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Class Suggestion: The Bombardier

Discussion in 'General Suggestions' started by AcadeeAlkana, Apr 5, 2021.

?

Do you think there would be any changes required to make this Class work?

  1. Nope, looks fine to me!

    54.5%
  2. Multiple Spells are OP/Underpowered.

    4.5%
  3. The First Spell needs changing.

    0 vote(s)
    0.0%
  4. The Second Spell needs changing.

    22.7%
  5. The Third Spell needs changing.

    0 vote(s)
    0.0%
  6. The Fourth Spell needs changing.

    9.1%
  7. Yeah, nothing in Nether would make this work...

    9.1%
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  1. AcadeeAlkana

    AcadeeAlkana . . .

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    Minecraft:
    Overview and Stats:
    A resilient specialist in all things explosives, the Bombardier Class has a knack for weaponizing almost anything which can explode! Their Spells come with recoil damage, though, so be careful!
    Damage: 4
    Defense: 2
    Range: 3
    Spells: 4
    Attacks with R, Casts with L
    Base Defense: 80% (Same as Mage's)

    Main Weapon: Explosives
    Chucks an explosive which flies in a ballistic arc. For you non-nerdy people, that means it flies like an *arrow. (*Not as fast as an arrow, though - it has about the same range as Smoke Bomb.) They explode a 3*3 area on contact.
    ...Am I forgetting something? Oh, right - lore.

    Bombardiers use all manners of magical objects as explosives, often using fancy magic lamps, among other ridiculous things, as bombs. If it can hold magic or powder, it can be turned into a volatile, deadly weapon.
    You wanna know how many things can become an explosive with a bit of magic gone funny? No? Well, I can't read your mind, so I'm compiling a small list anyways:
    • Tea cups/beer mugs
    • Lamps and lanterns
    • Crystal balls
    • Stones and rocks
    • Clumps of mud
    • Snowballs
    • Feathers
    • Ores
    • Ingots
    • Rotten Flesh (no, I'm not kidding)
    • Books
    • Scrolls
    • Bowls of fish and beans
    • And so, so, so much more...!
    The Spells
    First Spell: Dynamite
    Second Spell: Bang Dash
    Third Spell: Bomb Punch
    Fourth Spell: Flaming Armor

    Dynamite
    Places a crate of unlit dynamite. Hit it with your Main Attack from a safe distance and watch the lightshow rapidly unfold!
    Base Tier - 4 Mana
    Casting will place a crate of dynamite in front of you. It has the same trajectory as your Main Attack by default. You can have out one of these crates at a time - lobbing a second one will despawn the first, and crates explode automatically after 20 seconds. Each crate blows up a 5*5 area, dealing 150% damage (20% Earth, 20% Fire), but they also make you lose 5% of your Health when in the blast.
    + Multi-Crate - You can have out up to three Dynamite crates at the same time. You can also cause a glorious chain reaction by putting them in range of each other!
    + Cannoneer - Hitting Dynamite with your Second Spell will launch it forwards 10 blocks and make it explode on contact!

    Bang Dash
    Ignites an explosive in front of yourself, launching you backwards!
    Base Tier - 3 Mana
    You're launched 12 blocks away in the opposite direction you're aiming in, causing an explosion which hits enemies up to 3 blocks front of you. The attack deals 125% damage (25% Earth, 15% Fire), but makes you lose 10% of your Health from recoil.
    + Grounding - If you're on the ground, the attack is performed, but not the jump. Plus, you only lose 5% of your Health when using this while grounded!
    + Dynamite Jump - If you blow up Dynamite while using this Spell in mid-air, it launches you way faster, adding an extra 6 blocks per Dynamite and setting them off. This also doesn't cause you to lose any Health from the Dynamite!

