Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Class Idea: Trainer

Discussion in 'General Suggestions' started by Gone2Dream, Aug 29, 2021.

?

Is it a cool idea?

  1. Yes

    63.6%
  2. No

    36.4%
Thread Status:
Not open for further replies.
  1. Gone2Dream

    Gone2Dream Luto Aquarum enjoyer HERO

    Messages:
    359
    Likes Received:
    415
    Trophy Points:
    83
    Minecraft:
    I always enjoyed reading suggestions for new classes, and seeing the many things that people come up with. So, I decided to make a class myself and see what people think about it.

    Strength in numbers. The trainer leads a duo of wolves into battle, and can give various orders to accomplish seemingly impossible tasks. Trainers can engage opponents from a comfortable distance while their wolves move up and swarm whoever the trainer is shooting at. Be cautious though, if their wolves fall then their are left vulnerable. Nevertheless, a skilled trainer with a full pack of wolves is a force to be reckoned with.

    Damage: 3/5
    Defense: 3/5
    Range: 4/5
    Spells: 3/5

    • Weapon: Slingshot
    • Main weapon attack: fires a ball bearing forwards, very similar to archer's main attack, but not as much range. Holding right click makes the slingshot continuously fire.
    • Damage: main attack damage is split 50% into your weapon, and 25% for each of your 2 wolves.
    • Crafting: weapon smithing; 2 ingots, 1 string.

    • Both wolves spawn in the moment you start holding your weapon, and despawn when you let go. Their current HP carries over from weapon to weapon. Downed wolves aren't summoned until they're fully healed.
    • Max HP: 60% of player's max hp
    • Health regen: 6% of player's max HP every 4 seconds. Wolves heal naturally even if they are despawned.
    • Attack: counts as a melee attack, and uses the same attack speed as the player. It does not charge powder specials, nor does it trigger life/mana steal. Damage is effected by main attack damage %, but not main attack neutral damage. Only your slingshot bearings are effected by the main attack neutral damage identification.
    • Speed: Wolf's walk speed is 50% faster then the player's walk speed.
    * AI/Targeting: One wolf runs towards and starts attacking the the creature hit by your slingshot. Hit the same mob more times to send in more wolves or hit different mobs to make the wolves target different creatures. Idle wolves follow you in a line, mirroring your speed and movements. Mobs cannot aggro onto idle wolves, but idle wolves can still take damage.

    • If dropped to 0 hp, the wolf disappears for 40 seconds, then it teleports to you and gets back up with 100% hp. Multiple downed wolves can heal simultaneously.
    • Wolves are unaffected by your skill points (str/dex excluded).
    • In the pet menu Trainers can choose to replace one or all of their trained wolves / wild wolves with their pets. This is cosmetic only, pets replacing wolves don't gain any pet XP, nor can they do pet tasks, and the action is undoable.

    Fire a bone that explodes upon impact. Your trained wolves move to the blast location and attack damaged mobs. Shifting cancels wolf movements.

    • grade 1
    Mana cost: 6
    Damage: 120%
    20% fire conversion

    • grade 2
    Mana cost: 6
    Damage: 120%
    25% fire conversion
    + treat: targeting your trained wolves heals them for 12% of their max hp.

    • grade 3
    Mana cost: 6
    Damage: 120%
    25% fire conversion
    + medicine: targeting wolves removes fire and cures debuffs effecting them

    Your wolves teleport to you and both you and your wolves are flung in an arrow formation in the direction you're facing, doing damage to nearby creatures. Shifting only sends the wolves forwards.

    • grade 1
    Mana cost: 4
    Damage: 60% per creature that hits, max of 180% if the player and both wolves hit.
    15% air conversion

    • grade 2
    Mana cost: 4
    Damage: 60% per creature that hits
    20% air conversion
    + tackle: creatures hit gain 20% slowness per creature that hit it for 4 seconds (up to 60%)

    • grade 3
    Mana cost: 4
    Damage: 60% per creature that hits
    + Camouflage: mobs lose aggro on wolves that don't hit anything

    Fire a projectile in the direction you're facing, traveling in a straight line and doing heavy damage to all movs in its path.

    • grade 1:
    Mana cost: 8
    Damage: 250%
    20% thunder conversion

    • grade 2:
    Mana cost: 8
    Damage: 250%
    25% thunder conversion, 15% water conversion
    + grub coat: all wolves do double damage to creatures hit by the projectile for 5 seconds.

