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Game Mechanics Class Suggestion: Warden (sentinel)

Discussion in 'General Suggestions' started by Rythew, May 30, 2021.

?

Is the Warden a good class suggestion

  1. Yes, it is a good class

  2. No, it needs changes (Add a comment on this post)

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  1. Rythew

    Rythew Does Things

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    Hey! I thought of a new class, which is the Warden (or the Sentinel for the reskinned ranked classes). This class is all about tanking damage and dealing moderate amounts of damage, at the cost of weak range and mobility. At first, it might just seem like the warrior class, but where it shines is its spells. So, without further ado, here is a rundown of the theoretical class!

    Class Creation
    When you create the class, you will be met with the following stats:
    ⚔ Damage - - - - -
    ♥ Defence - - - - -
    ➵ Range - - - - -
    ✺ Spells - - - - -
    Difficulty ★ ★
    Weapon: Flail
    Donor-Exclusive Reskin: Sentinel
    "The bane of those who oppose the light. Wardens are one of the best classes for spells, and their natural defence is on par with those devastating spells, at the cost of a short range and rather weak damage. They have multiple spells which help them keep punishing enemies at bay."

    Attacks
    Main Attack
    - Melee, but has an arched shape of white smoke particles. The attack starts from above the Warden's head, and swings down 3 blocks in front of them. It's like warrior's main attack, only it is vertical, not horizontal. The Warden's main attacks are rather weak.

    Spells
    (→ means an elemental conversion)
    - Ground Pound R-L-R (Gaia's Touch) [Lv.1,Lv.16,Lv.36]
    Mana Cost: Grade 1: 6, Grade 2: 5, Grade 3: 4
    Damage: +30% Neutral, →20% Earth per piece of debris
    Sends a volley of 6 debris blocks (they look like dirt for Wardens and leaves + grass blocks for Sentinels) up 3 blocks into the air in front of the player, and when the debris lands, it deals damage and slows hit mobs. Mobs and bosses can get hit by a maximum of 4 pieces of debris per spell cast. The Grade 2 spell shoots up a volley of 8 debris blocks.

    - Griffin Incantation R-R-R (Phoenix's Ascension) [Lv.11,Lv.26,Lv.46]
    Mana Cost: Grade 1: 5, Grade 2: 4, Grade 3: 3
    Damage: +20% Neutral, →20% Fire
    Shoots the player up 5 blocks, and after a second, the player is pulled 5+(Grade*3) blocks in the direction they are facing. While performing this spell, the player is given slow fall. The player is given jump boost 2 for 1+Grade minutes. The Grade 3 spell casts an explosion when the player lands, not dealing damage to the player.

    - Chaos Halo R-R-L (Tesla Coil) [Lv.21,Lv.36,Lv.56]
    Mana Cost: Grade 1: 10, Grade 2: 9, Grade 3: 8 (20s cooldown for all grades)
    Damage: +70% Neutral, →30% Thunder, →30% Air, →10% Fire
    Summons a ring (or spiral for Sentinel) of lightning around the player every 5 seconds, 4 blocks from the player. Stun hits mobs for Grade/3 seconds. The duration of the spell is 20 seconds. As long as the duration of the spell lasts, all spells cannot be cast. The player is given +75% Exploding for the duration. The Grade 2 spell allows other spells to be cast, at the cost of a 5 second cooldown between spell casts and a spell damage penalty of 70% for the duration of Chaos Halo/Tesla Coil.

    - Whirlpool R-L-L (Charybdis) [Lv.31,Lv.46,Lv.66]
    Mana Cost: Grade 1: 8, Grade 2: 7, Grade 3: 6
    Damage: +10% Neutral, →30% Water, →20% Air
    Casts a spiral of water particles 2 blocks around the player. All mobs caught in the spiral are knocked back 4+(Grade*2) blocks and are stunned in place for 0.5 seconds. After the 0.5 seconds, they are sucked in before being cast up into the sky 0.5 seconds later, when most of the damage is dealt. The mobs then fall down onto the ground and are given slowness, which is a good time to cast a Ground Pound spell. The Grade 3 spells launches the player 4 blocks backwards.

    So, that is a rundown of the theoretical Warden class. If you think that there are any overpowered/underpowered spells or if you want to suggest improvements, constructive criticism is welcome. Also, here's some models for the flails.
    2021-05-30_01.42.56.png 2021-05-30_01.43.24.png 2021-05-30_08.49.19.png

    Edit 1 Comments: Swapped Whirlpool and Chaos Halo around. Balance Changes.
    I might make the class into a playable thing with commands, if I don't get wrecked by end of year exams. Until then, Thanks for reading and have a good day!
     
