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Class Suggestion: Electromagician

Discussion in 'General Suggestions' started by DrX2345, Nov 30, 2017.

?

Should this be added?

  1. Yes

    6 vote(s)
    40.0%
  2. Only if this is changed... (say what changes)

    3 vote(s)
    20.0%
  3. No

    5 vote(s)
    33.3%
  4. Don't vote for this one, but please tell me why you voted 'no' if you did.

    1 vote(s)
    6.7%
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  1. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    So, I am aware that the class suggestions made by us Wynncraftians are unlikely be (read: will never be) added to the game, but I came up with this idea and thought it would be fun to at least try. So, I present to you: the Electromagician!

    Damage: 3/5
    Defence: 2/5
    Spells: 5/5
    Range: 3/5

    Lore
    When the Corkians built a beacon using the core of the Antithykera Supercomputer, and activated it with the best Electromagicians on the island, a few Humans across Wynn and Fruma started to develop powers of Electromagic. The Fruman Dynasty tried to eliminate the potential threat to them by hunting them down, but many managed to escape using their newfound powers. They fled to Wynn, hoping to be accepted and be (mostly) safe, and then eventually get to Corkus, the source of their powers.

    Main weapon: Slingshot/Crossbow
    Although the idea of an Electromagician might suggest the Mage's weapon, a stick, the Electromagician uses a Slingshot. This is more of a cross between a slingshot and a crossbow (maybe a slingbow? Please suggest the name if you have a good one), like the ones the ranged Corkian Guards use. The projectile is an Ender Eye (I think that's what the guards fire), and trails a line of white particles (the loot box ones). The projectile experiences no bullet drop, but disappears after a certain distance, about the same as the Mage's staff's projectile.

    Spells
    All click combos to cast spells are the same as those of the Archer.

    First spell: Spark Storm
    This spell is mainly for crowd control, targeting multiple enemies at a time. It also slows, and later stuns enemies when they are first hit.
    Grade I:
    Mana cost: 7
    Sends out a shower of sparks, dealing damage to the closest two enemies in the caster's sight within 5 blocks. The sparks deal 200% of the dps of the weapon they were cast with over 3 seconds, then leap to the closest enemy to the mob within 3 blocks. Enemies hit receive Slowness I for 5 seconds. The Sparks use the 'angry villager' (storm cloud) particles.
    Grade II: Zap
    Mana cost: 6
    Spell sends out 3 groups of sparks in an area of 6 blocks. Damage stays the same (200%). Sparks jump to 1 enemy after the first one (same as grade I). Targets recieve Slowness II for 5 seconds.
    Grade III: Electrical Fire
    Mana cost: 5
    Spell sends out 4 groups of sparks with a range of 7 blocks. Damages enemies for 150% of dps in one hit, then continues to damage them for 50% dps each hit for 3 hits over the next 2 seconds (so total damage is 250% of dps over 2 seconds). The Sparks can jump to 2 enemies after the first one, but the total damage reduces by 50% of dps each time it jumps (i.e. Mob 1 gets 250% dps, mob 2 gets 200% and mob 3 gets 150%). Targets are stunned in place for 2 seconds, and get Slowness II for 5 seconds after they are able to move again.

    Second spell: Steam Jet
    This movement spell launches the user forwards and upwards, at later grades dealing damage to those under the arc of their jump and those in the landing zone.
    Grade I
    Mana cost: 5
    The player launches forwards 6 blocks and up at an angle of 45 degrees above the ground, unless they are looking up at a greater angle, in which case they will launch forwards at that angle. If they are looking straight up or straight down, they launch straight up in the air. When the spell is cast, the obsidian formation sound is played (water evaporating). The player gets no boosts.
    Grade II: Scalding Spray
    Mana cost: 4
    The player launches forwards 8 blocks, the rest of the measurements are the same. The same sound is played, and white swirls (the potion effect bubbles) descend rapidly towards the ground. Any enemies under the player take 50% of the players dps once. The player gets Jump Boost II for 10 seconds and Speed I for 1 minute once the spell is cast. This does not stack with multiple castings.
    Grade III: Forceful Landing
    Mana cost: 4
    The player launches forward 10 blocks. The same sound is played, the same particles are produced, and when the player lands they damage all mobs in a 5x5 area of the landing block for 100% of their dps. The particles for landing on the ground and taking fall damage are displayed, but no fall damage is taken. The piston extension noise is played when the player lands. The potion boosts last for twice as long - Jump Boost II last for 20 seconds and Speed I lasts for 2 minutes.

