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The Fisherman Class

Discussion in 'General Suggestions' started by AcadeeAlkana, Jan 3, 2021.

?

Would the Fisherman fit in Wynncraft (gameplay wise)?

  1. Yes!

  2. No.

  3. Meh.

  4. I think...(comment?)

  5. Spells are unbalanced, especially...(comment?)

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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    Difficulty: 1/3
    Damage: 3
    Defense: 4 (Base Defense is 100%; 20% between Mage's and Warrior's, for reference)
    Range: 3
    Spells: 3
    Attacks with R
    Spells: Spear Stab/Throw/Haul, Fishing Boat, Whistling Harpoon, and Sea Storm

    Some citizens turned Warriors by Fruma were (mostly) pacifist fishermen, forced onto the battlefield. These Fishermen are happy to use their Spears as makeshift harpoons, and use their knack for Water magic to give their Boats a personal pool to sail through.

    The Fishermen buy new Boats prior to being sent to Ragni, and summon them with their Spells. They also use Water magic to keep them afloat, so that they aren’t limited to fighting by the sea.

    They're ironically terrible at fishing in the waters around Wynn and Gavel because the fish, unlike in Fruma, seem to be too fast - and small - to simply harpoon with a Spear on a rope. Fruma's fish are generally slower, and have inflated growth and sizes thanks to magic-infused waters. The Fishermen refuse to admit to the embarrassing truth that they are no more skilled than the average Warrior at fishing with proper Fishing Rods.

    The Main Weapon
    Unlike most other suggested Classes, the Fisherman uses a Spear to attack. This effectively makes the Fisherman a Warrior with changed Spells and reworked stats, almost completely flipping the latter around and making a new, actually protective Class!

    The Spells

    Spear Stab/Throw/Haul - an excellent tool for impaling Mobs from a distance, yanking them close, and then stabbing them. Or, if you'd like, you can fight up close or from afar entirely via the Spear Stabs and Throws!
    Wynncraft Fisherman - Harpoon and Haul Spell.jpg
    Base Tier - 5 Mana
    Does 250% of your normal damage to enemies with a very strong stab. The attack has a short, 3 block range.
    + Spear Throw - If there's no enemies in range of the Spear Stab (aka right in front of you), you will throw the Spear ahead instead of trying to stab thin air. Flies in a horizontal(ish) arch, and can pierce through multiple enemies, impaling them and dealing 150% of your normal damage upon contact.
    + Spear Haul - You'll haul enemies which you impaled with the Spear Throw back to you when you next use your Main Attack, damaging them for 100% of your normal damage, unless you use Spear Throw a second time.

    Fishing Boat -
    Your trusty fishing boat. On top of being a nice way to travel, it's a great way to protect yourself and, with the Third Tier, protect your friends!
    Wynncraft Fisherman - Boat Spell.jpg
    Base Tier - 5 Mana
    The Fishing Boat copies 100% of your Health as Absorption Health (A-Health), which cannot be healed through any regular means. It also copies your Elemental Defenses, and lasts about 20 seconds before despawning, losing 5% of it's A-Health every second. It controls almost exactly like a normal Boat, but you can make it jump up 3 blocks by pressing/holding D and A at the same time. This small jump is rather floaty, too, but cannot lead into subsequent jumps after leaving the ground (basically, no boat flying). Other players can't use your Boat, even if they're fellow Fishermen.

    If you take damage from an enemy while in the Boat, 50% of the damage is transferred to the Boat's A-Health, while you only take 50% of that damage. To manually despawn the Boat, cast the Spell while not riding the Boat.
    + Patch Up - Cast the Spell again while the Boat is out to instantaneously heal the Boat for 25% of it's A-Health.
    + Boatection - Boat Protection magic allows you (or your Boat) to form and sustain a 5*5*5 Elemental aura around you, soaking up all damage which enemies deal to you and others in the radius. Whenever someone within the aura takes damage, it gets cut to 30% of the damage they would've taken, while you or your Boat soak up the other 70%. If you get hit, then the Boat's A-Health soaks up 60% of the damage you would've taken as you receive the other 40%.

    In regards to how Boatection reacts when there's more than 1 Boatection Fisherman within range, the Fisherman with the most current A-Health and Health will take the damage, and lesser-health Fishermen do not soak up any damage. (More or less: no overlapping Boatection on a single person!)

