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<elemental Fighter Class>

Discussion in 'General Suggestions' started by SanterKloes, Mar 18, 2017.

?

Would you like this to be added?

  1. Yes.

    4 vote(s)
    26.7%
  2. Yes, but it's too OP.

    3 vote(s)
    20.0%
  3. Yes, but with some changes.

    0 vote(s)
    0.0%
  4. No, but still a good idea.

    3 vote(s)
    20.0%
  5. No.

    5 vote(s)
    33.3%
  6. Good idea, but the threat is awful.

    0 vote(s)
    0.0%
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  1. SanterKloes

    SanterKloes Well-Known Adventurer HERO

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    Minecraft:
    Hey guys.

    I really wasn't motivated to post this, as my previous couple of posts got a lot of critiscism and weren't really liked in general. But this idea is great in my opinion, and I would love to see it in game.

    I now present:

    The Elemental Fighter.

    Brave warriors, trained to use the elemental powers in the world to their best advantage,
    Skilled, warriors who use a magical gauntlet for fighting.



    WEAPON:

    Neutral :
    A grey, metallic gauntlet wich covers your entire fist, with a golden edge at the back.

    Earth:

    A viney, wooden gauntlet, covered with leaves. ( a bit like the assassin earth dagger texture, but a little more
    gauntlet-like.)


    Thunder:
    A grey gauntlet, with electric sparks coming from the sides and the fingers.


    Water:
    A shorter, dark grey gauntlet, almost like a glove, and an aquatic layer covers covers the player's arm.

    Fire:
    A dark red gauntlet, wich grows darker and more rock-like the further it progresses over the player's arm.

    Air:
    A spiked gauntlet, with a blade coming from right above the hand.


    Multi:
    A grey, steel gauntlet, with different elemental orbs covering the top part.




    SPELLS:


    Elemental Punch:
    (RLR)
    The user punches in front of him, 3 blocks wide and 2 blocks in front, dealing damage and slowing enemies.

    Grade I:

    Stats:

    6 Mana
    200% Damage
    35% Slow



    Grade II:

    Stats:
    6 Mana
    250% Damage
    40% Slow


    + EXTRA: Elemental Force: The damage dealt changes depending on what stance you're in.
    Earth stance -> Earth Damage
    Thunder stance -> Thunder Damage
    Water stance -> Water Damage
    Fire stance -> Fire Damage
    Air stance -> Air Damage


    Grade III:

    Stats:
    6 Mana
    300% Damage
    45% Slow


    + EXTRA: Aftermath: knocks enemies hit back 5 blocks, and deals 25% of the damage done on the initial cast again after 2.5 seconds. This extra damage is always neutral.
    1000 Damage done -> 250 Extra Damage
    10000 Damage done -> 2500 Extra Damage


    VISUALS: Crit particles in front of the user, and magic crit particles coming from every enemy hit.

    NOISE: Explosion noise on cast.


    Fighting Stance:
    (RRR)
    The user switches his fighting stance, granting him additional buffs. If this spell is used again within 3 seconds, the spell doesn't consume any mana. Now, I know RRR is supposed to be an escape. But, in order to rapidly change stances, I find it easier to spam right click instead of spamming right left right. This does mean the class gets a bit less mobility, but it gets more offensive power, more CC and more combo potential.


    Grade I:

    Stats:
    5 mana

    EARTH STANCE:
    +20% melee damage
    +10% earth damage
    +10% earth defence
    -10% thunder damage
    -10% thunder defence
    -20% spell damage


    THUNDER STANCE:
    +20% crit chance
    +10% thunder damage
    +10% thunder defence
    -10% water damage
    -10% water defence

    -20% melee damage

    WATER STANCE:
    +20% spell damage
    +10% water damage
    +10% water defence
    -10% fire damage
    -10% fire defence
    -20% melee damage


    FIRE STANCE:
    +20% resistance
    +10% fire damage
    +10% fire defence
    -10% air damage
    -10% air defence
    -20% melee damage


    AIR STANCE:
    +30% movement speed
    +10% air damage
    +10% air defence
    -10% earth damage
    -10% earth defence
    -20% melee damage


    Grade II:


    Stats:

    5 mana

    EARTH STANCE:

    +60% melee damage
    +10% earth damage
    +10% earth defence
    -10% thunder damage
    -10% thunder defence
    -20% spell damage
    -1 tier attack speed