    Third spell: Supercharged Bolt
    This spell deals the heaviest damage, and is ideal for taking out small groups of 2-4 enemies, or focus in on bosses and stronger enemies. It deals AoE damage, and at later grades, damage branches out to nearby enemies.
    Grade I
    Mana cost: 12
    The player's weapon launches a supercharged projectile. When this direct hits an enemy, it deals 300% of the players dps to the enemy, and 100% of the dps to any mobs within a 1 block radius of the target. If it hits the ground, it deals 200% dps to all enemies in a 5x5 area. The projectile is a ghast fireball. When launched, it plays the ghast fireball sound, and sparks and embers trail from the projectile. The projectile travels in a straight line with no drop, but detonates automatically after travelling 20 blocks.
    Grade II: Electro Bolt
    Mana cost: 11
    The projectile has the same stats, but on detonation a bolt of electricity arcs to up to 2 mobs after each mob hit by the original explosion. This deals 50% dps to each mob hit by the bolt, in addition to the original damage of the explosion.
    Grade III: Aftershock
    Mana cost: 10
    The electric bolt deals an extra 25% dps, bringing the total up to 75% of the total dps. It also shocks enemies hit by the bolt but not the explosion, freezing them in place for 3 seconds. Mobs hurt in the explosion of the original projectile recieve Blindness I for 3 seconds.

    Fourth spell: Lightning Storm
    This spell charges the air around you, lightly damaging and slowing enemies caught in it.
    Grade I
    Mana cost: 10
    Any enemies in a 3x3 block area around you take 10% dps once a second for 5 seconds, and recieve Slowness I for 5 seconds after they are first hit. When the spell is cast, the Lightning strike sound is played, and white loot box sparks float in the area of the spell's effect, in the same pulsating rhythm of loot boxes. When an enemy is hit, the charge dissipates.
    Grade II: Jolt
    Mana cost: 9
    Same effect as Grade I, but in a 5x5 area, and on the first hit, every enemy hit is knocked back 3 blocks.
    Grade III: Electric Field
    Mana cost: 8
    Same effect as Grade II, but when an enemy is hit, a pulse of electricity flies out for 10 blocks in every direction, dealing 20% dps to, and stunning for 1 second, every enemy hit.


    Please, feel free to leave your feedback in the comments!

    Changed the feedback message at the bottom of the post due to it making not much sense.
    Changed name to Electromagician due to feedback.
    Changed how the Supercharged Bolt flies.
     
    Last edited: Dec 3, 2017
  2. funnysillyman

    funnysillyman lil uzi fan GM

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    Creator Karma:
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    A name change seems neccessary. We already have Mage.
     
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  3. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Maybe. But then, it's based around Electromagic, and I'm pretty sure the Corkus lore refers to people who use it as Electromages. Maybe Electromagician?
     
  4. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Bump so people see this.
     
  5. Pokextreme

    Pokextreme Avos Air Archer HERO

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    Overall, this is very vey close to mage, so it's not really bringing anything new to the table

    The player enters from fruma, not corkus, so lorewise this doesn't make a ton of sense.

    So just mages basic attack without piercing? More copying of mages

    It's...
    So...
    Strong......