    • grade 3:
    Mana cost: 8
    Damage: 250%
    35% thunder conversion, 25% water conversion
    + revenge: Bullet does an additional 100% damage to a creature that killed one of your trained wolves within the last 10 seconds.

    Summons a wild wolf that targets the nearest hostile mov. Wild wolves share the same stats as your regular wolves, except their damage counts as spell damage, and they last for one minute. Recasting summons a new wild wolf, but causes the oldest wild wolf to despawn.

    • grade 1:
    Mana cost: 8
    + wild wolf limit: 1

    • grade 2:
    Mana cost: 8
    + wild wolf limit: 2
    + pack hunting: trained wolves that are next to wild wolves take 25% less damage.

    • grade 3:
    Mana cost: 8
    + wild wolf limit: 3
    + leadership: every 10 seconds, you and nearby players gain absorption HP equal to half of the total damage that the wild wolves did in that 10 seconds. Absorption HP lasts for one minute.
     
    Last edited: Sep 1, 2021
    ThedumbOX and 99loulou999 like this.
  2. Whel

    Whel Skilled Adventurer HERO

    Messages:
    9
    Likes Received:
    2
    Trophy Points:
    27
    Minecraft:
    Personally, I think we need another class, Shaman was added back in 1.19 so December of 2019 so we are coming up on 3 years roughly now without a new class. This class seems super cool and would be an awesome addition to the game it reminds me of the Dino Tamer from Trove.
     
  3. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

    Messages:
    4,668
    Likes Received:
    6,659
    Trophy Points:
    215
    Minecraft:
    I mean we had, what, 7 years with only 4 classes until 1.19? I don't think that is really a good point
     
    Samsam101 and MlecznyHuxel99 like this.
  4. Whel

    Whel Skilled Adventurer HERO

    Messages:
    9
    Likes Received:
    2
    Trophy Points:
    27
    Minecraft:
    I mean the reason I brought up the last time we had a class introduced is because it has been a while. While not 7 years I think it would good to have another class in the game.
     
  5. TS_potato

    TS_potato Dead? VIP+

    Messages:
    1,135
    Likes Received:
    4,632
    Trophy Points:
    162
    Minecraft:
    It's been under 2 years, not that long
     
  6. LiamAshvinn001

    LiamAshvinn001 Well-Known Adventurer

    Messages:
    114
    Likes Received:
    130
    Trophy Points:
    59
    Should be called Beastkeeper. More fantasy sounding and more straightforward. Implementing a weapon type for this class and items in general would be hhard
     
  7. LiamAshvinn001

    LiamAshvinn001 Well-Known Adventurer

    Messages:
    114
    Likes Received:
    130
    Trophy Points:
    59
    Hey so I thought about your idea, and here's some possible ideas.
    1) Throwable Potions and Bombs. Beastkeepers can't do melee, however, they're weapons can also be throwable potions and bombs, not just slingshots. Note bombs would have to be slightly nerfed for balance. Example: You crafted a potion with + 160 hp. Than if you triple right click (This has to replace an ability) you throw it and all positive stats turn negative when hitting an enemy. Bombs could be a high end version of this too.
    2) So I really liked the pet idea, but also thought it could be expanded upon more. For example, if it IS going to be called Beastkeeper, it should get more beasts.

    So everyone gets access to Wolves, than at level 30 wolves upgrade to Falcons and level 60 you get a Griffin every time they get a small boost.
     
  8. Jackkoh

    Jackkoh Grass of the Realm VIP+

    Messages:
    737
    Likes Received:
    4,917
    Trophy Points:
    157
    Guild:
    Minecraft:
    thank you for this idea!
    Might use it for southern earth!!!
    ________________________________
    jk nice idea
     
  9. Androphonia

    Androphonia SON ARE YOU THROWING THE RAID AGAIN VIP

    Messages:
    445
    Likes Received:
    345
    Trophy Points:
    70
    Guild:
    Minecraft:
    since this class would rely really heavily on its minions I feel like the numbers won't be big enough in the endgame, so maybe we could like
    upgrade minions every 30 or so levels?

    ex: dogs -> wolves -> eagles -> dragons/griffins

    idk
     
Thread Status:
Not open for further replies.