    Bomb Punch
    Slams a bomb into your target's face at point blank, blowing both of you up!
    Base Tier - 6 Mana
    You lose 10% of your Health when performing this, and deal 100% damage (25% Earth, 15% Fire) 3 times over to any Mob in a 3*3 area in front of you. All three explosions happen in the span of 0.25 seconds.
    + Hard Throw - If you won't hit anything close to you when casting the Spell, you instead throw the bomb so hard it essentially warps to and explodes the surface or enemy you're looking at, dealing 300% damage (30% Earth, 15% Fire, 15% Air). This doesn't damage you if you're not in it's 4*4 blast radius.
    + Concentrated Blast - The Spell's power at melee range is greatly increased, dealing 125% damage (30% Earth, 30% Fire) 4 times over. The recoil damage doesn't change.

    Flaming Armor
    Shields you from recoil damage and enemies by becoming engulfed by protective flames.
    Base Tier - 7 Mana
    You instantly gain 10% of your Health as Absorption Health. This does not heal you, and the effect can't be stacked. You can refresh the Flaming Armor anytime by casting the Spell again, and Fire damage bonuses increases it's effectiveness like how Heal is affected by Water damage bonuses. Flaming Armor lasts for 10 seconds. Recoil damage is soaked up by Flaming Armor's Absorption Health.
    + Engulfment - Accepting the flames which engulf your form increases the effectiveness of the Flaming Armor! You now gain 15% of your Health as Absorption Health.
    + Friendly Warmth - You can now grant 10% Absorption Health to nearby allies! Plus, you can now stack Flaming Armor up to 3 times, both on yourself and others!

    Generally speaking, this Class relies equally on Mana and Health to be effective. Burst damage comes with a heftier price than Mana here, unlike certain other Classes. (*cough*Every other Class in the game*cough*) I mostly made this Class overnight, and I think it came out surprisingly well. It was really simple to make, surprisingly, but it might not be so easy to balance if it were to be added...

    Lemme know what you guys think of the idea! If there's anything you think you'd improve about it, please feel free to let me know, and make sure to check the Changelog from time to time, in case I improve or slightly balance this Class! Talking with others is typically fun!

    Spell Changes #1:
    • Bang Dash no longer inflicts recoil damage. (10% HP lost -> No HP lost on use.) Trading Health for mobility is a great concept, but in a Wynncraft-like setting where spamming Spells is the meta? We'd all hate that.
    • Bang Dash's Tier 3, Blast Away, has been replaced by Thrill. (Invulnerability to recoil damage for 1 second upon casting -> Speed 2 for 15 seconds upon casting)
    • Replaced Recovery Potion with Lunch Bag. Don't worry - it's purely graphical, just to give the Bombardier a bit more realistic character. All of it's funtionalities remain the same! (Recovery Potion -> Lunch Bag, Instant Healing -> Big Bite, Rapid Recovery -> Chow Down)
    • By the way, the Lunch Bag works at night! Having lunch at midnight is totally a thing!
    Spell Changes #2:
    • Bang Dash's base recoil damage has been re-added, but it now also deals damage to nearby enemies. (How did I forget to add damage to that thing, anyway?) (No recoil damage -> 10% Health lost when casting, No damage -> 100% damage to enemies within 2 blocks of you)
    • Bang Dash's Tier 2, Air Raid, has been replaced with Adjustment. (25% more damage until you land -> Lose only 5% of your Health when casting)
    • Because Bang Dash now only makes you lose 5% of your Health, that's a perfect excuse for me to modify Lunch Bag. Chow Down and Big Bite have switched places, and Chow Down causes the Spell's price to increase by 1 instead of 2. (9 Mana cost -> 8 Mana cost)
    • Lunch Bag's Tier 3, Big Bite, has been slightly nerfed: (8% Health recovered -> 7% Health recovered)
    Spell Changes #3:
    • Dynamite's Tier 3 now reduces the Mana cost by 1. (4 Mana -> 3 Mana)
    • Bomb Punch's Tier 3 recoil has been reduced. (15% HP lost -> 10% HP lost)

