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RE: =AQW= New Class Suggestions

 
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8/29/2015 1:57:06   
Stir
Member

Ruler
Weapon Damage, speed: 150%, 1.5

Dynasty(Auto Attack) - Rank 1
Physical
4 mana, 3 second cooldown.

This attack is the basic start for every class, however as a little spin to it I thought I'd make it so it has a DoT, the DoT on the skill wouldn't do that much damage, however it would be a constant in the battle and would still cost mana to use, however it just wouldn't "count" as a skill, the skill is to symbolize rulers continuing a battle through their dynasty, time would pass by and break down your opponent as it does, such as how, say royal families could be at war, over time and generations, one would break down. "May your ancestors who taught you this skill live with you, and may their efforts live past the deaths of your enemies before your blade."

Ancestor's Artifact - Rank 1
Magical
35 mana, 5 second cooldown.

This is the first skill of the class and, though it is the starting skill, a very reliable and needed one in battle. When you activate the skill, "you're" activating your ancestor's ancient artifact of sacrifice, you need to sacrifice your energy and risk your life to strike your opponent, but it does moderate damage and, if successfully hit, the artifact will aid you in battle, healing your HP and mana every time you strike your opponent. The effect will last for 5 seconds, after that you will have drained the artifact's power. (You can still use the skill again, it's just for lore.) "May both the rewards and the curses live on through you, and let this tool passed down from your Ancestor's aid you in many a battle."

Exile - Rank 2
Physical
20 mana, 6 second cooldown.
200% Weapon damage, for this attack.

"Now that you've learned your ropes, you are able to lead your nation, and exile the ones that wish to stop you from doing so." A powerful attack that requires you to be rank 2 in the class, the attack will do heavy physical damage to your target, however won't be fatal, this is more of a moderate, but heavy attack that you are able to inflict upon your opponent without needing too much mana. The attack will only be short-ranged, as well it wouldn't really make sense for somebody far away to be cast out, it would reflect it being more local and personal to the Ruler of the nation.

Truce - Rank 3
Physical
25 mana, 8 second cooldown
50% Weapon damage, for this attack.

"Through the things you have learned throughout your rule, you realize it is best to reason with the enemy, or at least die trying- though the death may not be your's" This attack is a very low damaged stun, attempting to make a truce with your enemy, you subdue them and try to fall upon an agreement that's best for both of of you, the stun lasts for 4 seconds, and also applies "Truced" for 3 seconds, something used for a more severe assault.

Betrayal - Rank 5
Magical
40 mana, 8 second cooldown.
200% Weapon damage, for this attack, except for the alternate skill.

"It seems you were even wiser than any ancestor before you, you learned that you should always keep your enemies close, and ahead, so that you may catch up and take the lead as well as their life." This attack is basically your "nuke", it's meant to get the drop on your enemy and to leave them occupied/defenceless, the attack is a ranged skill and does 200% of your normal weapon damage, however if "Truce" is applied, you are able to get closer to your enemy than your ancestor who passed this power down, and you strike them with the full force of 350% magical damage, leaving them low on health and you past their defence, you can finally finish what your bloodline started.

Passives! - Rank 4-10

- Assassination: Your haste gets a boost of 15--20%, aiding your skill based on the hit-heal ratio.
Rank Required: 4
Chance to happen: 5%
- Greed: The next strike you do will heal you by a small margin.
Rank Required: 4
Chance to happen: 5%

- Final Resting: With the power of your ancestor, you encase yourself and your opponent in a tomb, you may rest in peace, but they will rest in ashes. (Stuns both of you, and applies a moderate magical DoT to your enemy.)
Rank Required: 10
Chance to happen: 1%








AQW  Post #: 51
8/29/2015 21:18:24   
AquamorphTheGreat
Banned


HEMOMANCER (aka. the Blood Mage)

Blood Sorcery was one of the most feared spell type in a vast magical time. The secrets are revealed now! Spread life or destruction with this art, make which runs through them, run them through with this art!

Hemomancers gain 1 mana for each %1 health lost in a fight. This applies to the spell costs as well.

30 STR
139 INT
115 END
25 DEX
139 WIS
50 LUK

%75 weapon damage, 2.0 speed

Crimson Blade (Auto Attack)
0 mana, 2 sec
Magical
Hemomancers do not get mana on its attacks instead gets %20 of its missing health with consuming Catalyctic Blood.

Blood Tie
Requires Rank 1
%15 of your maximum health, 15 seconds
Magical
Hemomancer uses %15 of its health to form a bond with an enemy. The enemy will heal the attackers for %5 of their maximum health whenever it gets attacked and takes %40 increased damage in the process. Lasts 8 seconds. The spell gives Catalyctic Blood to the Hemomancer.

Transfusion
Requires Rank 2
%35 of your maximum health, 10 seconds
Magical
Hemomancer transfers %35 of its current health to heal the ally based on the amont it lost and gives the ally ''Bloodrage'' which doubles its damage for 4 seconds. The spell gives Catalyctic Blood to the Hemomancer.
Note: Heal amount is equal to level x1 + %50 of the health cost + %75 of Wisdom.

Phlebotomy
Requires Rank 3
%10 of your max health, 3 seconds
Magical
Deals damage to the enemy then heals you over time. This spell gives Catalyctic Blood to the Hemomancer.
Note: Damage dealt is level x1 + %100 Wisdom + %125 Weapon Damage. Healing amount is %2 each second for 6 seconds and it can be stacked up to 5 times.

Generous Donor
Requires Rank 4
Passive
All types of heals received are increased by %10.

Dark Pact
Requires Rank 4
Passive
Increases Endurance by %15.

Blood Circulation
Requires Rank 5
All mana, 30 second cooldown
Spends all the mana and heals %0.5 health for 1 mana up to %50 health at 100 mana. Gives ''Crimson Harvest'' which reduces the damage you take by %80 for 5 seconds.

Blood Moon
Requires Rank 10
Your Wisdom is increased by %15.

BOUNTY HUNTER

Seen the places, killed people, claimed the prize. All in a day's work without even going close and personal.

Bounty Hunters gain mana when they
-Strike the enemy in combat (more effective on crits)
-Dodge an attack (restores HP as well)

149 STR
10 INT
90 END
149 DEX
30 WIS
70 LUK

%80 weapon damage, 1,5 speed

Aimed Shot
Requires Rank 1
0 mana, 1,5 second cooldown
Physical
Ready... aim... FIRE! A fast ranged attack known by Bounty Hunters that lets them pick off victims without getting close and personal.

Rapid Fire
Requires Rank 1
20 mana, 15 seconds
Physical
For 6 seconds, gains %100 haste. Bounty Hunter also gets %25 damage increase under Rapid Fire.

Lucky Break
Requires Rank 2
20 mana, 12 seconds
Physical
For 8 seconds, Bounty Hunter's auto attacks always crits and never misses.

Electrical Bola
Requires Rank 3
25 mana, 16 seconds
Physical
Bounty Hunter throws a bola which paralyzes the enemy for 4 seconds. Bola also electrifies the enemy for a small DoT for the same duration. Always deals critical damage.
Note: Bola deals %50 weapon damage + %50 dexterity damage without the critical. The ''Electrical Pulse'' effect deals %50 weapon damage + %50 dexterity each 2 seconds for 4 seconds.

Gunslinger
Requires Rank 4
Passive
Dexterity inceases by %15.

Clean Work
Requires Rank 4
Passive
Damage is increased by %15.
Critical Chance is increased by %10.

Snipe
Requires Rank 5
35 mana, 15 second cooldown
Physical
Snipes the target for high damage. The lower their health, the higher it gets. Always deals critical damage.
Note: Damage is equal to %250 weapon damage + %150 dexterity increased by %1 for each %1 health the target have lost, without the critical.

Headshot
Requires Rank 10
Passive
Critical Damage is increased by %10.

< Message edited by AquamorphTheGreat -- 9/12/2015 21:47:05 >
AQW  Post #: 52
8/30/2015 11:00:20   
freehealth
Member

Alright, I am going to post another class suggestion. It may or may not be an evolved version of an existing class, however. Yeah i'm not really that creative...

Dragonslayer! It's really weird how other classes can kill dragons faster than the slayers themselves. When fighting non-dragons, they have to resort to two mediocre skills: A nuke and a quite large DoT with the occasional stun. Bane of Scales is a great spell that reduces the dragon's damage, but it just delays the inevitable as you have no access to healing attacks outside from Healers and Health Potions. Talon Twisting sees the least usage from all four as you would most likely be at critical HP when you obtain the ideal extra attack damage from the attacking wyrm. Overall, it would be a better class if all skills can target all monsters, but buff/debuff durations and attack power should increase when targeting dragons. I am suggesting a new class that does exactly that.

-Dragonslayer or Evolved Dragonslayer-

Weapon Damage: 110%, 2.0 Speed
Mana Regen: Strike an enemy in combat (more effective on crits), Are struck by an enemy in combat.

Auto Slay
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: Through rigorous training, your blade deals more damage when attacking dragons!
Note: Deals 145% Weapon Damage to dragons, 110% Weapon Damage to others. You know where i'm going with this...

