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World A Few New Class Ideas

Discussion in 'General Suggestions' started by anonymousness, Apr 23, 2020.

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Which classes work?

  1. new shaman

    4 vote(s)
    22.2%
  2. arsonist

    3 vote(s)
    16.7%
  3. they're both horrible what's wrong with you

    11 vote(s)
    61.1%
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  1. anonymousness

    anonymousness Well-Known Adventurer

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    I know what you're thinking: "oh boy, another class thread." And for the most part, you're right: this is just another class thread. However, it distinguishes itself in a very unusual way: it contains more than one new class! … Who am I kidding? This thread isn't particularly special, it's just another class thread, but most other class threads are interesting, and I spent a lot of time coming up with this, so please humor me and read my ideas. Anyway, here are my ideas:

    I'll do my best, but chances are that not all of the numbers I will use are balanced. I will explain any extreme numbers whenever I can, but I can't be sure that any number is too high or too low. If you notice any weird-looking number, please let me know in the comments and why it's weird to you.

    Before you ask, yes, I know there already is a shaman class. But hear me out OK? So, in Order of the Grook, the nature magic class teacher talks about how there are two types of nature magic: druidism, which is about creating life for your purposes, and shamanism, which is about using life energy to cast magic. Also, in Corrupted Betrayal, we're told that Skylaar practices shamanism, "dark magic."

    But honestly, does the current shaman feel like any kind of life-drain "dark" magic? We have a spell that grows a totem, a spell that sends out an energy wave, a spell that uses natural power to launch us, and a spell that sends out a beam to throw mobs around. I guess you could argue that you draw life from nearby mobs to create the totem and suck in their souls with aura, but it doesn't really feel like that's the case. Rather, the current shaman feels more like a druid, where you grow a powerful natural artifact for combat.

    They should rename shaman to druid, and create a new shaman class that is themed around using health instead of mana for spells. It would have one weak heal that is cost mana to keep it going and act as the limiting factor for the amount of spells that can be cast at once, while the others would be powerful spells that will drain the caster's health instead of mana, with spells themed around "dark" magic. If you do not have enough health for a spell, the message displayed should be "you are too weak to cast this spell". Note: intelligence will NOT decrease the life cost of spells, since it would be very overpowered and enough intelligence will allow the heal spell to be spammed more easily and help indirectly.
    Damage:***
    Defense:****
    Range: **
    Spells: ****
    This class needs a lot of defense to not die instantly, and its spells are quite powerful and can be used in interesting combos, but the weakness is, of course, that it is likely to die overusing the spells.
    I'm not sure what kind of weapon this class should use, maybe a wand too since it uses a lot of magic and deals similar damage. Its main attack, however, will be to whack enemies with the staff (I'm low on ideas, sorry!).
    Drain the equivalent of 10% of your max health from up to 3 mobs in front of you, and heal 5% max health for each mob drained. This spell has 30% water conversion and will increase in power the more water damage the caster has, similar to mage and current shaman heal. Having less than 10% max health will cancel the spell due to you being too weak.

    1st upgrade: empower: gain strength I for 10 seconds whenever a mob is drained.

    2nd upgrade: weaken: mobs hit gain slowness II for 10 seconds.

    This is the shaman's most important spell, as it gives it the sustenance required to cast its other spells that drain its health. It plays very well into the theme of draining life to empower itself, which is part of the idea behind the first upgrade.

    Now, I see you may have a few concerns: why is it cost so much mana? It is the only mana-powered spell that shaman has, and, being a regeneration spell, is the main way the shaman will sustain itself to cost life-based spells. The mana cost is the main limiting factor for the amount of spells a shaman can cast, and should not be too low, or shaman will be able to sustain itself too easily, spamming spells while keeping itself healed. But again, read the note at the top: it might need balancing. What is preventing this class from healing so much it's effectively a mage, but one without limits because its spells are based on health? The disproportionately high mana cost prevents this spell from being spammed too much, it's not a very powerful heal (up to 15%), and this health will be needed to cast other spells anyway, so it should be very hard to regenerate so fast that you're pretty much a spellspam tank.
    Jump about 4 blocks into the air and hover, losing 5% of your max health each half-second to stay in the air. Press shift to fall back down

    1st upgrade: whirlwind: knock nearby mobs (3 blocks) into the air with you upon cast, dealing 100% spell damage with 30% air conversion, blinding them for one second, and suspending them as long as you are suspended (min 1 sec). Moving away from the mobs will cause them to fall back down.