    Whistling Harpoon -
    Uses a cannon to fire a harpoon which whistles through the air at high speeds!
    Wynncraft Fisherman - Whistling Harpoon.jpg
    Base Tier - 12 Mana
    The Spell fires your Spear as a harpoon, which is affected by gravity, and flies like an arrow, dealing a whopping 400% damage to the enemy which is hit by it. However, the farther it flies, the weaker it becomes, losing 1/15 of it's damage and speed for every block it travels after flying 10 blocks. It dissipates after traveling 25 blocks.

    When initiating the Spell, it is delayed for a second as you pull out the cannon. That said, you can only use this Spell while on the Boat because you can't carry the cannon for very long. The thing's heavy!
    + Whistling Winds - A sideways tornado allows the Harpoon to travel unhindered by gravity and pierce through enemies. Converts the Spell to 15% Air.
    + Napalm Impact - A trail of flame from the cannon is caught in the tornado, causing the Harpoon to explode a 3*3 area when piercing enemies. These explosions deal 50% of your normal damage as Fire damage to every enemy caught in their blasts. Converts the Spell to 35% Fire and 15% Air.
    Rocket Riot - A whole bunch of firework rockets you have on you for whatever reason. I don't know, it makes about as much sense as Assassin's incredibly noisy, entirely unstealthy Multi-Hit, if you ask me. Regardless of the logic behind these, there's nothing like launching a fast volley of these right at your adversaries!
    Wynncraft Fisherman - Rocket Riot Spell.jpg
    Base Tier - 6 Mana
    Upon casting the Spell, a barrage of explosive firework rockets fly out from the Boat, and sends a spreading swarm of rockets straight ahead! Each of the 15 rapidly launched rockets deals 20% of your normal damage as Fire/Earth damage in a 3*3*3 radius upon contact with an enemy or surface!
    The rockets accelerate over time, flying 3 blocks within the first second of flight, then 4 blocks during the next second, and from then on, at a rate of 5 blocks per second.
    Incredibly costly, but equally deadly, this Spell can only be used while on the Boat.
    + Homing Rockets - The fireworks are now homing! Nothing except for the Spell's cost has changed, making it 7 Mana rather than the used-to-be 6 Mana cost.
    + Just a Few More Rockets
    So...When it says a 'few more,' it means, uh...
    ...An upgrade from 15 rockets to 25 rockets?...Which all deal 20% damage and home in on enemies?
    At least the cost of the Spell is now 8 Mana to compensate...!

    Sea Storm -
    Places you (and your boat) in the eye of a lethal hurricane. It shreds apart nearby enemies!
    Wynncraft Fisherman - Sea Storm Spell.jpg Base Tier - 2 Mana/Second
    The Sea Storm drains Mana over the course of 7 seconds, rapidly damaging enemies within a 3.5*3.5 area of you for 25% of your normal damage three times per second (10% Air, 10% Water, and 5% normal). You can cancel the Sea Storm early simply by scrolling off of your Weapon, in case you accidentally cast it.
    + Rain Storm - A thin, stormy cloud floats above the hurricane, damaging enemies in an 8*8 area around you with rain. Deals 25% of your normal damage as Water damage once per second, and it's damage can stack atop enemies being hit by the hurricane itself. Bonuses to Water damage - among Water damage itself - are instead only divided by 3, instead of by 4.
    + Lightning Storm - Deadly lightning increases the chance for all of your attacks (including the hurricane and rain) to land Critical Hits by 10%. When you land a critical hit (hurricane and rain attacks only), lightning smites the enemy(s) you hit, dealing an extra 50% of your normal damage as Thunder damage on top of the Critical Hit's doubled damage.

    Pros:
    • Hits hard with most Spells
    • A-Health and Patch Up can carry your defense
    • Free Boat travel across seas!
    • Has decent enough range with it's Spells
    Cons:
    • Basically the slowest Class in the game (Travels at the speed of a Boat)
    • Actually has to parkour; Boat cannot cross most gaps
    • Boat controls restricts aiming (you cannot hit enemies behind you without having to turn)
    • (Generally) expensive Spells
    • Despite it's name, doesn't bolster the Fishing Profession in any way, shape, or form
    Please let me know what you think of this Class idea! While I am quite open to any criticisms you may have about it, please don't be too harsh when sharing them with me! I'll just be vibing here, hoping nobody notices that the Fisherman has 14 points instead of the normal 13... (^.^')

    If you have any ideas, feel free to share them, be it buffs, nerfs, or Spell concepts which could also work with this.

