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New Class: Monk

Discussion in 'General Suggestions' started by Nickanite, Feb 19, 2021.

?

Is this a good idea

  1. Yay! +1

  2. eh, 0

  3. Nay. -1

  4. eh v2, maybe with changes (say why)

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  1. Nickanite

    Nickanite Well-Known Adventurer

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    The following is about my idea for a new class: the Monk.

    Reskin would be called Dragon Champion (parody on Kung Fu Panda's Dragon Warrior)

    The monk would be a staff wielding fighter, which would combine the concepts of a melee fighter with magical elements. This class would be a marriage between warrior class and mage. The class could be easily nerfed or buffed to increase or decrease difficulty.

    What I think stats should be:

    Damage: 3/5
    Defense: 2/5 (Probably the most variable stat, can be lowered or increased)
    Range: 3/5
    Spells: 4/5

    Difficulty: **

    The primary attack (L) actually consists of two separate attacks. It shoots out a mid range beam or wave which would deal about half of the weapon's damage, but it would also swing the staff at short range resulting in the other half of the weapon's damage. The player can choose to stay back and be safe, but will do less damage. On the other hand, they can get close to do more damage both with the range and melee attack, but will be vulnerable to attack.


    Spells: (+reskin name)
    Elements most focused on would be Earth, Water, and Air.

    Beginning spell, R-L-R: Spirit Slam (Soul Cudgel)

    Grade I (lvl 1):
    Mana cost: 5
    Damage: 120% per second for 2 seconds

    From the staff comes a triangular wave of particles to emit from the player. Mobs caught in the blast will receive a bit of knockback and will receive damage over the next 2 seconds.

    Grade II (lvl 16):
    Mana cost: 5
    Damage: 120% per second for 2 seconds

    15 % Water
    +Voice of Reason: Reduces enemy damage by 5% for 10 seconds, stackable up to 3 times. Also slows enemy by 20% for duration of damage, not stackable.

    Grade III (lvl 36)
    Mana cost: 5
    Damage: 120% per second for 2 seconds

    15% Water
    20% Earth
    +Nature's push: increase AOE by 50% and increase knockback

    Solid area spell, not dissimilar from bash, but has greater overall damage early on with less upgraded damage. Damage is stackable, an enemy hit with another Spirit Slam before the last one has dealt all its damage will NOT cancel out the remaining damage of the previous slam.

    Visual: Triangular wave of blue-green particles outward from the player, with the player at the triangle's apex.
    Like this

    upload_2021-2-19_14-49-4.png
    Movement spell, R-R-R: Fling (Catapult)

    Grade I (lvl 11):
    Mana cost: 4

    Using the staff as support, the user vaults themselves high and far into the air.

    Grade II (lvl 26)
    Mana cost: 5
    Damage: 125%

    20% air
    +Hard Impact: A landing following a Fling deals solid AOE damage (radius of 3 blocks)

    Grade III (lvl 46)
    Mana cost: 6
    Damage: 125% (300% if used from air)

    40% air
    +Downward thrust: If Fling is used in the air following another Fling, the user will rapidly descend downward dealing a lot of AOE Damage, but will receive 40% slowness 3 seconds afterward.

    Standard movement spell really, inspired mostly by the concept of pole vaulting. One point of interest would be the last benefit, downward thrust. I am not entirely positive that this is possible to regulate, but I'm sure that the Wynncraft team could figure out a way to implement it. If not possible, just make the thrust occur faster and give jump boost afterward.

    Visual: Player has an exponential curve upward before flattening out and then falling back down.

    Like this

    upload_2021-2-19_14-45-3.png



    Damage spell, R-L-L: Tornado (Cyclone)

    Grade I (lvl 21)
    Mana cost: 8
    Damage: 350%

    20% Air
    Casts a tornado where the player is looking that remains active for 3 seconds. Mobs caught inside will fly around taking damage before being thrown out.

    Grade II (lvl 36)
    Mana Cost: 8
    Damage: 350%

    20% Air
    +Funnel: Nearby mobs are slowed and pulled toward the the tornado whilst it is active


    Grade III (lvl 56)
    Mana Cost: 11
    Damage: 550%

    20% Air
    20% Earth
    +EF5: Tornadoes are bigger, stronger, and take a lot more energy to whip up.

    Somewhat inspired by the meteor spell, but is instantaneous and less powerful. I think that the damage should not be immediate, instead being hit over the course of 3 strikes before a mob is thrown out. That way a mob getting sucked into the tornado at the last second will not take full damage. Also, maybe the tornado could take a second or so to whip up.

    Visual: A spiral made up of dirt, stone, and air particle. Perhaps, if possible, incorporate surrounding blocks into the tornado itself.


