Yes another one. However I pride myself on never repeating an idea that I have made before and trying to balance it/think it through. Monk - VIP Bovine Believer (just for fun lol) I know many have looked for a melee class rather than a ranged class so here it is. The spells incorporate a unique twist that is the basis of the class and should hopefully require a different way to play. Spoiler: Spells R-L-R 8* Earth Shattering Fist (Yes this is the naming theme, enjoy :D) 1. Next punch will do 150% damage with an explosion - 30% fire 20% earth. 2. Next two punches will do 150% damage 3. Mob's hit will be slowed and punches will deal 200% damage. This is different as it doesn't directly cast, but rather relies on hitting the enemy with a melee hit making it much harder to spam and will require you to get even closer than assassin or warrior as spells won't have a lot (if any) range. R-R-R 2* then 1*/sec Rush of the Predator 1. While active become immune to knockback and gain 150% (multiplicative of base) move speed. 2. Take 30% less damage while under the effects and clear any negative effects (e.g. slowness) 3. Momentum - Next hit will under the effects will deal +50% air damage. The effect will last for up to 2 secs after the spell ends (stacks with other spells) R-L-L 8* Thousand Fist Flurry 1. Deal 5 punches (not required to hit with this one - treat it as a multi hit spell) affected by main attack damages as well as spell damage. Spells that require punches will also activate upon hits with this spell. 60% per punch 20% lightning 15% air. 2. Deal 10 punches at twice the speed. 40% per punch 20% lightning 15% air. 3. Concussive blows - enemy gets stunned for 1 second after effect ends. The spell should last 2.5 seconds at all tiers so no stun lock and also a high mana cost. R-R-L 12* Mantra of Heaven 1. For 3 seconds double melee dps. 2. Get +50% move speed. 3. Take 30% less damage. So the way this spell works is it doubles melee dps. Spell 3 and one work off this which is the way I did my calculations in a comment i left lower. It slightly increases your survivability which imo is important for this class as well as increasing move speed which let's you potentially use mana retained for sprint and let's you run if need be. Last but not least, the semi-joke vip spell names Heaven-shattering Hooves, Charge of the Bull Stampede of Slaughter Bovine Mantra As a summary, it relies on it's movement skill to get in close and then its other skills to blow up the enemy. It should be able to do a lot of damage both as a spell build and melee build with it's 3rd and 4th spell although both would have drawbacks. Weapon: Fists. Obviously. That being said, the question arises, should it be an empty hotbar slot? If so then how would you use items? would it just be armour? Not very applicable imo. Personally, I say make the weapon something along the lines of brass knuckles and perhaps take some textures away from the assassin - mainly the gauntlets but not claws. The weapon recipe would be string and paper imo although maybe string and ingots. Damage: ***** Defence: *** Range: * Spells:**** Ok, i have looked over the spells myself and this is the playstyle I would use on first glance. For a heavy melee, the spell combo (if any) would be the spell 4 spell 3 combo which lets me do 28k dps for the duration of the spells. Spell one would likely not help too much with heavy melee as it would require you to hit the enemy twice with a super slow weapon. OTOH, with a mana potion, you could potentially add it into the mix and go spell 4, spell 1, spell 3 as spell 3 would activate it giving you the extra damage. For a spell build, I would be looking to cycle that together without the mana potion and adding in spell 2 - spell 4, spell 1, spell 2, spell 3. Combining and stacking as many effects as possible and resetting the costs at the same time. Spell 4 would double the damage, spell 1 would buff spell 3, and spell 2 would buff the first hit of spell 1. This would amount to (((250%*2)+50%*2)) + (250%*2) + (10*(40%*2)) = 23* melee dps (If I got that right and spells work with melee dps.) As a whole this means in built spell cycling while at the same time using all the spells for maximum benefit (spell 1 buffs spell 3, spell 2 is a gap closer, spell 4 buffs everything, and spell 3 deals the actual damage). Tell me what you think. I'm not going to give this one Lore as it's difficult but I can definitely add it. It would probably be easier than some of the others i've tried.