    Edit: Changed a few numbers around, because the Third Spell in particular was absolutely wacky with the number of rockets and damage it used to deal...

    Edit: Changed the Third Spell from Rocket Riot to Ballistic Harpoon. Thematically makes sense, unlike a firework-skinned homing missile array.
     
    Last edited: Jan 4, 2021
    Xeabia, Castti, Justice and 2 others like this.
  2. one_ood

    one_ood c lown VIP

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    Credit where credit is due-- nice drawings, and fairly detailed spell descriptions.

    However, I'm definitely not a fan of this class, mainly for balance reasons.
    I would personally nerf damage or defense base by 1
    Definitely not a fan of this. I would prefer harpoons or something similar, at least the way I took this. I understood this as it uses warrior weapons, which is a nightmare to balance, considering the vast discrepancies between spell multipliers on this class (750% third spell tier 3 here, 375% third spell tier 3 on normal warrior). Baselines are fucked :crab:
    Doesn't really matter due to item ID's and archers existing, as well as horses if that's your style
    Again, doesn't matter. Uppercut has base 10 mana which is more than any here. Intelligence and spell cost make balancing around spell costs a real nightmare. This con doesn't really count in my opinion.
    Not really a problem. In most boss fights you are facing the boss, and for any swarms of mobs you have 4th spell. Only really an issue for melee, but still, not huge.
    Lol
    ? Not a con ?
    Lol


    As for specific spells: Pretty sure all of them would need some number balancing, which is to be expected. Not sure what you mean by normal damage in your spell descriptions, but I'm going to just assume that those are the spell multipliers.

    1st Spell: Seems cool, but I'm not sure why the base tier does damage "to stabbed enemies." What classifies stabbed? 3rd tier I would like to see as a shift toggle as well.
    2nd Spell: 25% damage. Enough said.
    3rd Spell: 750% spell multiplier. Enough said.
    4th Spell: Seems fairly interesting, albeit with a bit of balancing.

    Also curious as to how this class's main attack would work.
     
  3. AcadeeAlkana

    AcadeeAlkana . . .

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    The main attack is just Warrior's main attack. That's all.

    By the by: Normal damage just means your Main Attack. So, 200% of your normal damage is like hitting an enemy with two Main Attacks.

    I'll definitely go back and number balance the Spells.
     
  4. one_ood

    one_ood c lown VIP

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    so spell damage scales off of main attack neutral damage and main attack damage %
    instead of spell damage % and spell damage raw?


    definitely not a fan of that.
     
  5. AcadeeAlkana

    AcadeeAlkana . . .

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    Well...
    (I mean, this is probably what happened:)
    Ragni Commander: We're confiscating your harpoons. And signing you up as Warriors.
    Fishermen: So we're getting Spears?
    Ragni Commander: Yep.
    Fishermen: Great! *Proceeds to use Spears as harpoons*
    Ragni Commander: No! This isn't how you're supposed to play the game!

    Beyond that, Harpoons wouldn't really work in the lore. They're mostly water-based Weapons, so I figured that impromptu harpoons from Spears would be better suited.
    ________________________________
    Uh, it doesn't actually...

    That's just how I've always talked about Spells, because the official website uses percentages. The Main Attack Modifiers don't actually effect the Spells...
     
  6. one_ood

    one_ood c lown VIP

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    percents on the spells are spell multipliers, which is pretty much an added (or reduced) amount of damage based on your weapon's base damage

    spell damage formula is this: (Base Damage) x (Attack Speed Boost) x (Spell Multiplier) x (1+(Identification Boost)) + (Raw Spell Damage) x (Spell Multiplier) (lifted from motoki's damage calc thread)

    base damage is the damage listed on your weapon, attack speed boost is the modifier to account for slower speeds (4.3 for super fast etc), and then spell multiplier is the % on the spell.

    again, for balancing reasons, spears just don't work. and having 2 separate types of weapons with the same name also wouldn't work. harpoon was just a name- pike, polespear, trident, anything
     
  7. AcadeeAlkana

    AcadeeAlkana . . .

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    ...Huh...???

