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Class Idea: Spectre/ghost

Discussion in 'General Suggestions' started by SPYROHAWK, Jan 19, 2016.

?

What do you think?

  1. I like it alot!

    44.4%
  2. It's cool

    11.1%
  3. Meh...

    22.2%
  4. Not really seeing it

    22.2%
  5. Bad idea

    0 vote(s)
    0.0%
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  1. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    So! I made a barbarian/Ichor class the other day and I said I had a new idea. So here it is. This class is HEAVILY inspired by the class spectre from Roblox Strife! Alpha, but I have re-adjusted it to work with Wynn.

    So, here we go:

    SPECTRE

    Weapon: Sword. Specifically a sword that is part metal, part spirit. Before you say sword blocking is a screw up, come on man. New textures ftw. The class is 100% melee.

    The whole class is based around the first ability, and it's primary build would be defense/ intelligence (fire/ water)

    Also, before I begin, I want to make some things clear. Those whole class revolves around the first skill, so keep that in mind. It also needs 2 mechanics that I know are possible in minecraft, or at least can be made possible with plugins. First is health linking. Making 2 entities have the same health. If one entity is damaged, so is the other. One heals, so does the other. Second would be summoning a player with NoAI and a specific skin, but with the plugin used for the humans in towns, that should not be a problem.

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    Spell 1: Phantom/Ghostwalking = N/A Mana

    So this is the most complex spell the Spectre has, but also the most important. It is a toggle. Once to activate, once to de-activate. Due to this is cost 0 mana, but cost mana over time when used. Run out of mana, it deactivates. No INT and full mana will get you about 30 seconds.

    So, basically the player goes invisible. It's more complected than that, but let me explain in order. The player goes invisible, and uses up mana as long as the player is invisable. This mode is called the player's "phantom". When in phantom mode the player can not take damage. Sounds OP. However, the player leaves behind their body. Basicly the humans you find in towns. One of those with the player's skin. It can not move, and if it takes damage, the player also takes damage. It also looses all elemental defence when in this mode. So going into the mode is dangerous, because your body can take more damage than you usually do. The body can not move btw.

    Deactivating the ability or running out of mana returns you to your body. You can not cast spells while in this mode. While in phantom mode mana will not regen and mana steal will not work. Only INT will cause the mana loss to be less.

    Grade 2, Claws: The player does 150% damage while in phantom form. They also move faster. They also pierce 10% of elemental defense while in phantom form.

    Grade 3, Spiritual Protection: The body gets a 5 second shield when going into phantom form. They now pierce 25% of elemental defense.
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    Spell 2: Divide/Rift = 3 Mana

    So this basically creates a field of black particles (dark purple and green for Ghost). The field lasts 10 seconds. While standing in the field, you receive a strength and resistance buff. Going into the phantom mode with the field active will start your phantom out in the center of the field. Field is a circle with a 7 block diameter. Opening a new field will close the first one. The field is opened the the block the player is looking at. Must be within 20 blocks. (the targeting for this IS possible)

    Grade 2, Opening: Upon creating the Divide, it causes and explosion. Another explosion is created when Divide ends. Explosion deals 100% damage. Field can be opened up to 30 blocks away.

    Grade 3, Taint: Any enemies that walk into the field get slowness and slower attack speed. Field extended to 10 blocks. Field can be opened up to a whole 50 blocks away.

    ----------

    Spell 3: Spirit Armor/ Elemental Calling = 6 Mana

    This spell will cause you to gain a temporary +50 Elemental defense for all elements. Lasts for 20 seconds. Going into phantom mode while this is active causes your body to have what ever elemental defense is supposed to have, and will last until you leave the phantom mode.

    Grade 2, Defender: The defense is raised to +75 and extended to 30 seconds. You also get a slight health regen boost.

    Grade 3, Spirit Wall: The defense is raised to +150 and extended to 45 seconds. You also get a slight resistance effect. Phantom form elemental defense piercing raised to 50% when going into phantom form with this spell active.

    -------

    Spell 4: Phantom's Mark/ Astral Recall = 10 Mana

    Teleports the player to the last enemy they hit while in phantom form. Causes an explosion at where the player was, and where the player arrives. Only works if the mob is still alive and is within 100 blocks. If either of those requirements are not met, the player will teleport to the nearest mob instead, still causing the explosions. If the player is not within 100 blocks of ANY mob, then the player will simply cause an explosion. Explosions do 125% damage.

    Grade 2, Elemental Shattering: Explosion causes 75% elemental armor piercing. Also weakens any enemy caught in the explosion.

    Grade 3, Final Blow: Explosion does 100% armor piercing. Range extended to 250 blocks.

    ------------

    Final notes:

    This class is heavily influenced by elements. Any damage done through spells with this class also do elemental damage. For example, if your sword does air and neutral damage, the explosion of your grade 2 Divide will do air and neutral damage. Not just neutral damage like the spells of other classes.

    I find this class very unique in its spells and play style. It can be very powerful if used right, but has not direct attack spells. All the spells are a bit miscellaneous.

    ------------

    So yeah! Tell me what you think! And feel free to check out my Barbarian/Ichor suggestion!
     
    Last edited: Jan 19, 2016
  2. InvertedReaper

    InvertedReaper The Nigerian Soothsayer HERO

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    This just seems incredibly and unnecessarily complicated compared to other classes. Like, okay, you use your phantom form, but when the spell is over, you just end up with no mana and almost certainly health lost. Also, in a PvP scenario, you're just a sitting duck asking for someone to kill you before Phantom wears off. Even with the defense buffs and max Def, you'll be hard-pressed to stay alive long.

    On the other hand, in PvE, this is stupidly OP. You get a Strength and Resistance buff as well as added defense in all elements, so you take little to no damage from most enemies. Not only that, but you can teleport to an enemy 100 blocks away and deal really good damage.
     
  3. Loggerhead

    Loggerhead Some Loggerhead

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    The weapon should be a hammer or a battleaxe
     
  4. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    So how would you suggest fixing it? The whole point is that it's complex and hard to use, but could be powerful if used correctly
     
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