    2nd upgrade: aerodynamics: Allows you to move in the air (similar to vanilla levitation).

    I figured that this would be an interesting recovery, using life energy to levitate while using the ability offensively as well. The first upgrade allows for some interesting combos and allows it to be used to escape, while the second one makes it much easier to use as a recovery.

    Speaking of which, you may be wondering: couldn't this be abused by effectively flying across some parkour? First of all, you float about 4 blocks into the air, but then you stay there, so you can't climb too high. Also, remember that this uses your health over time: if you hovered for too long, you will be in bad shape to fight when you land, and yes, you can heal, but you need mobs for that, mobs that will either not be there or will be waiting right under you for you to come down. Still, I see how this could be abused somewhat in parkour and such, but name me one class that can't abuse any parkour with a combination of spells and horses.
    Grab a mob and drain its soul, suspending it briefly into the air, dealing 200% spell damage with 30% water conversion over a period of 1 second, and stunning it for 1.5 seconds afterwards.

    1st upgrade: repossession: killing a mob with this spell will suck its soul instead, allowing you to fill it with your own will and reviving it as an invulnerable ally (it's a zombie after all). It will deal 100% of your spell damage or its own damage, whichever is greater. After 5 seconds, you lose control and the mob dies.

    2nd upgrade: soul power: the soul you drain feeds your power, giving you resistance 1, speed 1, both for 10 seconds, and 4 mana.

    Draining life is one thing, but draining an enemy's soul is some dark stuff, so I had to put that as the damage spell. The first upgrade plays with the necromancy theme that a lot of recent class suggestions have been about, but uses it as a hard to use but powerful side ability instead of a complete play style. The second upgrade provides a buffer to be able to recover more easily, since 40% health is a lot.
    Transfer harvested life energy into the ground, growing plants that ensnare nearby mobs, dealing 100% spell damage with 20% earth and 10% water conversion and immobilizing them until the plants disappear. However, the next move that damages the mob will cut the plant and allow it to move again. Plants disappear after 5 seconds.

    1st upgrade: poison: plants deal 50% spell damage + 1/4 poison damage with 40% earth conversion per second while they are ensnaring a mob.

    2nd upgrade: heat seeking: plants that are ensnaring a mob will grow onto any mobs that come too close (I mean like touching-close) and ensnare them too.

    Not all shaman magic is dark magic, as this spell demonstrates. You repurpose life energy for your own needs, which suits the shaman theme quite well. I also think that this makes a very interesting slowdown spell (each class seems to have one).
    When I saw the major ID they gave pandemonium, it seemed like a very fun option: just cause stuff to happen and hope for the best. Why not have a class based around this concept? Introducing the arsonist: a pyromaniac with powerful spells that doesn't hesitate to fill the area with chaos and hurt itself in the process (I can imagine a "<playername> self-destructed" death message). However, all attacks might need to be nerfed when they hit the caster, say to 10%, due to the current imbalance between player health and damage.
    Damage: ****
    Defense: ****
    Range: *
    Spells: ****

    This class needs a lot of defense for its playstyle, and it may seem powerful, but the invisible weakness is that the arsonist cannot control its spells as much as other classes and can get hurt by them.
    The arsonist will carry a giant torch, that is crafted with 2x wood and 1x fish oil, the inverse of a relik. Its main attack will be to whack enemies with the torch, causing a decent amount of damage.
    Throw a molotov cocktail straight ahead, causing an explosion that deals 150% spell damage with 30% fire conversion to all nearby mobs, including itself. The cocktail should land 5 blocks away on flat ground and have a radius of 4 blocks, so it should be pretty easy to avoid as long as you're careful.

    1st upgrade: napalm: the cocktail leaves behind a patch of liquid fire that deals 25% spell damage with 40% fire conversion per half-second for up to 4 seconds. This can also damage the caster.

    2nd upgrade: flashbang: the explosion stuns hit mobs (including itself) for one second.

    This seems like a pretty good signature move: throw a firebomb that might damage you. It gets you used to the concept of the class: you shouldn't be worried about taking a little damage when casting these spells.
    Quickly put together a jetpack and fly quickly in whichever direction you're going. If you hit the ground, the jetpack explodes, dealing 200% spell damage with 20% fire and 10% air conversion to the caster and all nearby mobs. The jetpack disappears automatically after 3 seconds and will start to malfunction (won't move you as easily) 15 blocks above your start location, and you cannot fly at an angle higher than 60° above the ground.

