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Class Idea : Mastery Class - Warrior

Discussion in 'General Suggestions' started by FluffyWarspite, Dec 14, 2016.

?

whadya think?

  1. Amazing! (Thanks :D)

    4 vote(s)
    26.7%
  2. Good! (Thanks too! :D)

    3 vote(s)
    20.0%
  3. Decent :) (thanks mhm :)) )

    1 vote(s)
    6.7%
  4. Mmm…decent,but tweaks can be made(tell me :) )

    1 vote(s)
    6.7%
  5. Eh,not really a big fan (oh alright :( )

    1 vote(s)
    6.7%
  6. Pooooooooooooooop (insert poop emoji here)

    1 vote(s)
    6.7%
  7. Where are the memes? (( ͡° ͜ʖ ͡°))

    4 vote(s)
    26.7%
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  1. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Since a lot of people complained about my last warrior mastery concept,this is basically a recreation of the warrior mastery
    -
    Unlocked at level 100 with a warrior/knight class,the Paladin is the protector of all. Featuring mostly defensive and area denial abilities,he's also versatile with mediocore mobility and support abilities,however still being exceptional at defensive roles
    =====
    Class Name : Paladin
    Unlock level : 100 Warrior
    Weapon : Spear
    Strength : Survivability,crowd control,areal deny,protecting allies
    Description :
    Sacred,untainted but powerful,the Paladin is the ultimate defence class. Having excellent defensive capabilities,his offensive and supportive ability isn't exactly poor,tho. The Paladin may be the master of all art,and protecting his allies with the power of pure light.
    =====
    Lore
    "May I guide the lights to shine upon the shadows."
    In the history of Wynn,there were once the Crusaders - the protector of the province. Helped to fight off millions and millions of the corrupteds with the power of pure light,the Crusaders were once a legend,the gods-sent protectors. But one day,according to the legend,they vanished,some say slain by a creature of pure void strength,leaving behind nothing but myths of where they had gone. The Crusaders remained as a story of every Wynn's town for ages,till one day,the Paladin appeared. Possibly from Fruma,the Paladin holds the power of pure light,he's a descendent of the lost Crusaders,a living legend,a reincarnation of the sacred protectors,he shall revive the legend of the Crusaders.
    =====
    Stats
    Damage : [] [] [] [] []
    Being mainly a protective tank,the Paladin may not be exactly the best at killing,but he still got some combatting skills as an ancient warrior

    Defence : [] [] [] [] [] ([])
    As the ultimate defensive class,the Paladin masters the art of defensive playstyle. This warrior of the ancient era is the protector of all. Having nice crowd control,decent armor rate of 120% and excellent area denial capability,the Paladin protects its allies from all danger

    Spells : [] [] [] [] []
    As the warrior of holy power,the Paladin got some magic to spare,having great elemental damage,spell damage,as well as utilities

    Range : [] [] [] [] []
    Though having excellent survivability and decent mobility,the Paladin still gets dominated from a distance rather easily,making the lack of range one of his main weaknesses
    =====
    Abilities
    Passive :
    God's Blessing

    Faster health regeneration for the Paladin himself and all allies nearby
    -------
    Spell 1 :
    Slash - Defensive/Offensive

    (Right-Left-Right)
    Swing your spear in front of you and sends out a pulse flying towards your looking direction,dealing damage to all enemies upon impact while in flight
    Range : 10 blocks
    Flight speed : 3 blocks/s
    Damage : 150%
    Mana cost : 5 mana
    Air dmg +15%

    Tier II :
    Triple Slash

    Swing your spear in front of you three times continuously
    Range : 12 blocks
    Flight speed : 4 blocks/s
    Damage : 70%
    Mana cost : 5 mana
    Air dmg +15%

    Tier III :
    Lightning Strike

    Striking at lightning speed,the pulses now travels faster and will stun enemies for 2 second upon impact
    Range : 12 blocks
    Flight speed : 6 blocks/s
    Damage : 70%
    Mana cost : 7 mana
    Air dmg +25%
    Thunder dmg +10%
    -------
    Spell 2 :
    Pegasus Charge - Mobility/Defensive/Offensive

    (Right-Right-Right)
    Transform into a winged horse of pure light,charging into your looking direction and kick all enemies upon impact
    Range : 11 blocks
    Knockback : 8 blocks(horizontal)/2 blocks(vertical)
    Damage : 100%
    Mana cost : 4 mana
    Thunder dmg +20%

    Tier II :
    Feathered Boots

    Windy clouds surrounds your boots after casting the spell,granting you speed IV and jump boost III
    Range : 12 blocks
    Duration : 10 seconds
    Knockback : 9/2
    Damage : 100%
    Mana cost : 4 mana
    Thunder dmg +30%