Moonsault
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 3 Seconds
Type: Physical
Description: A risky attack, dealing heavy to the target and yourself due to recoil. Deals more damage to dragons.
Note: Deals 275% (295% if target is a dragon) Weapon Damage to the target and 105% Weapon Damage to yourself. It may sound way too much for a first skill, but don't forget the manacost and self-recoil that will still be inflicted even if you miss! You may not want to spam this on an evasive Rogue at PvP. This skill does the /backflip emote!

Dragon Tail
Rank Needed: 2
Mana Cost: 15 Mana
Cooldown: 5 Seconds
Type: Physical
Description: Attacks enemies around you, dealing moderate damage and reducing their attack damage by 15%. This attack is unavoidable to dragons.
Note: Deals 150% Weapon Damage that hits up to 4 enemies in melee range. You can farm really efficiently when used in conjunction with Moonsault.

Wyrm's Fervor
Rank Needed: 3
Mana Cost: 27 Mana
Cooldown: 16 Seconds
Type: Magical
Description: Applies a small Heal over Time that lasts for 10 seconds to an ally or yourself. The heal doubles when targeting a unit whose health is below 50% of their max HP.
Note: Pretty self-explanatory. You want to heal as soon as your health reaches 49%. If a unit affected by Wyrm's Fervor got their HP dropped below 50% while the buff is still in effect, the heal won't double.

Aggression
Rank Needed: 4
Type: Passive
Description: You deal 10% additional damage with physical attacks.
Note: This skill is unchanged.

Resolute
Rank Needed: 4
Type: Passive
Description: Damage taken reduced by 10%
Note: This skill is unchanged.

Avatar
Rank Needed: 5
Mana Cost: 35 Mana
Cooldown: 20 Seconds
Type: Magical
Description: Materializes a protective barrier forged from your slaying aura! You will take 15% less damage as well as gaining full spell immunity, for 6 seconds.
Note: Taking less damage from attacks are nice, but the main selling point here is the magic immunity. First, it shields you from Moonsault recoil which really helps dishing out damage without worrying about your HP. Second, this skill will be really effective at PvP situation where (Pardon my knowledge on PvP as I did not do it that much) most classes rely on their spells to win them the duel.

So yeah, there it is: my version of Dragonslayer! This class is basically a mana-hungry, heavy damage-dealing tank that obliterates scaly freaks with wings even more. For clarification, PvP humans are not considered dragons. The only problem this class would be the mana regen, but that is what makes the class balanced. Anything missing? Too OP? Literally unplayable? Actually an original Dragonslayer downgrade? Let me know.

Edit: Words

Removed discussion from post. If you want to discuss a suggestion, please do so in the Player Suggestion Discussion Thread. ~Rickyb20

< Message edited by Rickyb20 -- 8/30/2015 14:14:47 >
Post #: 53
8/30/2015 13:09:03   
aspar_ae
Member

OK so this is my idea for class
its called sky nymph class now if you were to search up nymphs thy are commonly known to be female but there is male nymphs too there just not talked about very often, i did some research and i based this class on what ive heard nymphs do which is using there voices to lure there prey closer to them in addition to this I wanted to make it a magic class that is OP but has sacrifices to the caster

Sky nymph class

sky nymphs are beautiful creatures both male and female born with the sound and flight they use their voices to lure enemies away from their comrades in order to protect all around them, they harness the power of Spirit magic but using it too often comes with its consequences, you have been chosen as a host for the sky nymph race able to use their sacred powers whilst still retaining your human form as it slowly eats away what's left of it

requires
Rank 10 good
rank 10 loremaster


special effects:
gains mana each time caster is hit
Base Stats
Strength: 23
Intellect: 125
Endurance: 110
Dexterity: 27
Wisdom: 98
Luck: 34



class skills

auto attack
rank needed: 1
mana cost: 0
cooldown: 2 seconds
type: physical
description: a right of passage taught to all nymphs




Iron Will
rank needed: 1
mana cost: 16
cooldown: 8 seconds
type: support/defence
description: reduce all incoming damage by 15% whilst also increasing all friendly targets defense by 10% for 8 seconds




divine magus
rank needed: 2
mana cost: 20
cooldown: 6
type: healing
description: mid battle you begin to channel light based energies from a divine source , but at what cost , bestow a heal to yourself and all friendly targets around you whilst the caster also receives small DoT that lasts 4 seconds, heal is based on weapon DMG



Absolute order:
rank needed: 3
mana cost: 22
type: magical
cooldown: 11
description: you begin to sing a song that cause all enemies around you to sway in a hypnotized state and move towards the sound of your voice, causes all enemies to only attack you and you alone for 9 seconds may cause a stun that lasts 3 seconds does minor magic dmg to all enemies




Limit over:
rank needed: 4
type: passive
description: boost your defence and resistance to both magic and physical attacks by 15% once your HP has been lowered to half


luminous Drive
rank needed: 4
type: passive
description: increase your wisdom by 10%

Holy artifice:
rank needed: 5
type: magical
mana cost: 36
cooldown: 17
description: your body begins to blaze in a godlike state as you bombard your enemy with holy fire, enemy reduce damage by 20%, lower your enemies attack speed and reduce all mana costs by 3% lasts 8 seconds also does moderate magic dmg


sanity:
rank needed: 10
type: passive
description: your body begins to lose control from recklessly using holy magic and cannot tell a comrade apart from an enemy 5% chance to boost both yours and all friendly targets defense by 50% and a 1% chance to increase dmg taken by 50% (both cannot happen at once, lasts 7 seconds)

AQW  Post #: 54
8/30/2015 13:45:22   
AquamorphTheGreat
Banned


Also, I want to make a DragonSlayer first sight on my own. We can work this together which I forvard to, because I really want to get the tanks rely on ''Focusing'' the enemy and protect their teammates when it must instead of a high healthed attacker which gets attacked often, this just doesn't make sense.

DRAGONSLAYER

Order of the DragonSlayers slayed the Dragons for ages, but their batttle style is not only limited to Dragons. DragonSlayers are able to deal with the Dragon quickly, and defeating their helpers with ease. DragonSlayers are not only good at Dragons though, they do not need the enemy being a Dragon to kill it quickly.

%115 Weapon Damage (%145 at Dragons), 2.25 speed

Dragonslayers gain mana from all hits landed in combat, and espicially on crits. The amount depends on damage relative to *their own* HP total.

134 STR
25 INT
149 END
110 DEX
50 WIS
50 LUK

Slaying Strike (Auto Attack)
Requires Rank 1
0 mana, 2.25 second cooldown
Physical
The DragonSlayer Alpha coats its weapon with DragonBane, a rare metal which acts like a poison to the Dragons and creatures of Draconic Heritage, dealing increased damage to them with each attack.
Note: Deals %115 weapon damage to the non-dragons and deals %145 weapon damage to Dragons, Draconians and Dravix.

Wing Breaker
Requires Rank 1
20 mana, 5 seconds
Physical
DragonSlayer strikes to the enemy's back gracely and lands a powerful impact that reduces enemy haste by %15 for 4 seconds. If the enemy is a Dragon, it takes increased damage and takes %25 increased damage from all sources of direct damage for 4 seconds.
Note: Attack deals %125 Weapon Damage + %25 Strenght. Dragons take %150 Weapon Damage + %50 Strenght. Enemy gets ''Wing Breaker'' effect which slows them by %15, and it it is a Dragon it gets a second effect named ''Broken Spine'' which increases its damage taken by %25.

Dragonbone Shield
Requires Rank 2
35 mana, 12 seconds
Physical
DragonSlayer taunts the enemy with ''Focus'' which lets the Dragon always attack the DragonSlayer for 6 seconds. DragonSlayer also takes %50 less damage (%75 versus Dragons) for 6 seconds.
Note: Deals 0 damage but it unavoidable. Enemy takes ''Focus'' effect which makes it attack the Dragonslayer. The ''DragonSlayer'' gets ''Dragonbone Shield'' if this ability is used to a non-dragon enemy. If the enemy is a dragon, the enemy takes %50 weapon damage + %50 Strenght damage which is still unavoidable. The DragonSlayer gets ''Dragonskull Shield'' instead which is a stronger damage reduction effect.

Draconic Skull Crusher
Requires Rank 3
30 mana, 14 seconds
Physical
DragonSlayer aims for the head and inflicts a fatal blow which always deals critical strike. The impact stuns the enemy for 4 seconds.
Deals %100 weapon damage +%25 of Strenght. Deals doubled damage to the Dragons, Draconians and Dravix.

Aggression
Requires Rank 4
Passive
Damage increased for %10.

Resolute
Requires Rank 4
Passive
Damage taken reduced by %10.

Fervor of the Slayer
Requires Rank 5
40 mana, 18 seconds
Physical
DragonSlayer heals itself slowly, healing for a small amount every 2 seconds for 10 seconds. The DragonSlayer is also frenzied, and deals %25 more damage for 10 seconds.
Note: The amount is equal to %5 of DragonSlayer's maximum health. Heal over Time after 10 seconds is equal to %25 of DragonSlayer's maximum health.

NOTE: Players are also considered as Dragons for some reason.

The DragonSlayer is a decent tank which deals lower damage from the Warriors and tanks a little worse than the Tanks in general. Of course... when it comes to dealing with non dragon enemies. When the DragonSlayer takes the fight to the enemies which are Dragons or the creatures with any kind of Draconic Heritage, the DragonSlayer sudenly becomes the best tank and one of the best sustained damage dealers.