    Serously, it does a spin attack amount of damage every second with the longest debuff duration in the game, with a chain effect, for only 5 mana!
    A large, jumping spell, that deals damage upon hitting the ground and grants speed... sound familiar?

    I like this spell, it is very similar to bomb arrow but I feel it does enough to stay unique. Grade one, on the other hand is just like bomb arrow.
    This is the best spell here. I only worry that it costs to much for its effect.
     
  6. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Honestly? I thought the spells were pretty overpowered myself, but didn't really know how much to change them by/if they were op. Do you have any suggestions as to what I could change the values to? Also, I know I've sort of (Completely) made up some lore, but if you read it it does explain how the Electromage class can enter from Fruma. The only reason I added that lore really was to explain how the class can exist.
    ________________________________
    Also, is using a % of the player's weapon's dps a thing that is used? I did it because I thought that if you were using a Super fast, but low damage weapon that did idk 100 damage per second you should be able to do the same amount of damage with spells as a Slow, but high damage weapon that did 100 dam/sec.
     
    Last edited: Dec 1, 2017
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  7. 3XTWISTEDTITAN

    3XTWISTEDTITAN The Traveler

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    Considering it has the name of another class in its name
    NO!
     
  8. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    So the only reason you don't like it is because of the name? I can change it if you give suggestions.
     
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  9. 3XTWISTEDTITAN

    3XTWISTEDTITAN The Traveler

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    Change it electro or eclectic person or something
     
  10. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    Ignoring the lore-breaking implications of Frumans and Wynnians spontaneously gaining Electromagic (although, the Corkians did it spontaneously, so..........)

    And ignoring the abilities (which I was kinda too lazy to read)

    A lot of people have been complaining about the name. It has Mage in it! Gah! Well, it IS electromagic, but still, mage...

    Maybe Electromagician?
     
  11. Nihilego36

    Nihilego36 Avos Air Avos

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    nah, doesn't sound right, electro person or "eclectic" person (do you not know how to spell electric? sorry)
    anyways, @DrX2345 you should use electromancer
     
  12. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    I will change it to that now. Thanks!
    ________________________________
    Realised I mentioned Electromagicians in the lore, so changed it to that instead.
    ________________________________
    Changed how the projectile flies to make it slightly less like bomb arrow. Is that better?
     
    Last edited: Dec 3, 2017
  13. Pokextreme

    Pokextreme Avos Air Archer HERO

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    Yea, that seems better
     
  14. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Bumpity bump. Might change some damage values, but I don't know what is balanced. Please give suggestions for damage/mana cost values.
     
  15. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Bump. Please leave feedback on what you think of the class!

    Hey, @Pokextreme , can you suggest some damage values for Spark Storm? Should I like, halve the values or what? I'm not good at balancing.
     
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  16. Untitled Doc

    Untitled Doc 1 man robotics team

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    So this seems like a decent class idea.
    The only problem I really have is that the only logical build for this seems to be thunder and maybe something like fire but thats about it.
    Perhaps name it something that doesn't really play into a specific element.

    Your fourth spell seems a bit similar to the archer/ranger (dang I forgot the name of my main class)'s fourth ability

    BTW you didn't really include elemental damage for spells and I'm pretty sure they use spell damage instead of DPS to calculate the damage for spells.
     
  17. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    Ehh... I probably should add element damage but I can't really be asked. It's never going to be implemented, and I don't really want to try and work out what sort of damages are reasonable. The reason that it's called Electromagician is that it was Electromage, then people said I should change it because Mage is already a class. Electromages are the people on Corkus like Maxie, who can use Electromagic. Admittedly it does sound like it should be a primarily thunder/fire class, and when I was making it I kind of thought that about the spells, but it's the only way I thought it could fit with the lore. Unless I make it something else, but then, there's already been suggestions for things like Engineer (which imo doesn't fit the class) and Corkian (which I don't like as it doesn't fit the actual lore or my little section of made-up lore.
     
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