    Spell Changes #4:
    Most of the Bombardier's Spells have been reworked.
    • Dynamite has been buffed! (125% Damage -> 150% Damage)
    • Lunch Bag has been removed, replaced with Flaming Armor. (Healing Over Time -> Instant Absorption Health)
    • Bang Dash's Tiers have been overhauled, to better support melee playstyles.
    • Bang Dash now launches you backwards. If Vanish and Escape had a baby, this would be it.
    • (Adjustment: 5% damage taken -> 5% damage taken when grounded, doesn't perform the backwards jump)
    • (Thrill: Speed 2 for 10 seconds after casting -> Focused Blast: 175% damage instead of 125%, Mana Cost increased to 4)
    • Dynamite's Tier 3, Fragility, has been replaced with Cannoneer. (Explode on contact -> launched forwards by the Second Spell)
    • Dynamite is now placed 1 block in front of you, instead of lobbed.
    • Bang Dash's damage now hits enemies in front of you, and not all around you, making it more of a fancy melee attack. (Hits all mobs within 2 blocks of you -> Hits mobs 3 blocks in front of you, similar to a melee attack)

    For those of you interested, here's a rant on how I designed and balanced the Spells, and how I intend for them to be used:
    Ultimately, when I made the Class, my first goal was to make it unique from every other Class. The Bombardier is heavily inspired by Team Fortress 2's Soldier and Demoman, and I'm unafraid to admit that.

    The Health Mechanic
    For the Bombardier, Health is a finite resource, and almost every single Spell revolves around that concept. The Bang Dash sacrifices Health for a burst of mobility and a little bit of Mana. The Bomb Punch sacrifices Health for raw damage, but also forces consideration due to it's largely melee-focused design. Finally, the Lunch Bag is supposed to be a Spell which lets you recover Health without buying Potions: It gives you Health over time for Mana.
    TL;DR:
    • Bang Dash: Lose Health to go fast.
    • Bomb Punch: Lose Health to deal a fork-ton of damage, but don't use it recklessly, or you will die!
    • Lunch Bag: Recover Health and speed up the wait between being able to cast more Spells, if you've got the Mana to spend.
    The Dynamite
    This one Spell sticks out like a sore thumb in comparison to the rest of the Spells here. See, it's intentionally designed to teach you not to be close to it, to detonate the thing from a safe distance, and set up traps for your enemies to walk right into. It's got a few very easy to learn, but hard to master restrictions, too - where do you set the Dynamite? When do you set it off without it blowing you sky-high alongside your enemies? There's a lot of split-second questions to ask about Dynamite when you use it, and you need skill and tactical sense to use it effectively.
    TL;DR:
    • Dynamite encourages you to not be an idiot while using it. You have to handle it with care, just like real-life explosives!
    • Dynamite lets you set traps, but doesn't let you get away with doing so right in front of your enemy.
    Balancing the Bombardier for Wynncraft's Style
    The balance for Spell Spammers and the general balancing the Bombardier to fit with the rest of the Wynncraft Classes. Basically, how I made the Bombardier work in Wynncraft:

    The Bombardier uses their Health as a resource. How did I sidestep the issue of players complaining that you can't sustain a massive barrage of Spells? I added the Flaming Armor Spell, which follows the same design philosophy as the Mage's Heal (and most of the Spells in general): You want something? Cough up the Mana, pal, and we'll give it to ya.
    In this case, Flaming Armor offers a primary resource, Health, and grants it to you at the cost of your other primary resource, Mana. However, this is Absorption Health, so it still adds risk-reward: If you're hit before you input the Spell, you might end up blowing yourself apart on accident, and this doesn't heal you - it only adds a sort of temporary shell as protection.

    Of course, come the later levels, Flaming Armor just throws a wrench in the works, flipping over the balance of everything like it's a coffee table. Honestly? I made it to do that, and I expect it to do that, too.