Wing Breaker, helps the DragonSlayer and its fellows deal more damage and preventing multiple DragonSlayers from being in the group because of the debuff's efficiency. The DragonSlayer is also able to defend itself with Dragonbone Shield when it begins to take more damage than usual. When the enemy becomes a nuisance, you can always stun it with Draconic Skull Crusher to stop it from doing anyting else than waiting for its demise, giving your healers a chance to mend back the damage in the process. If the healer is not enough or the DragonSlayers simply wants do deal more damage, Fervor of the Slayer is more than enough to give something of both of them.

I hope readers like my DragonSlayer class suggestion idea, please dont hesistate to make the comments and be as less passive aggressive as possible when commenting.

Removed discussion from post. If you want to discuss a suggestion, please do so in the Player Suggestion Discussion Thread. ~Rickyb20

< Message edited by Rickyb20 -- 8/30/2015 14:17:34 >
AQW  Post #: 55
8/30/2015 15:21:10   
Aura Knight
Member

Dice Master Class

Description: Those who have a mastery of luck can will the die to roll in their favor, often giving them an advantage in lots of things, including battles.

Mana Regeneration: Dice Masters gain mana when they:

Are struck by an enemy in combat
Strike an enemy in combat (more effective on crits)

Weapon Damage/Speed: 110% and 1.75

Rank 1: Auto Attack (Dice Throw)]: Your mastery of dice allows you to fight using a rather unusual tactic. Chance to lower opponent's haste.

[0 mana 1.75 second cooldown]

Rank 1: Snake Eyes: Hit 2 enemies with moderate damage and reduce their dodge chance by a bit.

[15 mana 6 second cooldown]

Rank 2: Cold Dice: Deals moderate damage and cuts your opponent's damage in half for 8 seconds.

[32 mana 15 second cooldown]

Rank 3: Exploding Die: Roll a six-sided die* and depending on the roll, you get certain effects.

They are as follows:

1- stun opponent for 2 seconds.
2- small HoT for 5 seconds.
3- lower enemy haste for 7 seconds.
4- Enemy cannot crit for 6 seconds.
5- Player stunned for 3 seconds.
6- Enemy damage tripled for 5 seconds.

[40 mana 17 second cooldown]

Rank 4 passives: luck siphon- 20% luck increase. double or nothing- 15% haste increase.

Rank 5: Loaded Die: Massive Damage to one enemy and moderate damage to 2 other enemies. This skill also lowers player haste by 30% for 8 seconds.

[60 mana 35 second cooldown]

Rank 10 passive: Roll of Fate- Once in a while your mastery of dice rolling allows your haste,dodge, and crit chance to be significantly increased. The effects of each get tripled for 5 seconds.


* This skill uses the /roll feature. The game rolls six sided die and the number is displayed in the chat box.


Possible Attack Animations:


Dice Throw:

Player is seen as being unarmed and does a downward motion as if hitting with a sword and a die flies towards the enemy.

Snake Eyes:

Two dice fall from above hitting 2 enemies on their head.

Cold Dice:

Player extends hand and a giant ice cube formed like a die rises from the ground and shatters, hitting the enemy.

Exploding Die:

Player stands back a bit slightly extending their arm on which a lone die appears and starts spinning. Once the number is chosen, depending on what was rolled an effect happens.


The animations for each effect are as follow:

1- Enemy sees tiny dice floating around its head distracting them for a while.
2- Dice appears atop player head and starts glowing a bit.
3- Enemy surrounded by a giant rune which has a pair of black dice in the middle.
4- Giant die appears above enemy head and begins raining tiny dots.
5- Player sees tiny dice floating around their head which distracts them for a while.
6- Enemy starts glowing.

Loaded Die:

Player hand glows and a transparent die appears on it. Then player punches at the enemy. This causes a small explosion animation to appear. Similar to the one seen on Vordred when he lost a few skulls.
AQ DF AQW  Post #: 56
8/31/2015 4:13:39   
Class Meister
Member

I've already posted original design suggestions so I'll now move onto suggestions on existing classes... Rather than make a ton of new posts, I'll edit this one whenever I have stuff to add.

Note: class names are arranged alphabetically; however, some skillsets are tagged onto clones.

Note (2): suggestions are preceded by a hyphen; comments and reasoning (if any) are simply typed.

-------

List of classes discussed in this post:

BattleMage [RBM]
DragonSlayer [DSL]
Defender [DFN]
Dragonlord [DLR]
Enforcer/Rustbucket [ENF/RST]
Healer [HLR]
Mage [MGE]
Ninja [NNJ]
Pyromancer/Cryomancer [PYM/CRM]
Ranger [RNG]
Thief of Hours [TOH]
Warrior [WRR]



Tweaks I suggest:

BattleMage [RBM]

- decrease the cooldown of the 2nd and 4th skills slightly
- decrease the cooldown of the 3rd skill significantly

DragonSlayer [DSL]

While some would suggest making a new DSlayer (such as the DS General currently planned), I think that is simply not facing the actual problem: the DragonSlayer that we have NOW is weak.

Of course, a 'solution' is to permanently erase all the DSlayers in the game or replace all skills with new ones. But I would honestly prefer making the current skillset better while keeping the core ideas intact.

- unlock all skills to work against all enemies (I have suggested this to a class designer before -- the reply of "no because we've seen what people did with the Talon Twisting scroll [and Blood Titan]" is hardly valid, as DSlayer is not Blood Titan, and that exploit worked ONLY with BT)
- double the effects and damage of all skills when used against dragons

Specific skill buffs:
- 1st skill nerfs enemy damage by 40% (80% against dragons)
- 2nd skill has reduced mana cost and deals double the DoT it currently does now (which means quadruple its current values when facing dragons)
- also, 2nd skill has double the stun chance and duration against dragons. (If possible -- make this unblockable against dragons, such as challenge bosses who normally cannot be stunned)
- 3rd skill gets significantly decreased mana costs

Defender [DFN]

- increase the damage of all skills, particular the first two
- increase the percentages of the effects applied by Crushing Sweep significantly (e.g. to 25% each)
- significantly reduce the cooldown of the last skill and double its effects if cast on allies

Dragonlord [DLR]

- increase the damage of the first two skills to perhaps 1.5x what they currently are
- increase the base damage of the last two skills and decrease the scaling factor, in order to enhance Dlord's viability when farming weak mobs or when battling in parties
- perhaps buff Cursed Blade's defense nerf to 15-20%

Enforcer/Rustbucket [ENF/RST]

- reduce the cooldown of the AoE (Arc Lightning) to around 6 seconds
- double the damage of both Plasma Bolt and Arc Lightning

Healer [HLR]

The class is actually fine as it is, and the suggested tweak has very low priority on this list.

- increase the damage nerf from Energy Flow to 50%, simply to keep up with the times

Mage [MGE]

While the class itself is sound, its design makes it a damage dealing class. The only tweaking needed is to bring it up to the standards of classes today. As a preemptive trial, changes could include:

- Double the damage of Fireball

OR

- increase the damage of all three damaging skills by some amount less than 100%

Ninja [NNJ]

- make Thin Air apply an initial increment of stats upon use. So, +5% haste and 3% dodge when used, then add more when hit
- add crit chance increase to Thin Air's buff. Perhaps 3% initial increase with 3% increment

Pyromancer/Cryomancer [PYM/CRM]

These two come as a pair because the tweaks I will suggest for both of them involves the other.

In my opinion -- Pyromancer should be the class dealing explosive damage, while Cryomancer applies a wider range of effects. However, the current situation simply grants Cryomancer the better of both worlds and leaves Pyromancer behind in a very obvious display of the power creep. My suggestion:

- swap the damage values of both the mini- and the full nuke for the classes

This way, Cryo will still deal heavy damage, but Pyro fittingly deals heavier.

Ranger [RNG]

- change the effect applied by Mark For Death from a 1% (stacking to 5%) damage nerf on the enemy to a 3% (stacking to 15%) hit chance reduction
- additionally, grant 5% dodge chance increase (stacking to 25%) from the effect that is applied on the player when Mark For Death is used
- reduce the mana cost of the AoE significantly (to perhaps 15) while increasing its cooldown
- increase the effect of the Target Vitals passive from 8% crit buff to a 10% crit buff
- allow the HoT to apply even when Vampiric Shot does not land

Thief of Hours [TOH]

- fix the first skill's stacking bug
- fix the second skill's nonexistent healing
- increase the damage of both the 2nd and 3rd skills by around 1.3-1.5x
- a more interesting suggestion: make Temporal Insanity also grant your target guaranteed crits from all attacks while it is active. However, I do realize TI was designed so that it conflicted with the class's above average dodge rates.

Warrior [WRR]

- increase the damage from Prepared Strike to perhaps 130-150% weapon damage
- reduce the cooldown of On Guard to around 15 seconds and increase the defence buff to 75-80%

The second of those tweaks is the most important; after all, Warrior is supposed to be a tank. Its current state leaves a lot to be desired in that regard.

