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RE: =AQW= New Class Suggestions

 
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3/31/2018 3:31:39   
Dymion
Member

Dark Witch Class
(Alternative Names: Black Witch, Wicked Witch)

Description: Recommended Enhancement: Wizard. Dark Witches are crafty and resourceful spellcasters that borrowed energies from dead spirits and utilize various mystical items in their black arts. They are the common villains found in fairytales and Mogloween would not be complete without the cackling black mages in the night sky. Take on your broom and defy gravity!

Dark Witch gain mana when they:
Are struck by an enemy in combat (more effective on crit)
Strike an enemy in combat

Skills:

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
A basic attack, taught to all adventurers. Damage dealt is based on your weapon damage.

Vile Brew
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 3 seconds
Type: Magical
Description: Brewing poisonous herbs and cursed objects together, the witch splash her concoction to the enemy, dealing light damage. Applies Affliction, increasing all incoming damage to the enemy by 4% and crit chance by 4% for 8 seconds. Stacked up to 6 times.

Familiars
Rank Needed: 2
Mana Cost: 25 Mana
Cooldown: 5 seconds
Type: Magical
Description: Summon spirits from the underworld to protect the witch from all harm while absorbing their spiritual force to remedy her. Applies Spirit Circle, reducing all incoming damage for the caster by 50% for 6 seconds and immediately heal the caster.

Blood Pact
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 13 seconds
Type: Magical
Description: Make a blood pact with the Ruler of the Underworld, the witch now gains supernatural strength and power, increasing all damage by 125% and crit chance by 15% but casting a DoT in return.

Witch’s Bottle
Rank Needed: 4
Type: Passive
Dscription: Damage taken reduced by 20%.

Book of Shadows
Rank Needed: 4
Type: Passive
Description: Crit chance increased by 15%.

Doll Magick
Rank Needed: 5
Mana Cost: 25 Mana
Cooldown: 6 seconds
Type: Magical
Description: Make an image of the enemy from clay and stab it with pins and needles. Deals heavy damage to the target. Has a 25% chance to apply Crippled, binding the target and stunning them for 5 seconds.

OR

Creepy Doll
Rank Needed: 5
Mana Cost: 25 Mana
Cooldown: 6 seconds
Type: Magical
Description: Unleash your collection of creepy haunted dolls (OR Unleash Arrabelle the vengeance doll) to wreak havoc upon the enemy. Deals heavy damage to the target. Has a 25% chance to apply Dread, stunning the enemy in fear for 5 seconds. (Based on Annabelle the real life haunted doll)

OR

She's Pissed Now
Rank Needed: 5
Mana Cost: 25 Mana
Cooldown:6 seconds
Type: Magical
Description: "If I see one more fool that thinks that witches are all green skin and swelling boils ..." Deals heavy damage to the target. Has a 25% chance to apply Regret, stunning the enemy for 5 seconds. (Adapted quote from Willow in Buffy the Vampire Slayer)


Spirit Possession
Rank Needed: 10
Type: Passive
Description: Possessed by many ancient dark entities, your endurance state increase significantly.

OR

Banshee Queen
Rank Needed: 10
Type: Passive
Description: Sometimes when the veil is thin, the Banshee Queen herself whisper to you the secrets of Death. Grants temporary invulnerability from all attack.

(Note: I just thought I gave two options there in case the first options sounds too dark)







White Witch Class
(Alternative Names: Light Witch, Good Witch)

Description: Recommended Enhancement: Healer. White Witches are natural healers and wise elders who lives by the edge of the forest. They strive to live in harmony with Nature and have learn to solve daily challenges with the arcane knowledge of herbs and crystals. White Witches are pacifists who refrain from making harm as much as possible, but rather let Nature take its own course in determining the end result of a conflict.

White Witch gain mana when they:
Are struck by an enemy in combat (more effective on crit)
Strike an enemy in combat

Skills:

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
A basic attack, taught to all adventurers. Damage dealt is based on your weapon damage.

Ivory Craft
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 3 seconds
Type: Magical
Description: Brewing roots and leaves while chanting words, the witch creates a special tonic which heal the her for a small amount of health. Applies Willpower, raising critical strike chance by 8% for 8 seconds. Stacked up to 6 times.

Grandma's Recipe
Rank Needed: 2
Mana Cost: 25 Mana
Cooldown: 12 seconds
Type: Magical
Description: Grandma was a powerful witch who once successfully brewed the fabled Ultimate Elixir in Guru Forest. You have now applied this passed down recipe to create your own Ultimate Elixir in battle. Immediately increase your healing received by 40% and Critical Strike Damage by 40% for 15 seconds.


Crystal Magick
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 8 seconds
Type: Magical
Description: Intuitively choose a gemstone from your bag to help you during battle.
Note: List of different effects:

• Malachite: Increases hit chance for 50% for 15 seconds
• Amethyst: Increases crit chance for 50% for 15 seconds
• Ruby: Increases haste for 50% for 15 seconds
• Moonstone: Increases evasion chance for 50% for 15 seconds
• Clear Quartz: Regenerate mana over time for 20 seconds


Witch's Ball
Rank Needed: 4
Type: Passive
Description: Reduce damage taken by 15%.

Book of Mirrors
Rank Needed: 4
Type: Passive
Description: Increases healing by 20%.

Warlic’s Third Law
Rank Needed: 5
Mana Cost: 40 Mana
Cooldown: 15 seconds
Type: Magical
Description: Warlic’s Third Law state that for every magical action, there is a quarter and opposite reaction. White Witches avoid committing unnecessary harm as much as possible knowing that every ill-intent magic will eventually return to its caster. Upon evocation of this sacred law in battle, every 25% of attack damage amount received from enemy is added to the witch’s own attack and return back to the enemy. Last for 12 seconds.

OR

Synchronicity
Rank Needed: 5
Mana Cost: 30 Mana
Cooldown: 9 seconds
Description: Using runes and sigils magic, you have manage to shift the flow of Fate in your favor but against the enemy. Increases Luck by 35% and reducing enemy's damage output by 35% as well. Last for 12 seconds.

(Note: Warlic's Third Law is inspired by the real Threefold Law in Wicca and a parody of Newton's Third Law. But if any reason cause this skill not to be implemented, I've provided a second choice)

Fairy Queen
Rank Needed: 10
Type: Passive
Description: Sometimes when the veil is thin, the Fairy Queen herself imbued you with time magick, increasing your haste massively.



Why Witches for AQW?

a) It will be a great addition to Mogloween. Emphasize on GREAT. And appeal to the growing fans of witches in pop culture and fairy tales. AQW is set in a fantasy world, fantasy and witches goes hand in hand.

b) Witches' magic is supposed to be unique than other spellcasters. I feel that other magic users can't fully substitute their roles.

c) AQW already has several witches NPC and monsters, it'll be super cool to somehow assume those roles ourselves as players. Both Dark With and White Witch could be opposing forces or they could work together and thus spawn a new storyline.

d) I'm sorry to say really, but the Witch class all the way back from Mogloween in 2008 lack originality and creativity. it simply has the same skills as that of a healer. Witches are way cooler and more powerful than that. These ideas could be a form of evolved classes for the original class.

(Special Note: Please avoid using the label 'Devil' or 'Demon' in the skills name. Although demon is more acceptable, let's not take chances. Both are considered offensive to many contemporary wiccans, pagan and witches in general. Ruler of the Underworld or any gods figure or spirit guide are more welcome)

Thanks for reading! ^_^



< Message edited by Dymion -- 4/5/2018 22:13:30 >
AQW  Post #: 426
4/1/2018 19:44:15   
ji ki
Member

Made a rather dodgy one.

Class Name: Empty Mind

Description: A state of mind few fighters take when in a battle, ignoring thoughts and emotions while focusing on the fight at hand.

Stat Build: Berserker

Recommended Enhancement: Fighter

Mana Regen:
Strike an enemy in combat (more effective on crits)
Dodge any attack (restores HP as well)

Auto Attack:
110% damage, 1.0 speed

Rank 1: Soaring Fist - Punch through the air at a powerful speed, creating pressurized air fists that can attack an opponent from range. Dodging will increase the amount of fists per dodge up to a max of three. Resets when the ability is used. Soaring Fist deals 150% damage with one fist, up to 450% damage with all three fists.
Type: Physical
Mana Cost: 15
Cooldown: 4 seconds

Rank 2: Piercing Strikes - Dodging grants a 5% critical chance and damage increase up to 50 stacks. Lasts for 15 seconds.
Type: Physical
Mana Cost: 10
Cooldown: 15 seconds

Rank 3: Agility Shield - Dodging grants damage resistance by 5% and stacks up to 15 times. Lasts for 20 seconds.
Type: Physical
Mana Cost: 10
Cooldown: 30 seconds

Rank 4: No Inhibition - Gain a 50% dodge chance.
Rank 4: Keen Strike - Critical hits ignore enemy damage resistance.

Rank 5: Extreme Dodge - If the enemy dodges, gain a 5% dodge chance that stacks up to 6 times. Lasts for 10 seconds.
Type: Physical
Mana Cost: 10
Cooldown: 10 seconds

Rank 10: Instinct - Grants the ability to dodge unavoidable attacks.



Class Name: Seraph

Description: An angelic being from the sky, you watch the land for darkness. Sacrificing your ability to heal others, you improve the ability to battle immensely. Holding your holy blade against evil, you fly to slay the darkness.

Stat Build: Hybrid

Recommended Enhancement: Hybrid

Mana Regen: Seraphs gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

Auto Attack: Versatility is a must as a Seraph. You're able to swing your blade swiftly up close and personal, or you can swing your blade heavily to create shockwaves from your blade. Melee range auto attack deals 80% physical damage at 0.8 speed. Ranged auto attack deals 180% magical damage at 3.2 speed

Rank 1: Sword Dance - Quickly dash by your enemy four times with your sword, dealing a total of 160% damage. Increases dodge chance by 20% for 4 seconds. Damage increases by 10% for each Weaken Stigma stack.
Type: Physical
Mana Cost: 12
Cooldown: 4 seconds

Rank 2: Power Shift - Immediately cast a magic circle beneath yourself and allies. Increases damage output, crit chance,and crit damage by 30%. Haste by 15%. Lasts for 12 seconds.
Type: Magical
Mana Cost: 20
Cooldown: 15 seconds

Rank 3: Weaken Stigma - Mark your enemy with a magic stigma. Causes them to take 2% more damage and reduces haste by 1%. Effects stacks up to 15 times. Lasts for 10 seconds.
Type: Magical
Mana Cost: 15
Cooldown: 5 seconds

Rank 4: Strength of Flight - Dodge chance increased by 30%.
Rank 4: Immovable Entity - Each hit landed gives a HoT that heals for 7% max HP per second. Lasts for 3 seconds. HoT can stack.

Rank 5: Light Arrow - Fire off a holy arrow that goes the speed of light. Deals 800% damage. Damage increased by 50% for each Weaken Stigma stack.
Type: Physical/Magical
Mana Cost: 40
Cooldown: 22 seconds

Rank 10: Outshining Darkness - Endurance increased by 30%.



< Message edited by ji ki -- 4/28/2018 19:43:55 >
AQ AQW  Post #: 427
4/2/2018 22:08:25   
Midnight Shade
Member

SoulWeaver Class

Recommended Enhancement: Wizard. Enlisted by Tomix himself, you were granted the powers of a SoulWeaver. Such skills are rare in times like these.


SoulWeavers gain mana from all hits landed in combat, especially on crits.


Auto-Attack: You command souls with your weapon to fly at your enemies, doing 80% of your weapon damage. 2 Second cooldown


Skill 1: Soul Burn: Focusing your mental capabilities, you gather your magic power in your weapon and slice your opponents soul directly, causing a light DoT. This skill cannot miss, but cannot crit. Stacks up to 5 times. Each stack lasts 5 seconds unless refreshed.
Costs: 20 Mana. 3 Second cooldown.


Skill 2: Soul Call: You call upon the souls of your defeated enemies and send them directly at 3 opponents, causing medium damage and slowing them, reducing their haste by 40% for 6 seconds.
Costs 35 Mana: 10 second cooldown.


Skill 3: Soul Cleanse: You use your immense soul weaving powers to bend and rebuild your soul, healing yourself and cleansing debuffs (Excludes paralyzes). If you are at full health and there are no debuffs, you shield yourself instead and reduce incoming damage by 30% for 3 seconds.
Costs: 40 Mana: 8 second cooldown


Passives:
1: Master of Souls: Increases your damage output by 15%.
2: Soul of Speed: Increases your haste by 10%.


Skill 4: Soul Extinction: You channel every ounce of your power, obliterating targets with stacks of Soul Burn, ripping their souls out and leaving them completely helpless. Does massive damage, consumes each stack of Soul Burn and drains your remaining mana. You cannot cast any abilities for 5 seconds after using this ability.
Costs all remaining mana: 25 second cooldown.


Rank 10 Passive: Occasionally, a soul will rise from the ground and do one of two things: It may either replenish 50% of your missing mana, or buff an auto attack.
AQW  Post #: 428
4/7/2018 7:40:40   
Roy1278
Member

Aqw FarSeer Class by Roy1278 (me)
available for all players (AC tagged)

requirements: Rank 10 Chronospan
Rank 10 Aegis
Rank 10 Good

Weapon Damage: 110%, 2.0 speed
Description: Recommended enchantment: Wizard.
FarSeers gain mana from all hits landed in combat, especially on crits
The FarSeers of Lore have been around since the begining of time, using their magic to forsee all future events and protect themselves from harm.

1. Seer's Strike
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Magical
Description: An unique attack that deals consistent damage based on your spellpower instead of your weapon damage.

