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[class Idea] Mastery - Mage

Discussion in 'General Suggestions' started by FluffyWarspite, Nov 23, 2016.

?

Whaduya think?

  1. Amazing! Impressive (thanks! :))

    4 vote(s)
    33.3%
  2. Great idea! I kinda liked it! (thanks too :D )

    2 vote(s)
    16.7%
  3. Decent,I mean,but some tweaking s would make it even better (ooo plz tell me)

    2 vote(s)
    16.7%
  4. Mmm…meh (oh,sad :( )

    1 vote(s)
    8.3%
  5. Umm…don't really like it (anyway to improve it?)

    2 vote(s)
    16.7%
  6. Et suqz (woah)

    1 vote(s)
    8.3%
  7. MOM GET THE CAMERA (wut .-.)

    0 vote(s)
    0.0%
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  1. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Guild:
    Unlocked at level 100 with a Mage account,the Master Mage - renamed Incantatore is the prove of the mastery in the Mage class of the player. The Incantatore not only kept the supporting capability of the original Mage,but also comes with excellent crowd control abilities. With excellent crowd control and useful ultilities,the Incantatore is very versatile and plays an essential part inside a team.
    =====
    Class : Incantatore
    Unlock lvl : lvl 100 mage
    Weapon : Wands
    =====
    Stats
    Damage : [] [] [] [] []
    Being a mainly supportive class to play,the Incantatore isn't exactly the best damage dealer,with most of the abilities focused around ultilities and crowd control,the Incantatore suits better for players who's looking for a supportive role

    Defence : [] [] [] [] []
    Armor wise,the Incantatore has a very average stat of ~100% armor rate. However,the Incantatore has amazing crowd controlling ability,making him a very strong crowd-controlling support that can be very important to a team

    Range : [] [] [] [] []
    Although with great crowd controlling abilities,the Incantatore's attacking range isn't very long,though. Although the fact that most of his spells are AoE heals/damage/effects compensates its rather short range

    Spells : [] [] [] [] []
    The spells of the Incantatore varies from useful ultilities,to weakening all enemies nearby,and also some AoE damaging abilities,making him a very versatile class that fits in a lot of positions
    =====
    Lore :
    "Magic is like a kind of energy,that controls the world in another way…"
    Mastering the knowledge of magic and the mysterious stars,the Incantatore masters the art of magic,alchemy and astronomy,forging them into his own magical power. With immense galactic power from the ancient era flowing through his body,the Incantatore manipulates the power of stars combining his own magical power that can be both calming,surging and destructive.
    =====
    Spells :

    Passive :
    Pacify
    Seeking into the enemies' mind,the Incantatore emits a hypnotising magic aura that weakens the enemies nearby,reducing all damage they dealt by 10%
    -------
    Spell 1 :
    Blessing

    Summons an aura of healing magic,healing all nearby allies and yourself for 4 health points
    AoE : 5-block radius circle
    Mana cost : 6 mana

    Tier II :
    Arcanic Barrier

    Healed players will receive resistance II for 3 seconds,also prevents the player from catching on fire,drowning and potion effects (prevents them not remove them)
    AoE : 5-block radius circle
    Mana cost : 6 mana

    Tier III :
    Empowering
    Emits a powerful aura expanding outwards,giving yourself and allies strength 2 for 8 seconds and stun enemies(slowness II for players) for 3 seconds
    AoE : 5-block radius circle
    Mana cost : 8 mana

    -------
    Spell 2 :
    Warp Spell

    Warps to the targeted location within 20 blocks
    Mana cost : 3 mana

    Tier II :
    Starflight

    Leave behind a trail of shimmering stars when warping,stunning and weakens all enemies touching them,granting them weakness II and stun them for 3 seconds
    Mana cost : 4 mana
    Tier III :
    Supernova

    The stars will explode into small shards if anyone touches them,dealing 100% damage in a 3x3x3 area
    Mana cost : 4 mana
    Thunder dmg + 35%
    Water dmg +10%
    -------
    Spell 3 :
    Slithering Soil

    Summons a snake drifting around under your feet,seeks out a random nearby enemy and deals 300% damage upon impact
    Mana cost : 7 mana
    Speed : travels 3 blocks per second
    Duration : 4 seconds

