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(another) Class Idea - The Grappler/chainmancer

Discussion in 'General Suggestions' started by quadblast24, Dec 22, 2020.

?

Excellent, Worth implementing class idea?

  1. Yes

    2 vote(s)
    11.1%
  2. No

    12 vote(s)
    66.7%
  3. No, unbalanced

    0 vote(s)
    0.0%
  4. Yes! Excellently balanced

    0 vote(s)
    0.0%
  5. Good idea, not worth playing.

    3 vote(s)
    16.7%
  6. Yeah, no class ideas are good in my eyes.

    1 vote(s)
    5.6%
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  1. quadblast24

    quadblast24 The Chronologer VIP

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    The Grappler or Chainmancer is a class idea based on medium ranged attacks by pulling mobs towards the player (like 1-2 blocks away) every other hit. Although this class is decent in everything, it's unique playstyle and combo's would make it stand out. The player would send out a sharp lance attached to a rope or chain that spears the mob. Range: give or take 10 blocks.
    Stats:
    Attack - 3
    Defence - 2
    Range - 3
    Spells - 3

    I was thinking of a class based around fishing rods pulling mobs towards the player but ocean classes won't ever exist. I imagined a torpedo as well to help create this idea.

    Lore: These former unique Fruma soldiers displeased the queen. To keep her kingdom from corruption and get rid of people, she sent these soldiers, along with commoners to serve as soldiers of the Wynn province.

    Attacks:

    Lvl 1 spell - Torrent

    Sends out a chain or rope which homes into the nearest mob a player is facing and then spins twice around the player damaging all the mobs in it's radius. The closer the mob is to the player, the less radius it encompasses. Does the same amount of damage as the main attack but for each mob.
    Lvl 11 spell - Pull/Tug (couldn't find a better name xD)
    A chain or rope is released and latches onto something in the direction the player is facing (including straight up if a block is located there) and pulls the player to that point. Takes a second to pull them there.
    Lvl 21 spell - BloodCircle
    All mobs within a 2 block area get hurt for 3-5 seconds. Every second, the mobs get hurt 1.5 times the attack damage.
    Lvl 31 spell - Launch
    The Grappler/Chainmancer along with all mobs (except various bosses) in a two block radius are sent up into the air 10-15 blocks damaging the monsters. The player is immune during their fall back to the earth and can use their main attack, but them and any other players up there cannot use spells. (Very similar to Uppercut tbh.)

    BloodCircle and Launch don't relate well enough to this class, but it establishes the class as close range crowd-control along with really good shaman support.

    Well, suggestions are needed but I think this may be sort of balanced.
    Also Bixlo's class idea is similar so check that out I guess.
     
    Last edited: Jan 1, 2021
    Greedus likes this.
  2. Bixlo

    Bixlo I maybe am funny sometimes

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    .......sounds like the class i suggested.......
     
    quadblast24 likes this.
  3. Lousyre

    Lousyre Famous Adventurer

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    Where are the spell upgrades?
     
  4. quadblast24

    quadblast24 The Chronologer VIP

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    I didn't copy I promise...
    I think I should leave that up to debate. (If anybody else comments, otherwise... I don't think it's worth it. (Although why did I post this thread then.))
     
    Bixlo likes this.
  5. AcadeeAlkana

    AcadeeAlkana . . .

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    Uh...Water magic exists?

    The Grappler's a great concept, but there simply wouldn't be enough lore for it to work - I mean, grappling hooks, rods, and chains are more often than not relegated to being tools or secondary weapons more so than main weapons.
     
  6. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Many tools were historically used as weapons, so I don't see a problem in that.

    The only problem might be a grapling hook though
     
  7. AcadeeAlkana

    AcadeeAlkana . . .

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    ...I'm unsure if they would all fit, honestly. Like, I can see cases of them being incorporated into the lore, such as lassoes, chains for tying up the criminals in Ragni Sewers which were long-abandoned, and other stuff. But...Eh, it feels a bit like a stretch, even with these examples, in my eyes.

    There's plenty of uses for chains and stuff...But, especially for non-adventuring combatants in Wynncraft, you'd usually want some kind of supporting weapon to go with it, like a Dagger to stab enemies with after dragging them into range.
     
  8. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    What?

    Chains were normal things in medieval times, rods and ropes too...

    In Wynncraft, where daggers can be only wielded by assassins?
     
  9. PopePurpleTTV

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

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    Ah yes, the multiplication monster rears it's head again. Tsk Tsk balance, why were you murdered. Why?!?! WHY?!?!?

    But it's a decent design idea, sounds cool, but meh probably wouldn't do any good. Also Lvl 11 spell: Hook, Grapple, Chain Lock, Chain Hook, Chain Fangs. Feels pretty copied, ngl, but I digress
     
  10. quick007

    quick007 Master Adventurer

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    oh no another class idea
     
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