< Message edited by Class Meister -- 9/1/2015 9:49:31 >
Post #: 57
9/3/2015 0:53:59   
AquamorphTheGreat
Banned


Pyromancer has a nuke on a 40 second cooldown (and not a guaranteed hit either) and Cryo has 2 nuke combos, which can be done every 10 seconds and deals 5.5 k damage with full luck (something like 5.8 with full wizard), and the other can be done like each 20 seconds that deal 8.2 k damage with full luck (8.8 k with full wizard) and if you swap those numbers, Cryomancer will get free defense because when you can Freeze / Shatter for 45 mana and not care about more damage, you do not simply have to activate Frozen Tears for a bigger burst because it will add only a little compared to your Freeze / Shatter combo which deals 8.8 k damage if your swapping takes place, so this will make things worse.

About Pyromancer and Cryomancer difference, Pyro has way more utility than Cryomancer. Cryomancer has a 4 second haste reduction which you will not use, and a damage shield. Pyromancers has a self damage reduction, an enemy weaken and various DoT's, with that fireshield it gets pretty worse. The thing is Pyro having more utility than Cryos make people ask a question, If we nerf Cryos or buff Pyros, would it make it broken since Pyro will have both damage and utility better than a Cryo can ever have? And the answer is, yes it does. No one would use Cryo again anymore if we nerf its damage.

Actually, when I look at most classes all of AQW classes need a rework because most of them are all bad designs like:

-Tanky ''Mage'' Dracomancers
-Mr. Useless aka. the BattleMage
-DragonLord who does not care the dragons
-DragonSlayer who does not slay dragons
-Pyromancer and Cryomancer
-And all classes other than Pyromancer having a skill with Burning Ward, except BlazeBinder
-Ninjas which cannot regenerate mana (Yes, after 7 years, they still can't)
-Thief of Hours having only 1 viable skill

Pick your poison. I will look forvard for the patch of stat redesign which will kill all the balance just because the bad designs.

Actually, I can suggest a class that fits and explains what the AQW meta is right now...

ShadoeScytheButWithASwordHavenAccent(Faction Name) EternalDragonLordAwesomeMageFighter(Class Name)

Ok, this class will be a class like Chronos (calendar) or will come from a serious package. So that we may give it more than %150 weapon damage and overrated passives compared to ingame classes.

Let us start.

Those warriors are mastered the magic of DoomKnight Weaponcraft Battlestyle of Dragonlordshipness of Eternal Awesomeness because it just is! It does not need to make any sense!

Those, of course... use the mage mana regeneration system.

%150 weapon damage, 2 second cooldown

Dragon Spell Blade Swing Strike (Normal Attack)
Requires Rank 1
0 mana, 2 second cooldown
Magical... MAGICAL!
This class has a warrior armor but INT scaling is awesome also it adds up to the Wizard enhancements so I guess I will keep this here.

Burning Stream of Fire
Requires Rank 1
15 mana, 4 second cooldown
Magical
Breathes fire on your target causing moderate and applying the DragonBurn state to them for Damage Over Time. Oh yes... also it gives you Burning Ward for like 6 seconds.

Burning Ward Heal
Requires Rank 2
35 mana, 12 second cooldown
Magical
Heals a friendly target for a large amount immediately, and up to 3 additional nearby targets for a smaller amount. And applies Burning Ward to the first target, you know what it does so I will just skip that part out.

Burning Ward But With Scales
Requires Rank 3
30 mana, 6 second cooldown
Yush, it is Magical
Gathers mana from nearby ley lines and increases your damage resistance by 70% for 6 seconds. And also gives you Burning Ward.

Dragon's Precious Burning Ward
Requires Rank 4
Passive
Decreases Magic Damage taken by %25.
Decreases Physical Damage taken by %30.

My Precious Little Burning Ward Pony
Requires Rank 4
Passive
Damage dealt increased to %20.
DoT damage increased by %30. Even if the class has no DoT's whatsoever. Maybe it increases the damage of the Burning Ward, who knows?

Witches say WHAT?
Requires Rank 5
20 mana, 6 second cooldown
Magical
Petrifies the enemy for 4 seconds, then you take a little DoT because you cannot bear to see the enemy petrified solid or something.

Insert Something Cool Here
Requires Rank 10
Passive
Does something nice. Just kidding it is only a %10 damage reduction. Looking at those rank 10 passives I wanted to burst your bubble for the rank 10 passive. Actually after Legion DoomKnight and Cryomancer, you must pretty well used to it.

Those are the things. Burning Ward ruins every class in PvP. Wizard is the best enhancement so I really do not know what to say or what to do. Our meta is pretty broken. And the only suggestion class you might be seeing in the game would be this troll class idea I posted here it just makes me cry.

I can understand half of the classes actually have a Burning Ward, since that is the only unique thing in the game's skillset, with Temporal Insanity. But ToH was a total failure while Pyromancer was a huge success that is why AE team got away with Burning Ward, but the thing is about the ToH is that Temporal Insanity did not suck, all of the other skills did. Instead of adding that, AE made adding Burning Ward to more classes would be a better choice because it made flexibility in PvP but adding the thing in some awkward places ruined it. (Artifact Hunter having a Golden Shield skill had a Burning Ward effect, the shield repels sunlight so hard it makes a Burning Ward or something? I really do not know.) There could be even more unique mechanics in the class system if the developers were more hardworking like they were in the ToH update when it was about making classes. Now all of them seemed boring. Well, they even have encouraged Legionnaire Botting with releasing that lifedrain DPS Legion Doomknight which is basically a second necro but with way more damage.

Well, that is my problem. I want everything to be balanced and perfect, in a place everryone is happy and I actually do something about it. But other people gaining benefits from it would never let that happen, would they?

< Message edited by AquamorphTheGreat -- 9/4/2015 7:02:53 >
AQW  Post #: 58
9/4/2015 9:35:15   
freehealth
Member

As far as I know, the Dwarfhold Saga doesn't have a Rank 10 rep class (or ANY class)... I'll suggest one. This was originally a ProtoSartorium rework solely because it's a clone class (yes you too Rustbucket), but I changed my mind for two reasons: one because it had been reworked, the other is that I had suggested too many reworks...


-Technomancer-

Weapon Damage: 100%, 2.0 Speed
Mana Regen: Strike an enemy in combat (more effective on crits), are struck by an enemy in combat

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.

Note: Basic attack...

Laser Beam
Rank Needed: 1
Mana Cost: 35 Mana
Cooldown: 10 Seconds
Type: Physical/Magical
Description: Pew Pew! Deals 175% Weapon Damage and blinds the target for 5 seconds. This attack cannot be avoided.

Note: Why the large manacost? I'll get to that later. Great for boss battles or when fighting an evasive target in PvP.

Alt. Current
Rank Needed: 2
Mana Cost: 20 Mana
Cooldown: 20 Seconds
Type: Magical
Description: Expels electric currents to simultaneously stun the target and yourself for 8 seconds. This attack cannot be avoided.

Note: Yes, you read that right. 8 seconds. But you deal no damage! Useless on 1v1 situations, REALLY useful on boss raids. If the enemy dies during Alt. Current, your stun will fade as well. With another Technomancer, you could probably perma-stun the enemy...

Discharge
Rank Needed: 3
Mana Cost: 15 Mana
Cooldown: 7 Seconds
Type: Magical
Description: Deals 90% Weapon Damage that hits up to 4 targets while removing any buffs and debuffs present on yourself. Can be casted while stunned; when casted during Alt. Current, the enemy's stun will fade as well.

Note: Suffering from heavy DoT? Discharge! Got blinded? Discharge! Professor Iadoa manages to stun you for ten years? Discharge! The Alt. Current exclusion is for balance issues, of course. Also it is a good decent skill for farming. It probably can't remove Khasaanda's spell block, though.

Reinforced Steel
Rank Needed: 4
Type: Passive
Description: END increased by 10%

Note: Allows you to tank hits when stunning another person.

Ground
Rank Needed: 4
Type: Passive
Description: All damage taken is reduced by 10%

Note: More tankiness. Damage is actually not that important for this class IMO (Whoops 5th skill spoilers).

Radioactive
Rank Needed: 5
Mana Cost: 5 Mana
Cooldown: 40 Seconds
Type: Physical
Description: Emits a radioactive wave which grants Heal over Time to youself and Damage over Time to enemies, as well as restoring 10 mana per second. However, your auto attack damage will be reduced by 75%. Radioactive lasts 15 seconds. Radioactive cannot be removed with Discharge.

Note: Radioactive hits up to 4 enemies. The HoT and DoT are nice, but the mana regen takes the spotlight as it keeps you armed and ready to stun, blind, or remove debuffs from yourself. Not much to talk here... Added the last sentence on the description because I would be counter-intuitive if Radioactive could get removed.

Overall, this class is a tanky disabler-slash-stunner that is always welcome on boss raids and Bludrut Brawl. I always have a thing for support classes (because AQW lacks them).

I hope you like it! ^^

Edit: Words

< Message edited by freehealth -- 9/4/2015 9:48:49 >
Post #: 59
9/4/2015 12:18:19   
AquamorphTheGreat
Banned


TECHNOMANCER

Years spent under the workbench, falling asleep with constructs and probably having some unsocial life finally pays off. Magical studies and perfection in construction dynamics has earned you to overdrive your way to victory!

Technomancers get mana from all hits landed in combat, and espicially on crits. The amount gained depends on their own hp total.

