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Game Mechanics ocult class/new class

Discussion in 'General Suggestions' started by dinohunter2577, Oct 10, 2026 at 7:07 PM.

  1. dinohunter2577

    dinohunter2577 Newbie Adventurer

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    ocult class, a class that focuses on that is regarded as evil/forbidden

    weapon: gloves/gauntlets. this class is a magic type
    (abilities are just for example)

    archetype 1: biomancer (AOE), a archetype that uses poison as its main method of attack
    main attack: shoots a goo like substance that applies poison and has a range of 3-4 blocks
    ability1: throws a potion that creates a mist of poison
    ability2: deploys a slime like substance on the floor that does poison dmg and weakens the target
    ability3: incase the player in slime making it heal the player while the player can not attack
    (ultimate)ability4: creates a crystal like structure that impales every enemy form the ground, that deals the entire X/3s poison dmg

    archetype 2: necromancer/soul-eater (summoner/support).
    main attack:
    punches/touches the enemy to corrupt them corruption is based on level difference, when corruption reaches 100% it makes the enemy on the users side (max 10)
    ability1: after a enemy dies its body and soul lingers for 5 sec the user can go to the body and resurrect
    ability2: user can store summons up to 10 and consume their soul for their power %dmg and health, the user can chose to give the buff to a teammate or keep it to them self
    ability3: use all of the stored souls and current summons that are in battle and use them to make a beam that combines all their power and lasts for 7 sec
    (ultimate)ability4: summon the strongest enemy the user has ever defeated

    archetype 3: pact maker (single target DPS),
    a archetype that creates pact's with deities and demons from Wynncraft (ritualist was taken :( )
    main attack: a claw like attack that has sweeping and a range of 4-5 blocks
    ability1: change the deity/demon you set a pact with causing you to take 5% dmg but gain a stat boost.
    example:
    deity: -5% dmg +20% healing/healing Efficiency
    demon: -5% healing/healing Efficiency +20% dmg
    ability2: links a chain to the nearest player that copies all of the healing that player receives and gives it to the user if there is no players in range it links to the strongest enemy and gives a 50% dmg to life steal to the user
    ability3: makes a ring around the user that has a range of 10 blocks that gives the user % dmg and health for every 5 enemies in range 20/30/40/50/65%
    (ultimate)ability4: sacrifice 50% of your health to transform into a deity/demon boosting all your stats by 200% (ability 3 and 4 can not be combined)

    please give me your view on this class/I'm open for comments
     
  2. Haml0rd

    Haml0rd 神帝懒蛋

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    Acolyte already exists big dawg
     
  3. Hi35509

    Hi35509 Travelled Adventurer

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    Yo I posted an entire thing in the Wynncraft section detailing ultimates, archetypes, 75 minor abilities, and everything... and this is the closest someone can get? Also, no one has commented on my sword post yet. please believe me that it is not AI generated. it took hours of dedication to do it, text colors and all
    ________________________________
    Also, wasn't a dark class planned for the Silent Expanse update, but then scrapped? Is this based on that?
     
  4. ShadowMage1

    ShadowMage1 Seraph of Twilight

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    Minecraft:
    The class isn't a "dark class." We don't know what the class is, because Salted still wants to add it at some point.
     
  5. dinohunter2577

    dinohunter2577 Newbie Adventurer

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    which one do you say is like Acolyte?
    ________________________________
    yo so you have posted like 50 times i can not find your detailed class post Xd, and no its not based on that didn't even know they ever planed on it at one point
     
    Last edited: Oct 11, 2026 at 4:27 AM
  6. ThePurpleEmerald

    ThePurpleEmerald Famous Adventurer

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    Why is the fourth one for each archetype the "ultimate"
     
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  7. dinohunter2577

    dinohunter2577 Newbie Adventurer

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    i forgot that there is 5 total Xd, forgot the ult is F and not a combination
    ________________________________
    Nvm i remember now, its to act as the red upgrades in the skill tree for example hummingbirds for shaman/summoner
     
    Last edited: Oct 11, 2026 at 3:41 AM
  8. Winteria

    Winteria Ability Designer Ability Designer

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    Minecraft:
    Cult seems interesting, but a few things are a little confusing, such as what exactly are the base class's abilities? What would the ability tree look like aswell?

    From what I can see, you seemed to have only included 5 base spells / ult per archetype, which is also just a bit confusing, especially since you made it an archetype rather than a standalone class.

    There also doesn't seem to be any sort of mobility spell.

    We also don't really accept any class concepts / ideas.

    Anyways here's a bit of feedback regarding the ideas.

