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: Explorer

Discussion in 'General Suggestions' started by SPYROHAWK, Feb 7, 2016.

?

What do you think?

  1. I would main that class...

    11.5%
  2. Seems cool!

    34.6%
  3. Eh.

    30.8%
  4. I don't really like it

    3.8%
  5. I hate the idea

    19.2%
Thread Status:
Not open for further replies.
  1. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    So I was thinking the other day about how certain classes are reliant on certain elements. Like if you are a mage you are probs gonna use water. If you are an assassin you are never gonna use earth. If you are a warrior, chances are, you are going to have earth somewhere in your build. Which to me feels like a waste to all the weapons for the other elements. I know there are a few odd-balls who do use the other elements, but lets be honest. When was the last time you saw a fire bow?

    This class is supposed to be made in a way that all aspects of it use different elements. So its truly versatile in the way you play!


    Some things to note:

    Before you say "the basic attack is too complected, and not needed", It's no more complicated than making a wooden slab shoot an arrow.

    And just to note, I LOVE status effects. So if this class it too reliant on giving de-buffs and buffs, that's why

    I also love complex things. Like A is dependent on B which only activates if C hits D. So that explains stuff like that...



    Thing I DO NOT want to hear in the comments:

    "Oh, another Spyro thread. Stop spamming the forums" Please be considerate, I actually put a lot of work into this

    'This class suks" I am ok with you saying this, but please explain why

    "Buff/nerf it" Same as above. Explain what parts.

    "Too complex" Not really...?

    "Don't you know the weapon skins take a lot of work!?!?" Yeah... but that's with any class idea. The class will take work

    Lore (I love lore):

    Obsessed with the mysteries and magics of the word, the Explorer was determined to explore the oldest and strangest dungeons and relics. While other's stuck to certain elements, the Explorer found the true beauty of them, and the fact that they could all be used!


    Description:

    The Explorer class is based around using all elements, or being able to work with any element. Many of his weapons (but not all) have stat requirements of all the stats being around the same min level, as to promote balancing them. His fighting style is both reliant on spells and his melee damage, as to keep those balanced too. He can use any element to, so a water Explorer is as useful as a Lightning Explorer or an Earth Explorer.

    He is based around AOE, DOT, and Buffs and Debuffs. You're build will probobly be based on what spell you like to use the most, as each is focused at a certain element. Your favorite spell grows stronger as you build into that element. And the beauty of this class is when it comes to mobs with elemental defense. You can run into a problem if your main spell, the one your built on, is blocked by elemental defense. However, one of your other spells will most likely deal damage in the element it is weak to! Also note that most, if not all, spells to more elemental damage than neutral.

    I am assuming your read the spoilers already. Lets just right in!

    VIP/ VIP+ name: Archaeologist (names subject to change) (Perhaps "Elemental" ?)



    Weapon: Whip

    So the weapon takes a tad bit of explaining to do. Firstly the weapon and spells are like the archer. Instead of L being attack and R being spell, R is attack and L is spell.

    The weapon works like a fishing rod. You slick and you cast out the whip, which does damage (unlike the fishing rod) to anyone within a 1.5 block radius of where it ends up (but does not latch onto enemies), and you retract it by pressing the button again. If you pull it in before it lands, the damage is dealt to the mobs within the 1.5 blocks of where the bobber was when you pulled it in. (1.5 is subject to change)

    Since you can not re-texture the fishing bobber at the end more than once, just make it a generic brown rope.

    Due to this way of attack you only attack half as fast as other classes, and it's harder to land a hit. Due to this you do much more damage than other classes.


    Special ability:

    So some classes have special abilities. Like I think warrior gets more defense from armor (higher armor rating)? This class has an ability as well. Leveling up stat points for a certain elements slightly decreases mana cost for the spell associated with that element. This is to help encourage building onto a specific spell.



    Ok, so the lead artist has said that they do not have enough blocks left to create even 20 new textures, so much less all of these. I guess it would be easiest to wait for 1.9 and re-texture the fishing rod a thousand times, but here are the skins anyway:


    Basic: A simple whip. Wooden handle and string body (body being "whip" part)

    Advanced: The whip's handle is metal and the end of the whip has a spike on it.

    Multi:

    Lvl 1: White handle with multi-color/color changing body

    Lvl 50: gets colorful studs on handle, body grows longer

    Lvl 100: Gets bugger handle, end of body gets frayed/split

    Water:

    Lvl 1: Blue handle, a very curley handle

    Lvl 50: Gets bubble on the bottom of handle, and top, and end of body

    Lvl 100: handle is hella long, and he whip is now double sided

    Earth:

    Lvl 1: Wooden (bark) handle with vine as body

    Lvl 50: vine gets leaves

    Lvl 100: vine gets flowers and handle gets leaves

    Fire:

    Lvl 1: A red handle, and the string is red

    Lvl 50: The handle has a few dark red studs on it, and the end is a flame

    Lvl 100: The handle is larger and the whole body is made of fire

    Air:

    Lvl 1: White handle with chain as the body

    Lvl 50: Chain replaces with 2 chains

    Lvl 100: 3 chains, and handle is more fancy-fied

    Thunder:

    Lvl 1: Yellow handle with white rope

    Lvl 50: Handle get a bit of a bell guard/cross guard, rope gets sparks on the end

    Lvl 100: Handle becomes longer, the rope is replaces by a moving bolt of lighting

    So now that we have that out of the way, lets get to the stuff yall actually care about. The spells! I wanted each spell to do neutral damage and elemental damage, to help dictate the fact that all elements are important.