    Buff / Debuff spell, R-R-L: Essence Channeling (Ascetic Stillness)

    Grade I (lvl 31)
    Mana cost: 6

    Through the power of the soul, creates a ringed area, and while within it, the user will be granted massive damage buff and a small resistance buff, but will be 70% slowed. AOE with a radius of 4. Duration of 10 seconds. Gives a small resistance buff to players in the ring.


    Grade II (lvl 46)
    Mana Cost: 6
    Damage: 35% per second while a mob is within the ring

    20% Water
    +Purification: Purges the surrounding evil through its destruction


    Grade III (lvl 66)
    Mana cost: 6
    Damage: 35% per second while a mob is within the ring

    30% water
    +Enlightenment: Increased AOE of 6, reduced player slowness of 40%, mobs caught in ring acquire slowness of 40%, and gives other players within the ring a small damage and speed buff

    Figured that the idea of the purification of the souls of the monks could make for a good support and effect move. Although not primarily for damage, it can be used for that at later levels, as it has a low mana cost and a high damage output, but it takes a while. Effects do not stack if multiple rings are cast, it simply increase the AOE of the effects. Since the Channeling is personal in nature, only minor buffs are provided to teammates.

    Visual: Simply a ring of particles outlining the area wherein the effect is active.

    That's all for spells, moving onto the weapon itself.

    Crafting recipe: 2 parts ingot, 1 part fish oil
    Falls under the category of weaponsmithing, and would balance out the 2-3 split with woodworking.
    Another possibility is 2 parts wood, 1 part oil.

    Weapon skin ideas: For staffs, I'd say avoid adding sharp objects to the ends of it so as to prevent the confusion with the spears of the warrior class. Incorporating different designs and metal colors can be a great way to differentiate weapon designs. For instance, having the end of one staff carved like a dragon head, or staff made out of gold with a ruby head, or straight up making a staff made of bone, or a flaming, electric, ice, or wind themed staff. The possibilities for unique designs without infringing on other classes' weapon designs are endless.

    That's all I can think of right now. Leave suggestions below and like and upvote if you think it should be in the game.
     
    Last edited: Feb 21, 2021
  2. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Interesting idea, I like it for the most part. Reminds me of my class suggestions (in a good way) +1 from me.

    add a poll btw
     
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  3. Nickanite

    Nickanite Well-Known Adventurer

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    Lol idk why it didn't save. Fixed now.
     
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  4. LordRotharoth

    LordRotharoth Well-Known Adventurer VIP+

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    +1 this looks like a good idea, pog
     
  5. Nickanite

    Nickanite Well-Known Adventurer

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    I am glad you like it!
     
  6. mama Luigi

    mama Luigi Well-Known Adventurer HERO

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    This NEED to be in wynn it's a good idea!
     
  7. Nickanite

    Nickanite Well-Known Adventurer

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    :)
     
  8. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    This is probably one of the best class suggestions I've seen in a while. Good job!
     
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  9. OmegaCKL

    OmegaCKL definitely totally super very active player CHAMPION

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    Not sure if any of you are familiar with Fire Emblem, but every time I try to visualize this class as just see it as this guy just suddenly becoming a matial arts master and destroying everything using the spells.
    show.png
     
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  10. Bixlo

    Bixlo Got drip like pablo HERO

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    Very hight quality thread. New, fresh, and fun to play (from is disc) Good job :D +1
     
  11. Nickanite

    Nickanite Well-Known Adventurer

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    Lmao bet, Wynn needs some Fire emblem rep
     
  12. Nickanite

    Nickanite Well-Known Adventurer

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    This got a lot more love than I thought it would lol
     
  13. ocel0tgirl

    ocel0tgirl It was ocel0t to meet you HERO

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    It would be nice if you added lore, like how did this method of fighting originate and how did it get to ragni?
     
  14. Fingolfin

    Fingolfin High king of the Noldor

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    i was thinking a Viking class thats uses axes ,i thought it would be cool
     
  15. Nickanite

    Nickanite Well-Known Adventurer

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    I'd love to see it if you took the time to work out the kinks
     
  16. Fingolfin

    Fingolfin High king of the Noldor

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    maybe , ill prob need some help balancing
     
  17. Nickanite

    Nickanite Well-Known Adventurer

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    I’m just thinking you could have a lot of ice themed attacks, maybe a tsunami, an axe throw, etc. A lot of potential my guy. I’m not the best myself at balancing, but I’m sure if you asked there would be plenty of people willing to help out.
     
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  18. Nickanite

    Nickanite Well-Known Adventurer

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    Feedback bump
     
  19. Nickanite

    Nickanite Well-Known Adventurer

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    Minecraft:
    Bump10char
     
  20. Nickanite

    Nickanite Well-Known Adventurer

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    Bump10char
     
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