amazing class, but now it's even better. Insanely high damage, high range in the form of smoke bomb, possibly the best utility in the game, amazing combos, and great defense, this class dominates. Spin Attack is instant and stuns enemies, allowing you to easily stunlock enemies. Vanish gives you speed 5, an 80% dmg boost that lasts for 2 seconds after exiting vanish, and a defense boost, and at the same time makes you invisible, allowing you to sneak up on enemies and combo with spin attack, which, by the way, is then boosted with 80% damage. Multi-Hit is often a spell looked down upon because of its knockback, but actually, multi-hit does not deal knockback when an enemy is stunned, so Multi-Hit works especially well when you combo a vanish into a spin attack, into a Multi-Hit, and overall is just a great spell for damage. Smoke Bomb is also pretty amazing, having a large AoE that deals a lot of damage and slows enemies down, it's really useful for boosting your dps. Assassin also has a ton of survivability in the form of vanish and stunlocking, so that's also cool. I don't really think Assassin needs any changes, as it may be extremely powerful, but it also requires a high amount of skill to use well, making it a high skill high reward class.

    Mage
    I don't really understand why people think this class isn't that great. It's a pretty decent class, it's damage isn't the best, but it's still good. It's a great class for starter players as it doesn't require much skill, and heal is also useful for newer players that tend to take damage a lot. Teleport is great since it's instant, and ice snake combos well with Meteor and also removes threat fron melee mobs. This class really doesn't need any changes, except for the meteor AoE thing. It just doesn't work. I'm pretty sure it's supposed to hit multiple times, but meteor's DoT upgrade only hits once.

    Shaman
    I really hate this class. Not because it's bad, but just because it's so brain dead and easy. Basically all you need to do is place a totem, then spam R-L-L R-R-R over and over again until the enemy dies. It's a very powerful class, don't get me wrong, basically making anything inside the aura prison unable to attack, but it's just boring and, for a class that is supposed to be a high skill combo class, really has too much of a reward for being such low skill, and mainly because Aura Prison is so powerful. Aura Prison makes any melee mob unable to reach you unless you're dumb enough to stay way too close to your totem, and the totem itself blocks projectiles because it's an entity, so it makes ranged mobs unable to hit you too. Sure it's glassy, but that glassiness means nothing when you just don't take damage, ever. Another complaint is that Uproot is basically useless. It's useful for control up until level 2, where it becomes controllable by moving your head. I say this because, before level 2, you're able to just cast an uproot at incoming enemies then focus on some other enemies. However, with level 2, uproot will follow you when you move your head so you're forced to wait for uproot to hit the enemy, and if you move then uproot won't hit. My changes to Shaman would be to nerf aura prison (I don't know how yet, it might not even need a nerf), totem should not block projectiles so Shaman has a threat, and Uproot's level 2 upgrade should get a rework (maybe some kind of stun instead of contol?).

    Warrior
    Coming from a warrior main, THIS. CLASS. SUCKS. Bad damage, annoying knockback, little utility, great defense, but in practice, horrible survivability, and low mobility. Warrior is the definition of cool on paper, horrible in-game. Bash's knockback WOULD be useful if it wasn't glitchy and caused mobs to get stuck in walls, and if negative knockback mobs didn't exist. It also really isn't good for comboing into uppercut, as uppercut's low range generally is unable to reach a mob knocked back by bash. The knockback on warrior makes comboing really hard at times. And also, Bash's damage bonus doesn't even override war scream, so that's pretty annoying. Uppercut, in my opinion, is actually a pretty decent spell, It's got a lot of damage and has combo potential, the only problem is bash sucks for comboing. Charge sucks and, just like bash, has a bonus that gets overridden by war scream. Charge is too slow and is by far the worst spell for escaping and transportation, and it's also pretty glitchy. War Scream sucks, it literally makes the class worse because it overrides two spells' abilities. Its damage sucks, its knockback is annoying, and it's only real use for me is just buffing other players.

    Another point to warrior sucking; It's tanky for sure, but it's survivability is TERRIBLE. Think about every single class. Archer, Mage, Assassin, Shaman, and Warrior. Think about their means of survivability. Archer has amazing range, speed 3, and a great movement spell. Mage has healing, Ice Snake, an instant teleport, and also great range. Assassin has invisibility, allowing you to sneak up on mobs, a massive leap, allowing you to dodge a ton of spells, and a stun spell, allowing you to completely stunlock almost all bosses. Shaman has healing, a pretty decent movement spell that is quick, great crowd control and range, and the power of A U R A P R I S O N. Then, we come to warrior. What does warrior have for survivability... Bash? No. Uppercut? No. Charge? No. War Scream? Nope. Range? Definitely not! Knockback? Maybe if the class had any range. You see here, warrior is a tanking class, with no means of survivability. It's supposed to be extremely tanky, but in practice, it's effective survivability is the worst in the game. No range means warrior has to get extremely close and risk getting hit by projectiles or spells, and knockback just makes you have to constantly chase after the enemy. Warrior has no way of healing without potions too, so it doesn't even get to just eat damage and heal it all back.

    So, looking at these problems, I propose these changes:
    Make Bash deal much less knockback horizontally, make it deal more knockback vertically, increase the range of bash, and increase the duration of Bash's strength. This is to make it deal less knockback while also being able to utilize the knockback, and also make it be able to combo well into uppercut with the strength bonus (Makes uppercut deal 350, 75, 75, with strength bonus instead of 300, 25, 25, makes upper cancelling very epic!).

    Give charge more velocity, make it able to go higher, and increase the defense bonus from charge (possibly allow charge to be canceled by shifting mid-charge?). From playing, charge is really slow and goes barely anywhere. It's not very good for escaping and sucks extra when the game is lagging 24/7. Also, I'm pretty sure the defense bonus of charge doesn't even work even without war scream.