    1st upgrade: extra fire: when flying, nearby mobs take 100% spell damage with 40% fire conversion.

    2nd upgrade: hoverboard: shifting while casting will cause you to place a thruster on the ground and skate quickly along the ground instead, still damaging mobs you run into and launching them into the air this time (the conversion will also be 30% fire and 10% thunder instead). You will still explode if you run into a wall. EDIT: hitting mobs with the shift version of this move causes you to knock mobs into the air.

    This spell is intentionally hard to control and risky to use: it pushes you uncomfortably quickly in the direction you're going, going too low will cause you to explode, and going too high risks fall damage. The jetpack malfunction and angle limit prevent a player from simply riding straight up. I also feel like it goes with the reckless and explosion-and-fire-riddled theme of this class.
    No, I don't mean the current flamethrower some mobs use. I mean you pull out a flamethrower and launch a jet of flames into whichever direction you are facing for one second which deals a continuous 300% dps with 30% fire and 10% air conversion.

    1st upgrade: overdrive (cost reduced to 4 mana): the spell may now be cast continuously for 2 mana/half sec until shift is pressed. However, using this for longer increases the chance of it exploding in your face (will not happen if used for less than 1 sec, I'm thinking an extra 10% chance every half-second after the first one), dealing 200% with 20% fire and 10% air conversion to the caster.

    2nd upgrade: napalm (yes, again): hit mobs will catch fire, losing 20% spell damage with 40% fire conversion per second for five seconds. Hitting the ground will cause the ground to catch fire for 4 seconds, dealing 25% spell damage per half-second with 40% fire conversion to any mob that steps through it (including the caster).

    EDIT: 2nd upgrade could be stasis instead: hit mobs will freeze for a quarter of a second, allowing you to lock a mob in place.

    This is the only thing that I can think of when I combine "damage spell" with "pyromaniac". This will be the arsonist's main damage spell, one that can get very dangerous and very, very fun (if your definition of fun is breaking everything like mine is). It's a spell that is supposed to be very powerful, but very hard to use safely. The first upgrade unlocks its full potential, being able to deal up to 1500% spell damage, though it's very risky. The second upgrade throws a lot more chaos into the arena, which is the theme of this class.
    Throw a fireball onto the ground in front of you, which will come to life and charge straight ahead. Afterwards, it will target mobs randomly with a charge AI, changing targets after every charge, sometimes including the player, sometimes charging randomly. It will deal 100% spell damage with 30% water, 10% water, and 10% air conversion per hit. You can cast multiple at once. Disappears after 5 seconds.

    1st upgrade: mind control: aiming towards a mob when casting (success indicated by flame particles appearing around the chosen mob) will make the flame more likely to target that mob, but it still remains very unpredictable. Casting straight down (if there is no mob there) will cause it to target the caster (not sure why you would want to do that, but it's an option, and I'm sure someone will figure out a way to use it).

    2nd upgrade: explosion: after 5 seconds, instead of disappearing, the flame will target a random mob with a self-destruct spell (could include the player), dealing 300% damage with 20% fire, 10% air, and 10% water conversion. EDIT: mobs hit will also be hit with a small explosion, knocking them in a random direction.

    This is probably the most chaotic spell: especially with the ability to cast multiple flames, I can imagine a bunch of fire running around randomly hitting everything. This pretty much plays a lot with the do-things-and-hope-it-works-out theme this class is based on.
    One last thing: if you think any part of these suggestions is bad, please let me know in the comments so that I can improve it, especially if it has to do with the numbers I chose. If you read through everything, thank you for hearing me out.
     
