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World Hybrid Classes

Discussion in 'General Suggestions' started by Exvhius, Aug 29, 2018.

?

Did I waste my time?

  1. No (Support)

  2. Kinda (Maybe Support, but...)

  3. Yes (Why'd you do this)

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  1. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Minecraft:
    I'm not the first one to think of this. I swear there's someone else.
    Uses search function, finds one other thing titled hybrid classes
    See? I'm not the first. Blame @Nepeta Leijon for encouraging me to type this up.
    Minirant over? No. Moving on anyways.



    Hybrid Classes are my thought as a possible answer to those wanting more classes, but without the need to make a boatload more items. (On the flipside, my condolences to anyone coding the abilities)

    First off, their notable difference would be that they are able to wield two types of weapons. However, two skills are connected to each weapon, which obviously isn't 3 skills. At first glance this is a problem, but I like to think of it as an opportunity for the player to think about their playstyle:
    If you can only use the second ability on one of the weapons at a time, which do you build around?
    (
    You can only have one weapon with two spells - you would be able to switch in the skill point menu and do so as often as you like, but only in towns)


    There's six hybrids total, one for each combination of class. Each has a name and a general thought behind it, though I haven't decided on numbers for everything. Yet. (If this doesn't crash and burn, there will probably be numbers)

    General Idea:
    Weapon1 Ability 1: Name (Desc/Upgrade effects)
    Weapon1 Ability 2: Name (Desc/Upgrade effects)
    Weapon2 Ability 1: Name (Desc/Upgrade effects)
    Weapon2 Ability 2: Name (Desc/Upgrade effects)