    THUNDER STANCE:
    +1 tier attack speed
    +20% crit chance
    +10% thunder damage
    +10% thunder defence
    -10% water damage
    -10% water defence
    -50% melee damage


    WATER STANCE:
    +50% spell damage
    +10% water damage
    +10% water defence
    -10% fire damage
    -10% fire defence
    -65% melee damage

    FIRE STANCE:

    +50% resistance
    +10% fire damage
    +10% fire defence
    -10% air damage
    -10% air defence
    -20% melee damage
    -50% movement speed

    AIR STANCE:
    +80% movement speed
    +10% air damage
    +10% air defence
    -10% earth damage
    -10% earth defence
    -50% melee damage
    -50% spell damage


    Grade III:

    Stats:
    5 mana

    EARTH STANCE:
    +60% melee damage
    +10% earth damage
    +10% earth defence
    -10% thunder damage
    -10% thunder defence
    -20% spell damage
    -1 tier attack speed

    + FIST OF GAIA: The first regular attack in this stance deals +30% earth damage and knocks the enemy up 3 blocks.

    THUNDER STANCE:
    +1 tier attack speed
    +20% crit chance
    +10% thunder damage
    +10% thunder defence
    -10% water damage
    -10% water defence
    -50% melee damage

    + THUNDER PUNCH: The first regular attack in this stance deals +20% thunder damage and stuns the enemy for 1.5 seconds.

    WATER STANCE:

    +50% spell damage
    +10% water damage
    +10% water defence
    -10% fire damage
    -10% fire defence
    -65% melee damage

    + MAGICAL EMPOWERMENT: The spell used in this stance deals +5% damage doesn't consume mana.

    FIRE STANCE:
    +50% resistance
    +10% fire damage
    +10% fire defence
    -10% air damage
    -10% air defence
    -20% melee damage
    -50% movement speed

    + PYROMANIA: When switched to this stance, the user gains 25% additional resistance for 5 seconds.

    AIR STANCE:
    +80% movement speed
    +10% air damage
    +10% air defence
    -10% earth damage
    -10% earth defence
    -50% melee damage
    -50% spell damage

    + SPEED RUSH: Grants an additional 50% speed boost for 1.5 seconds when switching to this stand.


    VISUALS:
    Earth stance: Dirt particles coming from the user on cast, and a small green circle around him as long as he is in this stance.

    Thunder stance:
    Crit particles explode outwards from the user, and a trail of crit particles behind the user as long as the user is in this stance.

    Water stance:
    Bubbles coming from the user on cast, and a small circle of magic crit particles just around the feet of the user as long as he's using this stance.

    Fire stance:
    lava particles erupting from the user, and flames surrounding the user as long as he is in this stance.

    Air stance:
    White smoke particles fly out of the user, and cloud particles behind the user's feet as long as he's in this stnace.


    NOISE:
    Earth stance: dirt breaking noise combined with a dimmed down enderdragon roar.
    Thunder stance: Thunderbolt sound, as well as a dimmed down enderdragon roar.
    Water stance: Nether portal noise plus the dimmed down enderdragon roar.
    Fire stance: Blaze noise, as well as the dimmed down enderdragon roar.
    Air stance: Creeper hiss and a dimmed down enderdragon roar.


    Elemental Crush:
    (RLL)
    The user slams the ground, dealing damage, and after a short duration, all enemies hit get knocked up and recieve more damage.


    Grade I:

    Stats:

    9 Mana
    50% Damage on initial cast
    3 second delay
    350% Damage after the delay
    Range: 9 blocks around the user
    Knock-up: 4 blocks



    Grade II:

    Stats:
    8 Mana
    60% Damage on initial cast
    3 second delay
    350% Damage after the delay
    Range: 9 blocks around the user
    Knock-up: 5 blocks



    Grade III:

    Stats:
    7 Mana
    75% Damage on initial cast
    3 second delay
    300% Damage after the delay
    20% Earth Damage
    20% Thunder Damage
    20% Water Damage
    20% Fire Damage
    20% Air Damage
    Range: 9 blocks around the user
    Knock-up: 6 blocks



    + EXTRA: Empowered fists: After use, the user gains +250 melee damage on his next ragular attack.

    VISUALS: a circle of dirt particles on cast. Every enemy hit gets happy villager particles above it's head, and then stone blocks come up from the ground under every enemy hit.