    - Necromancers main attack seems absurdly busted, since it'd essentially "kill" any enemy just by reaching 100% corruption.
    - Necromancer as a whole just seems really unbalanced / confusing, and wouldn't really work well in Wynn at all
    - Biomancer is an interesting concept, however the abilities all just seem very basic
    - Pact Maker just appears to be Acolyte but with Ritu Masks
    - Necromancer's ult just wouldn't work in Wynn, and would be incredibly broken when considering lootrun scaling


    Overall it has some interesting ideas, however a majority just simply don't fit in with Wynn, or are incredibly unbalanced / not possible to implement.
     
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  9. dinohunter2577

    dinohunter2577 Newbie Adventurer

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    - as it says under the class weapon "abilities are just for example" meaning its to give you the "ability designer" ideas/inspiration, I'm not going to sit here and do your job and create an entire class tree Xd, since i aint getting paid for that. (hope you are)

    -for necromancers corruption idea its says its based on level so say for example your level 100 and the enemy is 110 then you can not corrupt it, and so you don't get the wrong idea no you can not corrupt bosses.

    (spoiler Lore from level90- 100 quests)
    -the name necromance might not fit in but since it is corruption based it fists better with the Wynncraft infection Lore and the infected

    - the mobility issue is simple to fix got example biomancer can turn into a slime ball or cube (minecraft = cubes), pact maker can shadow step/ blink forward, and necromancer can disconnect their soul and move as a ghost for like 2 sec then reassemble their body

    - i don't see how the necromancer ult would not work do you mean lore/balanced like or like it would not be possible to code?

    -pact maker was just a extra i had to since each class is 3 archetypes , it was just the first thing that came to mind :/
    ________________________________
    i came here to give the dev team and the community a idea not a finished product.
     
    Last edited: Oct 11, 2026 at 12:22 PM
  10. Melkor

    Melkor The dark enemy of the world

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    Classes aren't formed from individual archetypes that are then tied together; they're a single set of abilities that gets evolved into archetypes. This is both true of how they were literally made (archetypes were added years after the game was released), and in terms of game progression. Every class has four spells; a utility/unique ability spell (arrow storm, totem, heal, etc.), a mobility spell, a primary damage spell, and a secondary damage/defensive spell. The archetypes then build on these, rework them, and shift what they do as you progress down the tree. This feels like you have made 3 unique classes, which have nothing in common besides a weapon. Similarly, each has 4 abilities including an ultimate; no spells are listed unless each of those is a spell, in which case, why is one the ultimate?

    To use a few examples, arrow storm can turn into phantom ray. It retains many of its properties, but changes a bit. Then you pick up other upgrades/ changes as it goes. Arcane transfer makes it so that heal spell no longer heals you, rather it transfers the contents of your mana bank to your actual mana bar . This completely shifts how it works, but keeps it in a similar context; instead of healing your health bar, it heals your mana bar. It remains as a utility, but what it does changes. It doesn't suddenly change to be your primary damage spell, it simply changes how it behaves. Lacerate changes spin attack in a such a way that it becomes as much of a movement ability as your movement spell; however, it still works in a similar way to how it originally did; you deal damage in a circle around you. They still retain ties back to what they were before.

    Taking a look at your archetypes, I don't know if your abilities were meant to be spells but here's an analysis of them as spells, followed by an analysis of them as red nodes: One creates a damage AoE, one summons a minion, one just straight up gives a stat boost. These could all be utility spells, but they feel so widely spread out as to have nothing in common. No thread ties them together. Your second ability also has this problem; aside from none of them being a mobility spell, they also are so varied in what they do that again, no one thread ties them together; one creates a weakening AoE, one is a buff/heal, and one is a linked healing/lifesteal. The latter tow both do provide healing, but how they function is entirely different; one is very similar to paladin or acolyte's overhealth buff abilities, on is just heart of the pack but with a built in lifesteal mechanic that I'm not going to get into the balance of too much, but that is wildly overpowered and would disincentivize any sort of team play, nullifying the first half of the ability. Ability three continues this trend; one is a heal, one is a damage ray, and one is a an AoE buff/heal. All unlike one another, and at this point I should say that it's worth noting that each of these archetypes have at least one, and sometimes several, healing abilities, most of which also offer damage buffs and other support features. None of them feel specialized; no one of them seems build for damage, tanking, support, etc. They kinda just have everything. I actually really like a lot of these abilities, but they need to be rebalanced and reworked to provide archetypes that fit into a single class and fit in with the rest of the game. The final spells give damage spikes, a summon, and a buff. All, again, very different.