30 STR
164 INT
100 END
55 DEX
75 WIS
75 LUK

%75 Weapon Damage, 2.0 Speed

Energy Blade V2.0
Requires Rank 1
0 mana, 2 seconds
Physical (Magical if the enemy is Electrocuted)
Strike the enemy with an electrical blade, scaling with Intellect and dealing %125 weapon damage and always deals a critical strike if the enemy has Static Charge effect applied to them.

Electronic Core
Requires Rank 1
20 mana, 4 seconds
Magical
Calls down the power of a robotic core which deals level x4 + %250 INT magic damage to the enemy after. Applies Electrocute to the enemy, which makes the enemy take %20 more critical strike damage for 4 seconds (but the attacks can still miss) and also applies Static Charge to them.

resistance.exe-downloader
Requires Rank 2
30 mana, 10 seconds
Magical
Immediately downloads a defensive program which makes the machines start protecting the Technomancer. Applies ''defence.exe'' to the Technomancer which reduces its damage taken by %95 for 2 seconds. Also applies ''repair.exe'' which heals the Technomancer by level x2 + %150 Wisdom each 2 seconds for 4 seconds, resulting in a level x4 + %300 Wisdom total heal.

V1T.9000 Pyrogrenade (This is a parody skill, Like it is designed for people which have over 9000 vitality points. If you read ''1'' as an ''I'' you can realize it is actually ''VIT.9000 Pyrogrenade.)
Requires Rank 3
25 mana, 10 seconds
Magical
Throws a grenade which has a %100 chance of hitting the enemy. Deals no damage but the enemy gets ''Splash Damage'' which deals level x2 + %75 Intelligence damage every 2 seconds for 6 seconds, resulting in level x6 + %225 Intelligence total damage. Also stuns the enemy with ''Shell Shocked'' effect for 2 seconds.

Experimental Research
Requires Rank 4
Passive
Increases Intelligence by %15.

Devoloping Technology
Requires Rank 4
Passive
Increases DoT's by %10.
Increases critical damage by %10.

Prototype Black Hole
Requires Rank 5
35 mana, 15 second cooldown
Magical
Calls upon a gravitional capturing device which is hypercharged, making the enemy suffer more as they try to move. The enemy gets ''Prototype Black Hole'' effect, which deals level x2 + %150 Intelligence damage each 2 seconds for 6 seconds, resulting in level x6 + %450 Intelligence damage. The enemy also gets ''Dark Matter'' and get its haste reduced by %80 for 4 seconds but takes %80 less direct damage for the duration.

Spark of Genius
Requires Rank 10
Passive
Sometimes the spark of Genius takes place. Whenever your DoT's tick, they have a %1 chance to fully refill all your mana.

Edit Post since you not allowed to make discussions here, if you want to do discussion, please do it at =AQW= Player Suggestions Discussion Thread.

And considering you have been doing this more then once (and know that you not suppose to, since you did actually edit out one of the AKs edit messages), next time you do it, you will get an official warning for ignoring the rules. So please don't do it again.

Have an awesome day now ~Coxy


< Message edited by Lord Coxy -- 9/4/2015 22:33:08 >
AQW  Post #: 60
9/4/2015 18:44:34   
Hexigos
Member
 

Class Name: Gun Slinger
Description:The rootinest, tootinest, gun shootinest cowboy in the west!
Mana Regen Gun Slingers gain mana when they: Strike an enemy in combat (More effective on crits)

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

Quick Draw (RANK 1)
Mana Cost: 12
Cooldown: 7 Seconds
Type: Physical
You're able to pull out your pistol quicker than ever! Haste slightly increased for 4 seconds.

Bullseye (RANK 2)
Mana Cost: 20
Cooldown: 12 Seconds
Type: Physical/Magical
A blow to the enemies head dealing moderate damage. Critical hit chance increased to 140% for 5 seconds.

Quick Reload (RANK 3)
Mana Cost: 25
Cooldown: 18 Seconds
Type: Magical
Mana usage cut in half for 10 seconds. Haste increased by 20% for 10 seconds.

Steady Aim (RANK 4/Passive)
Increases crit chance by 15%

Everybody's Hero (RANK 4/Passive)
Increases haste by 10%


Six Deadly Chambers (RANK 5)
Mana Cost: 10
Cooldown: 4 Seconds
Type: Physical/Magical
When used, Six Deadly Chambers increases Six Deadly Chambers stack by one and causes moderate damage. Deals 10% more weapon damage with each stack of Six Deadly Chambers. Heals health relative to 70% of damage dealt to enemy. Can stack up to six.

Just a Scratch (RANK 10/Passive)
Decreases damage received by 20%

Post #: 61
9/5/2015 13:50:33   
Drayko
Banned

 

Well I have always wanted a Legion Aramentalist Class but now I must think of new skills and passives that are unique and different from classes we have seen in the past.

Removed Signature since Signature aren't allowed in AQWorlds Suggestions, please don't do it again

Have an awesome day now ~Coxy


< Message edited by Lord Coxy -- 9/5/2015 15:53:20 >
AQW  Post #: 62
9/12/2015 2:56:45   
jaster1777
Member

Class Name: Beast King Class
Description: Now the power of the beast king race is all for you
Mana Regen: Beast kings gain mana from all hits landed in combat, especially on crits. The amount depends on damage relative to *their own* HP total

Stats:
150 STR
100 INT
120 END
75 DEX
60 WIS
105 LUK

150% Weapon Damage , 2.0 Speed

Skills

Auto Attack (Rank 1)
Cooldown: 2 Seconds
Type: Physical
A basic attack, taught to all adventurers.

Beast Fury (Rank 1)
Mana Cost: 10
Cooldown: 10 Seconds
Type: Physical /Magical
150% weapon damage
The beast king enter in rage and gain Ira
Note:
Ira goes up weapon damage in a 1% and affect others abilities. Stack up 20 times

Beast Roar (Rank 2)
Mana Cost: 30
Cooldown: 20 seconds
Type: Physical / Magical
A roar that can up you and your alies in the battle
Effect:
Heal you a great part of your life
Note:
If ira is present the alies gains a big heal over time and 20% more of weapon damage during 10 seconds

Beast Shot (Rank 3)
Mana cost: 25
Cooldown: 30 seconds
Type: Physical/Magical
You use your beast strength to throw your weapon
Effect:
Throw your weapon to the enemy inflict big damage piercing the enemy armor increasing the damage taken a 25%, but you goes disarmed for 3 seconds
Note:
If ira is present inflict a normal dot during 10 seconds

Beast Energy (Rank 4)
Type: Passive
Effect: Strength increasing a 20%

Beast Blood (Rank 4)
Type: Passive
Effect: Endurance increasing a 20%

Beast Berserker (Rank 5)
Mana Cost: 40
Cooldown: 40 seconds
Type: Physical/Magical
You explode with rage and destroy all what you have in front of you
Effect:
Do a huge damage that stun the enemy for 3 seconds
Note: If ira is present only 2 seconds stun, but do two hit with huge damage, the second hit is 2x damage than the first hit

Beast Rampage (Rank 10)
Type: Passive
Appearance Rate 5%
Effect:
Do a very huge hit that can destroy the most powerfull beast (x75 damage)

Desing bluddron the beast no shield style

How To Get
In a shop same than the blade of awe but with 10 quest items ( only class )
the rest of the set in another shop that you need the class to open that

< Message edited by jaster1777 -- 9/12/2015 2:59:46 >
AQW  Post #: 63
9/13/2015 4:04:12   
XO / The Host
Member
 

I don't have any original class ideas, but I think that rank 10 passives should be added to some of the older classes, like leprechaun. Also a skill buff for the Dragonlord / Guardian / Starlord classes, they are premium classes that don't even get close to the other premium classes available through heromart.
Post #: 64
9/13/2015 4:12:26   
freehealth
Member

Doing reworks again just because...

Warrior looks like an underwhelming class. My judgements:

- Decisive Strike costs too much mana IMO, and it looks like it did not give back 7 mana after usage, unlike other classes.
- Imbalancing Strike is okay I guess, lower it's mana cost and it's fine.
- Prepared Strike is completely overshadowed by Oracle's First Skill. Lower cooldown, Lower manacost, and 3 hits!
- On Guard is pretty counterintuitive in my opinion. Two out of three of his other spells are damage-focused while On Guard reduces your damage output.

These are only my opinion, I might be wrong on some facts but I still believe this class needs a little tweak.

Or a complete rework?

-Warrior-

Weapon Damage: 100%, 2.0 Speed
Mana Regen: Strike an enemy in combat (more effective on crits), are struck by an enemy in combat

Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.

Note: Basic attack...

Imbalancing Strike
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 8 Seconds
Type: Physical
Description: A precise blow that stuns the enemy for 4 seconds.

Note: Deals 50% Weapon Damage. Imbalancing Strike becomes the first skill! This is because the starting classes' first skill showed their "signature" moves such as a Mage that hurls fireballs, a Cleric that heals, and a Thief that poisons people. Warrior is the only starting class that can stun enemies! Thus, I believe this is their signature skill.

Crippling Attack
Rank Needed: 2
Mana Cost: 15 Mana
Cooldown: 3 Seconds
Type: Physical
Description: A powerful strike, dealing 110% Weapon Damage and applying Crippled to the enemy which reduces their outgoing damage by 10%. Stacks up to three times.