    Note I am horrible at mana cost, so just ignore that for now

    -----------------------------

    Spell 1: Whiplash/ Strike

    You spin your whip around once, doing 90% damage to all enemies in a 3 block radius of you. You then immediately his all enemies in a one block line in front you you, going forward five blocks. The equation for damage dealt here would be:

    110% + (number of mobs hit with spin attack * 10)% air damage + (Number of mobs already hit by forward hit * 20)% thunder damage

    This means the last mob to be hit by the end attack takes the most damage, and you deal the most damage while in a group of enemies. Since it is all about hitting multiple mobs and being in a group, the elements focused on here are air and thunder.

    A while particle sparkle effect is played in a circle/line for this move, with the particle being flame for VIP

    ---

    Grade 2 ( Double-Strike): You spin the whip twice while. The first spin does 100% damage and the second does 115% percent damage; with this being the new formula for damage on the forward hit:

    125% + (number of mobs hit with first spin attack * 20)% air damage + (Number of mobs hit second spin attack + 30%) air damage + (Number of mobs already hit by forward hit * 40)% thunder damage

    ---

    Grade 3 (Speed lash): You spin your attack faster now, with this being the new new formula for the forward hit damage:

    150% + (number of mobs hit with first spin attack * 30)% air damage + (Number of mobs hit second spin attack + 40%) air damage + (Number of mobs already hit by forward hit * 75)% thunder damage

    However, there is also a new formula for the spin part damage:

    First spin: 125% damage

    Second spin: 150% damage + (number of mobs hit with first spin * 25)% thunder damage

    (Sorry for being so complex)

    -o-o-o-o-o-

    Spell 2: Crack / Groundshake

    So this one is focused on earth. You throw your whip (throw? Is that the right word? You know what you mean, your let out your "bobber") and as it travels, every 0.33 seconds it has an explosion at it's location. Once it hits an enemy or the ground (or is pulled in) it releases a very large explosion.

    The small explosions do 80% damage and 90% earth damage.

    Large does 100% and 110% respectively.

    ---

    Grade 2 (Marked For Death): Damage buffed to 90%, 100% and 110% 125% respectively. Any enemies hit with the big ending explosion are given a little green bone meal particle effect in a circle around them (Emerald block breaking for VIP) and after two seconds, another explosion is released at their location doing 110% neutral and earth damage

    ---

    Grade 3 (Seeping): Damage buffed to 100%, 115% and 125%, 150% respectively. Marked For Death explosion now does 125%. Getting hit with any part of the attack will now deal 100% poison damage twice a second for three seconds.

    -o-o-o-o-o-

    Spell 3: Flame Whip / Molten String

    Ok, now for the fire one. You basically take your whip, and slash it sideways, releasing a wave of fire particles (lava for VIP) that shoots forwards.

    This is from Roblox Strife! Alpha and it looks similar to the move I am suggesting. But you know, whip instead of sword.

    [​IMG]

    It deals 75% Neutral damage and 75% fire damage. Unlike shown in the GIF, it stops after hitting an enemy or a wall (or it travels 10 blocks).

    ---

    Grade 2 (Searing Touch): Damage buffed to 105% neutral and 95% fire damage. It now goes through enemies (and walls). Range extended to 15 blocks

    ---

    Grade 3 (After-burn): Damage buffed to 125% and 125%. Range extended to 20 blocks. Lights enemies on fire for 3 seconds. This may seem OP due to fire damage being a tad bit much, but due to the limited time, it should be ok.

    -o-o-o-o-o-

    Spell 4: Toxic String / Ancient Plague

    Water spell! This one is based around status effects. You shoot out your whip, which does 80% neutral damage and 90% water damage. It gives the enemy Weakness 1 and Slowness 1 for 10 seconds.

    ---

    Grade 2 (Sickness): Added Mining fatigue (slower attack speed) and Blindness. Effects lengthened to 20 seconds. Effects buffed to level 2. Damage buffed to 100% neutral and 120% water.

    ---

    Grade 3 (Siphonic Linkage): Effect duration lengthened to 30 seconds and buffed to level 3. Damage buffed to 120% and 140%. Upon hitting an enemy 30% of the damage dealt is taken back as health and 10% as mana (10% subject to change for balancing)

    -----------------



    I also highly suggest that you read this:

    Where is the movement spell?