    The List of Criteria
    I had to meet plenty of criteria when designing the Bombardier's Spell Set, especially given the nature of Builds in this game. And, mind you, this is just to have a chance of this getting into the game, if even considered!
    • Can it properly tank damage if built around high Elemental Defenses?
    • Can it Spell-Spam properly, like the community loves to do?
    • Will it still be balanced when we throw hundreds of Armor into the mix?
    • Will it fit in the setting of Wynncraft, lore-wise?
    • Do it's accommodations to the above let it remain the general character I intended it to be?
    You can probably tell that I do a lot of work whenever I make a Class. I do my best not to act like a kid on the internet, and I hope that you guys appreciate and enjoy my passionate efforts!
     
    Last edited: Apr 25, 2021
    wxhlf, AltonicKeys, Jbip and 4 others like this.
  2. aaaaaaaaaaaaaa

    aaaaaaaaaaaaaa Well-Known Adventurer VIP

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    Basically the first 3 spells are the same thing but they all have a slightly different use
     
  3. Potatomancer

    Potatomancer Budget Wither

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    add poll
    4th spell seems out of place for a demo expert, a better version would be some kind of gravity mine that pulls in enemies, as 4th spell is usually for utility.

    Lamp oil? Rope? Bombs? You want it? It's yours my friend, as long as you have enough rubies.
    ________________________________
    also, there shouldn't be recoil damage for 2nd spell, makes the mobility suck
     
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  4. Slpc

    Slpc Probably yeeting anime girls across the country

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    DO THE MATH EACH IS EQUAL TO 16
     
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  5. Grugle

    Grugle RotS Enthusiast.

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    It may be difficult to ensure you don't die whilst spell spamming, but the idea for this class is unique and fun sounding. Only gripe I have is the transportation spell damaging you, which isn't something that I would like. The only case where I might be okay with that is if the damage is low on impact of the spell, like 5% and only if you land on the ground.
     
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  6. AcadeeAlkana

    AcadeeAlkana . . .

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    Rapid Recovery is intentionally not any stronger at Tier 3. Besides, 2% -> 4% HP per second is an incredibly strong upgrade - ask any high level pre-nerfed Shaman player!
    The intention of the Tiers went something like this in my head:
    Tier 1 - "Thank god, I can finally play the game faster! I can spend my money on something OTHER than Potions!"
    Tier 2 - An instant 7% HP recovery gives Spell Spam Tank builds something to spam. Constantly.
    Tier 3 - More non-spammy builds can benefit from the Spell, and builds with Intelligence in general will benefit from the technicalities of Spell Costs (a 33% reduction of 9 is 3 Mana saved, but a 33% reduction of 7 is only 2 Mana saved.)

    Shaman's Aura is already a fine enough crowd controller suck-in Spell. I don't really fancy having another one, but I do see your point on the Fourth Spell. It's just that this Class needs a healing source, and badly. The Bombardier relies on their Health as much as Mages rely on their Mana, and to not give them a healing source would be cruel design, no matter how unintentional it may be.

    I'm gonna go back and change the Second Spell. As creative as Health being a mobility resource is...nobody would really like that unless it was incredibly powerful-feeling mobility.
     
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  7. AcadeeAlkana

    AcadeeAlkana . . .

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    I mean, technically. But it's their uses that make them all unique!
    • Dynamite - Lay traps, have effective area denial, and even acts as a backup attack whenever your Main Attack is on cooldown!
    • Bang Dash - Blow yourself up and go wheeeeeeeeeee-!
    • Bomb Punch - A melee Spell which is strong, but takes Health to use. It's a huge burst of damage, but at a cost!
     
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  8. Potatomancer

    Potatomancer Budget Wither

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    in that case, make the gravity mine also leech health
     
  9. AcadeeAlkana

    AcadeeAlkana . . .