    Last edited: Apr 25, 2020
  2. Yethatain'tright

    Yethatain'tright Well-Known Adventurer HERO

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    Jetpacks? Do you mean corkus boomy funny launchy thing
     
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  3. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    Eh, might be interesting to see it done, minus the arsonist unless our current shaman uses a combo of the darker magic (Their CC move) and making the totem to heal allies by doing damage, but they also have some light
     
  4. ___yeet

    ___yeet Travelled Adventurer

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    For the arsonist, the main spell for damage shouldn't cost 8 mana. That seems way too high to me. Here are other spells (for the sake of comparison):
    Arrow Storm (archer): 6 mana
    Bomb Arrows (archer): 8 mana
    Spin Attack (Assassin): 6 mana
    Multihit (Assassin): 8 mana
    Meteor (Mage): 8 mana
    Ice Snake (Mage): 6 mana
    Aura (Shaman): 8 mana + Totem (4 mana)

    The damage spells for Archers and Assassins are 6 mana, but both classes also have another high damage spell for 8 mana. Mages have their main damage spell at 8 mana, with a weaker, more utility-like spell for 6 mana. The damage spell for Shamans is by far the most expensive unless there is already a Totem (which there probably is), at which point the spell costs 8 mana.

    An argument could be made that 8 mana isn't too high for a damage spell because of Mages and Shamans. However, both Spin Attack and Arrow Storm are spell 1. Spell 1 for a Mage is Heal, which is arguably the best utility spell in the game. Thus, the higher spell cost for Meteor makes sense because it is spell 3. Aura is very expensive, but for the same reason as Mage. It's spell 1 is Totem, which is needed for every other spell.

    In conclusion, 8 mana is too high for a damage spell if the class has no real utility spell. It seems as if all of the spells are damage focused (with the exception of Jetpack, which still does quite a bit of damage for a movement spell). Archer also has offense-orientated spells, but the main spell is only 6 mana.

    This is mostly my opinion. I don't necessarily like the idea of two Shaman classes, but your concept is very unique. The same goes for the Arsonist, which is a good suggestion. I'm sorry if I was too harsh in my criticism. These are actually really cool concepts.
     
  5. Greedus

    Greedus Knight of Wynn VIP+

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    Though I don't like the arsonist, that much (sorry). I really like the shaman idea, mostly for the lore. In the jungle dungeon quest, the mage also says that shaman magic is not good - don't know the quote but you could look it up on the wiki, even though the player themselves can be shamans. It would also explain more why Bob wasn't a shaman since it is not good. Though the Druid (current shaman), could complicate some things in that regard. Still good though!
     
  6. TS_potato

    TS_potato Average kj main VIP+

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  7. anonymousness

    anonymousness Well-Known Adventurer

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    Thanks for your feedback, cause it gives me something to work on and a clear reason for why something doesn't work.

    My argument is that the high mana cost of the third spell isn't justified by its ability to be used in conjunction with other utility spells (though I would argue that the first spell's stun can be used as a utility); rather, it's justified by its insane damage. This class is in fact mostly damage-oriented, so I'm fine with including a high-damage, high-cost spell.

    However, I do see that this class is lacking a bit of creativity and the ability to do combos that don't necessarily all involve damage spells (though that was kind of the point of this class). The sideways jetpack does in fact seem to be too oriented towards damage, so something like making it knock mobs into the air might give it more options. Similarly, the living flames don't do much besides damage, and since this spell is meant to cause a bunch of chaos, I'm thinking they should knock mobs around randomly when they hit them. To make this combo-able with flamethrower, I could add a "stasis" upgrade that freezes hit mobs (even in the air).

    Again, thanks for your feedback. I don't care if your criticism was too harsh since it gives me a base I can improve upon. Also, feel free to criticize these ideas as well, since I very much doubt they're completely perfect.
     
  8. EnderFlame1311

    EnderFlame1311 Well-Known Adventurer VIP+

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    I was also confused when I did the undergrowth ruins quest b cause the troms mage shamans use dark magic with sacrifices. Love the new shaman but the arsonist is a maybe because some of the stuff uses modern technology which isn’t a thing in wynncraft. Also, I think 30 and 40% life is way too much but with some tweaking this could become an awesome new class!!
     
  9. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Corkus has elctromagic and robots. Flamethrowers and jetpacks seem within reason.
     
  10. Epicness937

    Epicness937 Thesead water god. HERO

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    https://wynndata.tk/i/Booster+Plate
    i mean this chestplate basically is a jetpack...
     
  11. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* Media CHAMPION

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    I think his point is very modern. Everything about Corkus is steampunk-electromagic, the robots aren't super super high class, they all appear to be some form of steampunk of comical large gears to operate them. And the items as @Epicness937 put already recognize a jetpack.