2. Empowering Visions
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 4 Seconds
Type: Magical
Description: With every gaze you take into the future, you find yourself prepared for anything. Does moderate damage and applies 'Visions' increasing the damage done to your opponent with 5% and decreases your opponent's dodge chance, crit chance and crit damage by 2% per stack lasts 15 seconds
Note: Stacks up to 50

3.Forseen future
Rank Needed: 2
Mana Cost: 15 Mana
Cooldown: 6 Seconds
Type: Magical
Description: You see a vision of pain coming over you that must be dealt with. Heals for 700% spell damage and increases defense by 50% lasts for 10 seconds. Has a chance to apply Seer's Swiftness wich increases haste by 50%
Note: Cannot stack

4.Crystal Vision
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 10 Seconds
Type: Magical
Description: Your vision becomes crystal clear and increases your critical damage and chance by 5%. Has a chance to apply Blocked Sight which blindfolds your opponent and reduces their chance to hit by 10%
Note: Stacks up to 5

5.Eye for an eye
Rank Needed: 5
Mana Cost: 70 Mana
Cooldown: 15 Seconds
Type: Magical
Description: You get one vision after another and become so furious that you release all your empowering visions on your opponent.
Note: Deals 800% spell damage with a very strong DoT lasting 15 seconds.
Note: Uses all stacks from Empowering Visions

Passive Skills~

Blind One's Knowlegde
Rank Needed: 4
Type: Passive
Description: Wisdom and Intellect increased by 15%

Fate's Health
Rank Needed: 4
Type: Passive
Description: Increases Endurance by 25%

Changing fate
Rank Needed: 10
Type Passive
Description: Once in a while you tap into ancient seer's magic and release a spell doing massive damage.
Note: Does 200x times spell damage
Note: Has 1% chance of activating

I have designed an attire for this class aswell.

< Message edited by Roy1278 -- 5/6/2018 15:23:52 >
Post #: 429
4/8/2018 17:21:17   
Oweru
Member
 

Aqw fanart class by me(owel455).

Seraphic Paladin Class

Class breakdown:

Weapon Damage: 150%, 2.0 speed
Description: Recommended enhancement: Luck. Seraphic Paladins are loyal warriors that use their specialized powers in their battles and adventures.
Special Effect: Seraphic Paladins gain mana from all hits landed in combat,and especially on crits. The amount depends on damage relative to their own HP total.

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A strong attack known only to disciplined fighters. Deals based on weapon damage.

Seraphic Influx
Rank Needed: 1
Health Cost: 5% total HP
Cooldown: 4 Seconds
Type: Physical
Description: Does moderate damage, applies "Illuminated" which increases outgoing Dmg by 35% for 5 seconds. If "Consummate” is active, your next basic attack will be powerful critical hit which cannot be avoided Consummate is consumed. (Replaces Seraphic’s Embrace).

Seraphic’s Embrace
Rank Needed: 2
Health Cost: 5% total HP
Cooldown: 4 Seconds
Type: Physical
Description: Does moderate Damage, applies "Into the Light" which increases your endurance by 35% for 5 seconds. If "Consummate” is active your next basic attack reduces the hit chance of your enemies by 60%. Consummate is consumed. (Replaces Seraphic Influx).

Quintessence of Just
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 15 Seconds
Type: Physical
Description: Deals moderate damage and applies "Consummate" which roughly increases your Crit chance and Crit damage by 25% for 7 seconds and has extra effects on the other moves.
Note: Guaranteed hit.

Crème de la Crème
Rank Needed: 4
Type: Passive Ability
Description: Increases your Crit chance and Crit Damage by 10%.
Note: Crème de la crème means “Cream of the Cream” in French.

Absolution
Rank Needed: 4
Type: Passive Ability
Description: Increases Damage Resitance by 15%.

Exquisite
Rank Needed: 5
Mana Cost: 25 Mana
Cooldown: 35 Seconds
Type: Physical
Description: Using the seraphic powers, binding yourself to gain more powers applies "Ethereal" causing you to receive moderate HoT or MoT per landed hit in combat for 7 seconds.

Laken’s Legacy
Rank Needed: 10
Type: Passive Ability
Description: Rarely, when your health is below 20%, your next skill has no cost and heals you for 50% of your missing health.

Thanks! I've tweeted this already. If you want to see the design of the class. It's here - https://twitter.com/Owiiiidesu/status/982743972043939840
Post #: 430
4/11/2018 0:46:05   
Storm
Member

I'm not sure if anyone reads the suggestions in this forum, but ArchMage class was one of my favourite concepts that was teased in AQ Classic, but unfortunately never came to be (so far). So, I figured, might as well give it a crack here.

It's inspired by the ArchMages of classic AQ: Kalanyr, Xyphos, Warlic, Beleqawaya and Falerin (He's not really an ArchMage, but his conversations with them about mana are very interesting). Basically, I figured I'd like the class to be a powerful class that utilises the very fabrics of magic (mana) and it's instability to use to attack/defend/support. But I wanted it to be something different, when I say different, I mean, REALLY different.

An ArchMage is a caster. That's it. Pure and simple. He's got the power (I've got the power! :p ) in his fingertips, and the world around him is his source. Unlike the wizards (in classic AQ) who've specialised in specific elements: Fire, earth, water, Ice, wind, Light, Darkness, etc. etc. An ArchMage studies mana, the very fabric of magic before it's turned into it's elemental form. I wanted the class to not only be undoubtedly powerful, but have similar traits to Mages and Wizards, yet at the same time be uniquely different. But the class is complex, and it requires a bit of thinking.

So, heres my attempt, let's see how we go :)

Class Overview- Concept of the ArchMage

The class' main idea is resource management. It's a class that has it all, powerful debuffs and buffs, nukes, and heals, but it comes down to how you use it. Because if you don't use it well, you can literally die standing.

Your auto attack does no damage at all. It's either gonna regenerate your mp significantly by placing a small (but constant DoT) on you or it's going to give you a constant HoT (significant enough to get back your HP), but then you're MP is going to get depleted quick, since spells are expensive. You can toggle between HP/MP regen by using the 5th skill- by default your a.a. focuses on MP regen.

It all comes down to that last skill - your decision making on when to switch between MP regen mode or HP regen mode. You can bounce back and forth casting spells in stable and unstable modes, but you'll have to keep an eye on that HP bar of yours. Depending on whether you're currently stabilising mana or destabilising mana, your skills 2, 3 and 4 have different effects. However, the unique nature of the class is that you'll be able to switch between stable and unstable mode instantly and freely.

To make your survival a little more... well, survivable, whenever you cast a spell in unstable mana (aa. MP regen with DoT on you), you'll gain a small boost in damage resistance and evasion. Since you're on a rouge mana model, you'll able to get back some HP through this. It's not going to be enough to leave it on this mode, so think and balance your strategy.

That's essentially the model of this class. The multiple skills and effects that you gain in Stable/Unstable mana modes are your damage dealing method, but the frame of this class is managing between mana regen and HP regen.

With that little overview, heres the class skills in detail:



ArchMage Class

Auto attack: Draw Mana/Greater Recovery


DEFAULT: Draw Mana:
Utilise the local magical ley lines and course it's power into your veins! Applies "Mana Regeneration!" on caster resulting in greater mana gained when struck in combat, and provides you constant mana regeneration every 2 seconds. Also applies a weak DoT on you whenever this skill is active. Also applies "Stored Mana" (increases spell power by 1% per stack, stack occurs once every 2 seconds) on you, stacks to 5 lasts 5 seconds per stack.

(Stable Mana-toggled fifth skill) Greater Recovery:
Change the nature of the mana in the atmosphere around you to heal you! Applies "Resplendid Aura!" on caster and provides a HoT.

Analysis:
So, this is what I meant by this class being really different, I wanted the Auto Attack to have a function, but a very unique one. Your Auto Attack does NO DAMAGE. Remember, you're a caster, Swinging those swords are for the primitives. So it serves one of two functions:

Draw Mana is the default a.a. of the ArchMage. Remember, an ArchMage is always gathering mana to stockpile power and to fuel his spells, so this skill does just that. Whenever you're attacked by the target no only are you regaining MORE mana than usual, but it also applies an effect that specifically restores mana every two seconds at the cost of a small DoT. The DoT isn't huge, but it is still none the less eating away at your HP. Be wary of that. However the positive is that stacks of "Stored Mana" are just bonus buffs to your spells.

When you activate your fifth skill, your auto attack now focuses on recovery, again still does no damage (0 DoT on target) but applies a HoT through the duration of the fifth skill effect. Now this makes it very unique, because for once you don't have to wait for your fifth skill to fade away, if you choose to, you can simply deactivate the fifth skill by clicking it again, and BAM you can switch between mana regen or health regen. But it takes a good player to know when to do what, and not to forget, you need to keep track of whether Mana is destabilised or stabilised (5th skill).

Skill 1: Manasplosion/Elemental Invocation
MP Cost: 45 Mana
Cooldown: 3 seconds

If mana is unstable, applies Empowered Mana Fiend on the caster:

- "Empowered Mana Fiend": Decreases incoming damage by a small amount (5%), increases evasion (15%).
- Empowered Mana Fiend cannot be stacked, only applies this temporarily when casting spells with unstable mana. It fades the moment mana is stabilised (5th skill toggled).


Manasplosion:
Destabilise the mana of your target, causing them to burn in agony as their life and mana are depleted, preventing them from healing as well as slowing them down! Does no damage, but applies the follwoing statuses (all of them) on the target (cannot miss):

- "Decay, cannot heal!" Prevents the target from healing
- "Mana decay" Causes them to slowly loose mana over time
- "Mana burn" Applies a DoT on the target that lasts a few seconds.
- "Focus" Causes the target to attack you for a few seconds.
- "Mana fatigue" Reduces their haste for a small amount.

When 5th skill is active, it applies Elemental Invocation on target + one of the random elemental spells and their effects:

Elemental invocation: Causes target to slow their haste for 3 seonds


Elemental Invocation
Provide an elemental nature to the mana energies to apply a de-buff and one of many elemental properties on the target (Elemental selection is random):

On target (random):

Fire - Conflagration!: does high weapon damage and applies a strong DoT
Ice - Greater Ice Shard!: Does high weapon damage and slows target's haste, and evasion
Lightning- Greater Thunder Clap!: High weapon damage and has a 15% chance to stun target for 6 seconds
Darkness - Fell Mightnight: 50% weapon damage that reduces the target's hit chance, evasion and increases damage intake by a small amount.

Analysis:
Okay, this is where I think the class really starts to get really hardcore. This skill gives you a base buff: reduces incoming damage and evasion (useful because of the mana regen model being rouge styled) and then depending on whether your mana is stable or unstable does the following:

If your mana is unstable, then you apply Manasplosion on the target (many classic AQ players would recognise this classic spell from the wizard games). Basically you're destabilising the target's mana, so it not only causes them to lose mana, but also prevents them from healing, and it's topped off with a small DoT. I think this skill makes it really useful in PvP (and perhaps in the future where bosses might be using mana? Who knows?). But the DoT is really useful none the less.

However, when your mana is stable, you are capable of either supporting your allies, or channeling the mana into damage! When the spell is cast, it applies elemental invocation on target which slows their haste just for 3 seconds (giving you some breathing space), and one of the random elemental effects. Regardless of what effect you apply when your mana is stable, you'll be doing a lot of damage, so rest assured the bad guys are skill getting burnt hard, but the smarter you are with this skill, I think you'll be a valuable asset to your allies, but also it'll help in your sustainability.

Are you confused enough yet?

Skill 2: Archmage Research I/ Archmage Research II
Mana Cost:50MP
Cooldown: 3 seconds

When Mana is Unstable:

Archmage Research I: Channel pure burning mana from the void into your local area!

On Caster:
“Empowered Mana Fiend” - Decreases incoming damage by a small amount (5%), increases evasion (15%). (same as last skill)

On Target:
“Greater Mana Burn” - A STRONG DoT up to 3 targets based on spell power, lasts for 10 seconds (5 ticks).

Does damage that cannot be affected by damage reduction statuses and it cannot miss, and cannot critical strike either, does 200% weapon damage, and affects your surrounding targets (up to 3 targets) causing them to all receive a strong DoT.


When Mana is Stable:

Archmage Research II: Shroud yourself in void energy to focus on yourself defensively, causes you to receive significantly less damage, but petrifies you for 3 seconds and significantly reduces your damage output for 30 seconds.

On Caster:
“Void Light” - decreases incoming damage by 40% for 25 seconds
“Void Stun” - petrifies you for 3 seconds
“Void Energy” - Reduces damage output by 50% for 20 seconds

Analysis:
This is your moderating skill. So far everything has been either hectic damage or hectic healing, jumping back and forth. This skill just keeps the class somewhat more ‘stable’ so to speak. Regardless of whether mana is stable or unstable, you gain defensive properties, except one still has damage potential, whilst the other puts you in a full defensive collapse.

Empowered Mana fiend is reapplied when your mana is unstable but it’s useful since you’ll be bringing in more targets, more target means more damage, not to forget your already ongoing DoT from your a.a. that equals a LOT of incoming damage. So, the dodging boost helps mitigate that slightly, since you’ll be healing back some HP. Good thing is that it places a STRONG DoT on the targets, so you’ll be able to slay them at comfortable pace.

When your mana is stable however, you utilise Void energy’s power to take a more defensive stance. Your damage input is cut down by a but you’re petrified for 3 seconds. AND your damage output is really chopped up by 50% for 20 seconds. This gives you a small 5 second window where your damage output is on fire, and your only taking 60% damage instead, so for those pro players out there, it’s a window of opportunity where you can do some smart plays. Good thing is that the defensive nature is activated when you’re healing. So, it’ll give you the sustain you need, but you’ll have to take the risk when going back into damage mode and mana regen modes.

Skill 3: Xyphos’s Undead Thesis/Beleqawaya’s Gift
Mana Cost: 45 Mana
Cooldown: 10 seconds

When Mana is unstable apples on caster:
Empowered Mana Fiend: Decreases incoming damage by a small amount (5%), increases evasion (15%). (same as last skill)

Undead Stasis: Increases damage output by 30% and increases damage received by 30%

Xyphos’s Undead Thesis: Force mana from your life essence to significantly boost your damage output and also doing a HEAVY damage strike on the target. However, temporarily leaves you in an undead state, causing you to take more damage temporarily.

When Mana is stable,

Beleqawaya’s Gift: Utilise the stable mana to channel it through one of Beleqwaya’s artifacts which can apply one of three effects: Diamond of the Body, Ring of Magic or Gauntlet of Might:

Casts on target:
Diamond of the body: Applies a strong HoT on the caster and decreases damage taken by a small amount (5%- think of this like the Empowered Mana fiend cast when mana is stabilised).
Ring of Magic: Boosts your INT significantly (improving magical power)
Gauntlet of Might: Increases your haste and evasion significantly

Analysis:
Again throwback to some AQ Classic references. When your mana is unstable, you’ll be turning yourself undead temporarily, like Xyphos did in his “out of body experiment” back in the DragonClaw island saga, for those that remember that. This will increase your damage output SIGNIFICANTLY. So using this in conjunction with your second skill (Manasplosion) will really make it a nightmare for PvP, andddd if you’re quick enough to activate this, then stabilise your mana quickly and cast Elemental Invocation, you’ll be dealing some SERIOUS damage.

