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World More Mob Attack Methods And Spells. (+13 Supporters!)

Discussion in 'General Suggestions' started by Not A Nub, Feb 29, 2016.

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Would you like to see these ingame?

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  1. Not A Nub

    Not A Nub h VIP

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    It has come to my attention that all wynncraft's mobs have such a small selection of spells, that it just gets plain boring to see the same one over and over again. In this thread, I'm going to list some of my mob spell, perk, and attack method ideas. When multispells are added, there needs to be a much larger variety of spells to go along with it.

    Mob Attack Methods:

    1. "Exploding" projectile
    - This type of attack will have a slow velocity and a cooldown of 1 to 3 seconds. It will deal high damage to players within its Area of Effect, that is usually a radius ranging from 3 blocks to 5 blocks wide, depending on the mob. The sound effect of the projectile landing will be a high-pitched explosion similar to the sound that comes from weapons when the exploding identification activates.

    2. Poisoned attacks.
    - Some mobs will give poison to players that are hit by it. The poison will deal 25% to 75% of the mob's weapon damage per second and the effect can last from 3 seconds to 15 seconds. Some of these 'poisoned attacks' will come with adverse effects such as Nausea, Weakness (-10% attack per tier), Slowness, Blindness, etc. These effects can be cured by a Tier 2 mage heal.

    Perks: (There will be a new row under a mob's name, above elemental stats and below mob's name, which will list certain perks. They are marked by a symbol.):

    1. Immunity. (Mobs with this will have a unique + symbol next to their name)
    - At times, usually with particular bosses, mobs will be immune to harmful effects like Blindness, Slowness, and Weakness, and Knockback. Mobs don't have to be immune to all of them or none of them. For example, a mob may be immune to Knockback and Weakness, but they will still suffer effects of Blindness and Slowness.

    2. Natural damage resistance. ( 10% per shield. (It does not have to be at intervals of 10%) Mobs with this will have shields in their 'Perks' Row.)
    - This should have been added a long time ago. Simply put, mobs with this perk will resist all forms of damage depending on how much defense they have. In return, some weapons will be given a new identification called "Armor Penetration", which will reduce a mob's armor value by a certain percentage per MELEE hit. Another identification will be "Armor Ignorance", which will ignore the amount of armor an enemy has at a constant based on the percentage.

    3. Last Stand. (Mobs with this will have a Skull in the 'Perks' Row.)
    - Mobs with this perk, at a quarter of their health left, go into a 'Last Stand' mode, where its attack power, defense, and speed is increased by 25%. Its Last stand mode will be shown by red particles showing up around the Mob.

    Mob Spells:

    1. Ground Slam
    - The Mob jumps 5 blocks directly up into the air, and comes directly crashing down, dealing 250% normal damage. in a 3 to 5 block radius upon landing.

    2. Frost Breath
    - Similar to the already existing Fire Breath attack, dealing less damage than the fire breath attack, and having white firework and ice-break particles rather than fire particles, players trapped in this spell will suffer slowness III.

    3. Illusion (Exclusive to Specter-like Bosses like Marius Twain in the House of Twain)
    - The mob vanishes, and summons 3 to 5 copies of itself that are slightly weaker than the average mob of that level in terms of health, but they deal as much damage as the boss. Once they are all defeated, the boss will return.

    4. Burning Ground (Exclusive to Fire bosses.)
    - Upon cast, the ground around the user, at a radius from 5 to 7 blocks, becomes 'overheated'. When a player steps inside the overheated area, they will suffer 100% mob's damage per second. The Burning Ground lasts up to 10 seconds.

    5. Gust (Exclusive to air bosses.)
    - The mob casts a quick torrent of wind in a 10 meter cone, and players within the cone will take 250% normal damage and receive a large amount of knockback.

    6. Shock
    - The mob shocks the player when within a 10 block range, dealing 250% damage to the player, and immobilizing them for 2 seconds. Damage may vary depending on mob.