    While I don't hate the class idea of the arsonist, I'm not sure a PayDay 2 reference to a psycho who throws 500 cocktails really fits with Wynncraft.
    What do I mean by this?
    I mean that the player's classes have to have some forming of a hero (who is from Fruma), even though we (as characters) are really shit at playing the role. Shamans while canon is a dark magic, uses the corrupted (The undead, the hostile mobs) as fuel for spells instead of people (unlike the UR. I'm sure if the war for corruption is ever over, they will get witch hunted if they ever want to continue their practice.

    But a guy running around that can spit fire from his mouth... Hmmmm :big_thonk: Maybe? But it's not magic, at least not the same sense. The people of Corkus recognize that it isn't really magic, stating such as, "We never knew magic since we were never allowed to practice it in Fruma (This much they remember), but we found electromagic" (summing up convos, not really quoting, I see you "Umm actually"... just don't.) Also the people of Corkus are working their hardest to become a province (The Corgi Province as it shall FOREVER BE KNOWN AS), they aren't going to start letting people make flamethrowers using the same Magic they use when they want to be recognized.

    I mean I could see like them making a "Thunder Sword" (A sword that one could kill all the fish in a lake by turning it on, basically a sharp taser.) or a "Thunder rifle" (Crossbow/bow/a musket looking thing that fires electric bolts) since the element would be electric or thunder since it is Electromagic. As I've stated in the past. Other classes are nice but they need to be striking and different, yet also lore friendly.

    tl;dr
    Shaman and Druid I can get behind, but I think our Shaman now works within lore.
    Aronist 4/10 slightly lore friendly but overall sounds meh. In action could be different
     
    Last edited: Apr 26, 2020
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  12. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Yeah a chestplate with steamjet boosters is pretty much a jetpack.

    I see what you mean and yeah it doesn't seem as reasonable when you put it like that. However I do think it would be possible to fit in somehow but IDK how it would.
     
  13. ___yeet

    ___yeet Travelled Adventurer

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    Thank you for your reply. The new ideas (with stuns and knockback) go a long way towards making this not a "hey guys who wants some damage" class. Potentially really annoying, but if done right, it could be a pseudo-movement spell.
     
  14. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    I really quite like these ideas, but I have a few improvements that should be made to keep balance
    1: The arsonist should only be able to damage itself and other mobs, and no other players unless in a PVP match. I think that's implied, but it should be explicitly said.
    2: The arsonist should have more soul points by default due to how much it's probably going to die when using its attacks. It'd run out of soul points too fast and lose all of its good stuff, so it should certainly have more.
    3: The shaman's soul drain attack sounds cool, but if it were to possess a mob like a phase of Amadel or the Eye things would get way too crazy. Maybe have something to specify what it can soul drain.
    4: The shaman using health instead of mana may sound very cool, but it'd be pointless against bosses with powerful minions like Death, Quira, and Shadow Amadel because it'd be focusing more on attacking than maintaining its health, and due to the fact that it needs to kill an enemy to heal it'd quickly die due to the minions being too powerful. Same applies to bosses with no minions, as no minions means nothing to kill and heal off. I guess a bonus would be if it somehow did manage to kill an enemy for health it would be almost fully restored due to how strong that enemy is, but you'd probably die before or after that. It would fare okay against bosses like CoW with weak minions but overall the healing method should be better. Maybe just make a mage style heal that uses mana but it restores more for balancing purposes. Either that or be a professional soup PVPer and do the same with potions.

    Overall these classes feel more like a fun to mess around with thing more than an actual class to choose for playing the game. They would make it incredibly difficult to get past the level 70s due to the difficulty spike of hard bosses coming at you suddenly. I feel that more needs to be done to make it actually possible to play through the game with these classes.

    Also, what would their ranked player names be?
     
  15. myworld28

    myworld28 Engineer

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    I mean, an Arsonist class wouldn't be much different from me in real life hahahahahahahahahahahahahahahahahahaha ha
     
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  16. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    somebody help me.PNG
     
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  17. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    sorry, but you missed two "ha"
     
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  18. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    i now think that the ranked player names would be:
    shaman: satanist
    arsonist: nihilist
     
  19. anonymousness

    anonymousness Well-Known Adventurer

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    I was kind of thinking vampire for shaman, with a "bite" main spell, and mad scientist for arsonist, with spells themed more around weird chemical reactions than fire.
     
  20. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    That sounds cool
     
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