A few things to consider, if you switch from stabilising you mana afterwards and casting elemental invocation, you’ll basically be cleaning up your mana, but then you gotta open up yourself to mana regen mode, and with an active damage output, that DoT on you is gonna be stronger. So play it smart, and balance out the combinations.

If your mana is already stable, you can channel your mana through one of Beleqwaya’s gifts, which gives some solid defensive statuses good for survival. Now, Diamond of the Body is what is gonna draw most of your attention, since it’s a secondary effect to your a.a HoT, so if you’re lucky enough to get that, you can switch to an offensive mode, and have the damage output going crazy, have the DoT from unstable mana a.a. AND this HoT to keep your HP topped up. A Lot of thinking to do. Use it wisely.


Passives:
ArchMage Research III and Kalaynar’s Lessons

Increases Wisdom by 20% and Increases Evasion by 10% and Damage output by 10%

Analysis:
No need to say much, this just gives you better survival and damage. More Wisdom = a better HoT, higher evasion simply means better survival again meaning more mana and HP. Damage output is exactly what it sounds like. No problems there.

(ArchMage III is a throwback to the spell in classic AQ)


Skill 4: Stabilise Mana/Destabilise Mana
Mana Cost: 0 mana
Cooldown: 2 seconds

Note: You start off with Destabilised Mana by default:
casts "Unstable Mana" and "empowered mana fiend" on caster. Causes a.a. to apply "Mana Regeneration" on target, resulting in a fixed MP feedback every two seconds as well as greater MP return when hit by a target. Also applies a small DoT on caster.

Upon clicking the skill once, casts "Stable Mana" on target, causing Empowered Mana Fiend and Destabilise Mana to fade. Also does one "bulk" (but small bulk) heal on target (lets say approximately 300 HP heal), and causes the a.a to cast "resplendid aura" on the target, causing them to gain a HoT.

Clicking it again, causes "Stable Mana" to fade, reverting back to "Unstable Mana" and "Empowered Mana Fiend" on caster.


Analysis:
You start with unstable mana by default, it’s important to understand that. Click it again, will cause it to stabilise the mana quickly, the skill will not wear off till such time you decide to destabilise the mana again, so if you click it again, it’ll destabilise mana.

This is the most crucial skill of the class, that EVERYTHING relies on. Your ability to use this class depends completely (and I mean that) on your ability to time, judge and switch between stabilising your mana or destabilising your mana and using it accordingly. Just like the ArchMage’s of AQ!

Rank 10 Passive: Falerin's Might
Increase END by 15% and Decrease incoming damage by 5%

Basic stuff here, increases your HP because you’ll be swinging that around a lot, and gives you better survival with reduced damage incoming.

Overall summary:

I'd like the class armor to be the ArchMage outfits worn by Beleqwaya and Kalanyr from classic AQ. Furthermore, I think to obtain this class, it can't be too easy I'd say the requirements would have to be:

Rank 10: Good,
Rank 10: Royal Battle Mage
Rank 10: Healer
Rank 10: Arcanogrove

Well, you get the idea... something along those lines.

Class Storyline Background

For many years, the ArchMagi have remained hidden away, guarded as one of the greatest and most feared treasures of Lore. The Archmages had vowed to never directly invest themselves in the battles between Good and Evil, since their immense power often ended up changing the geography of Lore, rather they choose to serve as Alteon's consultants during desperate times. Often too occupies in their research and investigating the world of void they draw power from the purest and most raw sources, making them dangerously powerful individuals. Back when he was alive, even Sepulchure had to acknowledge the immense power they possessed, often wondering what would happen if they decided to intervene directly...

And now only recently have they surfaced after hearing of the loss of both Alteon and Sepulchure and the arrival of the Queen of Monsters to once again help those who do good, to serve as an imposing force of good against the ever growing strength of Nulgath and Dage the Evil.


----------

All the skills undoubtedly need to be magical, so full wizard enhancements are the way to go. In terms of the visual animations, I think when mana is unstable a simple light blue aura around the players would help them keep track of what state their in, and when mana is stable, perhaps no aura? (or maybe a red aura?). My focus was on that since that is the key to the class, jumping between stabilising mana and destabilising it.

In terms of balancing factors, I don't think this is one of those "OP Class suggestions", since it should be balanced by HIGH mana costs, the constant DoT when A.a. is used and damage vulnerability the class is exposed to. However, it is balanced by good damage output, heals, and evasion (Healing HP/MP) as well.- So obviously, it's based off a rouge regen model.

I'd also like to point out there are a LOT of evil based classes (themed) which are incredibly powerful, which is why I wanted to make the ArchMage class something that is NOT easy to get, but something that is available only through hard work (much like the Void HighLord class) for the Good team.

I hope you guys enjoyed this class idea, cause I sure did, reminiscing about the AQ Classic memories :)

Regards,
Reign (Aqw)

< Message edited by Storm -- 4/14/2018 6:13:24 >
AQ AQW  Post #: 431
4/16/2018 5:10:33   
Oweru
Member
 

Hello again! I am Owel455! I've created myself a team that helped me a lot to create this class FASTER. We are "Fukkatsu" and we are loyal to serve AQW team in these aspects. I've already submitted my first class --> Seraphic Paladin Class
My fellow members are:
-Another Spo1
-Mix the Magus
-yyzx vhenteh unoh
-Prince Balor


I would like to introduce to you our:

Tainted Shinobi (Class)

CLASS BREAKDOWN:

Weapon Damage: 125%, 2.5 speed
Description: Recommended enhancement: Luck. Tainted Shinobis are monks from akiba that was cursed by absorbing the dark powers from the cursed stone turning them into killers that use their specialized powers through from their cursed hand and the cursed stone to execute the enemies.
Special Effect: Tainted Shinobi gain mana from all hits landed in combat,and especially on crits. The amount depends on damage relative to their own HP total.

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2.5 Seconds
Type: Physical
Description: A strong attack known only to disciplined fighters. Deals based on weapon damage.

Saku ni
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 5 Seconds
Type: Physical
Description: Does moderate damage and leaving them with a small DoT. Applies "Blood lust" which increases your Haste by 6% for 15 seconds. Stacks up to 5. If “Anathematize” is active, this also heals you for some of the damage dealt.
Note: Saku ni (裂くに) means “to lacerate” in Japanese.

Concealed Power
Rank Needed: 2
Mana Cost: 25 Mana
Cooldown: 30 Seconds
Type: Magical
Description: You use the power of the cursed stone applying “Anathematize” to your enemy for 15 seconds and stunning your enemies for 4 seconds.

Konzetsu
Rank Needed: 3
Mana Cost: 15 Mana
Cooldown: 6 Seconds
Type: Physical
Description: You use your dark power to slash through your enemy dealing a moderate damage and leaving them with a moderate DoT. If “Anathematize” is active, you apply “Lethal wounds” to your enemy for 10 seconds.
Notes:
• Guaranteed hit.
• Konzetsu (根絶) means “Eradication” in Japanese.

Kurayami no nagiri
Rank Needed: 4
Type: Passive Ability
Description: Increases your Hit chance by 12%.
Note: Kurayami no nagiri (暗闇の握り) means “grip of darkness” in Japanese.

Unseen haste
Rank Needed: 4
Type: Passive Ability
Description: Increases Haste by 15%.

Bunretsu to hakai
Rank Needed: 5
Mana Cost: 35 Mana
Cooldown: 25 Seconds
Type: Physical
Description: You are consuming all of the dark energy from the cursed stone into one powerful attack, converting the DoT they receive while “Lethal wounds” is active into a massive damage. Lethal wounds is consumed.
Notes:
• Guaranteed hit.
• Buretsu to hakai (分裂と破壊) means “division and destruction” in Japanese.

Shi koete osore
Rank Needed: 10
Type: Passive Ability
Description: Rarely, when your health is below 35%, your next skills against your opponent will always crit.
Note: Shi koete osore (死超えて恐れ) means “fear beyond death” in Japanese.

Thanks and I hope you guys like it! I've tweeted this already, If you want to see the skills. It's here https://twitter.com/Owiiiidesu/status/985805116480438272

Font size reduced. Please refrain from using font size over 3. Any larger and it is considered spam. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior > Do Not Spam. ~Shadowhunt

< Message edited by Shadowhunt -- 4/28/2018 18:42:46 >
Post #: 432
4/16/2018 12:07:17   
Storm
Member

It's incredible how procrastination from studying fills your mind with incredible ideas! My previous class suggestion was the ArchMage class, the magical elites of the Swordheaven Kingdom. Similarly, the kingdom also houses a very small select group of elite fighters, the Advanced Pactagonal Knights.

My inspiration for this class was the Pactagonal Knights that we often see as fodder in the game. Similar to the ranks of Nulgath, or Dage, consisting of multiple specialised classes; Dark Casters, BladeMasters, Soul Cleavers, etc. the good faction also has some very, VERY elite and specialised forces. To me, Knights are stoic fighters who are able to often take on targets in single duels (Knights jousting, dueling, etc. etc.) as well as protecting the weak against multiple targets. So, I took ideas from Chunin, Warrior, Dragon Knight and BladeMaster classes.

Speaking of Chunin, it's a class that I've recently come to love once again, and I was really enjoying using such an outdated class in things we enjoy doing a lot of - soloing, PvE etc. etc. Because of it's limitations I had use to potions, and tbh, I enjoyed that, because it really bought back the ninja 'feel' that I felt this game was missing. Using items to boost your performance, using the right enhancements to maximise the class's potential- especially vital with the server rewrite focusing on utilising stats again. With that in mind, I wanted this class to be powerful, but to use it to it's fullest potential, you'll be to strategise with those around you, as well as use items that the game has to offer- HP potions, MP potions, etc.

A Knight is just a man. A man who has honed his body and mind to combat, and who utilises everything he can obtain to improve himself. I'd like the players to do the same.

Class Overview: Advance Pactagonal Knight

The class has amazing damage potential. It focuses primarily on single target damage, but is capable to switching into an AoE system. However, it's limitations can only be overcome with the right equipment/people. We have a plethora of weapons in our banks all enhanced to either wizard or Luck, so I wanted us to use specific types of weapons in specific situations. If you're soloing you'll need to buff up a different set of stats as compared to going AoE. And you'll definitely need to use potions or items of sorts if you plan on being able to carry your own weight, regardless of whether it's soloing or farming.

But, with the right equipment and set up, you'll be able to get the MOST out of this class like never before.

The combination of skills are also crucial for the class, it doesn't rely on stacking as much, rather as a Knight who wields an array of magical and physical weapons to cause a range of interesting effects on the targets. Understanding this, and balancing the class's magical power and physical power with the right enhancements is key, and unfortunately, luck is NOT an option with this class, so think accordingly. Further limitations with this class would include Mana balancing as well, so might be wise to use Mana Vamp enhancements, and have potions handy for the maximum self sustain.

Advanced Pactagonal Knight Class- Skills breakdown

Mana regen model: Warrior model


Auto Attack: Heavy Sroke/Fire Enchanted Stroke

Heavy Stroke:
Does damage based on Attack power (relies on Strength Stat) to perform a strong auto attack which also reduces the target's damage output! Applies on target "Broad blade impact" which reduces the target's physical damage output by 5%, can stack to 7, lasts 5 seconds unless reapplied. Has a chance to apply a variety of effects based on the skills utilised. Only targets 1 enemy.

Fire Enchanted Stroke (fifth skill toggled):
Does damage based on Spell power (relies on Intellect stat) to perform a strong auto attack that applies "Spellsword Impact" on target, reducing their magical damage by 5%, can stack to 7, lasts 5 seconds unless reapplied. Also applies a small DoT on the target(s). Auto attack now targets up to 3 enemies.


Analysis:
Those with DragonKnight or ChronoDragonKnight will recognise the Spellsword similarities in the properties of the class. I always want the auto attack to be useful, and in this case your a.a. is never wasted. When fighting a single target, your a.a. focuses primarily on reducing physical damage done so by the target (great for soloing and PvP). This isn't the main purpose of the a.a. but rather a helpful supportive tool, since this class lacks a heal.

The concept is the same when going into your enchanted strikes, it not only does it trigger a DoT on your targets, but also reduced target's magical damage output- this is again looking into the future where targets could potentially be doing magical damage, and ofcourse, quite handy in PvP (bludrutbrawl situations) where there are multiple casters to target.

Just remember, the damage mitigation is just a bonus to keep you alive long enough to use potions, or to destroy them before they get you.


Skill 1: Bleeding Edge/Greater Fire Spear
Costs 40MP
Cooldown of 15 seconds.

Bleeding Edge:
"Does heavy damage against a target causing them to bleed profusely and slowing them down slightly and reducing their chance to hit you!"
Does heavy damage based on class attack power (Strength stat is your friend here) and applies a STRONG DoT on target that lasts for up to 6 seconds - three ticks. Also slows them down for the duration of the DoT (haste reduced).

affects on targets:
- "Greater Bleed": Strong DoT based off Attack power and Strength stat.
- "Blood Loss": Haste and hit chance debuff lasting the duration of the DoT.
- A.A will carry forth the ongoing DoT

Greater Fire Spear (fifth skill toggled):
"Use your enchanted fire elemental spear for a sweeping blow hitting up to two targets and causing them to burn greatly, slows them down as well and reduced their chance to hit you, Lasts up to 8 seconds! Be wary! Your allies might also get caught in the flames!"

Does heavy damage to enemy targets (based off Spell power and Intellect stat) and applies a strong DoT on them as well as a haste debuff:
- "Greater Fire Burn": Strong DoT based off Spell power and Intellect stat- lasts 8 seconds- 4 ticks.
- "Flame Fatigue": Haste and hit chance debuff lasting the duration of the DoT.
- "Focus" Targets focus their strikes on you
- A.A Will carry forth the ongoing DoT

Does no damage to nearby allies, but applies a moderate DoT on them (based off spell power and intellect stat):
- "Friendly Fire": Weak DoT, lasts 4 seconds

Analysis:
Alright, this class gets straight into it. This is what I meant by preparing your equipment- whether it be health potions or even weapons with different enhancements, you'll need to make smarter decisions based on what you'll be utilising the class for. When using the class in single target, you'd want to use a weapon's enhanced by fighter or thief to boost your Attack power, however, when you're using your enchanted strike, you'll be launching a small flame wave to target multiple enemies with this magical strike. Equip a weapon accordingly that boosts your Spell Power! The haste and hit chance reduction is to give you some breathing space, regardless of whether you're striking 1 or 3 targets- similar to Chunin :)

The catch is that your AoE will catch your allies in it's cross fire as well. However, it's up to you to balance that risk. The stronger your spell power is, the greater the damage you'll inflict on the target, andddd the DoT will be that much stronger on the target, but your allies as well! Do you have a healer around? It's time for team work! Do you have a potion handy? It's time to strategise your equipment accordingly!


