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New class idk lol

Discussion in 'Your Work' started by CattenXD, May 30, 2025.

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  1. CattenXD

    CattenXD Skilled Adventurer

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    EDIT: Wynnability file at the bottom. Go to the wynnability site and copy and paste in the text from the file
    EDIT2: New file

    I got bored and made a class.
    Yes, there are a lot of nodes. And it is a mess. And wordy.
    I have absolutely no idea what to name this class. At first, it was supposed to originate from Corkus (Like how shamans originate from the jungle), but it’s strayed a little far so uhhh yeah.
    I have a wynnability tree, so here I’ll just clarify some things that seem weird, and give a light overview.

    The class’s main attack is the bomb. Throws a little bomb that explodes after a little

    This class has 3 archetypes: Grenadier, Sigilist, and Druid.
    Grenadier is the chunky burst damage one. It revolves around its Bomb Pouch, which it can add bombs to, and then imbue them with spells.
    Sigilist is more chaotic. It places down Elemental Sigils, which all interact with each other and causes giant chain reactions of Sigils.
    Druid is a supporter. It can create summons that can attach to enemies by consuming Seed Pods, and provide buffs using those summons.

    Clarifications:

    Flashback: You slide like on ice. I thought it would be cool to glide around like on ice, so this exists
    Sow: Summons cannot be healed normally
    Catalytic Absorber: The elemental sigil order is that of stats. Earth, Thunder, Water, Fire, Air. Starts on Earth. By change, it means cycle to the next. So Earth -> Thunder, etc. New sigils replace old ones
    Doom Spiral: It’s only when sigils first intersect. Use Blooming Sigils to trigger this more
    Rune Encoding: The order of imbued spells is the same as you cast. So if you imbue the pouch with Taser, Plasmatic Coil, the first instance of main attack damage from your bomb will cause Taser to be cast, then the next, Plasmatic Coil. This is only from main attack damage instances! So no, Mana Burst doesn’t trigger this
    Altruism: It’s a parry. It’s literally meant to be a parry. Don’t want to get flung? Take Rooted
    Burst: Doesn’t put the Puffball buff-extension on cooldown for affected players. It’s extra buff lengthening
    Thrust Vectoring: It makes it not based on where you are looking, instead which buttons you are pressing. So backstrafing with Flashback is still possible
    Spores: Triggers on ALL main attack hits, including Mana Burst. Not just main attack damage instances
    Cordyceps: Basically, they act as enemies you can’t damage(you can still hit them) and can heal, so you can attach everything to them
    Rot Eater: It’s two separate instances
    Stasis: Use it to reposition your sigil masses so the whole archetype can do something

    Most of these damage values are probably off. The damage is just going by what I thought would work, so they may be wrong. Just interpret the damage values more as general “this should be a big hit” or “this should be chip” or something like that. And please suggest better values.

    You can ask about some abilities and I'll be happy to yap about why I designed them that way and stuff. And a lot of this probably needs some changes.

    Here's the Wynnability txt file. Go poke around.
    Edit: I included a ton of trees so I can explain how some of them work
     

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    Last edited: Jun 8, 2025
    Winteria and Deusphage like this.
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