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    A gravity mine that...Leeches Health? How would that make any more sense than a Lunch Bag? Mines explode, not sap the strength of their victims - that'd be more of an Assassin-style Spell. I'm no expert at Wynncraft, but something tells me that life-stealing mechanics are a big matter, and not something I should just yeet into a Spell. Much less, a splash damage Spell which could hypothetically sap the Health of multiple targets simultaneously.
    I think the Fourth Spell (the Lunch Bag) is fine as is, more or less being a worse version of Heal which only you benefit from. I think it's perfectly fine where it is.
     
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  10. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

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    this is actually not bad, only gripes are the movement spell dmg is too high and the melee attack sounds a bit op. i assume it wouldnt dmg nearby players? if it did this would be a troll and a half in team settings
     
  11. AcadeeAlkana

    AcadeeAlkana . . .

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    The Main Attack has a lot less range than an actual arrow. Think something like, I dunno, something with one and a half times the range of Mage's Main Attack. I said it flies like an arrow, not as fast as one. How could someone yeet an object any further than that without a bow or a slingshot, anyways?

    I'm surprised about how nobody's said anything about how the Main Attack would be the first-ever non-piercing projectile Main Attack with splash damage. As for the recoil damage, it would be handled similarly to how Team Fortress 2 handles it: You can hit yourself, but not your teammates. Ever. Also, Thunder Crits and damage buffs wouldn't affect the recoil damage - it'd always be a static percentage of your Health.
     
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  12. StormDragon4

    StormDragon4 Horribly Inactive

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    it being unique like that is what makes it good. Especially when the main attack is the hardest part of making a class feel unique. People also can seem to ignore the main attack. Nobody complained when I made a class that does 1 damage per main attack and leaves an explosive mark on an enemy that you can detonate with a spell.

    the actual suggestion is really cool and I like the idea of spell that hurt yourself.
     
  13. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    i feel like this class is way too reliant on HP sustain in builds, and even somewhat fast spell cycles are practically unviable since you would literally die.

    you know vanish can also be used multiple times mid-air?
     
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  14. alexphilgab

    alexphilgab The Godsent CHAMPION

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    Great suggestion I like the idea and the concept of loosing hp to deal massive AOE
     
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  15. AcadeeAlkana

    AcadeeAlkana . . .

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    Well, that's kind of the point: You need HP to do a lot of things. HP is intended to be a resource equally as important as Mana. And while it does rely on HP for it's Spells, you could almost negate the Health loss with the Fourth Spell. For Spell-Spammers, it is your primary savior, methinks!

    Wait, you can use Vanish multiple times now? That's really cool, but how haven't I heard of this already?
     
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  16. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    Alright, though I think it's bad to force a certain buildstyle upon a class.

    Still, 4% hp per second VS -10% hp per cast on the main damaging spell is really not enough. I think this disencourages the use of the third spell, and everyone would just constantly use the first one for damage, cycling with the fourth one.

    btw you've been able to re-cast vanish mid-air really for as long as I can remember, and I started in late 1.16/1.17 release. If I am forgetting something, you've definently been able to do it post-1.19.

    edit: To add to this some more, on the topic of certain buildstyles being forced, the first spell can be notably better with a higher attack speed, but for example, on Spellsteal, which runs super slow 99% of the time, the first spell turns worse since you can't always instantly activate it, and you lose a possible MS hit when activating it.
     
    Last edited: Apr 6, 2021
  17. AcadeeAlkana

    AcadeeAlkana . . .

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    I actually think the Main Attack is easy-peasy to make. Also, this is technically a transfered Main Attack from the Pilot, and it even interacts with the First Spell! (Blowing up Dynamite with a thrown Explosive saves you a whopping amount of recoil damage!)

    Why don't we have more Spells which work like the First Spell of the Bombardier, anyways? It has a creative design gameplay-wise, multiple different uses for different playstyles, and is used in tandem with the rest of the Spell-Set instead of being a good Spell on it's own which almost entirely carries it's Class. (Lookin' at you, Meteor!)