    Uppercut is honestly fine and really just needs a bit of a knockback decrease. It might need a range increase too but I have no idea how much range Uppercut has at the moment.
    Edit: Wait no please make Uppercut cost 8 mana ty

    War Scream needs a rework. It worked back then, but now, because of Bash and Charge, it needs a change. I propose a decrease in knockback, but make it like Aura and Uproot, where it isn't affected by mob knockback resistance, a removal of the damage bonus, and give it a speed bonus (Maybe speed 2 for 20-30 seconds?) and maybe totem-like regeneration. Also, FIX WAR SCREAM OVERRIDE OH MY GOD COME ON JUST DO IT ALREADY MAKE IT SO CHARGE OVERRIDES WAR SCREAM. One of the main problems I find with War Scream is that it has large and annoying anti-comboing knockback that ruins combos. By decreasing the knockback but making it unaffected by mob knockback, we can keep the knockback useful while also making it unaffected by negative knockback mobs or extreme mob knockback resistance. One of the main problems I find with warrior as a class is that it's slow and has no way to deal with ranged mobs. By giving it speed, warrior should be able to strafe ranged mobs without getting hit by projectiles. I also suggest regeneration just so tanking is a bit better on the class, but it might not be needed.

    BONUS WAR SCREAM CHANGE
    Make war scream act like this. https://forums.wynncraft.com/threads/war-scream.264028/

    CREDIT TO THE ETW GOD, HIGHBREAD.

    BONUS BONUS BONUS WARRIOR COMPLAINING
    Warrior legendaries are awful. They are terrible and need some rebalancing, and they're one of the reasons why warrior dps sucks.

    tl;dr, Archer, and shaman need some changes, Mage's meteor DoT doesn't actually work but otherwise is a fine class, Assassin is great, Warrior needs a rework.
     
    Last edited: Mar 10, 2020
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  11. by2011

    by2011 category creator VIP+

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    archer: e pose
    assassin: vanish cost -> 2 also u pose
    mage: y pose
    shaman: idk man this class has a lot of variety and combos within cycles, such as

    totem -> aura -> aura -> haul
    totem -> aura -> aura -> uproot
    totem -> aura -> ora -> ora -> oraoraoraoraora

    warrior: q pose
     
  12. Hei

    Hei The Black Reaper CHAMPION

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    In my experience the only thing shaman struggles with is single target, other than that it's nuts
     
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  13. touhoku

    touhoku heavy spell pioneer Item Team CHAMPION

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    Because some people think that, because they use double mythics with super good rolls and can make a decent build, warrior is a balanced class.
     
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  14. Treebeard68

    Treebeard68 Well-Known Adventurer CHAMPION

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    I use one of the best Thrundacracks in the game and I still think warrior sucks... e
     
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  15. Hei

    Hei The Black Reaper CHAMPION

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    I would also like to point out that I think assassin does not need a nerf, it's being talked up a lot because of how OP it is so I would like to point out it's also the only class (besides shaman and totem) that relies on combos to be good, melee is just as good as any other class but vanish helps and you cant abuse it otherwise you run out of mana and become vulnerable. Assassin is actually quite bad if you dont vanish combo so it definitely does take skill and getting used to. My final point is that daggers I feel are just the best designed weapons of all the classes, all of the end game daggers are pretty good and usable in some sort of way also assassin being able to make use of any play style is nice hybrid, melee and spell all work well, poison is meh, but that doesn't really matter imo. I would say other than single target assassin isnt the best for much else like cc is better with shaman and archer and mage and warrior are better for damage sponging. Assassin is just the most well rounded class and its play style is really cool now.
     
  16. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls HERO

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    Right, I originally had a full response for this thread, but I'm actually going to make it its own thread because I'm like five full pages in at this point, with charts and everything, so instead, I'm just going to point out something that's been bothering me about the help section on the Wynncraft website and wiki:

    Class difficulty ratings. They need to be reevaluated. Assassin at this point should absolutely be bumped up to three stars, and Warrior should be bumped up to two stars because it DEFINITELY isn't as easy as Mage.
     
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  17. Benjin

    Benjin Famous Adventurer

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    Well, people have been suggesting new classes for a long time, and when it comes to Shaman, it comes out as neatly-designed and pretty fun, but it just needs some nerfing to certain things, removing it entirely would probably just make people upset to those who got used to the playstyle. Well, they fixed Assassin surprisingly quick, so who knows what 1.20 has in store for Shaman. And Warrior...
    ________________________________
    Shaman doesn't have the Prison in Wynncon, so it does feel weaker, there are probably some other changes to Shaman in Wynncon
    ________________________________
    Actually, aura can actually prevent charge and teleport if spammed quick enough
     
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  18. HoboMaggot

    HoboMaggot . ę̸͚̳̙̳̠͖̳̓̇̄̓͂̂̆ VIP+

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    But heavy melee...

     
  19. Iboju

    Iboju absolute swag male CHAMPION

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    You can 100% abuse the vanish damage boost with melee even without extra intelligence. I use an EFA the exploited build and I just cast vanish and count 8 hits in my head and repeat. (Super fast attack does 4.3 hits in a second so double that for vanishes 2 second boost)

    The build is meant to be near unkillable (which it is) with damage being a tradeoff, only getting around 12k dps. This completely changes when you take into account vanish as I can get a consistent 21k dps with an 18k health build that also uses greed. Since vanish costs only 1 mana I almost never mess up my vanish cycle and thus almost never die. Because of this imo vanishes base cost should be increased to 2.

    tl;dr increase vanishes base cost to two.
     
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  20. funnysillyman

    funnysillyman lil uzi fan VIP+ GM

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    im so glad you redacted that
     
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