    NOISE: a dirt breaking noise on cast, a nether portal entering sound while it's on delay, and an explosion sound on the second phase.


    Meditation:
    (RRL)
    The user meditates, freezing himself, letting him heal and take less damage for a duration.


    Grade I:

    Stats:
    9 mana
    Duration: 4.5 seconds
    + 50% resistance
    + 60% of max hp heal over the entire duration


    Grade II:


    Stats:

    9 mana
    Duration: 4.5 seconds

    + 55% resistance
    + 65% of max hp heal over the entire duration


    Grade III:


    Stats:

    9 mana
    Duration: 4.5 seconds

    + 60% resistance
    + 70% of max hp heal over the entire duration

    + EXTRA: Spiked Skin: The user returns 10% damage taken.


    VISUALS: Green particles around the user, making a sort of shield
    NOISE: Slowed down end portal noise.





    That's it folks, here's the idea.

    Now, keep in mind, I created this in a week, but I wrote it down while listening to chocolate rain for 5 hours straight, so excuse me if the text looks a bit messy.
    But, on a more serious note, I really like the idea of a class that's able to switch stances, granting him different buffs, and I hope you like the idea.

    ! Don't forget the poll !

    Have a good day everyone ^^
    Cya <3












































     
    Last edited: Mar 18, 2017
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  2. Aya

    Aya Very Serious Gensokyo Journalist HERO

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    a
    t least is detailed, ima read this slowly
     
  3. Anárion

    Anárion Screw Maex #Dogovi4Ever CHAMPION

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    prob making the spells doesn't reduce its mana cost per grade will balance this a bit
     
    SanterKloes likes this.
  4. Thunder369y

    Thunder369y The Wanderer

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    Minecraft:
    Pyromania from fire stance + meditation = full hp. Maybe reduce the healing on meditation and change fire stance ability to increase defense by X% for a limited time?
    ________________________________
    Pyromania from fire stance + meditation = full hp. Maybe reduce the healing on meditation and change fire stance ability to increase defense by X% for a limited time?
     
    SanterKloes likes this.
  5. e!

    e! ⁣e HERO

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    I actually like the idea, with this class there will be a lot of different tactics and builds!
     
    SanterKloes likes this.
  6. SanterKloes

    SanterKloes Well-Known Adventurer HERO

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    oh that's a good idea thx dude
    ________________________________
    huh didn't think of that... Yeah good idea man ^^
    ________________________________
    I changed it, but not on the RLL, I felt like that wasn't needed.
     
    Last edited: Mar 18, 2017
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  7. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM CHAMPION

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    This throws that straight out the window...
     
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  8. SanterKloes

    SanterKloes Well-Known Adventurer HERO

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    huh.. well 1st of all, I've never read that before, I'm sorry.
    But, furthermore, I don't think people would really mind that. I think that a class like this would not throw this out the window like you said, I think most people would just say; huh neat, I can change stances. While yes, it's true I didn't think of the learning curve of the elements, I knew about the element stuff from when I started, about when I first saw the skill points, because it's litrerally written when you hover over the different skill points. I knew immeadiatly: "huh, I wanna deal lots of damage, better go for strength, and hey, look here, it increases my earth damage as well so...", so I don't think that your point makes a lot of sense. Not trying to be rude or anything tho <3
     
  9. Thunder369y

    Thunder369y The Wanderer

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    Why not make special requirements for this class then? Assassin used to require one class to be lvl 60. Why not have a unique quest or lvl requirement? The quest could be focused around the player's knowledge/usage of elements. This way, only players who actually understand the elements can be elemental warriors.
     
    SanterKloes likes this.
  10. SanterKloes

    SanterKloes Well-Known Adventurer HERO

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    Huh... that's actually a good idea, however, as you said, it was like that with assassin, and then
    they removed it. I just don't see a feature like that fitting in. In my opinion, making that wouldn't be needed, but what if they just added a difficulty bar to every class, so people could see wich classes are harder (and this class wouldare have a lot of difficulty for example), so they can determine themselves if they want to try this or not? That would, in my opinion, be a better solution than a level requirement.
     
  11. (Meric)

    (Meric) No longer edgy

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    Interesting concept.... huh.... I really dont know stats and stuff but I like this concept!
     
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  12. SanterKloes

    SanterKloes Well-Known Adventurer HERO

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    Glad to hear dude ^^
     
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