Note: Stacks lasts 8 seconds. I'm trying to make this class as newb-friendly as possible, but still relevant. The starting classes did not have "stacking abilities" so I think Warrior would be one.

Warcry
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 16 Seconds
Type: Physical
Description: Shouts a warcry that inspires allies. Applies a buff that increases outgoing damage by 20% and reduces incoming damage by 15%. Lasts 10 seconds.

Note: Buffs up to 5 allies, including yourself. This is inspired by the Warrior class from Dragonfable that shouts random phrases before they attack (which would happen if you use this skill too). Great when raiding bosses. This is actually this skill that made me do the rework.

Aggression
Rank Needed: 4
Type: Passive
Description: You deal 10% additional damage with physical attacks.

Note: Actually I wanted to change this skill into an END boost but... I need keep this class newb-friendly (they probably won't know what END means) and a 10% attack is always nice.

Resolute
Rank Needed: 4
Type: Passive
Description: All damage taken is reduced by 10%

Note: This skill is unchanged.

Duel
Rank Needed: 5
Mana Cost: 10 Mana
Cooldown: 8 Seconds
Type: Physical
Description: Challenges the enemy, turning their attention to you for 10 seconds. This attack cannot miss.

Note: Deals 150% Weapon Damage. Taunt skill! With all those defence boosts you're getting, why not make them attack you? I originally wanted to embed On Guard's buffs in Duel but then I realised that it would be overpowered. It cannot miss so during a boss raid, you will be the party's first line of defence.

So there it is! My Warrior rework. To sum up, it is a tanky support starting class that differentiates themselves from the other three by stunning people, buffing allies, and crippling enemies. This is probably the normal archetype of a Warrior class on many MMOs. It is basically a more defensive version of Legendary Hero; you can stun, but you won't be doing four-digit crits. It is also a more offensive version of my Defender rework because you can buff allies, but not heal them.

That's it! I hope you like it ^^

Minor tweaks to other classes would be edited here to avoid spam.



Edit:

For this edit, I’m going to suggest a tweaks to the existing classes that need some buffs/nerfs.

-Guardian-

Guardian Light will always be applied to self, even if the attack misses.

Guardian Blast will always crit if your weapon is Keen.

“Blinding Attack” effect removed.


As a Guardian user, it is really infuriating when I miss my third skill, as it has a moderately long downtime and will leave me unprotected for a couple seconds. Guardian Blast also looks “like a normal skill” compared to other classes with fancier rank fives. This way, Keen-installed Guardian Blast used in conjunction with Guardian Rage and Guardian Light allows you to farm efficiently and make you take minimal damage. Blinding Attack removal is to compensate the Guardian Blast upgrade.

-Mage-

Arcane Shield replaced by Lightning Bolt. Deals heavy damage to a target while removing existing buffs and debuffs present on them. This skill have a 30 second cooldown and costs 50 mana.

(ps: I am not sure if I can explicitly mention other games in this thread, but it’s for the sake of my argument. I checked the forum rules and none of them stated about mentioning other games outside of plagiarism protection. I apologize in advance.)

I never really liked Arcane Shield. It is an amazing spell, but it doesn’t suit the Mage. In the game DotA 2, the “Hero” that uses an Arcane Shield-type skill is the tanky and durable fighter Medusa. Mana Shield (Arcane Shield) suits her because her job is to stand in a middle of a fight and dish out damage to the enemy team while withstanding incoming attacks with the help of this spell on top of several other factors that increases her durability. Most of her mana uses are, in fact, to provide a “battery” for Arcane Shield. This example clarifies that Arcane Shield works best when used by a durable, tanky classes. On the other hand, AQW Mage can’t; they are, in fact, glass cannons. Arcane Shield does not synergize with the Mage’s skillset because Mages need mana to cast powerful spells, while Arcane Shield is there to give the fragile Mage a chance to endure a couple of attacks before burning all their mana which could be utilized to cast their other, more useful spells.

Lightning Bolt suits the Mage well because, other than dealing a large amount of damage, it also removes buffs and debuffs, including Scorched, allowing for quick combo extensions such as Ice Shard – Fireball - Lightning Bolt - Ice Shard - Fireball, if you have the mana to excecute it. The mana cost is there to limit Lightning Bolt uses in quick succession; you probably would get your mana back by the end of the cooldown.

tl;dr Mages don’t need Arcane Shield because they are not supposed to tank hits; those mana can be used for something more useful. More… destructive. Such as Lightning Bolt.

-Archfiend-

Mark of Death manacost reduced from 18 to 15. After reaching 6 stacks, consecutive Mark of Death casts will apply Decay to the enemy, negating all healing.

Fiendish Strike cooldown reduced from 14 to 6.

Fiend Frenzy will always proc its buff. In addition, all units affected by Fiend Frenzy will have a chance to proc Fiend Leech when casting a spell.

Fiend Frenzy cooldown increased from 6 to 16.


Too much for a small tweak, too similar for a rework. I used to own Archfiend, but I ultimately sold it because it seems underwhelming. I tweaked the class to still be a boss raid support, even more now with the new Mark of Death that can screw over bosses that can heal themselves such as Wolfwing and Tibicenas. The Fiendish Strike buff is to cope with the farm-happy archetype of Nulgath’s demanding quests (making his class farm inefficiently wouldn’t make any sense either), as well as increasing quality of life such as damage output and Fiend Leech proc chances. Fiend Frenzy is reworked because it kind of annoys me that you have a chance to literally do nothing but waste 5 mana, so I made it a constant proc. The Fiend Leech proc chance bonus really helps classes that cannot regenerate HP by themselves, but constantly casts spells, such as the Dracomancer.


That is it and have a good day guys :)

< Message edited by freehealth -- 9/22/2015 9:15:24 >
Post #: 65
9/14/2015 4:39:42   
orc orc orc
Member

Class Name: Tower Knight


Overview: I wanted to have a class loosely, but conceptually based on a rook. Something reminiscent of a siege tower…but it’s all in one guy. So I thought of a sentinel-like class that focuses on protecting allies and friendly units. …A class with the defensive powers of a stronghold! It’s a melee tank class that makes use of its defensive capabilities for a righteous cause. I hope you like my suggestion.


Description: As sworn guardians, Tower Knights do all it takes to protect innocents. They are vigilant, cautious warriors who only use aggression as a last resort.


Weapon Damage: 110%, 2.0 speed


Stats:
Strength: 134
Intellect: 25
Endurance: 149
Dexterity: 110
Wisdom: 50
Luck: 50


Special Effects:

  • Tower Knights gain mana when they:
  • Strike an enemy in combat (more effective on crits)
  • Are struck by an enemy in combat
  • Are struck when Defensive Stance is activated.


Skills:


Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2.0 seconds
Type: Physical
Description: A strong attack known only to fighters of discipline.

It’s pretty self-explanatory. But I’ll want to point out that the extra 10% damage helps as this class doesn’t shine too well in the damage department.


Steady Shield
Rank Needed: 1
Mana Cost: 40 Mana
Cooldown: 15 Seconds
Type: Physical
Description: Ready yourself on the defense, applying Defensive Stance for 12 seconds. This reduces incoming damage by 35% and grants mana whenever you take damage.
Note: 5 mana per hit taken.

Who wouldn’t want some extra bulk? The skill allows you to tank hits pretty decently I’d say. The MP is just an icing on the sundae to aid the class’s regen model.


Noble Vow
Rank Needed: 2
Mana Cost: 15 Mana
Cooldown: 10 Seconds
Type: Physical
Description: The heart of a chivalrous fighter pulses within you. Your heroism allows you to protect your allies, forcing the target to attack you instead for 8 seconds from a strike dealing light damage.
Note: 50% Weapon Damage; applies Focus on the target.

It’s a focus skill which is further complimented by the fact Tower Knight soaks up hits exceptionally well. This skill alone can prove this class to be a good support class against bosses as it can continuously act as a damage-magnet without too many setbacks.


Fortify
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 40 Seconds
Type: Physical
Description: Embrace your defensive strength. Reduces all incoming damage by an amount based on Attack Power and provides you a small Heal-over-Time for 20 seconds.

This is almost exactly like Enforcer’s Event Horizon, but with higher MP cost and cooldown in exchange for a tiny HoT. With this skill activated, you’re taking considerably less damage from most monsters. The HoT is thus well appreciated, but not substantial. Consider it as a…tidbit, rather than an actual heal. You’ll still need potions/friendly Healers if you want optimal HP regeneration. The skill pairs greatly with Steady Shield; powerful monsters that this skill cannot handle, the latter skill will.


Resilient
Rank Needed: 4
Type: Passive
Description: All incoming damage reduced by 15%.


Empowered Steel
Rank needed: 4
Type: Passive
Description: Increases STR by 10%


Bastion of Fate
Type: Physical
Mana Cost: 60 Mana
Cooldown: 30 Seconds
Description: In your defensive stance, you seize a perfect opportunity to strike your enemy. The counterattack deals a massive critical damage guaranteed to hit and gets you into an offensive stance for the next 18 seconds. Attack Stance is applied which boosts haste and crit by 10% and outgoing damage by 20%. Attack Stance replaces Defensive Stance and Defensive Stance cannot be applied once Attack Stance is present; this skill requires Defensive Stance to work.
Note: Unavoidable critical damage dealing 320% damage (290.9% auto attack damage) on impact and applies Attack Stance. Deals 0 damage and does not apply Attack Stance if Defensive Stance is not applied.