Skill 2: Giant's 'Elegant' Stroke/Thunder Clap Proliferation
Costs 40MP
Cooldown of 12 seconds

Giant's Elegant Stroke:
"A powerful single slash that cannot be missed, does HEAVY damage and also reduces the target's outgoing damage by 20% for 10 seconds!"
Does damage based off Attack power and Strength stats and also reduces target's outgoing damage further:

- "Greater Harm": reduces outgoing damage by 20% for 10 seconds

Thunder Clap Proliferation (fifth skill toggled):
"Release lightning from your spear tip to attack up to three targets for strong damage, and also greatly reducing their damage output by 25% each for 10 seconds! Careful your allies might also get caught!"
Does damage based of Spell Power and Intellect stat and reduces target outgoing damage further:

- "Thundershock!": Reduces outgoing damage by 25% for 10 seconds
-"focus" targets focus their attacks on you
- A.A now with a small chance to stun target for 2 seconds with every strike

Does no damage to allies, but applies on them the following status:

- "Static feedback": Applies a small DoT on allies (lasts 6 seconds- 3 ticks) and reduces their haste slightly)

Analysis:
This is a pretty simple and neat skill, regardless of whether you're using it in single target mode, or AoE mode, it's the same. Note however, in single combat it's a strike that cannot be avoided, whilst when launched against multiple enemies, there is a chance to miss. However, once again, you'll have to strategise accordingly since in it's AoE form you might also be catching others in your attack.

This skill has a little something for everyone. For those who love soloing, it works in great conjunction with your auto attack, significantly reducing the target's damage output for 10 seconds. Against multiple targets, it's a great way to just keep them in check, you're taking damage from 3 targets now, so this damage reduction is welcomed relief- use it with your first skill to slow them down, and reduce their chance to hit you! And your HP bar will deplete slower than ever!


Skill 3: Counterstroke Paragon
40MP
Cooldown after 20seconds

Counterstroke Paragon:
"You're a specialist! Enhance your dodging ability significantly for 15 seconds, and every time you dodge or the target misses, you counter your target with a strike that can't be avoided!"
Provides an evasion boost, and for every dodge or missed strike by the target, applies a DoT on target based off a combination of Attack and Spell power.

- "Counterstroke Paragon" on caster, provides an evasion boost of 15%

Whenever dodge occurs, apples on target:

- "Counter Slash": lasts 2 seconds (1 tick) does damage based off Attack/Spell power.

Analysis:

You are officially a DPS machine now. In the current day and age where monsters hit hard frequently, dodging classes are the best bet to avoid that 3k non crit strike that we often witness. However, now your dodge has been turned into a refined weapon. Every time you dodge or they miss you, you counter your target with an attack that cannot be avoided (represented through a DoT- 1 tick only/dodge).

The beauty is that regardless of whether you're in single target or AoE mode, this skill (if you have the MP to do so) should be active all the time. If you are soloing, your a.a. is already reducing target damage output. Your first skill is reducing how frequently and likely the target is hitting you, your second skill is reducing how much the target is hitting you, and now your third skill not only reduces the likelihood of you getting hit, ALL three factors work together to add on to the likeliness of you countering them. It isn't a strong DoT, but for every missed opportunity, you're just adding to your DPS. Oh man.

If you're taking on a mob of targets, this is a great way to not only boost yourself defensively, but to also keep up a decent DPS when you're on the defensive. This really would be the ideal time to use a potion to keep that HP bar topped up.

Interesting idea though, imagine using a potion to buff your evasion in conjunction with this skill.. hmmm... food for thought.


Rank 4 Passives: Vouch of Valour/Depth of Skill

Vouch of Valour: Increases your endurance by 20%,

Trust in Skill: Decreases your critical strike chance by 70%

Analysis:

Oof. The first passive is pretty straightforward, you have more meat to your bones- great for soloing or mob battles. It's the second passive that I want to draw the attention to, it reduces your chance to critical strike by 70%! What?! This is a strategic class. You've spent countless hours mastering your skill not your luck. You won't be seeing a lot of big orange numbers with this class, but you'll be seeing plenty of high valued small white numbers- this class has high and consistent DPS.


Skill 4: Blinding Spear of Destiny
Costs 30 Mana
Cools down in 10 seconds

"Sheath your sword, it's time to spear! Draw the attention of those around you, taunting them, maybe even surprise them to make them do no damage!"

Does damage based on spell power and intellect stat, taunts up to three targets to attack you, furthermore, all your skills (except for Counterstroke Paragon) have different effects. Lasts 25 seconds.

On Caster:
- Spear of Destiny!: Changes the nature of your other skills

On Targets:
- Speared destiny: Increases target's damage output by 5%
- "Focus": Targets focus their attention on you!

has a 20% chance to apply:
-Spinning Dragon: Next strike does no damage

Analysis:
This isn't really a nuke, but at the same time it's stronger than your average strike. It's a moderating skill, with a bonus that it might cause the next strike of your target to do no damage, but we wary as the targets will be doing more damage! The main function of this skill is to switch modes of your primary damaging skills. If you have the right enhancements, you'll be making the most of your stats, since you'll be utilising the spell power damage or attack power damage. Furthermore, it's a good way to keep hacking away at the mob you've drawn.

If you're thinking of farming, it's a perfect skill to use as the opening strike. However, remember it'll draw their attention to you, so you'll NEED to to balance out how you're gonna take this well. Have a healer. Or have potions, and you NEED to have the right equipment regarding enhancements.


Rank 10 Passive: Acolyte's Acceptance/Greater Armor

Healing received increased by 10%, damage taken reduced by 10%


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

Class requirements:

Rank 10 Warrior
Rank 10 Mage

Rank 10 Good
Rank 10 Swordhaven

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

Edit note: I'm not really great at designing on a computer, so I did do a concept art on paper:

https://twitter.com/reign_aqw/status/985920786400624640

feel free to check it out :)

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

Class Build Strategies

This class' flexibility depends on the planning that gets put into it before actually going and striking a target. In general, it gives the rise for 3 possible builds:

Single Target/Soloing Build
Recommended enhancements: Fighter/Thief/Hybrid

-Your skills rely on the Strength/Dex stats and your class's overall Attack power.
-The build naturally gives you a greater amount of HP to work with, which is handy for soloing
-A.A focuses on reducing target damage

Hybrid Build/Multi-Purpose Build
Recommended enhancements: Hybrid/Combination of Wiz/Healer/Spellbreaker and Fighter/Thief

- You have a balance of both Attack Power and Spell power, and your stats are well defined over all, letting you choose your skills freely and openly.
- However, your HP isn't as high, and when using your Spear (AoE mode- 5th skill activate) you'll be causing up to 3 targets to collapse on you.
- Since your Spell Power isn't as high as an AoE build, you'll take longer to go through the mob attacking you, so you'll have strategise accordingly
- MP limitations will be more significant with lower damage output and lower HP.

AoE Build
Recommended enhancements: Spellbreaker/Healer/Wiz

- Your spell power should be very high as you'll be using your skills with your enchanted spear drawn (5th skill active)
- All your skills are magical (with 5th active) so you'll make the most of your damage output against all 3 targets
- Lower HP risk, has to be balanced with your higher damage output.
- MP limitations managed by killing mob quicker.

I personally like the strategy this class will bring, remember in AoE you'll also be harming your allies, so keep that into consideration especially when we're down to the wire. But then, imagine a team with a strong Stone Crusher, Soul Cleaver, and Advanced Pactagonal Knight, all working and feeding off eachother: The friendly fire damage would simply boost the SoulCleaver damage (Harbringer) or perhaps even a berserker? A LOT of options to play with. This will allow the players to build their team accordingly.



My class suggestions are really large and complex, so I thought it would be easier if I post a separate post, rather than merging it into one, since that would perhaps confuse the organisation of things, however, if not could a forum mod please merge the posts?

Merged double posts. We don't allow double posting as it is considered spam/clutter per the =AE= Comprehensive Forum Rules > Posting Behavior. ~Rickyb20

So far I've suggested the ArchMage the magical specialists and the Advanced Pactagonal Knight, the fighter specialists. To complete the trio, I'd like to introduce the concept of the Field Ranger! The Swordhaven burst tacticians. I was inspired by watching a lot (and I really mean, a LOT) of military movies. To me the fascinating aspect were the strategies that military groups use; stealth, force, organisation, tactics etc. etc. And I wanted a class that was able to utilise these concepts. I think in a sense I wanted a class that was similar to the idea of a gunslinger and a gunner. A class that specialised in single combat targets but was capable of adjusting accordingly to whatever was needed to the situation.

Field Ranger Class Overview
Field Ranger is an adept gunner that is able to do multiple things well. It's a decent single target fighter, it's a good AoE fighter, it's able to provide group support, as well as receive support from allies. It comes down to decision making with the class which is somewhat squishy, but hard to squish because it's hard to get your strikes in. It's a utility class, similar to EDC, but is able to provide a different skill set of support to allies. Lastly, it offers a lot of opportunities in PvP. The class essentially has 4 modes: AoE/Single Target and Defensive/Burst Damage. Skill 3 and Skill 4 control these combinations, so success lies in using them adequately as the situation calls for it.

Field Ranger- Skills breakdown

Mana regen model: Rogue

Auto Attack: .22 Suppressive fire/.50 FireForce
Suppressive Fire:
0.5 seconds cool down, does 50% weapon damage

fire suppressive rounds on your enemy(s) whilst you plan your strategy ahead, the rapid nature of the attack causes them to slow down their attacks, has a small chance to stop them in their tracks!
Deals light damage on the target, but cannot miss. Each time your auto attack connects, it reduces the target's haste by a small amount, with a small chance to stun them:

Casts on target:
"Suppressed!"- Reduces their haste by a small amount, small chance to stun target for 3 seconds, effect lasts 10 seconds every time it is cast. Cannot be stacked.

Fire Force (5th skill triggered):
2.5 seconds cool down, does 200% weapon damage

Use your more powerful gun to fire successive shots on the target(s) causing them bleed! Careful! might cause recoil damage to you!
Deals heavy damage on the target, and once again cannot miss. Each time your auto attack connects, it causes the target to "Bleed" resulting in a DoT. Has a small chance to cast "recoil" on self.

Casts on target:
"Fire Force"- Places a moderate DoT, extended whenever the a.a. connects under the influence of the 5th skill.

Casts on caster:
"Recoil!"- Places a small DoT (1 tick)

Analysis:

You're auto attack is your main damage source. Furthermore, I'm sure you've all noticed this already, but let me just say this, you cannot miss. At all. You're firing a gun! What did you expect? No one is gonna dodge a bullet. Especially not from a master tactician like you. Now your normal a.a. is a cover fire for you to decide on your strategy and decide on the next plan of attack, so it fires off more rapidly. It reduces the target's haste, which means they'll be attacking significantly slower whilst you're attacking significantly faster. The small chance to stun is simply a bonus, gives you a better breather.

When you activate your fifth skill, you're using a more powerful gun, but it'll take longer to reload! Still, once it's ready, ain't no way anyone is gonna avoid that. Amirite? Not only does it deal significantly more damage, but it also places a DoT on the target, that'll carry whenever your 5th skill is active through the a.a. Careful though! Has a small chance to result in recoil damage! Are you willing to take that risk?




Skill 1: Force Neutralisation/Blast Force Retribution!
Costs 40MP, Cool down in 8 seconds

Force Neutralisation
"Shoot out their power! Negate all incoming damage with the rapid fire of your shot, but it'll leave you a little slow on your feet! Lasts 5 seconds after which you feel fatigued!"
Negates all incoming damage for 5 seconds, following which reduces caster's haste and evasion significantly for 3 seconds. Casts on caster:

- "Force suppression": Negates all incoming damage to 0

Once Force Suppression fades

Casts on caster:
- "Fatigued State": Reduces haste and evasion for 3 seconds

Blast Force Retribution (5th Skill triggered)
"Meet the target shot for shot! Every time you are struck, you strike back!"
Every time caster is struck in combat, retaliates with a 'counter shot' represented by a DoT based off Attack Power (cannot be avoided). Casts on Caster:

-"Shot for Shot": Whenever caster is struck in this state, the target received a strong DoT based off attack power and damage received

Casts on target:
"Retribution Shot": A DoT doing damage based off the caster's attack power, and the damage dealt on the previous strike to the caster. Cannot be avoided.

Analysis:
You have two states in this skill. When your attacking normally (a more defensive state), you completely negate all incoming damage for 5 seconds. It's a powerful skill in PvP, but it's all dependant on your judgement. Unlike Pyromancer and those types which have a damage limitation, this does not. However, use it carefully and wisely because it will leave you in a slightly weakened state afterwards. Thankfully, your suppressive fire (auto attack) will still cover you by reducing enemy haste as well!

When you're attacking with a higher calibre gun (5th skill active) This is your damage for damage skill. For a short period, not only is your Auto Attack doing AMAZING UNMISSABLE damage and a DoT, but now every time YOU are struck, you're striking back! It brings you to a full offensive mode.

Mana management is key in this situation, be mindful of that.




Skill 2: Field Operator's Guidance/Bystander's Alliance
Costs 35mana, Cool down of 12 seconds

Field Operator's Guidance
"Launch cover fire over allies near you and force the target(s) to focus onto you, allowing them to recover!"
Taunts the target(s) on caster, boosts caster's evasion and increases caster's dodge damage*, boosts allies' defences (damage reduction, evasion and haste).

On Caster:
- "Field Operator": Boosts Evasion significantly for a short period of time
- "Rogue's Poison Mantle": Boosts dodge based DoT on enemy target for a short period of time <--- Rank 10 passive boost*

On Allies:
- "Field Break Lapse": Boosts their damage reduction (received), evasion and haste

On target(s):
- "Greater focus": Overcomes any other form of focus, and cannot be removed or overshadowed by another focus from another source, lasts for a few seconds.

