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[class] Phantom / Thanatos ♡

Discussion in 'General Suggestions' started by coga, Apr 19, 2016.

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  1. coga

    coga Noob CHAMPION

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    Minecraft:
    If you didn't infer from the title, I'm suggesting a class. Things such as mana cost for spells is left out, as I want more people than just myself to decide upon fair amounts. Let's jump right into it.

    Class name:
    Phantom
    Thanatos (VIP/VIP+)

    Style:
    Melee/support.
    Left click is basic attack.

    Weapon type:
    Pocket watch.

    Lore:
    There isn't a single known fact about where the Phantom comes from. Scholars from all over the provinces of Wynn and Gavel have yet to uncover even the slightest detail about their origin, or why they seem to always be carrying a pocket watch. Many believe the Phantom to just be a vigilante, but the mystical power they posses proves otherwise. With just a measly pocket watch, they manage to cripple enemies and protect themselves simultaneously. The even more intriguing thing, is that the Phantom can sometimes appear in two places at once, one of them carrying out good deeds, the other... not so friendly. It is believed that they can split into two halves, light and dark. While the brighter side of them is silently protecting newcomers venturing out of the Ragni gates, the more ominous side will wreak havoc and slaughter anything that moves. Some have even witnessed the two halves waging war on each other, only to suddenly blink out of existence with no notice. Dimensional travelers? Beings of darkness and light? A demon and an angel? You'll never find out... or will you?

    Playstyle:
    The Phantom will utilize both it's ability to keep enemies at bay, and it's self-healing powers to dominate the battlefield. It has an interesting quality, also. You can either use agility and intelligence to focus on light, or defense and dexterity to focus on darkness. When your Phantom or Thanatos is first created, you may choose to succumb to the darkness, or give into the light.

    Darkness traits:
    +5% fire and thunder damage every ten levels.
    -2% air and water defense every ten levels.
    +1% melee damage every five levels.


    Light traits:
    +5% water and air damage every ten levels.
    -2% thunder and fire defense every ten levels.
    +1% health regeneration every five levels.


    Spells:
    Because you can choose two paths for this character, your spells will be different, although they have the same concept. Light is more on the support side, while Darkness does a little more damage.

    [RLR]
    Heaven's Hammer (Light)
    Infuse your pocket watch with the power of light and slam it ridiculously hard into the ground in front of you to produce a shockwave, doing air and water damage, as well as leaving your enemies stunned for a short amount of time.

    125% damage | 10% water and air damage | stuns for one second
    150% damage | 15% water and air damage | stuns for two seconds
    180% damage | 25% water and air damage | stuns for three seconds


    Death Grip (Darkness)
    Lasso enemies in front of you into a small cluster, then call upon the dead to damage them from underneath, doing fire and thunder damage, as well as leaving your enemies with slowness and poison for a short amount of time.

    125% damage | 10% fire and thunder damage | slowness & poison for one second
    150% damage | 15% fire and thunder damage | slowness & poison for two seconds
    180% damage | 25% fire and thunder damage | slowness & poison for three seconds


    [RRR]
    Lunar Slash (Light)
    Swing the chain of your pocket watch in a massive arc in front of you, slicing enemies in two.
    Causes bleed damage and fire damage.

    190% damage | 20% air damage | bleed and fire damage for two seconds
    210% damage | 30% air damage | bleed and fire damage for three seconds
    240% damage | 40% air damage | bleed and fire damage for four seconds


    Incinerate (Darkness)
    Call upon flames from the deepest abyss to scorch and push back enemies in front of you.
    Applies wither and fire damage.

    190% damage | 20% fire damage | wither and fire damage for two seconds
    210% damage | 30% fire damage | wither and fire damage for three seconds
    240% damage | 40% fire damage | wither and fire damage for four seconds


    [RLR]
    Infusion (Light)
    Take in light rays from the sun and moon to purify yourself and those around you.
    Provides healed players and yourself slight speed, resistance and jump boost for a short time.

    20% heal | speed, resistance and jump boost 1 for one minute
    30% heal | speed 2, resistance and jump boost 1 for one minute
    40% heal | speed 2, resistance 2 and jump boost 1 for one minute


    Blood Prison (Darkness)
    Hold your enemies in place while sucking the life out of them to heal yourself. Because of the intensity of your magic, players around are also healed.

    20% heal | stuns enemies for two seconds
    30% heal | stuns enemies for three seconds
    40% heal | stuns enemies for four seconds


    Suggested changes:
    -to be collected with feedback-
     
    Last edited: Apr 20, 2016
  2. Madsi6

    Madsi6 The Derpy Man Of Derpness CHAMPION

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    Minecraft:
    You forgot some things.
    1: mana cost for spells (I'd suggest adding the fourth spell first before mana costs in general)
    Edit: Forgot to read the top, my bad.
    2: the fourth spell (RRL)
    3: the third spell is activated by RLL if i'm not mistakeing.
    4: the RRR spell is often the support/movement spell of a class.

    So an idea is to Add a movement spell to RRR for both classes and move the current RRR spell to RLL (the 3rd spell) and move the current RLL into RRL (the 4th spell)

    Except that i find this class really unique. Nice going.

    P.S

    I have an idea for the RRR (Movement spell)

    Phase Dash (Light)

    Description:
    Slowly charge up and phase through time and space to where you are looking.

    Info:
    Select a location with your crosshair and press RRR to select the location, you then charge up for a small amount of time, before flying over to your location in the speed of light

    Lvl 1: 4 Second chargeup time, Teleports you up to 15 blocks ahead, makes white particals from where you started the spell to where you ended it.
    No Elemential damage.
    Lvl 2: 3 Seconds chargeup time, Teleports you up to 20 blocks ahead, same particals.
    Any mobs around you where you land will get pushed back 1-2 blocks and when they land they will get stunned for 3 seconds, dealing a total of 10% air damage and 10% water damage.
    Lvl 3: 2.5 Seconds chargeup time, Teleports you up to 25 blocks ahead, same particals.
    Now when you land, mobs will now take drowning damage (if possible) for a total of 15% air damage and 15% water damage.


    Corrupt Aura (Dark)

    Description:
    Gather dark auras from around you to propel you forward, and destroy anyone or anything in your way.

    Info:
    Does the same thing as Phase Dash.

    Lvl 1: 4 Second chargeup time, Teleports you up to 15 blocks ahead, Makes smoke particals from where you started to where you ended it, Any mob around where you land will get Wither for 3 Seconds and take 10% Thunder damage.
    Lvl 2: 3 Second chargeup time, Teleports you up to 20 blocks ahead, same particals.
    Now when you land, mobs around you will get dark particals around them, giving them slowness II for 3 seconds along with the wither, Doing 15% thunder damage and 10% earth damage.
    Lvl 3: 2.5 Second chargeup time, Teleports you up to 25 blocks ahead, same particals.
    Any mobs around you when you land will now also be set on fire for 5 seconds, causing 15% Thunder damage, 10% Earth damage and 15% Fire damage.

    That's my idea for a movement spell.

    And for Mana Costs, i'd say

    The first spell: 8 Mana, Meaning it cost 4 mana bars

    The second spell (If you decide to put what i just suggested in as number two and move the other spells down): 4 Mana

    The third spell (The current second spell): 10 Mana

    The fourth spell (The current third one): 6 Mana

    Of course this is affected by intelligence.
     
    Last edited: Apr 20, 2016
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