For what this class severely lacks – damage output – this skill partially makes up for it. An unavoidable crit and a buff seem cheap, but it does come with a price of losing some of your tanking prowess and leaving you vulnerable. Moreover, this nuke devours most of your MP and has a long cooldown which suggests it can only be used under certain situations. However, this skill does come in handy in long battles. Once the enemy has been weakened, use this skill to ensure a swift dispatch. If the enemy survives, the buff will take care of its remaining HP. This skill should be used wisely.


Hysterical Strength
Rank Needed: 10
Type: Passive Ability
Description: A resourceful knight never lets go. Rarely as your HP depletes under 30%, your HP becomes fully restored while you take no damage for the next 10 seconds. Your STR and haste also get boosted by 25% each.

Yes, an overpowered passive ability to top up this class. Too bad its activation rate is rarer than a needle in a hay-sack – which is further narrowed by the HP requirement. Don’t expect it to activate anytime soon unless you’re under the worst circumstances.


Final Thoughts: Though we got a lot of Melee Tank classes, I thought of one that emphasizes mostly on the defensive side and taking advantage of it simultaneously. Tried my best to keep it unique while not too ambitious and overpowered. It's my first class suggestion here so I'm glad to share.

< Message edited by orc orc orc -- 9/14/2015 8:18:14 >
Post #: 66
9/14/2015 9:08:31   
devinrogers21
Member
 

So here what I was thinking and I think it is a very good idea that everyone will love... How about making a class called paragon, I always notice that u always make the armor sets but never a class so why not for a change make a paragon class.. And to get that class u can pay 2000 acs or merge the paragon plate for it or even merge it with legion tokens
Post #: 67
9/17/2015 18:36:49   
MoonShine
Member

I am thinking to post my classes here, my question is, can I post the class plus it class icons(skill sets) and "animations"?
http://i.imgur.com/27PJVJq.png?1

My classes done, till now.
I want to post the Tidal Warlock(mage based, first one the image), the Lunarian Warpriest(healer based, fourth on the image) and the SunCaster(mage based, the last on the image)

SunCaster
Design: http://i.imgur.com/dxlHjTw.jpg

Description: The heat and star power is with you. Your enemies better use good sunscreens because it will be the most ruthless Summer Sun they will see in their lives (or in their unlives).

Base Stats: Same as Mage's.
Mana Regeneration Tips: Suncasters recovers mana over time based on how many sunlights are stacked.

Skill Set : http://i.imgur.com/WN1Ngts.png?1

AA - Heat Strike -> SunCasters have part of their power concentrated in their blades, heating them, thus, to high temperatures dealing magical damage to their opponents.
Type: Magical, Cooldown: 2.1 seconds, Mana Cost: 0

Notes: Damage based on INT

S1 - Sunlight Invoker -> Summons a flash of light from the nearest star applying to you the Sunlight, Granting you Mana Regeneration Over time, And inflicting in the enemy Sunstroked reducing the target's defense to magical attacks by 3% and Hit Chance by 3%. Max stacking, 15 times.
Type: Magical, Cooldown: 1.8 seconds, Mana Cost: 5

Notes: Initial "MoT" is 5 MP/s, maximum MoT is 19 MP/s
Animation: http://i.imgur.com/U9xDuQg.png

S2 - Scorching Discharge -> Triggers a wave of heat and radiation against your target, dealing damage during the impact and applying Stellar Heat, a DoT due to the heat. Both are stronger depending on how many Sunlights are stacked.
Type: Magical, Cooldown: 5 seconds, Mana Cost: 20

Notes: Impact Damage is magical, DoT is physical.
Animation: http://i.imgur.com/85OVJCZ.png

S3 - Heliosphere -> Cast a shield wrapped of flames, apllying Corona Barrier reducing all the damage received by 30% for 12 seconds or Ascended Barrier reducing all the damage by 70% for 6 seconds.
Type: Magical, Cooldown: 15 seconds, Mana Cost: 30

Notes: Chance to activate Corona Barrier is 80%, to activate Ascended Barrier is 20%
Animation: http://i.imgur.com/i7YGwVn.png

Passives:
P1 - Heating -> Damage Output and Hit Chance are increased by 10%.
P2 - Expanding -> Endurance is increased by 20% and Crit Rate by 5%.

S4 - Heat Leecher -> Needing energy? No problem, using Heat Leecher you deal medium-high damage and recover your HP by the same quantity, in addition to draining your target's heat, making it chill reducing it's Haste by 20%. Damage and heal based on how many Sunlights are stacked, and all of them are consumed during the process.
Type: Physical, Cooldown: 22 seconds, Mana Cost: 35.

Animation: http://i.imgur.com/WhRY1Cm.png

P3 - Red Giant's Rage -> Little chance to cause a very high DoT to 6 targets for 8 seconds. (Rank 10)

< Message edited by MoonShine -- 9/17/2015 20:18:34 >
Post #: 68
9/19/2015 22:14:24   
Arenwalesa
Member
 


I have this idea for a class, hope everyone like it :D


The Unstable
Desc:
You merely can't control your own will.Thus, making you extremely unpredictable and full of surprises.

Unstables receives mana from all landed hits on combat. The amount is relative to their own hp total.

Basic Stats:
STR:109
INT:54
END:91
DEX:42
WIS:33
LUK:25

Unstable attack
Physical
2 seconds cooldown
An uncontrollable attack only unstables can maneuver.
Note: your auto attacks have chances to do 80%,90%,125%,170% and 205% of weapon damage.

Instability
Magical
15 mana
3 seconds cooldown
Rendered by your instability, every swings from your weapon deals unpredictable but powerful damage to your target for 10 to 14 seconds.
Note:Adds a bonus of 45% to your auto attacks.

Stronger Will
Magical
25 mana
5 seconds cooldown
Putting yourself together to deal moderate damage and applies either Guarded or Recovered. Guarded negates you from 50% of damage, while Recovered gives a HoT.All effects lasts 10 seconds.

Unstable Surge
Physical/Magical
30 mana
10 seconds cooldown
You try to unleash a surge of energy, but your instability causing you to harm yourself and nearby enemies. You take moderate damage and stunned for 4 seconds, But your enemies take FOUR times the damage you've taken.This attack hits 5 targets.

A Fighter with No Will
Increase your Haste by 15%
Mindless Puppet
Increase damage taken by 10%


Faithless Rage
Magical
80 mana
30 seconds cooldown
Let yourself lost over your instability, causing you take more damage and cast yourself a DoT, but speed up your attacks and movement speed, also regenerate mana for 25 seconds.
Post #: 69
9/23/2015 6:50:22   
orc orc orc
Member

Class Name: Singer


Overview: Seeing Bard, I thought of having more classes like it. The Singer class takes a similar concept to Bard, but it has qualities that set it apart. It emphasizes more on boss battles and has a nifty Rank 10 Passive Ability. The name sounds generic but I wanted to make something special out of it.


Description: Singers specialize in making music through voice and skill. After years of experience, they can trigger a spell from every note they sing. A singer’s grace and magical songs are sought after by many musical enthusiasts.


Weapon Damage: 75%, 1.5 speed


Stats:
Strength: 49
Intellect: 149
Endurance: 134
Dexterity: 50
Wisdom: 50
Luck: 75


Special Effects:

  • Singers gain mana from all hits landed in combat, especially on crits.
  • The amount depends on the damage relative to “their own” HP total.

Skills:


Song of Ire
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 1.5 seconds
Type: Physical
Description: Don the singer’s wrath for a dissonant melody that harms your enemies.
Note: Deals additional magic damage.

Faster, stronger, better! Granted this class is designed to support, but the extra AA speed and damage don’t hurt. Well, it only hurts the enemy more! (In reality, it's identical to Bard's AA. Sweet nonetheless.)


Alluring Ballad
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 16 Seconds
Type: Magical
Description: Chant a charming song that captivates even your enemies. This decreases the target’s haste by 10%, damage dealt and damage taken by 20%. The target is forced to attack you for 8 seconds.
Note: 50% Weapon Damage; applies Tempted on the target.

It’s a quintessential Taunt/Focus skill. This time it has an added effect in exchange of some MP cost and cooldown so it justifies itself as a support skill. Works well on boss skirmishes with fellow players.


Sonnet of Avon
Rank Needed: 2
Mana Cost: 36 Mana
Cooldown: 18 Seconds
Type: Magical
Description: Express your devotion to your allies. This great poetic song inspires all friendly targets, applying Motivated for 23 seconds. Motivated boosts haste by 15%, dodge by 10% and critical strike chance by 15%.

It’s a great skill to empower your allies. It allows them to dish out even more damage while boosting their survivability with the free dodges granted.


Joplin’s Resolve
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 12 Seconds
Type: Magical
Description: A syncopated song that bestows health upon your allies. It applies Revitalized to nearby friendly targets for 10 seconds. Revitalized provides a Heal-over-Time (HoT) effect and reduces all incoming damage by 5%.

It heals, and gives a tiny defensive buff. It’s great for extended boss battles where you and fellow players may want to stick around throughout.