Bystander's Alliance (5th Skill triggered)
Rely on your allies to cover for you! Gives you time to recuperate and prepare for the next wave of battle! Ally support varies on what type of heroes surround you the most!
Casts Alliance Call on 6 other targets near by, and casts either Chaos based, Evil based or Good based support effects on the caster depending on which are the majority of the players surrounding you! (if equal, the defaults in preferences are: Good > Evil > Chaos, uses Caster's alignment to tip the balance if possible).

On the Caster (one of three possible effects):
- "Good Alliance": Provides a small HoT and slight damage resistance temporarily
- "Evil Alliance": Boosts haste, and increases evasion temporarily
- "Chaos Alliance": Reduces haste, slightly, reduces damage output slightly, increases heals received from external sources"

On the surrounding allies:
- "Alliance Cover": Used to check their alignment, and provides a small 3% damage reduction.

Analysis:

So heres the group support provider and utiliser. If you're playing defensively, then you are able to support those around you. Provide them with cover fire, but that means you'll be drawing 1 or many targets onto you. Be wary of that!

However, alternately it's the group's turn to cover for you! Depending on what kind of group you're mostly comprised of, you'll be covered for in different ways! Maybe it's time to form adequate teams :)

It's a pretty simple skill, remember a ranger has multiple functions, from only targeting one enemy, to taking on loads at a time, to supporting those around him/her, all these values make the Ranger so versatile.




Skill 3: Field Fire Concussion
20 Mana, 8 seconds cool down

"Spread the range of all your shots to target multiple enemies at once from now on! Also provides a small evasion boost. Lasts 8 seconds"
Does normal weapon damage, and switches the effect of all your attacks into AoE, attacking up to 4 targets (mid/long ranged).

On Caster:
- "Spread Force Distribution": All skills now do AoE Damage
- "Force manager": Small evasion boost

Analysis:

This is about as simple of a skill as it gets. But it serves its purpose amazingly well. It simply turns all your attacks into AoE attacks now. You'll be targeting up to 4 enemies at once. Lastly, it does normal weapon damage, so, with it's fairly short cool down, it would be super handy to whittle down your multiple targets quickly! Activate your fifth skill, and your a.a is doing even more damage on 3 of the 4 targets, as well as the fact that this skill can still be spammed!

Careful however, your low damage resistance is the double edge sword of this skill- Sure you'll draw on more targets at once, but that simply increases the risk of your HP bar depleting quickly. The evasion boost simply provides a small breather for you. Either get potions, or get the right allies to use them for some cover.




Rank 4 Passives: Lightly Armoured/Ranger's Dexterity

Lightly Armoured: Boosts evasion by a small amount, increases damage taken by 40%
Ranger's Dexterity: Increases Dexterity by 20%, Increases Endurance by 5%

Analysis:
The increase in dexterity, endurance and evasion are easy enough to understand. To keep it concise, as Kevin (The Office US version) would say: Less hurt, more yay!, Longer yay!. That's essentially it. However, let's take a moment to focus on your damage intake- it's high. Your light armour isn't designed to protect you, rather to offer you mobility. But let's take a step back and view this with all the skills in play:

When you're using your smaller caliber gun, your Auto Attack is reducing enemy haste, you're able to to completely negate incoming damage for 5 seconds AND you get an evasion boost as well when supporting your allies and through your passives (you're healing HP/MP whenever you dodge).

You should be barely getting hit. But all this is to prepare you for the burst of damage you're about to pour out once you activate your 5th skill, the higher caliber gun.




Skill 4: High Caliber Gun:
Costs 35mana, cool down in 16 seconds

"Switch weapons to your more powerful gun! Changes the effects of your other attacks! Lasts 10 seconds"
Changes the effects of Auto Attack, Skill 1 and Skill 2- Does 110% weapon damage on target(s).

Casts on caster:
- "High Caliber": Increases weapon damage significantly for a short period, also affects a.a. skill 1 and skill 2

Analysis:

Now let's talk about this. This skill is essentially you using your bigger badder weapon to smack baddies with. When you activate this, your auto attack is now doing 200% weapon damage at 2.5 seconds per attack. Can't be dodged. Your first skill now allows you to strike the target every time you are struck. And lastly, the second skill now uses your allies for cover. Objectively this skill only affects you for 10 seconds, after which you'll go back to your suppressive fire mode. So you'll have to use this smartly, especially if you're using Field Fire concussion and you now have 4 targets striking you. So, your combination of skills needs to be smart.




Rank 10 Passive: Rogue's Mantle
Increases evasion by a small amount, and every time you dodge, you counter your target (with a small DoT).

Analysis:

The evasion boost works in conjunction with Rogue's mantle. You dodge, you heal HP/MP and now you also strike back. The counter is represented with a DoT on target. And it's not huge, it's very small actually, but it's better than nothing. And a good incentive to get your class to rank 10. It is however boosted slightly when you use Field Operative's Guidance. Which is a nice way to balance out your DPS when playing defensively.



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

Class Requirements:
Rank 10 Good
Rank 10 SandSea

Rank 10 Ranger
Rank 10 Rogue

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

Class Storyline:

Fighting along side the Advanced Pactagonal Knights, Field Rangers are specialised multi purpose fighters that are able to adapt to any situation and get the job done. Often sent alone on missions to into enemy territories where they have deal with multi targets, or taking on tougher opponents individually, Field Rangers have it all. They've recently been deployed to investigate the Queen of monsters and engaging her minions.

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

Concept art for this is here:
https://twitter.com/reign_aqw/status/986842148191387648



< Message edited by Rickyb20 -- 4/19/2018 14:34:06 >
AQ AQW  Post #: 433
4/23/2018 21:07:58   
Yucheng3
Member

Chronicle LoreKeeper Class

What is a Chronicle LoreKeeper?

A Chronicle LoreKeeper is a person that goes into and out of the timestream to record entries about powerful monsters. Unlike normal LoreKeepers however, they put themselves in harms way to research topics that normal LoreKeeper wouldn’t wish to record. They have their own agenda and can kill anything without causing too much trouble in the timeline. Whatever they research are allowed very limited access to the public.

How to get it?
Simple, just get Loremaster rank 10

Mana Regeneration Model: Unlike others classes, Chronicle LoreKeepers do not regenerate mana in combat. Instead, they absorb mana around them over time and instantly recover all their mana every 10 seconds.

Time Loop
Magical
10 seconds
Instead of hitting enemies over and over again, you just loop an attack over and over again so that you don’t have to worry too much about combat. Your basic attacks can not miss and will always apply Time Loop, a Damage over time that does magical damage over 10 seconds. This effect can not stack but can be refreshed. Deals 200% magical damage and 100% per tick.

Observing Time
Physical
30 mana
15 seconds
You observe an enemy’s behavior from the time stream and quickly learn their attack patterns. You will dodge all incoming attacks but are unable to use your basic attack for 6 seconds.

Calculated Strike
Magical
10 mana
2 seconds
After careful planning, you strike at an enemy to see their reaction. Gains a stack of Calculating making you 5% more likely to Crit and deal 5% more damage. Stacks last 20 seconds and can stack up to 8 times.
Deal 90% magical damage

Strike Me
Magical
30 mana
15 seconds
You willingly take strikes from the enemy and taunt them for 10 seconds. While you’re taking damage, you also heal yourself and take 40% less damage.

Passive: Anywhere at Any Time
Increases haste by 10%

Passive: Focused Learning
Increases Intellect by 10%

Necessary Sacrifice
50 Mana
18 seconds
After all the research, you find no more use of the enemy and wish to dispose of it quickly. You create paradoxical clones of yourself to strike the enemy all at once and applying a massive DoT on the enemy that lasts for 10 seconds.
Deals 700% magical damage and that can’t miss but can’t Crit. Applies a DoT that deals 200% magical damage per tick.

< Message edited by Yucheng3 -- 4/23/2018 21:15:52 >
Post #: 434
4/27/2018 22:58:52   
Oweru
Member
 

Hello again! I am Owel455! Now this class is pretty OP. If you are one of those who read and join my poll last last week, well I think you are already familiar of this class idea.

These people were those who helped me to create this class.
-Another Spo1 (We are still working on helms, weapons and capes)
-Mix the Magus (Some of the skill ideas)
-Trini the mistress (Wrath of Illusion's Icon)
-Hnybnny (Naming of the class)

Imperial Illusionist (Class)

Weapon Damage: 85%, 2.0 speed
Description: Recommended enhancement: Wizard. Imperial Illusionists are legendary rulers who are capable of commanding the illusions to either fight their enemies or defend their allies.
Special Effect: Imperial Illusionists gain mana from all hits landed in combat,and especially on crits. The amount depends on damage relative to their own HP total.

SKILLS:

Order
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A strong attack known only by Emperor. Your auto attack is unique, converting it into magical damage. If “Obedience” is active, this becomes multi-target ability that can hit up to 3 targets.
Note: Deals 85% auto attack damage.

Emperor’s Servants
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 4 Seconds
Type: Magical
Description: You command the illusions to attack the enemies. Deals moderate damage on 3 targets and applying “Diminish” to your enemies, lowering their haste by 15% for 6 seconds. Has a chance to restore a small amount of Mana.
Note: Guaranteed hit but cannot crit.

Wrath of Illusions
Rank Needed: 2
Mana Cost: 35 Mana
Cooldown: 25 Seconds
Type: Magical
Description: The Illusionist’s powers are mysterious. Deals no damage and randomly applies “Maledication” or “Over Rule” to your enemies. If “Maledication” is applied, you use the illusions to curse your enemy, doubling their mana costs for 4 seconds. If “Over Rule” is applied, you send the illusions to your enemy to negate their next attack to 0.

Emperor’s Circle
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 15 Seconds
Type: Magical
Description: You command the illusions to create a zone dealing a small damage to your enemies and also applies “Obedience” to yourself and to your enemies. This effect increases your all damage done by 25% and reduces the magic resistance of your enemies by 25% for 10 seconds.
Note: Guaranteed hit.

Now you see me!
Rank Needed: 4
Type: Passive Ability
Description: Increases your Hit chance by 12%.

Now you don’t!
Rank Needed: 4
Type: Passive Ability
Description: Increases your Haste by 12%.

Emperor’s Decree
Rank Needed: 5
Mana Cost: 0 Mana
Cooldown: 20 Seconds
Type: Magical
Description: You use the power of an illusionist, commanding the illusions in cost of your life to protect you. Applies “Confusion”, increasing the damage you take by 20% and any enemy who strikes you will heal you based from their damage dealt for 5 seconds. Costs 30% of your maximum health.

Vague Contract
Rank Needed: 10
Type: Passive Ability
Description: Increases INT and END by 25%.

Thanks and I hope you guys like it! I've tweeted this already, If you want to see the skills. It's here https://twitter.com/Owiiiidesu/status/990060378175356928

< Message edited by Oweru -- 4/28/2018 10:35:38 >
Post #: 435
5/1/2018 19:13:29   
WungusBill
Member
 

1. -Auto attack: 230/2023 mana cost:0
If enchanted level 85
2. Trickster: you play dead and feign, you confuse the enemy *enemy stunned for 5 seconds increases your damage and crit chance by +30%* mana cost: 15 stacks up to 5
3. PuppetMaster: You take control of the enemy and they are forced to hit themselves twice. mana cost:35 cooldown time 7 seconds
4. Suprise Attack: You get your opponent By surprise, throwing every blade the legion has created at them. mana cost 40 Cooldown time 19 seconds Damage is increased from the trickster stacks.
rank 4 passives, Critical hit damage +30%, Critical hit chance +50%
5. Riddles: you riddle the enemy with puns and jokes which distracts them for a short period of time(3 seconds) You laugh at your own riddles and jokes *heal and HoT are applied 350/sec for 15 seconds 2500 main heal(if level 85)* mana cost:20 Cooldown time: 20 seconds.
rank 10 passive: Dage gets offended by one of your jokes applied from ability 5 and has a small chance to smite you.(3 million damage) but if he likes your joke he has a chance to grant you full health and +100%crital hit/damage and haste. 5% chance he will smite you 10% chance he will adore you.


Legion jesters get mana back for every dodge/hit they do in battle critical hits apply. recommended enhancement LUCK


< Message edited by WungusBill -- 5/4/2018 18:03:11 >
Post #: 436
5/2/2018 10:05:15   
Storm
Member

With the upcoming Great Fire War (shout out to Classic AQ), and the recent updates at /lair, it was the perfect opportunity to introduce the specialised group of Dragon Slayers, the Fire Dragon Slayers. I wanted to reimagine Dragon Slayers as specialised and powerful warriors that primarily focus on brute strength, and use magical skills as aids in their battle. Now, I wanted to apply some logic as well, Dragon Slayers that specialise in slaying Fire Dragons, will utilise ice magic... duh. So keep that in mind.

Auto Attack: Greater Warrior Stigmata / Frost Stigmata (Against Dragon Kin)

Generally does 150% damage based off STR stats, 2.5 seconds to cooldown.

Greater Warrior Stigmata!
With Each Strike, applies Warrior's Embrace on caster, allowing the auto attack to have a small chance to stun the target for 2 seconds.

Frost Stigmata
Against Dragon kind (Drakel, Dragons, etc.)
With each strike, applies "Frost Stigmata" on caster, and "Frost Zone" on target. Frost Stigmata increases caster's haste by 10%. Frost Zone decreases target's hit chance, haste and damage output by a small proportion.

Analysis:

Dragon Slayers are powerful Fighters and they become even MORE powerful against Dragons. Their sworn enemy. Normally, the sheer force of the Dragon Slayer can leave those unprepared stunned by their power. The auto attack does heavy damage (based off STR stats) and has a small chance to stun them by their sheer strength.

However, against Dragons, Dragonslayers become exceptionally more powerful. Fire DragonSlayers emit a frosty aura about them, which not only makes them attack faster (increase in haste) but also slows down, reduces the damage output and reduces the hit chance of their dragon targets by it's numbing effects.


Skill 1: Broad-blade Sweep / Freezing stroke
MP Cost: 25
Cooldown: 3 seconds

Broad-Blade Sweep
Does heavy damage that is guaranteed to critical strike and cannot be missed, also reduces damage output of target slightly

Freezing Stroke
When Frost Stigmata is active on caster, freezing stroke does heavy weapon damage and reduces damage output, and slows down target further (haste reduces).

Analysis:

Against targets that aren't Dragons or dragon-kind, a DragonSlayer is simply a very VERY powerful warrior. Therefore, this skill, very similar to the Warrior skills does heavy damage and also reduces their damage output slightly. Not to forget, your auto attack also has a small chance to apply a small 2 second stun, and is already doing heavy damage from your STR stats.