    Tier III :
    Horse Kick

    Kicking enemies with great force upon impact,exerting immensive knockback and stuns them for 2 seconds(hitting enemies will knock them back greatly,but also stops your momentum completely)
    Range : 12 blocks
    Duration : 10 seconds
    Knockback : 14/3
    Damage : 165%
    Mana cost : 4 mana
    Thunder dmg +30%
    Water dmg +15%
    -------
    Spell 3 :
    Guardian Halo - Defensive/Supportive

    (Right-Left-Left)
    Guarding yourself and nearby allies with a glowing halo,granting affected allies resistance II
    Range : 5-block radius
    Duration : 12 seconds
    Mana cost : 9 mana

    Tier II :
    Dethroning Halo

    Guardian Halo removes all negative effects,also dethrones all enemies within its range,removing their buffs and grants them weakness II. For enemy mages,the amount of their heals would also be decreased by 40%
    Range : 5-block radius
    Duration : 16 seconds
    Mana cost : 8 mana

    Tier III :
    Retribution

    Damaging protected allies would cause the attacker to receive 2% more damage from any source until the duration of this ability runs out. This can be stacked up to a maximum of +60% taken damage
    Range : 6-block radius
    Duration : 16 seconds
    Mana cost : 8 mana
    -------
    Spell 4 :
    Smite - Defensive/Crowd Control/Damage

    (Right-Right-Left)
    With deadly,focused holy power,Paladin levitates nearby enemies into mid air for 1.5 second,preventing them from moving and attacking,then smash them violently into the ground,stunning them for 3 seconds and granting them slowness
    Range : 6-block radius
    Duration : 6 seconds
    Damage : 275%
    Mana cost : 12 mana
    Water dmg +50%

    Tier II :
    Diviner

    With immense divine strength,Paladin strikes all affected enemies with deadly charged solar beams when he smash them into the ground,dealing even more damage and extend the stun to 4 seconds
    Range : 6-block radius
    Duration : 6 seconds
    Damage : 325%
    Mana cost : 12 mana
    Water dmg +50%
    Fire dmg +35%
    Tier III :
    Siphoning

    Paladin siphons the life essence of killed enemies,sharing 10% of the damage dealt to their health and send healing orbs to himself and nearby allies(the heals are evenly distributed to everyone)
    Range : 6-block radius
    Duration : 7 seconds
    Damage : 325%
    Mana cost : 12 mana
    Water dmg +65%
    Fire dmg +35%
    =====
    Pretty OP it is actually,huh?
    Tho most of his abilities aren't really damaging and focus more around defensive usage,the Paladin still got Smite,which has really high AoE damage and may often clear a large amount of mobs around with only one use. Smite will also heal Paladin and allies nearby if it manages to kill anything(tho it's not a lot,it's still a heal). And being a defensive class,the Paladin himself already got great crowd control and areal deny abilities. He can also remove buffs of the enemies and clear negative effects of himself and allies nearby. But well,I think it's somewhat better than the previous one? :-P

    Yeah,mage,better than mage
     
    Last edited: Dec 14, 2016
    AetherArising likes this.
  2. llllllllllllll

    llllllllllllll Famous Adventurer

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    put some parts in spoiler pls
     
  3. Fread

    Fread Well-Known Adventurer HERO

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    it wouldnt be a good idea to start over with new spells when you get to max level
    i mean, no one would want to give up their skills and combo or wtv with their previous spells

    but sure the idea itself is pretty good, maybe you can add more passive or some hidden abilities?(like the way you activate powders abilities)
     
    AetherArising likes this.
  4. Shamos200

    Shamos200 Famous Adventurer HERO

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    Minecraft:
    cool



    but where are the memes?
     
  5. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Well,you still got to keep the original Warrior,it's just that next time when you create a new class you can create a new type of class. All mastery classes I've made have passives btw,and I think one passive for each class would be enough,I don't want things getting too complex :-P
    And also,it's always good to have something new to try out,especially when you've been playing one class for ages,isn't it? :)
    ________________________________
    Lost?
    (Ask Yahya if he'd seen any of my memes)
    No idea
     
    AetherArising and Shamos200 like this.
  6. Jemewa

    Jemewa Skilled Adventurer

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    Im not likking the idea of 100+ exclusive kits but some more would be nice ;)
     
  7. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    What do you mean
     
  8. Jemewa

    Jemewa Skilled Adventurer

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    Im mean that if you want to play a kit you are forced to/ need to go to lvl 100
     
  9. FluffyWarspite

    FluffyWarspite Class Suggestion Spammer

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    Cuz this class is considerably powerful,and I make these mastery classes because I want to reward players for reaching level 100 and give them something new to try out for reaching level 100,I explained this in my first mastery class idea,the archer
     
    AetherArising likes this.
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