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New Class: Gladiator/ Hoplite

Discussion in 'General Suggestions' started by Samsam101, Apr 29, 2020.

?

Do you think this would be good?

  1. Yes, I'd like to see something like this in the game

    15.4%
  2. No, I see this as unneeded.

    38.5%
  3. It's alright.

    53.8%
  4. Yes, but I feel it'd be unnecessary

    7.7%
  5. I would actually use this.

    15.4%
  6. It'd be far too overpowered.

    0 vote(s)
    0.0%
  7. There are changes that could be made. (explain)

    0 vote(s)
    0.0%
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  1. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    On my last thread, entailing what'd be cool to see in 1.13+ if the server ever goes past 1.12, I thought about suggesting a new class. I scrapped the idea but after it was mentioned again I thought it may be worth a try.

    I'm going to suggest my new class. The gladiator/ hoplite.
    It's a ranged class, using javelins that return to it after use. It'd be a challenging one to use, but the spells balance it so it's alright. It could defo be done without 1.13+, but some visual changes could depend.

    As previously mentioned, the gladiator/ hoplite.
    I decided these would be good names for a class duo. The gladiator is the free class. I chose that because some gladiators used javelins. Plus, gladiators were like prisoners sent to fight, not a very high life like you'd be living in the premium class

    The hoplite is named after ancient Greek soldiers, as that's what they were called. It's the name of the premium class. I think it'd fit if this was a Hero rank bonus, because soldiers are usually classed as heroes.
    Attack: Great attack level. It's for balancing as I will explain that it's slow in a moment and therefore it needs some strength. its spells are also great for crowd control.
    Speed: Slow. It throws its javelin as its main attack and it has to wait for it to return.
    Defense: Decent. The gladiator carries a shield which allows it to block 3 attacks before it falls and recharges.
    Range: Great. It can throw its javelin straight forward for 30 blocks.

    The speed of its javelin only changes how fast it can be thrown. For example a slow javelin would fly along slowly, and a fast trident would zoom in the chosen dirction.

    The javelin doubles as melee but is stronger when thrown. The landing area of the javelin has 5 blocks of damaging range. If it hits a mob, its damage will be at its strongest. It can only melee while the user sneaks so it's not worth doing. Tell me if I should remove this part.

    As for the shield, it will block 3 hits. Multihit lands 10 hits and the shield would block 6 of them before going down. The user will not be flung until the shield goes down.

    Class: Gladiator

    Damage: * * *
    Defence: *
    Range: * * * * *
    Spells: * * * *

    Difficulty: * * *
    Weapon: Javelin
    Donor-exclusive reskin: Hoplite
    LLL-Spinlift. It uses its javelin and gets a riptide effect through the air.
    Upgrade 1: Spinning stab- If it lands on a mob it will deal a decent amount of damage depending on the javelin's air power.
    Upgrade 2: Tornado trail: It leaves small tornadoes in its path that hone in on nearby mobs and damage them for its duration. The damage depends on the air power of weapon used. Plus, the power of the wind gives it extra speed after it lands to get away.

    Mana: 6
    Duration: Depends on airtime, but the tornado duration is 10 seconds. Speed aftereffect is 5 seconds.
    Damage: Spinning stab: the damage depends on the air strength of the javelin, but if you were to use it on say, a level 20 zombie with a 35 air damage. The damage is 10 * air dmg so it would do 350 damage. It does a lot of damage because it's hard to aim the attack. Tornadoes have a similar effect with air stats on the chosen weapon, but they only do the amount of air dmg / 2 per second. So in this scenario it would do a total of 125 damage. For both of these, in the case that the javelin does not have air power, it will use neutral damage. It's better to have air for this spell because it stops using air damage and instead has a neutral effect. I guess this would be good in some cases though.

    LRR- Spinstrike: It throws the javelin 10 blocks in the chosen direction and it spins around dealing damage to every mob it touches.
    Upgrade 1: Hone in: If it's near a mob it will impale it and continue flying away and back from its owner.
    Upgrade 2: Control: You can control where it goes and take on crowds by spinning around with it. The level of control depends on the intelligence level of the player.

    Mana: Upgrade 0- 4 Upgrade 1- 5 Upgrade 2- 6
    Duration: 10 seconds
    Damage: Depends on the strength stat and level of the player. It does 4 * strength stat + (level * 3).

    LLR- Thunderstrike: It's like the mage's meteor but it does electric damage.
    Upgrade 1: Honing & burn: It hones in on the closest mob to where it's targeted, and burns anything affected. the burn does damage depending on the user's level and the strength of the fire or electric damage on the javelin.
    Upgrade 2: Paralysis: Mobs affected will sometimes halt for the next minute. The electric sparks coming off of them can damage nearby mobs.

    Mana: 15
    Duration: Thunderbolt attack: 1 second. Burn: 5 seconds. Paralysis: 60 seconds.
    Damage: The thunderbolt itself does half more than a mage's thunderbolt would at your point in the game but is made for desperate situations hence the mana it uses.

    LRL- Multijavelin slam: It summons in a few of itself and they fly in a circular formation at their target, hitting any mobs in the crossfire.
    Upgrade 1: Drag: It drags mobs with it into its target.
    Upgrade 2: Flame trap: Traps the dragged mobs in a flame. If they are fire elemental they take a tiny bit less damage if they walk into the flame. The flame does fire damage when touched by an enemy.