    Earth dmg +25%
    Fire dmg +15%

    Tier II :
    Hydra
    Summons multiple snakes depending on the enemies nearby,but also distributing the damage to all snakes evenly. Maximum of 6 snakes can be summoned at the same time.
    Mana cost : 7 mana
    Damage : 360%/180%/120%/90%/72%/60%
    Speed : travels 3 blocks per second
    Duration : 3 seconds
    (Enemies outside of the snakes' 9 blocks travelling distance will not be targeted)

    Earth dmg +30%
    Fire dmg +20%

    Tier III :
    Petrify
    Hit enemies would be stunned for 4 seconds and took 15% more damage while being stunned. However,after being attacked,they will no longer be stunned
    Mana cost : 7 mana
    Damage : 360%/180%/120%/90%/72%/60%
    Speed : travels 5 blocks per second
    Duration : 2 seconds
    (Enemies outside of the snakes' 10 blocks travelling distance will not be targeted)

    Earth dmg +35%
    Fire dmg +25%
    -------
    Spell 4 :
    Alchemic Sidereal

    Summons a star fused with immense magical power,transferring enemies' life into you and your teammates' mana. Dealing damage to anything would grant the attack a certain number of mana points that depends on the weapons' attack speed
    Mana cost : 13 mana
    Duration : 9 seconds
    AoE : a 7-block radius circle

    Tier II :
    Energy Drain

    All enemies within the star's AoE will receive slowness,the effect will grow stronger as the enemies get closer to the star itself
    Mana cost : 13 mana
    Duration : 12 seconds
    AoE : a 7-block radius circle
    Tier III :
    Solar Storm

    Enemies within the star's AoE will be constantly damaged for 20% damage(20% damage each 0.5 second),while allies within receives a doubled healing rate(regenerating health twice as fast,but only works on self healing,healing spells won't benefit)
    Mana cost : 13 mana
    Duration : 12 seconds
    AoE : a 7-block radius circle

    Thunder dmg +30%
    Air dmg +25%
    =====
    Visuals and sounds will be added later!
    =====
    Hmm…I'm actually start to wonder is that too much crowd control… :P
    I actually have a feeling that this mastery would be kinda unbalanced as it's nearly impossible to kill the Incantatore effectively. I mean,he got heals,a HECK ton of crowd control,mid-range target seeking attacks and pretty much infinite mana,I assume its crowd controlling ability could be lowered a bit?

    =====
    Version 1.1

    >>Ability Revamp
    -The range of Blessing is now fixed at a 5-block radius circle,before it was 6,then 7,then 8

    -Slithering Soil has its snakes' duration lowered,ultimately decreasing its effective range
    =Tier 2 :
    Before - 3 blocks X 5 seconds
    Now - 3 blocks X 3 seconds

    =Tier 3 :
    Before - 6 blocks X 3 seconds
    Now - 5 blocks X 2 seconds

    -Alchemic Sidereal also has its radius fixed at 7,instead of before being 7,then 8,then 10
    =====
    Version 1.2

    >>Fixes
    -Fixed some errors of me being a total dumbass and forgot to change some of the stats

    Version 1.2
     
    Last edited: Nov 23, 2016
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  2. MylifeIsSad

    MylifeIsSad Well-Known Adventurer

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    It is worse than the current mage tbh (yet much more balanced)

    I like it over the current mage as it gives more counter play and less stupidly huge AoE spells .
     
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  3. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    Minecraft:
    WRONG SECTION
     
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  4. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Omg I didn't notice that at all XD
     
  5. WilsonKry

    WilsonKry Well-Known Adventurer

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    Minecraft:
    Sure a 7-10 radius circle (15 even for a blind hit with slithering soil) isn't big enough to become some extreme aoe mage.
    Nerf the range, like down to 4-6 blocks, 9 for slither, then maybe it's balanced.

    Just gonna say that it will be game-changing and hard to implement this into the game. ;-;
     
  6. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Well,those snakes can be dodged quite easily…they chase down targeted enemies,but if the target get out of range,use vanish,or maybe just leaps into the air like how archer do the snakes won't do a single thing at all,I might nerf the range down,and then buff the travelling speed…

    Anyway,this is,like someone said,in the wrong section,it would be better to go the the general suggestion section XD
     
  7. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Changelog 1.1 is out! Also got my thread moved to the right place. I mainly tweaked the range on the abilities so it makes a bit more sense :P
     
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