    Last edited: Jun 1, 2021
  2. dr_carlos

    dr_carlos Morph Gang!

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    I like the concept, but I personally think the name should be changed as some may confuse it with the Caves and Cliffs Warden.
    Other than that, great suggestion!
    (Oh and I don't think any classes will be implemented now or any time soon but that doesn't mean the idea is bad)
     
    MlecznyHuxel99 likes this.
  3. PopePurpleTTV

    PopePurpleTTV *:^)=Immortal=(^:* CHAMPION

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    Too much CC for one class tbh One slow and then a knockback&THREE SECOND stun, and a stun. Too much CC (And before you go, But Sham has three spells too) one is their movement spell which puts them right in the middle of the action, doesn't stun and their uproot spell still allows for them to take damage (I.E no stun) Also w/ 4/5 DEF they won't be a 2 star difficulty, Mage has the same damage rating at the start of the game and even less def and are considered a 1 star diff class (In part due to healing, but w/ that much def for your warden, it won't be hard to play them)
     
  4. 3XTWISTEDTITAN

    3XTWISTEDTITAN The Traveler

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    This is pretty cool!
     
  5. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    owo, this is a pretty sleek suggestion! Props to ya for the sleek formatting and textures for the weapons! I have a few questions/concerns tho.

    First off, the idea of a sort of Warrior-Mage Hybrid is pretty neat, with a class at it's core being defensive with magic prowess, and is balanced by it's limited melee attack. :)

    For Spells, hmm... They either seem to be lacking in details or have some errors. First off, you should should list off the Upgrades for each Grade of a Spell. What new thing changes up the spell every Upgrade? Also for Damage, if you look off the Help Section of the Wynncraft Website, you can see how Class Spells have an elemental conversion, like 20% Fire. That means if say you dealt 2000 Neutral Damage, 20% of that will be converted into Fire Damage. So idk if the unconventional Damage system was intentional or not. Even then, generally don't try to go beyond 40% Elemental Conversion for a single element, since it makes using other elements a lot less efficient for using a spell.

    For Ground Pound, can ya give more information of the Debris? Like does it launch around you in a circle, or just in front of you? How much Debris? How high does the Debris get launched before falling? Also,
    Is the -30% Neutral intentional or a typo?

    How does Firey Swoop deal Damage? Is it by contact like Charge? Also, I'm a lad confused why it's called Firey Swoop, I felt like the VIP skin Phoenix's Ascension fit the name better since I don't understand the "Swoop" part.

    Whirlpool seems like a very neat spell, quite dynamic and elaborate. However, I'm a bit confused by the spell knocks back players, since the point of it is to draw mobs in, tho I guess it's to give the player to move outside the center of the Whirlpool when the mobs get pull inside. Also, 3 seconds of Stun is very long, shorten it to like 1 second at most for Grade 3.

    Chaos Halo is strange? The idea of a powerful spell that has a cooldown is neat, but some problems in interpretation. First off, idk what the Explosion % is about for Damage. Secondly if the cooldown is 20s, does the spell last for 20 seconds? How far does the ring strike from around you? Lastly, this seems a very strange fit for this class, since while it's supposed to have strong spells and it's Damage is A LOT for a 4th Spell, it's somewhat balanced by it activating every 5 seconds and it preventing spell casting however. That's the thing tho, this class is meant for spell casting, Silencing your character from doing so conflicts with the design of the class. That and since it's melee attack is meant to be weak, it's a very weird trade off to use this spell or not. Whenever that's a good or bad thing since some people with a niche might get mileage out of it, I honestly idk but that's my take on it.

    Overall, good foundation, but needs more details and tweaking for it to be more in line to other class suggestions. Tho again, props to ya making your own textures for weapons, you went the extra mile most people didn't go, and the base idea of Tanky Spell Caster is pretty neat. :3
     
  6. TS_potato

    TS_potato I cri in my room 24/7 VIP+

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    One minor thing, these are supposed to be total of 13 points
     
  7. Rythew

    Rythew Does Things

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    Sorry, I forgot to make the Spells stat 5 points instead of 4. My bad
     
  8. Xeabia

    Xeabia A creative mind who's clumsy as heck HERO

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    Actually, when looking over Mage. Mage has 12 points and it's most agreed upon the best class of the game, so having a point over or lower than 13 is actually okay.
     
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