    7. Vine Trap (Exclusive to Earth Bosses)
    - The mob casts vines at the player, which gives him slowness II for 5 seconds, dealing 150% damage upon hit, and 25% damage per second for 3 seconds. This cannot be cured by a Mage's Heal.

    8. Lightning Storm (Exclusive to late-game Thunder Bosses)
    - The mob summons a deadly storm, where lightning is randomly landed throughout a 20 block wide radius around the mob. The lightning deals 500% damage per strike, but can be predicted by a vertical line of Yellow Firework Particles, where lightning will strike 1 second after appearing. The mob will be immobilized throughout the 5 second duration. This will have a long cooldown.

    9. Earthquake (Exclusive to late-game Earth bosses)
    - The mob summons a deadly earthquake that lasts 2 seconds. Any players in the 20-block ares of effect will take 1000% normal damage, and will be thrusted 10 blocks into the air. The mob requires 2 additional seconds to activate it. This will have a long cooldown.

    10. Sun Infusion (Exclusive to late-game Fire Bosses)
    - The mob absorbs energy from the sun, which gives it 20% more defense rating, sets targets ablaze for up to 5 seconds upon hit, and hits deal 200% more fire damage. The effect lasts 10 seconds. When the effect ends, a medium blast is released in a 10-block radius, which deals 300% mob damage to all players inside it. The mob will be immobilized for 2 seconds when the effect is over. This will have a long cooldown.

    11. Torrential Rain (Exclusive to late-game Water Bosses)
    - The mob calls upon a storm (without lightning) that lasts for 20 seconds. In that storm, the mob(s) is granted +150% spell damage, and +10% armor rating, as well as a cut in half in spell cooldowns. In the meantime, players suffer Nausea, and Weakness II (-20% in ALL damage). This will have a long cooldown.

    12. Tornado (Exclusive to late-game Air Bosses)
    - The mob summons a wind against the player, that gives the players within a 30 block radius slowness IV, while giving the user +50% walkspeed. This will have a long cooldown.

    13. Drain Life
    - The mob throws a Soul in front if it, and if it hits a player, it will deal 150% mob damage, and emit a small field around its landing which will drain the player's health. Players that stand in it will take 30% mob damage each second for 3 to 5 seconds and the mob will heal from 50% of the damage of the spell. Future upgrades of this will have multiple projectiles in different directions.

    14. Fortify
    - The mob summons a magic shield around itself and nearby mobs for 6 to 9 seconds (shown by light blue firework particles and shield items floating around the affected mobs). With the shield up, mobs will receive 20% additional armor rating. Damage is reflected back at the players if they attack that mob with spells or melee attacks until the shield disappears or breaks.


    I hope you liked my suggestion! feel free to give criticism as long as it is detailed and isn't a shitpost.

    Changes:
    - Renamed "Gale Wind" to Tornado.
    - Added 2 new spells.
    - Nerfed the damage of "Ground Slam"
     
    Last edited: Mar 2, 2016
  2. Lea

    Lea Hi!

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    Good spells you got there. I'm just wondering if the Devs are going to be able to make mobs have more than 1 spells :P +1
     
  3. The One-eyed Guy

    The One-eyed Guy that guy VIP+

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    Just one thing: Gale and Wind are pretty much the same thing. I can see what you're going here by the "late air boss" thing(Aka Gale herself), but it just seems kinda weird :p
     
  4. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Wind wind
    ________________________________
    I'm not sure they are able to code mobs with more than one spell (I know igbar has a mob with multiple spells in his content submission)
     
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  5. Mistrise Mystic

    Mistrise Mystic Surfing winds and chasing windfalls

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    Whynaut just name the spell "Cyclone"? That's pretty much what it is...
     
  6. Lea

    Lea Hi!

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    Igbar suggestion was very good. But it might cause more lag to the server :P
     
  7. Not A Nub

    Not A Nub h VIP

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    Bump! Changed the name of Gale Wind into Tornado, and added 2 new spells.
     
  8. awemanrank100

    awemanrank100 custom title

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    You mean something like this?
    [​IMG]
    hue i was bored ok
     
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  9. Kahsol

    Kahsol Local Serial Liker

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    no
     
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