    The Third Spell basically radiates the concept of risk-reward: Go in for the melee to see the flashy colors and numbers, or throw it from afar so that it doesn't potentially blow up in your face? Your choice!
     
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  18. AcadeeAlkana

    AcadeeAlkana . . .

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    Please check the Spells again. I made sure to accommodate Spell-Spamming Players with the Spells' upgrades.
    • Dynamite Tier 3 - Fragility: Blows up when touching an enemy, allowing you to set landmine-esque traps without having to manually detonate them!
    • Bang Rush Tier 2 - Adjustment: You only lose 5% of your Health when casting the Spell, letting you rapidly cycle with Tier 3 Lunch Bag!
    • Bomb Punch Tier 2 - Hard Throw: If you're not in melee range, you instead yeet the bomb so hard that it teleports into your enemy's face, letting you cast it from a safe distance away without recoil damage!
    • Lunch Bag Tier 3 - Big Bite: Instantly recover 7% of your Health when casting the Spell!
     
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  19. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

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    its always been a thing iirc, you just have to time it right. technically the only non-flight class is archer(warrior is only doable with a bug tho)
     
  20. IceBear

    IceBear Ice Bear says hi VIP+

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    Ice Bear's thoughts on each spell.

    Dynamite
    Ice Bear thinks this spell is too weak and needs a damage buff. It is slow having to launch the spell and then follow up with a melee attack to activate the damage is slow in comparison with other spells with similar damage such as Assassin's spin attack which does 150% damage INSTANTLY + a vanish damage boost. But, considering it is only 4 mana this maybe be fair. Ice Bear would rather have it cost more mana and deal more damage because mana becomes less of an issue in the endgame. 3 Dynamite is interesting and makes Dynamite comparable to a mage meteor as you can toss out 3 dynamite and hit 1 to deal damage similar to meteor in a similar amount of time. Ice Bear feels this spell, while interesting is a bit too weak it deals damage similar to an unboosted spin attack but requires more precision to use and doesn't stun. Ice Bear would like to see it cost more mana and deal more damage and possibly have some crowd control or debuff to it to make it more viable.

    Bang Dash
    Ice Bear says it seems too much like assassins vanish and an inferior to that also 100% damage and 10 seconds of speed 2 is nothing compared to an 80% damage boost a lower mana cost speed 5 while vanished and invisibility. Ice Bear says Bang Dash just doesn't seem distinctive enough in its movement. When you use escape, vanish, charge, teleport, and haul they all feel drastically different to each other. Bang dash's movement has to be more unique.

    Bomb Punch
    Interesting idea and might even edge on the side of OP considering its mana cost is what Ice Bear would have said if it wasn't for the recoil damage. Ice Bear says 500% damage could be really powerful but it all depends on how fast the explosions happen the fact that there is recoil damage seriously hinders this spell because you will be forced to heal in between each use.

    Lunch Bag
    This spell simply doesn't make sense with the idea of a bombardier class and seems like a joke. While it makes sense in the context of what the other spells do it simply is not very well named or fitting with the theme of an explosive chucking class.

    Overall thoughts
    The spells while each of them is interesting and the overall idea of having health be a resource to use spells is unique. The class lacks cohesion between the spells. Dynamite is something you use at long range. Bang dash is to move. Bomb punch is your main damage spell. Lunch bag is to heal. You can't combo any of these spells to do something greater besides "combing" Bomb punch and lunch bag to just barely survive. As it is you can either spam dynamite to avoid having to pause your DPS with healing or go for the more powerful bomb punch but have a net health drain and put yourself in danger. Ice Bear says this class has potential but as it is with the health as a cost mechanic it is just too limited. Other classes such as assassin can perform bombardiers spells better with Spin attack out damaging dynamite and having a stun, vanish outperforming bang dash while having similar mobility, and smoke bomb acting like Dynamite and bomb punch at the same time with its range and damage.
     
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