However, against Dragons and their kind, this skill essentially re-enforces your auto attack further. It does heavy damage, but is slows down your target further and reduces their damage output as well. Great for the new age dragons that have a HUGE HP pool, and have significant damage output to keep them in check, and keep your survival factor high.


Skill 2: Pledge of the Dragon Slayer
MP Cost: 30
Cooldown: 12 seconds

WHO ARE YOU? YOU ARE THE DRAGON SLAYER! Applies "Slayer's Oath" on caster, causing a small HoT (4 ticks) and boosts Haste and Incoming Damage Reduction for a small period of time, but also focuses' target's attack onto you.

Analysis:

A simple heal over time effect with added damage resistance to make you more durable but it does draw the target's damage towards you, so use this wisely. Don't forget your past, the fallen cannot fight, but the Dragon's cannot be forgiven! SLAY THE DRAGONS!


Skill 3: Crimson Ceremony / FrostBane's Immortal Wounds
MP Cost: 30
Cooldown: 5 seconds

Crimson Ceremony
Go strike for strike! Increases damage taken by 20% and for every strike, reflects back damage (represented by a DoT) on the target.

FrostBane's Immortal Wounds
Does small weapon damage and applies a DoT which will last the duration of the battle- DoT based off STR stat. Also increases target's damage taken by ice based spells (ie: Ice Shard from Mage, all of Cryomancer's skills basically, etc.). Once it's been applied, using this skill again will strengthen the DoT on the target - Stacks up to 10.

Analysis:

Against normal targets, this is basically your beserk mode, so to speak. Whilst you open yourself to more damage, you are able to counter them as well, which keeps your DPS really high. However, against Dragons and their kind, you utilise your Frozen DragonBane to inflict wounds that will not go away until they have been slain- casting it again will simply strengthen the DoT. Furthermore, the ice elemental nature of the DragonBane enhances ice based effects cast on the target, making them more susceptible to similar forms of attack- VERY useful against Fire Dragons :)


Rank 4 Passives

Frozen Will: Increases END by 20%

Flames of Fear: Increases Damage output by 5%, damage output is increased by an additional 5% when fighting Fire based creatures: Those with "Flame", "Fire", "Red Dragon" labels on them.

Skill 4: Call Forth Ice Dragon!
MP Cost: 35
Cooldown: 10 seconds

Summon the Frosty Breath of the Ice Dragon! Deals Heavy damage and applies "Ice Dragon Spirit" on caster and applies "Focus" on target.
Ice Dragon Spirit boosts caster's damage output and increases damage resistance but negates any healing they receive for a short duration of time.

Analysis:

This is your nuke, similar to DragonKnight's nuke, it does heavy damage, but it also applies Ice Dragon Spirit on the DragonSlayer. Whilst that boosts your damage output and decreases your damage received, it does however negate any healing you receive. So for that brief moment, your own HoT (if active) will not heal you, nor will you get any healing from external sources. Therefore, you need to use the nuke carefully. Lastly, it also taunts the target to attack you further, which leaves for some planning.


Rank 6 to 10 Passive: A Slayer's Journey

Decreases damage taken by 1.5% at each rank from 6 to 10. And Increases damage output by 1.5% at each rank from 6 to 10.



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

Armor art on twitter: https://twitter.com/reign_aqw/status/991682108224557056

< Message edited by Storm -- 5/2/2018 10:14:11 >
AQ AQW  Post #: 437
5/4/2018 18:33:56   
WungusBill
Member
 

Cornomancer, a Thanks Giving Class

Ability 1
autoattack.

Ability 2.
protective corn
Summon a corn cob sword pet that smacks the enemy and pops into pop corn dealing massive damage to the enemy hitting them twice Mana cost: 15 Cooldowntime: 5 seconds

Ability 3.
YUM POPCORN
Healing yourself by eating the popcorn off the ground. heals up to 1000, and a HOT is applied stacks up to 10 when stacked to ten you get healing over time 1000, Stacks last for 25 seconds Mana cost: 30 Cooldown time: 15 seconds
Ability 4.
Your New Weapon.
Summon a corn cob sword and use it to attack the enemies this sword does 50% more damage than your other sword. lasts for 5 seconds.
manacost 50. Cooldown time: 15 seconds

Rank 4 Passives.
Critical hit increased by 10%
Healing increased by 30%

Ability 5.
pop goes the corn cob
You Pop the sword you gain from ability 4 Doing massive damage, damage is increased by how many times you hit them with the corn sword. manacost 35 Cooldown time: 20 Seconds.

rank 10 passive.
triggered if below 50% YUM POPCORNs cooldown is instantly reset when you are below 50 health and if it is reset by this passive you get 40% more haste from the ability as well.

< Message edited by WungusBill -- 5/4/2018 18:44:10 >
Post #: 438
5/7/2018 2:53:08   
déantóir ranga
Member

I like mythologies so I based the class on the Celtic God Cernunnos, the horned God of the Forest.

Satyr of Seasons
Being the children of the horned god of the forest itself, you've been given the power to manipulate the seasons and disrupt the nature's order. Throw the glaive, sound the horn, and protect the sacred grove at all cost!

Skills:

Heavy Glaives
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 5 seconds
Type: Physical
Description: The Satyr's glaives are enchanted by the God itself, Striking enemies from any distance and hastens attack speed every time the glaives hits its targets applying Time relapse that stacks up to 4.

Glaive Throw
Rank Needed: 1
Mana Cost: 20
Cooldown: 20 seconds
Type: Physical
Description: Throw your glaive through the Hunting grounds with the seasons' power. Deals moderate damage and has different effects based on the current season applied.
Notes: Seasons effects are as follows:

  • Spring bloom - Heals 50% damage
  • Summer heat - Heats targets to unbearable temperatures, making them take 50% more damage while increasing your crit chance by 20% for 5 seconds.
  • Autumn rot - Strips the targets positive buffs, negating the targets evasion and critical strike chance for 10 seconds.
  • Winter chill - Chills your target, reducing haste by 50% for 10 seconds.


Season Shift
Rank Needed: 2
Manacost: 5 Mana
Cooldown: 5 sec
Type: Magical
Description: You manipulate the seasons itself and use its effects to power up your glaive. Deals no damage and shifts the season, applying different effects to your glaive throw. There can only be one season at a time. Each seasons last 15 seconds.
Note:The seasons are applied in chronological order: spring, summer, autumn, winter.

Overgrowth
Rank Needed: 3
Manacost: 30 mana
Cooldown: 15 sec
Type: Physical
Description: You throw enchanted seeds that grows instantly in impact. Impales the targets causing a moderate Dot for 10 Seconds. Hits up to 4 targets.

Sharpened Horns
Rank needed: 4
Type: Passive Ability
Description: Crit chance increased by 10%

Strengthened Hide
Ranked Needed: 4
Type Passive Ability
Description: Damage taken reduced by 15%

The Wild Hunt
Rank Needed: 5
Mana Cost: 50 mana
Type: Magical
Description: Sound the horn and declare the Hunting season, turning targets to helpless preys. Deals huge damage and applies Polymorped stunning enemies for 4 seconds. Hits up to 4 targets.

God's Blessing
Rank Needed: 10
Type: Passive Ability
Description: The Horned God of the forest hunts the greedy and welcomes the humble. Increases your attack power by 15%

< Message edited by déantóir ranga -- 5/7/2018 5:31:57 >
AQW  Post #: 439
5/7/2018 7:50:48   
poesiemau
Member
 

With AQW 10th birthday just around the corner I would suggest we finally complete the awe saga with the a cherry on top: the awe class, a tier 2 class that can be forged by combining the 4 base classes (warrior, mage, rogue, healer) rank 10 and the blade of awe,
this would be a lovely addition to the awe faction and an awesome upgrade for the starter classes.

since there are 2 kinds of the starter classes (regular and rare) i thought it would be an amazing opportunity to reward the old players and the members, allow me to elaborate.
i would use this to form 2 awe classes, the king of awe and the master of awe class. these would be alike except the royal awe class would also have a battle pet (the blade of awe), an extra passive an some better tweaks to it. they would be ac but not buyable with ac's

MASTER OF AWE CLASS (AC)

how to obtain: quest: master of awe (from valencia in /museum )
forge the warrior class (rank 10)
the mage class (rank 10)
the rouge class (rank 10)
the healer class (rank 10)
the blade of awe
the armor of awe (hood, cloak and armor)
need rank 10 awe

stats: weapon damage 200% , speed 2.0

description: you've slain numerous monsters and beasts, helped dynasty's rise and fall , you've even saved the universe many times! and while doing so you've mastered the first classes know by every hero. you are truly a master of awe!

special effects: you gain mana with every crit. hit (1 mp untill rank 8: 10 mp)
you gain health with every dodge (100HP) or monster slain (200HP)

skills: -auto attack 0 mana
2 sec cooldown
Physical
an improved basic attack move mastered only by followers of awe

-viper strike 15 mana (rank 1)
5 sec cooldown
physical
a powerful strike dealing 150% weapon damage and applies a poison dealing 200% WDPS for 10 sec

-cold heartbeat 15 mana (rank 2)
5 sec cooldown
magical
deals 15% of current HP combined witha powerful blast of ice which slows the target, lowers his damage and makes it more vulnerable to crit. strikes for 15 sec

-explosive healing 35 mana (rank 3)
25 sec cooldown
magical
you hit you're enemy with a concentrated ray of sunlight, healing yourself for a large amount extracted from you're enemy's HP while increasing you're dodge by 50%
and gaining mana from every hit you take for 20 sec. this also heals up to 3 friendly targets for a smaller amount and stuns the target for 10 sec

-concentrated power passive (rank 4)
increases you're healing, magical damage and dodge by 20%

-the power of awe 35 mana (rank 5)
40 sec cooldown
magical
you summon the power of awe to grant you its power, this results in a powerful shield which reduces all incoming attack damage for 50% while gaining mana from
all incoming attacks and boosting you're damage by 50%, the shield is also capable of returning 20% of the incoming damage to the attacker.
the shield lasts for 15 sec

-the defense of the blade passive (rank 8)
reduces all incoming damage by 25%
you gain 1 mp for every hit delivered and 10 mp for every crit.
accuracy increased by 30%

KING OF AWE CLASS (AC)

how to obtain: quest: the king of awe (from valencia in /nostalgiaquest )
forge the warrior class (rare) (rank 10)
the mage class (rare) (rank 10)
the rouge class (rare) (rank 10)
the healer class (rare) (rank 10)
the blade of awe
rank 10 awe
The awe set (cloak,helm and armor)

note on how to obtain: -valencia would have 9 quests in the /nostalgiaquest where members would be able to trade in their 4 base classes (any rank) and get as quest reward the same base class but rare. Non-members have the same 4 quest variants except they need to have the class rank 10 to accept the quest and also need to turn in 100k
-when merged you also receive the blade of awe pet

stats: weapon damage 250% , speed 2.0

description: you've slain numerous monsters and kings, helped empires rise and fall , you've even saved the universe many times! and while doing so you've mastered the first classes know by every hero. you are truly a king of awe!

special effects: you gain mana with every crit. hit delivered yourself or you're pet blade of awe (1 mp untill rank 8: 10 mp)
you gain health with every dodge (100HP) or monster slain (200HP)
the class is infused with the awe health and mana vamp
the class cannot be enhanced by the awe enhancements

skills: -auto attack 0 mana
2 sec cooldown
Physical
an improved basic attack move mastered only by followers of awe

-viper strike 15 mana (rank 1)
5 sec cooldown
physical
a powerful strike dealing 150% weapon damage and applies a poison dealing 200% WDPS for 10 sec

-cold heartbeat 15 mana (rank 2)
5 sec cooldown
magical
deals 15% of current HP combined witha powerful blast of ice which slows the target, lowers his damage and makes it more vulnerable to crit. strikes for 15 sec

-explosive healing 35 mana (rank 3)
20 sec cooldown
magical
you hit you're enemy with a concentrated ray of sunlight, healing yourself for a large amount extracted from you're enemy's HP while increasing you're dodge by 50%
and gaining mana from every hit you take for 25 sec. this also heals up to 3 friendly targets for a smaller amount and stuns the target for 10 sec

-concentrated power passive (rank 4)
increases you're healing, magical damage and dodge by 20%
turns the blade of awe pet in a battle pet

-the power of awe 35 mana (rank 5)
35 sec cooldown
magical
you summon the power of awe to grant you its power, this results in a powerful shield which reduces all incoming attack damage for 50% while gaining mana from
all incoming attacks and boosting you're damage by 50%, the shield is also capable of returning 25% of the incoming damage to the attacker.
the shield lasts for 15 sec

-the defense of the blade passive (rank 8)
reduces all incoming damage by 25%
you gain 1 mp for every hit delivered and 10 mp for every crit.
accuracy increased by 30%
increases damage dealt by 10% when you have equipped the blade pet

-the royal power of awe passive (rank 10)
the blade of awe pet has a 10% change to apply the effect of awe blast or spiral carve on you, and a 0.02% change on applying the powerword DIE on you


thank you for you're time
AQW  Post #: 440
5/7/2018 17:56:30   
bleach4ever50
Member

Chaotic Undead Void Draconian.

- - -

The idea was for a dragons, legion, nation and chaos based class.

The class is meant to be a free to farm class for all to have a chance to earn in game without spending money. The only way to earn the class is by earning the following classes and merging them. Void Highlord, Exalted Soul Cleaver, Elemental Dracomancer and any of the four chaos slayer classes.

- - - - -

The idea was that the way this class was born was from a group of draconian. Who thought is was wise to steal power from both dage and nulgath yet found they couldn’t control either power. So in an attempt to gain control over such power turned to chaos for help. With the help of the thier chaos brethren in the dwarfhold area they found it could help them a little. Yet many could not accept chaos so the power often overwhelmed and took control of them. However few found that the chaos granted them the control they sought over the legion and nation power.

The theme was meant to be 50% dragon 20% legion another 20% nation and 10% chaos. Yet the chaos was meant to act as the binding agent for the combining of the powers of dage and nulgath to make the lore more believable.
- - -
Mana Regen Model: Mage - The lower HP better mana regen
Enchantment Recommendation: Luck for better mana regen or hybrid for higher damage.
- - -
Auto Attack (Rank 1)
Mana Cost: 0
Cooldown: 3 Seconds
Type: Physical
Description: Deals 150% Physical damage.
- - -
Chaotic Void Breath (Rank 2)
Mana Cost: 10 mana
Cooldown: 5 Seconds
Type: Magical
Description: Damage per hit is 50% yet hits three targets at a time.