    Mana: 10
    Duration: Attack: 5 seconds. Flame trap: 10 seconds.
    Damage: Javelins: 500 * user's level. Flame trap: 100 * fire damage on javelin. If there's no fire damage, it will instead use neutral stats.
    Lemsicus is named after the inventor of the modern javelin throw, Eric Lemming. The ''sicus'' part of his name is to make it sound like an ancient european hero.
    The thunderbolt attack is based on both Zeus' power and the channeling enchantment on vanilla tridents.
    A hoplite is the name given to an ancient Greek soldier.
    This class uses the power of ancient gladiators/hoplites (depending on which you use) to use a variety of elemental attacks on its magical javelin. The class master is called Lemsicus. He lived on the current site of Legendary island that used to be a Colosseum (new lore). Bob trained under him with the ways of the javelin briefly, but never really used his newfound class.
    4-29-20: Made suggestion.
    4-30-20: Added wiki style stat ratings, detail on weapon speed function, spell stats, changelog and changed the difficulty description at the top of the post. Also added lore and trivia sections, changed the spells and the spell click combos. (Paralysis doesn't change because it has a 1 minute duration and it will stop from time to time. It's RNG.) I also made the stats total 13 as well as adding a new poll option.
    5-1-20: Added damage stats for spells among various nerfs and changes.

    What do you think of this class? any improvements I could make? If I see them necessary i'll add them. I wanted to give a class suggestion a try as I do not recall having done one before.
     
    Last edited: May 1, 2020
  2. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    I like the concept but what about the rating of each stat (like hoe assassin has 5 attack 4 defence 1 range and 4 spells) and even though you say the attacks would be slow there has to be super fast/fast options.
     
  3. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Added that.
    Added that the speed of the weapon changes how fast the javelin flies.
     
  4. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    Spells would need to be like the Ranger L-R-R / L-L-L / L-R-L / L-L-R
    due to the weapon being thrown base game with R (unless we use a custom item but meh either way then)

    You gave the class a lot of "optional" CC (Crowd Control). now if you were Leona, Riot would be hiring but you're making │Spearboy│
    From my understand this class just goes, "if you breath, you're a thot!" and then repeatedly tries to make every stand still by empowering the Goddess of the Su- STUN. But yeah the normal kinda "Buff, movement, main damager, and CC" format is more balanced. Maybe see if you can find upgrades that move these spells into the format more? I'm not saying that making them function like this isn't cool, because it is. But we do need some "sameness" between the classes, Generally the all share similar button presses minus Ranger, these spells generally do something similarly, "Movement, buff/cleanse, Crowd Control, Damage"

    The idea of a throwing spear class does sound really interesting thou.
     
  5. TS_potato

    TS_potato Average kj main VIP+

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    Bruh classes are supposed to have 13 points total
     
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  6. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    The wiki shows 5, but if you want I can make it have more points. I'm basing it on how the wiki would describe it.
    I see your points and I've now changed the spells to be like the archer/ranger. I've also removed the fact that it has so many slowing spells. I want my class idea to be as accurate and balanced as I can, so I'm taking recommendations. As for the fact that it has so many ridiculous spells like tornadoes, fire rings and thunderbolts (I think that was a point you made) I'll add a lore section to the class explaining that. It's mainly focused on crowd control in the case that hordes may return. It would also make grinding a lot more satisfying.
     
  7. TS_potato

    TS_potato Average kj main VIP+

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    No, I meant total. Damage + defence + range + spells = 13
     
  8. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Alright, I'll change that.
     
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  9. myworld28

    myworld28 Engineer

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    I think that it would be an extremely precise class that has a big punishment for missing. Also, how defense is done should go like "The shield can absorb three hits but after that his defense isn't much better than the Shaman." That would make it a little better, but how do you calculate the shield absorption when hit by a spell like the Assassin's Multihits?
     
  10. Novalescent

    Novalescent Retired Wynncraft Systematic Recreation Developer HERO

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    I like the idea of a spear-throwing class. But personally, I would've liked to see a Melee class, as I've said before in the past that right now, the ratio of melees to ranged/casters is 3:2 right now instead of 1:1.

    Spinstrike and Multijavelin Slam sound very similar. One is used for CC and pulling mobs in, and the other is pure, fast damage. I can see the synergy in these, however it would be nice if they didn't feel so samey. Also, for Flame trap, I'd remove the exception for Fire Elementals, as it just doesn't seem right. Besides, most likely their Fire Defense will counteract the damage.
    Thunderstrike seems a bit OP, specifically at Upgrade 2. Stunning mobs in place is a very strong mechanic, possibly stronger than Blindness. And depending on how much damage it does, I might spam this more frequently than Spinstrike.
    Speaking of which, it would be nice if you inputted damage numbers for each spell. Depending on the damage of each skill will depend on the kind of rotation I use or which spell I will spam the most :).
    Spinlift seems like Charge v2. Not sure how I feel about that but it does sound fun to use :).

    Overall, decent class suggestion. However, personally I don't feel like I'd want to see this in-game, as this feels like more "Greek" than medieval.
     
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  11. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Here are fixes I made a based on few points you brought up.
    1: Increased multihit protection to make it more effective against assassins. Multihit lands 10 hits and would be too good on this class.
    2: The range based thing is now less punishing. It has a 5 block damage radius when it lands.
    3: It now doubles as melee but you have to sneak to melee with it.
    4: Fire elementals now only take less damage
    5: Thunderstrike is now a desperate situation spell with 15 mana.
    6: Input damage numbers. It's a heavily elemental class, too so it would become kinda tricky to use.

    Hopefully this makes the class better.
    Although, I may remove the melee aspect later.
     
  12. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    bump10chars
     
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