    How do Spears not work??? I mean, I designed the entire Second Spell to rely on most Health Bonuses which Spears give. I simply can't see the Early-to-Mid game Spears being absolutely broken, just because they're not Harpoons...

    What exactly is stopping Spears from working for the Fisherman?
     
  8. one_ood

    one_ood c lown VIP

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    different spell multipliers same weapon baseline
     
  9. quick007

    quick007 Master Adventurer

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    oh no another class idea
     
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  10. AcadeeAlkana

    AcadeeAlkana . . .

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    Thank you for your confidence in me! Really means a lot.
     
  11. Castti

    Castti Kookie

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    Honestly, I find the concept of a weapon type being used between 2 different classes pretty neat, and isn't suggested very often from what I've seen! Would take a lot of work to implement, but overall a cool concept!


    Also, a fisherman class would totally make the seaskipper proud.
     
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  12. quick007

    quick007 Master Adventurer

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    its not personal, I just don't like reading class suggestions bc
    - there long
    - many are flawed (if there not their usually really long)
    - very low chance of actually getting implemented, only 1 new class has been added since wynns release afaik

    yes I realize these are dumb reasons but they work for me lol
     
  13. Yraw

    Yraw Water Fountain

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    Honestly for a different game this would be pretty interesting to see how you can make use of the same weapons just in different ways, in Wynn it’s going to be a bitch to pull off just cause of the overhaul needed to mechanics.
     
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  14. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Nice drawings!

    This spell makes no sense. Why...
    Multihit makes much more sense.

    Also, homing rockets? And grappling hook doesn't make sense?
     
  15. Justice

    Justice Obliterator of Grooks VIP+

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    Interesting idea, it would be an interesting idea if, in the future, Wynncraft kind of allowed the different classes to have sub classes kind of where you could actually choose your first, second third, and fourth spells.

    Also, you ever thought about becoming a game designer, you definitely come up with a lot of ideas...
     
  16. AcadeeAlkana

    AcadeeAlkana . . .

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    Warrior can summon fireworks with their Uppercut. I took things pretty far on this.

    I could've implemented something like a ballista (Ballista Harpoon), but that would feel a bit too much like the other Third Spells (specifically Bomb Arrow). Plus, the Fisherman already has a harpoon attack (first Spell), though I could make it the Third Spell instead (in a future rework/balance of this Class).
    ________________________________
    Well, the game has a way to identify what Class you're playing as, right? It keeps you from picking up and firing Bows as a Mage, for instance.

    From there, I figured it wouldn't be hard for the game to run a check such as:
    "Hey, can this guy use a Spear?"
    "Yeah, he can."
    "So is he a Fisherman or a Warrior?"
    "He's currently a (Fisherman/Warrior)."
    (Proceed to run commands for either one's Spells)
     
    Last edited: Jan 4, 2021
  17. Yraw

    Yraw Water Fountain

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    Yeah but weapons for warrior are balanced around warrior, it would be very hard to balance all the weapons, and there's heaps more modifiers behind the scenes, I wish it was possible though sounds interesting
     
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  18. AcadeeAlkana

    AcadeeAlkana . . .

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    While I mean no offense with this point, I'd like to point out that Shaman exists. Have you SEEN how broken that can be?

    If you can get a (frankly near-OP) like that officially into the game, then I expect that anything could, if it fit well enough and wasn't too complicated.

    Also, you really should expect these kinds of posts to be longer than the range of an Archer. The pictures exist to help break up monotony and give a visualization of what the Spell could be.

    And, no offense, but if you're going to crap on Class Suggestions, please do so on the ones which are hardly a paragraph long and actually deserve to be crapped on for minimal detailing.
    ________________________________
    I am planning to become a game designer in the future. But, for now, I'm content with staying with the Wynncraft forums.
    ________________________________
    ...So, make the Spells balanced more around pre-existing Spell statistics, but flip the Spell itself on it's head? Can do!
     
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  19. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Quite a bit far.

    That doesn't mean you don't have to try and balance it.

    The thing is that spears would have to be now balanced around 2 classes. that is the problem.


    Stop, this is getting into toxicity.
    They have the same right to provide feedback on all suggestions, regardless of length.
    If you won't let feedback on you will make it even worse.
     
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  20. AcadeeAlkana

    AcadeeAlkana . . .

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    Sorry, sorry...I didn't mean to go that far.
     
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