    The final abilities do feel more like ultimates than spells, which makes me feel like these were meant to be red nodes, but in that case, what are the spells they act on? Red nodes typically rework a spell or several spells, but for them to do that, what are the original, unmodified spells? What other changes are made to the spells in the tree? Red nodes are always active, unless they denote a specific ability and are only active when it is. Is the shared healing/ 50% lifesteal always active? What happens if you crosspath? Can you get a 20% damage boost and a poison AoE? Does it affect the poison AoE? What about a summon and a poison AoE? Can you snag both damage buffs? Is it possible to snag all of the healing/ buff nodes? That's a lot of buffs and healing, even ignoring the 50% damage-to-lifesteal one. None of these trees has a clear trend or overarching design principle, or, for lack of a better word, archetype. They feel like a handful of ideas squeezed together, rather than a coherent archetype with a direction and a purpose. Only two really have synergy; necromancer's second and third nodes. All have heals, all have either self/party-buffs or enemy debuffs, none seem to really skew in any particular way; damage, defense, or support. Pact maker is listed as a single target dps, but it offers no single-target bonuses, and offers more buffs than the support class, which actually is the only one to have an ability that seems to affect a single target.

    Also, I wanna talk about poison for a bit. The biomancer uses poison for most of the abilities, but when you talk about poison, what do you mean? Literally the poison ID on gear? I don't really see a good way to balance this, unless it happens somewhere in the tree (I still think it would be a truly impossible task, but I'll give the benefit of the doubt on this) in which case that's something that needs to be mentioned. If the poison damage comes from gear, it either ends up being accessible to all classes, or is entirely on the weapons, in which case building for this class amounts to finding a build with enough survivability while being able to use the weapon with the most poison damage. This applies to all three archetypes too; if some offer damage and some offer poison, some are just not usable for this archetype. It feels impossible to balance this; skill points don't effect poison so your damage is entirely decided by the poison ID. What's to stop someone dumping everything into defense and agility and just not interacting with anything and using melee? If you play as a necromancer, do your summons do poison damage? Poison doesn't scale with spells, so at first glance, the best way to play this is to grab the highest poison weapon you can use with 100+ defense and agility, grab the first necromancer red node, and then go down the pact maker tree to get the second red node. As long as you are playing alone, you are now literally invincible (if this class does even a quarter of a moderately capable endgame build's dps, you could be getting in excess of 10,000 healing per second with 50% of your damage being used as lifesteal) and can basically sit there while your dead minions kill everything for you. Slowly perhaps, but slowly and at no risk of dying whatsoever.

    I know this sounds like a giant essay ripping into this and trying to tear apart your ideas; it's not. I actually really like a lot of the ideas here, and I think if they were more fleshed out and balanced, they're be a fun idea. Class ideas are some of my favorite suggestions, because while they won't be added, it's really fun to see creativity on display. In fact, the knowledge that they won't be added makes them a little better in my mind; it's creativity purely for the sake of creativity; it's writing a poem to have written a poem, it's painting a cloud because the cloud was pretty, it's throwing a bowl on the wheel because you wanted to feel the shape of it come together under your hands with no regards to what the actual outcome is. At the risk of sounding, well, insane, it's art for the sake of art. Someone loved the game enough to make something that fits within it well enough that it could be real. Not for forum fame (at least I assume not; the forums are dead lol) or because they thought it would be added or because they thought Salted would make them a GM for it (again I am assuming here, but I think it's a pretty reasonable assumption in most cases), but because they wanted to. However, they're a lot more fun to read as something that could be added; a fleshed out ability tree, four functional spells that fit within the game and make sense, the ability to see where crosspathing would occur, where different playstyles would come from, what type of items the class would have, etc. I don't say all of this as an attack on your idea, I say it with the hope that you rework this into something that could be added. Come up with the spells, flesh out the tree, and balance the abilities in a way that makes them feel real. The most unbalanced, nonsensical ideas often have the most interesting design components. A lot of this idea doesn't fit within the game, but it could with some work.

    To end on a positive note; here are some of the ideas I loved, that I would love to see worked into a more cohesive and fleshed-out idea. I love the idea of sacrificing summons as a summoner in order to do straightforward damage; it makes it a balancing game of what whether burning your built up damage (the summons) is worth if for the burst damage, although I'd remove the passive damage boost part of that; make it a bigger gamble. I like the idea of biomancer, but you'd need to work poison into the tree; the first thing I came up with after 5 seconds of thought would be some manner of converting damage into poison or better yet something poison-like where it deals the damage over a period of time in order to make builds still relevant and to prevent poison from just being the only form of damage that matters to the class as a whole. I like the idea of turning enemies to fight for you, but I don't know that it works on a melee attack; hitting an enemy several times should generally kill it with most builds, especially if the enemy is a significantly lower level than the player. I like the idea of a necromancer class as a whole, and it certainly feels like the most fleshed-out and balanced of the three. I think if you do go back and rework this, that would be an interesting starting template.
     
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