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Unnamed Chain Whip Class

Discussion in 'General Suggestions' started by mzxie, Jan 7, 2022.

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Good or Bad

  1. Great!

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  2. Good

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  3. okay

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  4. bad

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  5. awful

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  6. you should kill yourself NOW!

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  1. mzxie

    mzxie Well-Known Adventurer HERO

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    Minecraft:
    This class is mostly a kabob of random ideas thrown together. I mean for it to be a sort of Anti-AoE class, that requires the player to line up enemies and think a little bit about how to damage as many enemies as possible. I think of it as a mobility-focused class that specialzies in dealing with singular targets.

    This was the first class I ever came up with and like actually took seriously. It's gonna have a lot of flaws, so please bear with me here yknow

    STATS:

    Damage : XXXX
    Defense : XXX
    Range : XX
    Spells : XXXX


    Melee Attack/Main Weapon: Chain Whip

    The main weapon of the class is the chain whip, a medium length chain with a blade attached to the end. The attack shoots out a small beam about 3-4 blocks in length, with the ability to pierce enemies. The attack has a thin hitbox, but if more than 3 mobs are hit at once, they become stunned for a split second.

    R - L - R Spell (1st Spell) : Blade Storm (Base Cost 6 Mana)

    Two chain whips begin circling the player. One of them is 4 blocks long and spins quickly, while the other is 3 blocks long and spins slower. The chain whips are able to damage mobs, and the player gains a small speed boost while the spell is active. This ability lasts 10 seconds.

    Upgrade One : Double Trouble

    2 extra Chains would circle the player, at a slightly slower rate than the other chains.

    Upgrade Two : Chain Fury

    If the spell is cast while it is already active, the chains will spin at 200% speed for 5 seconds, dealing extra damage.

    R - R - R Spell (2nd Spell) : Grappling Hook (Base Cost 4 Mana)

    The player shoots out a grappling hook (which can grapple on to the air because *magic*) and gets launched towards whatever they grappled on (which includes air because, again, *magic*) The grappling hook has a base length of 15 blocks. The hook deals a very small amount of damage if the player grapples an enemy

    Upgrade One : Length Increase

    The grappling hook gets a length increase (from 15 blocks to 18).

    Upgrade Two : Pull

    The player can hold shift while grappling an enemy to pull the enemy towards them rather than pulling the player towards the enemy

    R - L - L Spell (3rd Spell) : Sharp Strike (Base Cost 8 Mana)

    The player throws out their chain whip in front of them. Enemies hit by it are stunned for a second, and take +x% extra damage for 10-ish seconds. It’s basically a souped up version of the normal melee attack.

    Upgrade One : Magnitude

    Upon striking an enemy, the extra damage curse effect will be applied to enemies within 3 blocks of the original enemy.

    Upgrade Two : Wound

    Hitting an enemy that is affected by the extra damage curse will proc lifesteal and manasteal much more often.

    R - R - L Spell (4th Spell) : Entrap

    The player throws out their chain whip. Upon hitting an enemy, the chains wrap around the enemy, tethering the player to them for 10 seconds. While the enemy is tethered to the player, the enemy is damaged over time and slowed down greatly, and any damage the player takes is also dealt to the enemy. If the player goes more than 10 blocks away from the enemy, the tether ends.

    Upgrade One : Range

    The overall range increases from 10 blocks to 15.

    Upgrade Two : Cyclone

    Nearby enemies are gently launched towards the captured enemy when the whip tethers to it (basically when the spell hits an enemy).
     
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