    Come on man, Its a whip! Why do you think you're gonna do? Tie it around a tree and swing from it? This aint Indiana Jones! Plus I wanted assassin to have another class to synthesize with it.


    Where are the weapon examples?

    I suck at making those. But all weapons would have super high damage compared to the other classes' weapons. This is because of the super low attack speed. And due to the fact that none of the spells go over 150% damage.


    Why does spell number one have both air and thunder?

    I thought those went well together. Plus I have to fit 5 elements into 4 spells. You got a better idea?


    It seems a bit tanky. Large damage slow attack speed...?

    You can by-pass the low damage per second by spamming the button, it just causes the basic attack to have extremely low range. It can be used for a fast short range attack, or a slow long range. It is truly 100% versatile.

    So yeah! Thank you for reading, and I hope you enjoyed! Comments are always welcome, but try to keep them constructive!
     
    Last edited: Feb 12, 2016
    Luckygamerdx, IggyBoii and jpmrocks like this.
  2. Kahsol

    Kahsol Local Serial Liker

    Messages:
    2,790
    Likes Received:
    10,153
    Trophy Points:
    207
    Guild:
    Minecraft:
    Y'know, its a whip not a heavy hammer, whips are supposed to be quick and painful.
     
    Kalmer likes this.
  3. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    It can be anything you want. If you want it to be fast, use the air spell as your primary element/spell.
     
  4. Kahsol

    Kahsol Local Serial Liker

    Messages:
    2,790
    Likes Received:
    10,153
    Trophy Points:
    207
    Guild:
    Minecraft:
    You describe the Whip, when it isn't influenced by elemental magic, in a way that makes it seem it is for tanks or brutes.
     
  5. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    I was not intending to. You can by-pass the low damage per second by spamming the button, it just causes the basic attack to have extremely low range. It can be used for a fast short range attack, or a slow long range. It is truly 100% versatile.
     
  6. Kahsol

    Kahsol Local Serial Liker

    Messages:
    2,790
    Likes Received:
    10,153
    Trophy Points:
    207
    Guild:
    Minecraft:
    Think of the lorrrrre. Thats like using a whip, and it takes about 3 seconds to hear the snapping noise.
     
  7. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    Not if you purposely snap it right away
     
  8. Tfarcnnyw

    Tfarcnnyw Skirl CHAMPION

    Messages:
    119
    Likes Received:
    56
    Trophy Points:
    55
    Minecraft:
    why do spells specify which element
    when I use spells with an element heavy bow most of the damage is elemental
    it just does a split equal to normal
    there is no such thing as a neutral damage spell.
     
  9. IggyBoii

    IggyBoii I Have No Idea What Im Doing VIP

    Messages:
    2,129
    Likes Received:
    692
    Trophy Points:
    73
    Guild:
    Minecraft:
    ive actually thought of an explorer class idea, but i got too lazy, to do a real one, just be an archer with a speed build.
    ________________________________
    This is explorer class, but, no movement spell ;-;
     
  10. Loggerhead

    Loggerhead Some Loggerhead

    Messages:
    1,453
    Likes Received:
    874
    Trophy Points:
    115
    Guild:
    Minecraft:
    I'm sorry, but its too op, it uses every element, while the rest of the classes only use 1 or 2, thats just unfair... and even more unfair if it was VIP. sorry...
    ________________________________
    And also, there are a couple of fishing huts in wynn with a item frame showing a fishing rod, there already is a texture... Even tho i do like the idea of the whip ):
     
  11. IggyBoii

    IggyBoii I Have No Idea What Im Doing VIP

    Messages:
    2,129
    Likes Received:
    692
    Trophy Points:
    73
    Guild:
    Minecraft:
    So what? it doesnt have a movement spell..
     
  12. (Meric)

    (Meric) No longer edgy

    Messages:
    3,194
    Likes Received:
    2,753
    Trophy Points:
    147
    Guild:
    Minecraft:
    Explorer that cannot explore. 8/8 gr8 m8
     
  13. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    That's the whole point. You need to build into whatever element/spell you use the most. And the whole purpose was to make a class that if you wanted to,my ou could balance out all elements. Please read the into. I believe I explain this.

    And what do you mean even more for VIP? VIP just has different particle effects.

    Explained in Q&A
     
  14. IggyBoii

    IggyBoii I Have No Idea What Im Doing VIP

    Messages:
    2,129
    Likes Received:
    692
    Trophy Points:
    73
    Guild:
    Minecraft:
    Idc, i rather have a 4 movement spells then attacks, honestly.
     
  15. cardaroy

    cardaroy ThreadSins VIP

    Messages:
    51
    Likes Received:
    10
    Trophy Points:
    49
    Minecraft:
    Stop making the developers change the texture packs!
     
  16. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

    Messages:
    3,743
    Likes Received:
    4,302
    Trophy Points:
    192
    Minecraft:
    Read the beginning note in the textures spoiler!
     
Thread Status:
Not open for further replies.