Breathing void and chaos energy as one the breath of these draconian are as powerful as they are random. The effect of this ability either applies stacks of ‘chaotic void mist’ to the enemy or ‘chaotic void mist’ to the user at random. The effects last for 12 seconds and can be stacked up to 3 times and refreshed potentially endlessly on both sides. Each time use there is a 60% chance both get a stack of ‘Chaotic void mist’ 50% one side (random) gets a stack and 40% that neither get a stack. Effect of ‘chaotic void mist’ when applied to user they receive a ?% small HoT and ?% damage reduction. Effect of ‘chaotic void mist’ when applied to enemy they receive a ?% small DoT and a ?% per stack damage increased.
- - -
Chaos of Undeath (Rank 3)
Mana Cost: 0
Cooldown: 10 Seconds
Type: Physical
Description: Damage per hit is 350% damage and is a single target ability. The user sacrifices 10% HP to use this ability. Cannot miss yet cannot crit either.

The undeath of the legion provide many power they would otherwise never have yet so does chaos of which the draconian know both to provide. The effect of this ability apply ‘chaos of unlife’ to the user which increases the HoT both DoT they recieve by a ?% small amount. Effects of ‘chaos of unlife’ can stack up to 5 times and can refresh potentially endlessly.
- - -
Chaos of the dragons (Rank 5)
Mana Cost: 40
Cooldown: 20 Seconds
Type: Magical/Physical
Description: Deals 350% Magical/Physical damage.

Damage per hit is 350% and is a multi-mini-nuke as it hits three targets at once. The dragons of lore are born with power of this none can deny to add chaos is to give them more of it. With the might and magic of the dragons flowing alongside the power of chaos dragons could fight an armies. The effect of this ability either has a 95% chance to hit 3 enemy targets or 5% chance to hit 3 player targets.
- - -
Rank 4: Energies from the void and underworld
HoT (void) and DoT (underworld) increased by 15% each
- - -
Rank 10: Energy of chaos
Luck increased by 20% permanently
DF AQW  Post #: 441
5/16/2018 12:17:23   
Beshin Adin
Member
 

Fire War class?

FreezeSlayer
Description: The only DragonSlayer that can endure Drakonann’s inferno
Mana Regen: FreezeSlayers gain mana when they:
• Strike an enemy in combat (more effective on crits)
• Are struck by an enemy in combat

Auto Attack (Rank 1)
Mana Cost: 0
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack taught to all adventurers

Freeze (Rank 1)
Mana Cost: 20
Cooldown: 4 Seconds
Type: Magical
Description: Does damage and applies Frozen which reduces your opponents haste by 15% for 4 seconds

Shatter (Rank 2)
Mana Cost: 25
Cooldown: 10 Seconds
Type: Magical
Description: Does moderate damage, if Frozen is applied damage is doubled.
________________________________________
Frozen Tears (Rank 3)
Mana Cost: 40
Cooldown: 14 Seconds
Type: Magical
Description: Using frozen tears from the most powerful cryomancers and shape them to do your bidding. Increases your resistance by 30% for 6 seconds and gives you a HoT for 14 seconds..

Cool and Collected (Rank 4 Passive)
Description: Increases INT by 15%

Resolute (Rank 4 Passive)
Description: Damage taken reduced by 10%

Talon Twisting (Rank 5)
Mana Cost: 15
Cooldown: 12 Seconds
Type: Magical
Description: If used while in combat with a dragon, 50% of damage done to you will be added to your attacks. Lasts 8 seconds.

Veteran Slayer (Rank 10 Passive)
Description: END increased by 10%

Recommended ENH: Mage or Healer
Recommended art: DragonSlayer-Cryomancer art


< Message edited by Beshin Adin -- 5/19/2018 11:25:18 >
AQ AQW  Post #: 442
5/27/2018 0:39:30   
Dexoys
Member

Class Name: Astro Caster
Description: Astro Casters are students and learners of the Universe and the various realms, and it is their job to maintain peace among the stars and the entire universe. As an Astro Caster you hold the power of the Sun, Moon, the Planet and the Stars, you are feared among people and monsters across Lore. With an variety of powers, from light to matter, you will win whatever being you are up against.

Attacks-

1. Zodiac Bull
Rank Needed: 0
Mana Cost: 0
Cooldown: 2 seconds
Type: Physical
Description: With the power of the Zodiac Bull the Caster charges the enemy with the raw force of two bulls.
Note: Stacks up to 5 times.

2. Brightest Star
Rank Needed: 1
Mana Cost: 30
Cool Down: 10 seconds
Type: Magical
Description: The Caster searches through the universe for the brightest source of light they can find and use it to blind their opponent for 10 seconds, decreasing their hit chance by 25%.

3. Raw Plasma
Rank Needed: 2
Mana Cost: 15
Cooldown: 5 seconds
Type: Magical
Description: The power of the Stars descend upon the Caster's body allowing them to launch a beam of Raw Plasma towards their target and cause a burning AoT on the target for 10 seconds, however it has a chance of burning the Caster's hands upon use causing an AoT for 5 seconds.
Note: Stacks up to 3 times.

4. Meteor Clash
Rank Needed: 3
Mana Cost: 30
Cooldown: 20 seconds
Type: Physical
Description: The Caster channels the power of gravity and brings down the nearest meteor down at their target from the sky, the more the Caster stacks their Auto Attack, they will deal more damage with their attack.

5. Singularity
Rank Needed: 5
Mana Cost: 40
Cooldown: 15 seconds
Type: Magical
Description: The Caster summons a black hole with all the leftover power from the stars they gained when using it to shoot plasma beams. The black hole absorbs 30% of incoming damage for the next 5 seconds and causes an AoT effect on the target for 5 seconds, however there is a chance that the AoT will also affect the Caster for 5 seconds.

Passive Effects-

1. Anti-Matter Body
Rank Needed: 4
Endurance is increased by 10% and incoming damage is decreased by 5%.

2. Light Speed
Rank Needed: 4
Haste is increased by 15%

3. Zodiac Fortune
Rank Needed: 10
Evasiveness, hit chance and critical hit chances increase by 10%.

< Message edited by Dexoys -- 5/27/2018 0:46:24 >
AQW  Post #: 443
5/28/2018 17:51:00   
Beshin Adin
Member
 

Another one for fun

Mothman
Description: What has science done?
Mana Regen: Mothmen gain mana when they:
• Strike an enemy in combat (more effective on crits)
• Are struck by an enemy in combat

Auto Attack (Rank 1)
Mana Cost: 0
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack taught to all adventurers

Toxic Dust (Rank 1)
Mana Cost: 10
Cooldown: 10 Seconds
Type: Magical
Description: Does damage and applies a moderate DoT for 10 seconds.

Virus Dust (Rank 2)
Mana Cost: 15
Cooldown: 10 Seconds
Type: Magical
Description: Does double damage if target’s HP is below 50%
________________________________________
Bomb Dust (Rank 3)
Mana Cost: 20
Cooldown: 25 Seconds
Type: Magical
Description: Every time this is used in a battle, does 10% more damage. Stacks up to 5 timees.

Compound Eyes (Rank 4 Passive)
Description: Increases hit chance by 20%

Dusty Wings (Rank 4 Passive)
Description: Increases Haste by 20%

Parasite Egg (Rank 5)
Mana Cost: 50
Cooldown: 25 Seconds
Type: Physical
Description: Lay eggs in your poisoned enemy’s body. Once used, does nothing for 20 seconds, then does major damage.

Moonlit Swarm (Rank 10 Passive)
Description: All incoming damage reduced by 3% for every onscreen player (including yourself)

Recommended ENH: Thief, Mage
Recommended art: https://pbs.twimg.com/profile_images/892130171297443843/CifXtpUl_400x400.jpg
AQ AQW  Post #: 444
6/16/2018 8:52:24   
Dexoys
Member

Shadowscythe Grimstriker
=================
This idea was basically have the Shadowscythe get their own version of the Void Highlords
=========================================================
Description: As a Grimstriker of the Shadowscythe you pledge allegiance to Empress Gravelyn and stand as one of the most elite soldiers in the Empress' arsenal. Only the most trustworthy and loyal are chosen.
=============================================================================================================================
Weapon Damage: 120% 1.9 seconds
========================
Special Effect: Each hit landed gives back a portion of mana to the Grimstriker, especially on critical hits. Higher the damage dealt gives the Grimstriker more mana.
=============================================================================================================
Notes: 10% more damage dealt to monsters of the chaos kind, 15% to bosses and normal damage to players. (damage stacks on chaotic bosses)
Each hit landed by the auto-attack has a chance of applying Eternal Bleeding! which will apply a 10 second DoT to the target that does 50% of the normal DPS.
=============================================================================================
Grimskull Slice (Auto-Attack)
Rank Needed: 0
Mana Cost: 0
Cooldown: 2 seconds
Type: Physical
Description: The Grimskull Slice is a simple yet convoluted fighting move used by the Shadowscythe Grimstrikers as it deals 150% weapon damage and has a 10% chance of dealing 200% weapon damage.
- - -
Spirit of The Snake
Rank Needed: 1
Mana Cost: 10
Cooldown: 5 seconds
Type: Magical/Physical
Description: The Spirit of The Almighty Snake "Xanu" is deep inside all Shadowscythe Grimstrikers soldiers and in the time of need or summoned, the spirit of Xanu protects it's summoner from 15% of incoming damage, stops any incoming critical damage and gives it's summoner a HoT for the next 10 seconds, however all incoming damage can't miss or be dodged.
- - -
Eye of The Grim
Rank Needed: 2
Mana Cost: 5
Cooldown: 10 seconds
Type: Magical
Description: With the power of Xanu beside the Grimstrikers, the Grimstrikers are able to use an eye of Xanu's for 5 seconds and block all and any incoming physical and magical/physical damage. (Does not block magical type damage)
- - -
Withering Grip
Rank Needed: 3
Mana Cost: 20
Cooldown: 6 seconds
Type: Physical
Description: A technique forbidden in the Ancient Order of Paladin Slayers, the technique was adopted into the Shadowscythe Grimstrikers recently and how it works is that when the target is touched by the user, the target starts to wither into dust by a DoT for the next 20 seconds and all health dealt by the DoT is given to the user.
- - -
Grimstriker Pride
Rank Needed: 5
Mana Cost: 80
Cooldown: 10 seconds
Type: Physical
Description: Once Grimstriker soldiers use this they use all their energy and power into this single attack they start to wither away into the underworld, which deals 399% weapon damage to the opponent and causes a DoT to the target and user for 5 seconds, an effect called Overtaken! which causes all incoming damage to decrease by 30% and all damage towards the target is increased by 30% for the next 10 seconds. (Attacks all targets in the room)
=============================================================================================================================
Grimstriker Private
Ranked Needed: 4
Type: Passive
Description: Congratulations! You have been recognised from your training and became a fully fledged Private in our ranks! You will now be able to deal 10% more weapon damage!
- - -
1000 Pounds Weights
Rank Needed: 4
Type: Passive
Description: All incoming damage is 10% weaker and your haste increases by 15%.
- - -
Dreadstriker
Rank Needed: 10
Requirement: Rank 10 Evil (rep), Rank 10 Doomknight (class), Rank 10 Deathknight (class)
Type: Passive
Description: You have been recognised by Empress Gravelyn herself and have been awarded the Dreadstriker medal for your efforts. Your endurance has increased by 50%.
=============================================================================================================================

< Message edited by Dexoys -- 6/17/2018 2:41:26 >
AQW  Post #: 445
6/18/2018 17:05:17   
Mizuku
Member
 

Hullo! This is a suggestion I came up with while playing DA: Inquisition. I think the Tempest specialization would make an amazing class here so, yeah, here I am!

Tempest Rogue:
"Tempest Rogues are amazing fighters. They use special potions to power themselves in combat, granting them special effects. Nothing special, just distorting the battlefield in their advantage."
Requirements:
Rank 10 Rogue
Rank 10 Alchemy
Potion Flask (item)


Tempest Rogues gain mana when they:

-Every hit landed in combat, specially on crits.
-When struck by an enemy in combat.

<=====SKILLS=====>

Auto Attack: Tempest Strike:

A special auto attack, taught to Tempest Rogues. The user strikes, dealing 110% Weapon Damage. Additional effects based on flasks.

Rank needed: 1
Mana cost: 0
Cooldown: 2 seconds.
Type: Physical

Flask of Fire

The rogue grabs a flask of flames from their arsenal, breaking it, and becoming engulfed in flames. The user recieves Flask of Fire! increasing damage output by 40% and transforming Tempest Strike into Flaming Rush, dealing 200% weapon damage each hit, and always crits. Auto attacks also cost 10 mana per auto attack. Flaming Rush's damage increases the less mana the user has. When ther Rogue uses another flask, their mana is completely restored.

Rank needed: 1
Mana cost: 0
Cooldown: 0 (the same flask can't be used again once it's in use, the player must change flasks.)
Type: Physical/Magical

Flask of Frost

The rogue grabs a frozen flask from their arsenal, breaking it and recieving it's effects. The user gets under the effect of Flask of Frost! increasing damage resistance by 60% and transforming Tempest Strike into Frost Blessing, healing for 85% of the damage dealt each hit, costing 10 mana with each attack. The healing increases the less mana the user has.

Rank needed: 2
Mana cost: 0
Cooldown: 0
Type: Physical/Magical

Flask of Lighting

The rogue grabs a static flask from their arsenal, breaking it and gaining it's effects. The user is cloaked by a lightning cape, slowing time around them. The user and their enemy gain Curse of Storms! increasing the user's haste and chance to dodge by 50% while decreasing the enemy's by the same amount. Tempest Strike becomes Light Attack, dealing 100% weapon damage, every 0.5 seconds, and costing 25 mana. When it critical hits, it regains 10% of lost health and mana.

Rank needed: 3
Mana cost: 0
Cooldown: 0
Type: Physical/Magical

Thousand Cuts

The rogue vanishes in thin air, recieving 100% chance to dodge for 3 seconds. Then they reappear, dealing series of strikes to all enemies nearby. Each strike deals heavy damage and is powered up by a flask. If Flask of Flames is present, Thousand Cuts deals extra strikes. If Flask of Frost is present, deals minus strikes, but each strike charges a shield, that is activated when Thousand Cuts ends. The shield gets stronger the most successful strikes it lands, increasing even more with crits. The shield lasts for 20 seconds and all damage done by the user is reduced during it. If Curse of Storms is present, all strikes are landed in one massive hit, increasing the user's haste for a bonus 20% for the next 10 seconds, but increasing their auto attack to 3 seconds.

