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Class Concept: Barbarian

Discussion in 'Your Work' started by RandomNames?, Apr 15, 2025.

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is this goated

  1. we can say its ballin

    3 vote(s)
    42.9%
  2. we can say its kinda ballin

    3 vote(s)
    42.9%
  3. not ballin at all

    1 vote(s)
    14.3%
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  1. RandomNames?

    RandomNames? Travelled Adventurer

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    CLASS: BARBARIAN
    Before anybody is gonna say this is some warrior or assassin copy slop, let me cook. This class is medium ranged, single hit high damage with the drawback of having 2 weapon cooldowns.

    Main Weapon: Flail Main Attack:

    Whip Shoots a chained spiked ball forwards. While the ball is thrown, it can be dragged by the player. It is affected by physics. Left click again to retract the ball back to you.

    Spell 1: Point Blank (R-R-L) Shoots your ball with higher velocity and deals extreme knockback. It clears its momentum on impact. If your ball is out, you'll instead retract it faster and then throw it.

    Spell 2: Chain Reaction (R-R-R) Spin your flail around in front of you, gaining momentum. The next melee hit will have its damage and launch speed increased by 2.5%. Can be stacked. If the ball is out, retract it and then spin.

    Spell 3: Surface Strike (R-L-L) Smash down the ground, similar to warrior's bash but smaller. If the ball is out, lift it up and slam it down.

    Spell 4: Throwing Swing (R-L-R) Swing around your flail, dealing AOE damage and then launch yourself forward. If the ball is out, retract it, spin and then go forwards.

    ARCHETYPES
    BESERKER: Everything go brrrr. Focuses on the Chain Reaction spell. SERPENTINE: Focused on range and singular target damage. CHAOS AGENT: High mobility and crowd control oriented.
    NODES (IMPORTANT NODES)
    BESERKER ARCH NODES:
    • Short Retraction - Your retracting is faster but lose some attack range.
    • Limitless - After using the spell Chain Reaction 3 times in a row will make it cost 20% less mana.
    • Windmill Arm - Chain Reaction now deals damage (4.5% of your total DPS each spin) and has +2 block width.
    • Strong Muscles - Each spell will cost -1.5% mana each time it is used before 1.5 seconds have passed of using a spell (max -30% mana cost).
    • Higher Velocity - Your melee is faster at throwing the ball.
    • Furious Moves: Every 3 melee throws will make you throw a torch, leaving a small AOE which makes enemies on fire. The torch can be hit, dealing higher damage if it touches an enemy.
    • Flaming Ball - Hitting a torch with a melee throw will send your ball on fire, dealing fire damage against enemies.
    • Flamethrower's Cartwheel - Chain Reaction will now send your ball on fire, dealing fire damage and higher Chain Reaction's damage (+1.5%). Throwing Swing is also changed to this.
    SERPENTINE ARCH NODES:
    • Snake's Neck - Increase your melee attack by +4 blocks.
    • Venomous Spikes - Enemies will receive poison damage on hit. Poison damage is amplified by 1.5%.
    • Scales Of Green - The ball now penetrates enemies. Foes who are hit by the chains will receive damage each chain they went through. (The chains are now green scales)
    • Wiggling Throw - Point Blank will now have +5 block range and the ball is launched in a curved zigzag.
    • Burrow - Surface Strike will now go below the ground and come up until at max range where it bursts out fully, dealing upwards knockback. If hit by the burrow, the victim will receive backwards knockback instead.
    • Eyes Of Newt - Using Surface Strike will now burst below the nearest enemy. Melee attacks will launch nearby enemies away from the target if the enemy is Fanged.
    • Fang Spiked - Attacking an enemy with Surface Strike will give them Fanged. Fanged enemies will receive more poison damage and are slown down.
    CHAOS AGENT ARCH NODES:
    • Hyper Burst - Point Blank now shoots you forward. Deals damage on impact. Sneak to disable.
    • Spiky Tornado - Throwing Swing makes you spin around 2 times. The second time has bigger AOE and deals more damage.
    • Lifting Weight - Retracting will give you a burst of speed for a brief moment.
    • Anchor Upperhand - Melee attacks will launch you away from the location of impact if at close range, launching yourself far away. (node for transport ig)
    • Rocket Blow - Surface Strike creates a bigger AOE and sends you upwards.
    • Helicopter - Chain Reaction is now spun on top of your head, slowly going upwards. Sneak to disable. Each Chain Reaction will increase flying speed.
    • Wyvern's Techniques - Point Blank's launching power is increased and all spells that are done while airborne will deal 10% more damage.
    • Vortex - Throwing Swing makes you leap upwards, along with any enemies nearby.
    • Mayday - Using a spell after a Chain Reaction will make you fall extremely fast, decrease spell cost by 5% and increase overall damage by 2% for 3 seconds. Each Chain Reaction will decrease spell cost by 5% and increase damage by 2% (Max 10 Chain Reactions).
     
    OatMilk and Deusphage like this.
  2. JenericPerson

    JenericPerson Travelled Adventurer

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    I love this idea, wish it could be added.
    Also, shouldn't throwing swing be spell 2? It is a movement spell after all.
     
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