    General Idea: Close range fighter with good sustain the more aggressively they play. Either bring in an enchanted spectral dagger to fight with you, or hide away to another realm to make an unshakable escape.
    Dagger 1: Backstab (Warp behind an enemy you're facing and deal moderate thunder damage/Deal stronger damage that arcs to 2 other nearby mobs at half potency/Deal minor fire damage on the initial strike, and heal for some of the amount of fire damage dealt)
    Dagger 2: Dancing Blade (Summon a dagger with timed life to fight with you, dealing most of your dagger's base damage/dealing all of your dagger's base damage/The dagger lasts longer and heal you for a small portion of the damage it deals)
    Wand 1: Aether Spike (Fire a piercing bolt dealing moderate air and minor thunder damage/Thunder damage arcs to 1 additional nearby enemy per enemy hit/Increased range, slightly increased damage, and pushes enemies hit back slightly)
    Wand 2: Spectre Form (Gain resistance, speed 1, and take no knockback for the spell's duration/Increased resistance, speed, and a small jump boost/Futher increased resistance, speed, jump boost, and coming out of Spectre Form blinds nearby enemies)
    General Idea: Track down your prey and offer yourself respite through brief blinds and bursts of speed. Offer enemies a more direct route to death, or whittle them down after opening with a guaranteed crit.
    Spear 1: Crush (Leap into the air and crush anyone below you upon landing, dealing earth damage and briefly blinds enemies/knocks up enemies to deal air damage/Leap higher and deal more earth damage)
    Spear 2: Vaultbuster (Dash forward a short distance. If you hit an enemy, deal an explosive burst of strong fire and earth damage/Dash distance and damage increased/Blast radius increased, and you no longer have to hit an enemy for the explosion to take effect)
    Dagger 1: Diversion (Slow and briefly blind enemies in a short cone in front of you, and inflict minor air damage/Stronger slow, slightly longer blind, and increased air damage/Gain a brief burst of speed after casting the spell)
    Dagger 2: Prowl (Gain short invisibility and some speed/Gain more speed and longer invisibility/You no longer break invisibility when taking a hit, and your next attack is guaranteed to crit)
    General Idea: Beat down your enemies up close and personal, pulling in any who want to keep distance from you. Blind bystanders who want to interrupt your fights or barrel through the thickest crowds.
    Bow 1: The Hook (Fire an arrow that pulls whatever enemy it hits to you. Hitting the ground causes you to leap towards the hook/briefly slows the hooked enemy drastically/Heal a bit when hooking an enemy)
    Bow 2: Spectacle (Fire an arrow that blinds enemies in a small radius from impact. Using it on yourself gives you a burst of speed and jump height/The detonation pushes enemies away from the point of impact and a burst of moderate air damage/increased radius, air damage, and buff duration)
    Spear 1: Splice (Deal moderate earth and water damage in a semicircle in front of you/Moderately slows and knocks enemies back slightly/Swing your weapon back for a second strike with reduced damage)
    Spear 2: Thumbs Down (Charge forward a moderate distance, dealing heavy air and water damage. During the charge, you take no knockback/Increases the range of the charge and gain resistance briefly/Resist fatal damage during the charge and increases damage)
    General Idea: Go in and out of battle on your own terms. Let your arrows fly true, or secure an escape route at a moment's notice.
    Wand 1: Electrocute (Cast an orb that flies straight and explodes once it hits the ground or an enemy. Deals moderate water and thunder damage/Slows enemies caught in the blast/Increases blast radius and water damage)
    Wand 2: Shatterlight (Throw a smoke-bomb like object that detonates after 4 seconds, dealing a burst of moderate air damage that blinds enemies and applies invisibility to any player in its radius/Increase the blind duration and apply speed to players in the blast radius/Time to detonate reduced to 2.5 seconds, knock enemies away from and heal players within the blast)
    Bow 1: Reposition (Leap skywards and fall slower, dealing a burst of air damage around your starting point. Can ground pound like Escape, but it only pushes enemies back/Gain invisibility and speed until you hit the ground/Keep speed and invisibility for a few seconds after ground pounding, and ground pound now deals another burst of air damage)
    Bow 2: Truthseeker (Fire a single piercing arrow that isn't affected by gravity but won't pierce blocks, and inflict double/quadruple your bow's base damage based on attack speed. This effect is not a crit, and can be doubled with a crit/The arrow now deals 3/6 times your bow's base damage/The arrow gains bonus moderate thunder damage)
    General Idea: A ruthless killer that singles out what it hates most. Focus on one foe to shred it, or employ the forest poisons to deal with crowds instead.
    Dagger 1: Snakebite (Throw a dagger, dealing heavy thunder damage to a single target/Thunder damage arcs to 2 nearby targets with reduced potency, and all three victims take poison damage/Throw a second dagger shortly after the first)
    Dagger 2: Isolation (Fire a single dagger that isn't affected by gravity, dealing huge earth damage to an enemy. If this ability hits the same enemy multiple times in a row, it gains 10% damage up to a cap of 20%/Trades some earth damage for adding moderate thunder damage, cap increased to 30%/Briefly blinds the target, cap increased to 50%)
    Bow 1: Grapple (Fire a hook with a severe arc and pull yourself to wherever it lands, causing some earth damage to enemies it lands on/The arc becomes less severe, increasing range/You gain resistance when traveling to the hook, and deal another burst of earth damage on arrival)
    Bow 2: Desecration (Fire an arrow with a corrupting tonic that explodes on impact, dealing earth and air damage to enemies who stand in the poison/Slow and poison enemies in the field/Increases the field size slightly and deals a burst of moderate air damage to enemies hit directly by the tonic)
    General Idea: Enchant yourself with various spells to increase the potency of your actions. Make the air around you uninhabitable, or give up your buffs to weaken nearby enemies and strengthen friends.
    Spear 1: Battlerage Brew (Give yourself strength and resistance for a period of time/Give yourself bonus elemental damage while the spell is in effect/Increase your attack speed by one stage for the spell's duration, if possible, but slow yourself if you do)
    Spear 2: Resonant Cry (Get rid of all your buffs. Send out a radial shockwave that heals you and your allies while inflicting fire damage and pushing back enemies/Radius of the blast increases with number of buffs consumed/The spell now consumes debuffs and deals additional fire damage and blinds if one is consumed)
    Wand 1: Sprightly Tonic (Throw an exploding flask that deals moderate water damage to enemies and gives allies a minor speed and jump boost buff/Increased potency to the speed and jump boost/Increased duration of buffs, slows enemies, and gains a small heal for allies)
    Wand 2: Final Omen (Radiate an aura that deals moderate fire and water damage. Costs mana over time/The aura increases the damage enemies take as long as they remain inside its range/Gain a heal over time effect while the aura is active)


    As usual, feedback is welcome. Let me know what you like, what you don't, what you might change, etc.

    I said the minirant wasn't over.
    Took me 4 hours to type this up; so much for a 10 minute idea that struck me between classes.

    Extra credit to Nep because he suggested there be a quest to unlock these hybrid classes. I liked his idea, so I plan on taking it, but I'm not really keen on suggesting a quest be implemented along with these if, well, nobody likes the classes themselves or the concepts behind them.

    1.0 (8/29/18) - This thread was made. Yay?
    1.1 (Not a thing yet) - Add numbers, maybe add the quest if I/someone else comes up with one

    Thanks to anyone who read all that, and an advance thank you to anyone who gives constructive criticism.
     
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  2. ThomAnn100

    ThomAnn100 I have reached peak intelligence VIP+

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    You should rename the spellthief to arcane trickster.
    @Oskhol1
     
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  3. Shkol2

    Shkol2 Erevan Galanodel, 320-ish, Sorcerer/Warlock

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    Minecraft:
    *silent laughter*
    We’re doing this again, are we?
     
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  4. Asthae

    Asthae ... CHAMPION

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    I actually really like this... But... Still... DON'T DELAY DERN ,_,
     
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  5. Twilo101

    Twilo101 Well-Known Adventurer VIP+

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    Minecraft:
    I love the idea of being able to multiclass, and I'm always up for new ways to play. Why not, +1
     
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  6. Theeef

    Theeef Owner of The Crossroads CHAMPION

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    Too late lol
     
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