Rank needed: 5
Mana cost: 75
Cooldown: 65 seconds
Type: Physical

<====Passives====>

Flasks of Tempered Glass:
Increases Luck by 12%
Rank needed: 4

Tempest Surge:
Changing flasks randomly increases a stat for 5 seconds, by 50%
Rank needed: 4

Million Cuts:
If Thousand Cuts kills all enemies in a room, it refreshes.
Rank needed: 10

< Message edited by Mizuku -- 6/18/2018 18:16:10 >
Post #: 446
6/23/2018 21:08:34   
Allvo
Member

I always thought ... why do we have a lot of knight armor in the game, but we've never had a Knight Class? I mean, just "knight." Not DoomKnight, ShadowKnight, DeathKnight, DragonKnight or whatever, just Knight.

Class Description: Knights are the most classic heroes of Lore. Noble and attached to some ideal, they wear silver armor and fight in the name of what they believe!

Active Skills


Auto Attack

Rank: 1
Cooldwn: 1.75 seconds
Mana Cost: 0
Description: A basic attack, taught to any adventurer.

Noble Strike

Rank: 1
Cooldwn:12 seconds
Cost of Mana: 10
Physical type

Description: Take your enemy by surprise and hit it twice with a chance to deal critical damage on the second hit.

Shield of Protection

Rank: 2
Cooldown: 15 seconds
Cost of Mana: 5
Type: Magic

Description: Evoke your oath and create a powerful protection, which reduces the damage received by 50%. Also has a 10% chance to dodge magic attacks.

Knight's Fencing

Rank: 3
Cooldown:20 seconds
Cost of Mana: 20
Type: Magic

Description: Take your combat position, activate the "On Guard!" Effect and attack your opponent three times. When "On Guard!" is active, Noble Strike hits have a chance to do more critical damage in both attacks.

Blade of Oath

Rank: 5
Cooldown: 30 seconds
Cost of Mana: 40
Type: Physical and Magical

Description: Hold on to your knight's oath and unleash a powerful attack with all the willpower coming from your soul, causing huge physical and magical damage to your opponent. Has a medium chance to stun human monsters.

Passive Skills

Knight's Shield (Rank 5)
Raises defense in 20%.

Improved Fencing (Rank 10)
Raises Attack in 10%.

The class would be focused in single target battles, and possibly soling (even without a heal skill, maybe a defense skill would help). Definitely not made to PvP 8x8 or farming. XD

< Message edited by Allvo -- 6/23/2018 21:10:56 >
AQW  Post #: 447
6/26/2018 7:24:30   
Dexoys
Member

Magic Brawler
=========
Description: Magic Brawlers have mastered both close combat and magical practices, which end up in a deadly combo. Magic Brawlers are known for being in competitive tournaments.
==================================================================================================================
Weapon Damage: 150% 1.5 seconds
========================
Magic Brawlers gain mana when they:
-Strike an enemy in combat (more effective on crits)
-Are stuck by an enemy in combat (especially from crits)
-Lose health points
-Lower than 10% health
====================================
Notes: Deals 10% more damage to players & +25% more damage when low on mana
======================================================
Darkness Jab (Auto Attack)
Rank Needed: 0
Mana Cost: 0
Cooldown: 1.5 seconds
Type: Magical/Physical
Description: A punch that can't be dodged as it can't be seen as it is covered in shadows. Has a chance to deal a critical hit that deals 250% weapon damage and a effect called Blinded! which causes the enemy's hit chance and dodge chance to drop dramatically.
- - -
Energy Combo
Rank Needed: 1
Mana Cost: 30
Cooldown: 3 seconds
Type: Magical/Physical
Description: The user hits all the enemies in the room with a combo of five hits that all have a high chance of dealing critical hits. With the effect Blinded! on the target, Energy Combo is able to deal all-critical combo that can't miss or be dodged. Has the chance of causing a effect called Paralyse! that causes the target to be in paralysis for the next two seconds.
- - -
Sun God's Wrath
Rank Needed: 2
Mana Cost: 5
Cooldown: 10
Type: Magical
Description: The user asks one of the Sun God's to give them the power they need to battle longer. It has a 50/50% chance of giving the user 100% more mana and 50% more hp or give the target a moderate DoT burn for 10 seconds.
- - -
Furious Furious Punch
Rank Needed: 3
Mana Cost: 40
Cooldown: 5 seconds
Type: Physical
Description: Punch with all your might, causing 200% weapon damage and a effect called Bruised! that makes the target's DPS lower by 25% for the next five seconds as they get winded by your punches.
- - -
Elemental Explosion
Rank Needed: 5
Mana Cost: 80
Cooldown: 10 seconds
Type: Magical/Physical
Description: Self destruct yourself with all the elements of the land and damage yourself and all the enemies in the room and deal 500% weapon damage. This will also deal +20% more weapon damage to enemies that aren't being target specifically. Once the attack has been used, the user and target can't damage each other as they have been too damaged from the explosion until the effect Worn Out! has expired. Good luck on hitting first. (Worn Out! expires randomly between 1-6 seconds)
=============================================================================================================================
Magical Enlightenment
Rank Needed: 4
Type: Passive
Description: The power from a line of generations of generations of warlocks before you is transferred into you. 20% more damage output and 15% more luck.
- - -
Leg Day
Rank Needed: 4
Type: Passive
Description: The 50 day leg workout schedule has worked! Your haste has increased by 20%.
- - -
Ultimatum
Rank Needed: 10
Type: Passive
Description: You were given the choice of only focusing of physical strength or magical strength, you chose both. Your intellect has increased by 25%. Your damage output has increased by 5% and your endurance has increased by 40%.
=============================================================================================================================

< Message edited by Dexoys -- 6/26/2018 7:30:03 >
AQW  Post #: 448
6/27/2018 16:15:12   
Purple Zodiac
Member
 

I notice y'all have a destinct lack of Plasma based classes
Meant to be a potentially high damaging, high sustain class.

Class Name: PlasmaCaster
Class Description: Harness the energy within all that is around you and unleash it as plasma!
Mana Regen: mage mold, but also gains mana from "Electron flow"

Auto Attack: Plasma Cutter
Mana cost: 0
Cooldown: 1.5 seconds
Type: magical
Description: Plasmatic energy courses through your veigns, allowing you to attack with a long range, high frequency attack
Animation: crescents of violet energy are blasted at the enemy

Plasma Bolt
Mana cost: 10
Cooldown: 5 seconds
Type: magical
Description: Fire a high energy blast at you enemy and apply a stack of "Ionic Charge" on your enemy, causing them to take increased damage with each stack
Animation: like blaze binder's combustion blaze or necromancer's weaken, but violet and there are orbs instead of skulls

Plasma Arc
Mana cost: 30
Cooldown: 10 seconds
Type: magical
Description: unleash arcs of plasma to any nearby enemies and steal thier electrons, giving you 20 mana for each enemy, applies stack of "Ionic charge"
Animation: violet arcs of lighting shoot from the caster

Plasma Feild
Manacost: 30
Cooldown: 20 seconds
Type: magical
Description: Generate a feild of energy around you. With each enemy attack, the feild rips thiers electrons them, damaging them and healing you.
(You get damaged by 25% of thier attack, they take other 75%. Heal for more depending on how many stacks of "ionic charge" are applied enemy.
Animation: a violet field envelopes the caster

Passive: Easily Excitable
Haste increased by 20%

Passive: Ionized
Outgoing damage increased by 20%

Ion Overload
Manacost: 50
Cooldown: 30 seconds
Type: magical
Description: Activate all applied stacks of "Ion Charge" for mAssive damage based upon how many stacks are applied to the enemy.
Animation: Violet beam blasting the target from above, much like legion doomknight

Rank 10 Passive: Electron flow
Gain mana from every ability cast or gain 5 mana every second(cant decide)

I dont know how this suggestions work or if AE, would eve see this but there ya go anyways

Unchecked the "Add signature" box. Please do not check the "Add signature" box regardless of whether you are using a signature or not, as signatures are not allowed in this forum per the =AQW= Suggestions Forum Rules, and we don't want signatures to pop up in this forum later on should you decide to use one. ~Rickyb20

< Message edited by Rickyb20 -- 6/28/2018 0:02:31 >
Post #: 449
6/27/2018 23:25:20   
Dexoys
Member

Doomknight Lich
===========
A battlepet class built for soloing and pvp
==========================
Description: Doomknight Lichs are powerful necromancers who were chosen to serve under Gravelyn's army as one of her Doomknights. Long Unlive The Shadowscythe.
=========================================================================================================
Weapon Damage: 115% 1.8 seconds
========================
Doomknight Lich's gain mana when they:
-Damage an enemy in combat, higher the more mana (more effective on crits)
-Is struck by an enemy in battle
==================================================
How to obtain:
-Rank 10 Doomknight
-Rank 10 Necromancer
-Rank 10 Deathknight
-Rank 10 Evil
-Rank 10 Doomwood
=============
Note: Is able to use two pets. The battlepet and minion.
====================================
Basic Slice (Auto Attack)
Rank Needed: 0
Mana Cost: 0
Cooldown: 1.8 seconds
Type: Physical
Description: A basic attack, taught to all adventurers. Damage dealt is based on your weapon damage.
- - -
Ultimate Minion
Rank Needed: 1
Mana Cost: 20
Cooldown: 15 seconds
Type: Magical
Description: You summon the corpse of the last enemy you have defeated which has appeared to have already rotted and became a zombie! Dang.
- - -
Dual Swords
Rank Needed: 2
Mana Cost: 15
Cooldown: 3 seconds
Type: Physical
Description: Your zombie, your battlepet and you attack the target, dealing 315% weapon damage! The effect Blood Steal! gives a moderate bleed DoT to the enemy for the next 5 seconds and gives the health taken from the enemy to you.
- - -
Doom Punch
Rank Needed: 3
Mana Cost: 30
Cooldown: 6 seconds
Type: Magical/Physical
Description: Using both the strength of a Doomknight and the magical power of a Lich, the user deals 190% weapon damage to the target and causes the effect Winded! on the target, which causes the target's hit chance, crit chance and dodge chance to fall dramatically and their damage output and damage resistance to fall by 25%.
- - -
Rotten Living
Rank Needed: 5
Mana Cost: 80
Cooldown: 9 seconds
Type: Magical
Description: The user casts a spell on the target causing the effect Decay! which gives the target a extremely powerful DoT for the next 3 seconds but won't kill the target. Once Decay! has worn out the effect Feast! is casted on the target which causes your battlepet and zombie to attack the target for 150% damage and won't stop attacking till they are filled with the target's flesh aka 10 seconds (won't work without a battlepet or zombie).
=============================================================================================================================
Lich Apprentice
Rank Needed: 4
Type: Passive
Description: You have finally become a true Lich under the Shadowscythe's name! Go out there! Get some new friends! Intellect and Strength has increased by 25%.
- - -
Dage's Student
Rank Needed: 4
Type: Passive
Description: With the teachings of an experienced Lich, you have the power and knowledge to control an army. Wisdom and Luck has increased by 25%.
- - -
Sage of The Shadowscythe
Rank Needed: 10
Type: Passive
Description: You have been promoted by Empress Gravelyn herself, to the second highest ranking in her DKL Battalion. Good Job! Endurance has increased by 50% and Dexterity by 25%
====================================================================================================================



Infernal Warlord
===========
Description: Harness the power of the Monster Queen and Infernals. Rival Warlic, Drakath and Sepulchure, not even rival, SURPASS.
===================================================================================
Weapon Damage: 175% 2 seconds
=======================
Infernal Warlords gain mana when they:
-Warlords gain mana from all hits landed in combat, especially crits
-Have less then 30% health points
===========================================
How to obtain:
-Rank 10 Imperial Army
-Rank 10 Dreadfire
-Rank 10 Evil
================
Note: All auto-attacks landed cause a DoT to the target
===================================
Ruthless Strike (Auto-Attack)
Rank Needed: 0
Mana Cost: 0
Cooldown: 2 seconds
Type: Physical
Description: Strike the enemy with precision and immense strength, causing the target a moderate bleed DoT called Pierce! that lasts for 2 seconds. Each strike dealt causes the next strikes power to increase by 5% and resets after 10.
- - -
Dark Pulse
Rank Needed: 1
Mana Cost: 10
Cooldown: 4 seconds
Type: Magical
Description: You corrupt everyone in the room's hearts with pure darkness, dealing 150% weapon damage and a powerful decay effect called Corruption! for the next 3 seconds.
- - -
Life Steal
Rank Needed: 2
Mana Cost: 5
Cooldown: 7 seconds
Type: Magical
Description: Steal health points from two targets in the room with the effect Steal! causing a 6 second long effect causing a moderate damage DoT to the enemy and moderate HoT to yourself.
- - -
Virus Bomb
Rank Needed: 3
Mana Cost: 30
Cooldown: 10 seconds
Type: Magical
Description: Summon a bomb made from pure disease, causing the effect Weaken! on all targets in the room. Weaken! causes all damage output from the targets to decrease by 75%, moderate DoT and damage resistance to decrease by 50%. Weaken! lasts for 8 seconds.
- - -
Hyper Slice
Rank Needed: 5
Mana Cost: 50
Cooldown: 12 seconds
Type: Physical
Description: Slice the enemy's body with the Queen's source of power and deal 300% weapon damage. Infernal Surrender! is put onto the target causing every one of the target's stats to decrease by 25% for 9 seconds. Has a chance of dealing 500% weapon damage.
===================================================================================================================
Warlord's Leadership
Rank Needed: 4
Type: Passive
Description: With a bit of training from Balax'el, your leadership skills has increased your Wisdom, Intellect and Dexterity by 25%.
- - -
Militia Commander
Rank Needed: 4
Type: Passive
Description: With the experience from training in the Infernal Army, your Luck and Strength has increased by 20%.
- - -
Lord Balax'el's Student
Rank Needed: 10
Type: Passive
Description: Being under Lord Balax'el's tutoring must be tough with a 24/7 training schedule huh? The training has increased your Endurance by 30%.
===============================================================================================

Merged double-post. Please do not double-post, it is considered spam and only clutters the page. Next time use the button to add in any additional information to your post. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior. ~Rickyb20

< Message edited by Rickyb20 -- 7/12/2018 21:25:23 >
AQW  Post #: 450
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