Apollo’s Blessing
Rank Needed: 4
Type: Passive
Description: All healing is increased by 15%


Madrigal o’ Yore
Rank Needed: 4
Type: Passive
Description: Wisdom is increased by 20%


Chorus to Vigor
Rank Needed: 5
Type: Magical
Mana Cost: 20 Mana
Cooldown: 2 Seconds
Description: Deals extra damage and applies Fount on the target, stacking up to 6 times. Anyone attacking the target will be granted both health and mana for a small amount. HP and MP received increase per stack.
Note: Deals 165% damage (220% auto attack damage).

This will be your main source of damage. It’s dependable and hits hard. What’s more, it benefits other players too. The HP and MP received are miniscule at first, but become decent as you stack. They’re not too high regardless of how much you’ve stacked but they’re still useful.


Adept Symphonist
Rank Needed: 10
Type: Passive Ability
Description: Intellect is increased by 15%.


Final thoughts: It’s another great supporting class in battle. Whether you’re at Yulgar’s or a party, it’s also exceptional at messing around with your friends. At hindsight, the class looks fully dedicated to support. While that is true, it can also deal quite the damage. The last skill decently boosts DPS thanks to its power, low cooldown and the class’ reliable mana regeneration to make up for the MP cost. Plus its share of buffs and debuffs helps at sharing some pain to your enemies. This is my second class suggestion, so I hope you like it!

< Message edited by orc orc orc -- 9/23/2015 6:54:48 >
Post #: 70
9/27/2015 21:14:27   
Benn
Member

I really thought it would be cool to have another fun class kinda like No Class and Not A Mod, because hey, who doesn't like fun classes?
So then I was like, hey why not a Muffin class, am I right?

Muffin
Description:
Blueberries, Sugar, Chocolate Chips, you name it!
Mana Regen: Muffins gain mana when they:

‌• Strike a 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.

Add Some Butter (Rank 1)
Mana Cost: 15
Cooldown: 6 Seconds
Type: Magical
Description: Your opponent slips, falls, gets up, and falls again.

Chocolate Chip Smash (Rank 2)
Mana Cost: 20
Cooldown: 8 Seconds
Type: Physical
Description: Your opponent accidentally steps on your chocolate chips and you get angry. You deal 150% weapon damage.

Become a Cannibal (Rank 3)
Mana Cost: 30
Cooldown: 12 Seconds
Type: Magical
Description: You realize the tastiness of your fellow muffins. Receive a medium HoT for 5 seconds.

Add Nutritious Blueberries (Rank 4 Passive)
Description: You have a 50% chance to increase the amount of time on your HoT's by 40% (2 seconds).

Scalding Hot Muffin (Rank 5)
Mana Cost: 40
Cooldown: 15 Seconds
Type: Magical
Description: Your opponent picks up this muffin and burns their hands causing their defense to go down by 50%.


Satisfy Taste Buds (Rank 10 Passive)
You have a .1% chance to automatically kill your opponent.


(Satisfy Taste Buds can be changed as you see fit, because it does seem kinda OP).

Summary:
This is only supposed to be a funny, yet somewhat usable class. All of the skills can be changed as the team sees fit. Thank you.

Preview:
Preview
Sorry for my bad paint skills and stuff, but thats my view. (Used my player head and the NOT A MOD Muffin)

< Message edited by Benn -- 9/30/2015 20:38:25 >
AQW  Post #: 71
9/28/2015 9:44:29   
Class Meister
Member

Class #5: Tactician
Summary: a tactical class that takes down enemies not only by directly damaging them, but also applying effects that can cause them to hurt themselves. (Note: despite its name, this is not a dedicated support class.)

Hybrid base stats
Mana regen model: Mage

quote:

Auto attack:
Physical, melee range.
Cooldown: 1.5 sec
75% weapon damage.

A rapid attack, . . . (same as Rogue's auto)


quote:

Rank 1: Pincer attack
Physical/Magical, melee range.
Cost: 18 mana
Cooldown: 10 sec

Distract and hold your enemy in place while allies flank them. Endures all attacks for 4 seconds; all incoming damage becomes 0 for this duration (all attacks launched against you will be counted as a hit; they may also crit as per normal conditions). After 4 seconds, take half the total damage that was negated, and deal 10 times the damage you just took. (This damage dealt may also crit.)

While 10x damage may seem too great initially, first consider that mobs in PvE deal not much damage, so 10x may in fact just be an average amount.

Secondly, in PvP, note that this skill is melee ranged, and the player will need to be in melee range after 4 seconds if they are going to deal 10x damage. (That is the plan, anyway. I don't know if code will allow this restriction.) (Also, the damage is seen as normal hit damage instead of a DoT tick, if possible.)

Furthermore, the player will take damage before they deal the 10x amount, so if they die first, no damage will be dealt.

quote:

Rank 2: Allied Cannonball Barrage
Physical/Magical, long range.
Cost: 40 mana
Cooldown: 15 sec

Call on your allies to provide long range support. Unfortunately, communication is not instantaneous; neither is the flight time of the cannonballs. Deals no damage upon this skill's activation. After 10 seconds, deals extremely high damage to your target. However, the total damage dealt will decrease drastically depending on the net amount of damage you took (from your enemy) during the 10 second intermission.

If no damage is taken in 10 seconds, this skill really deals massive damage (which is also, if possible, seen as a normal hit rather than a DoT). I'm thinking a level which would be far beyond the majority of other classes in the game. I won't quote any values since it will be level-dependent, but to make comparisons relative to other classes, I'm thinking perhaps 2 times the damage of Cryomancer's big nuke combo.

HOWEVER, of course, the skill will more often not deal maximum damage. For each point of health lost between the initiation of the move and 10 seconds after, the impact damage is lessened considerably. Perhaps the percentage of damage lost can be proportional to the percentage of health lost, e.g. if 10% of health is lost then 20% of damage is lost. (Though the skill should always deal at least 1 damage.) (An exponential relation between HP and damage decrease may actually suit this concept much better.)

Also, notice the 'net' in the skill description. That means that if the damage taken is healed before 10 seconds are up, then no damage will be lost. (You can't get above the maximum damage value, though, if you started at a lower HP value and got healed to above that value.) This aspect of the skill may make this class quite a viable choice in group fights against bosses, where you can have healing support from e.g. a Healer.

quote:

Rank 3: Tactical Retreat
Long range (effect only).
Cost: 25 mana
Cooldown: 12 sec

Retreat while placing mines on the battlefield, punishing enemies who follow too far. Applies Hidden Mines on the enemy target, lasting 6 seconds; for every attack they launch, there is a 30% chance that they trigger a mine, causing them to instead damage themselves for half their attack's damage (without dealing damage to the Tactician); also heals the Tactician for the amount that the attack would have dealt.

The Mines have priority over hit chance or dodge chance, i.e. even attacks that would have missed can still trigger the effect and deal/heal damage according to what the value would have been if it had hit. Crits are also considered normally in this scenario.

This is also the class's only heal -- a little chance-based, but possibly fits well with the skill concept. I.e., the player is retreating and only has the opportunity to heal if the enemy's pursuit is blocked for a while.

quote:

Rank 4 passives:
Veteran tactician: increases Wisdom by 30%
Strategic maneuvers: increases Dexterity by 5%

Fitting passives for this class, rather than Strength or Intellect boosts which would be more suited for quintessential warriors/mages. I opted for a much greater increase in Wisdom than Dexterity only based on how much I think each of those stats would benefit this class.

quote:

Rank 5: Advantageous Terrain
Long range (effect only).
Cost: 10 mana
Cooldown: 32 sec

You have lured your enemy into an area advantageous for you. Increases player crit chance, dodge chance and defense by 15% each; decreases enemy hit chance, haste and damage by 20% each. If Hidden Mines have been placed on the battlefield: the enemy has twice the chance of triggering them. Lasts 15 seconds.

Finally, a stat-manipulating skill. With the long cooldown, it won't be integral to the class's playstyle. But it can perhaps be helpful in, for example, taking less damage during the 10 second wait after using the second skill.

quote:

Rank 10 passive:
Rarely, your strategies drive the enemy into a state of panic. For each attack they land on you or any ally, they take 5 times the damage. (You and allies are still damaged.) This effect lasts 15 seconds.

Might seem too good initially, but if you consider e.g. DBSK's rank 10, then this pales in effectiveness as DBSK's rank 10 would simply deal a similar range of damage instantly.

< Message edited by Class Meister -- 9/28/2015 10:09:45 >
Post #: 72
9/30/2015 17:10:49   
MoonShine
Member

Tidal Warlock

Plot : Arrg rotten fish waste! I do not come to tell my various stories o' dog o' th' sea, in th' treasure chest o' Davy Jones. I speak of unfortunate wizards. Sewer rats o' Skullholme Coastline, close to th' storms o' th' dark Undead Sea, th' sea that every buccaneer that hot blood still flows in th' veins should avoid. Water so wretched, that smells like dog feces. They make the first part of yours to die be your nostrils due to gas burst spleens of the many rotting corpses, the drift from the coast. Ancient region where they were aquamancers, flea bags that were dragging their hind to Undead Sea wanting to get at the small islands, full of much spiritual value artifacts. One day th' sea was more enraged than th' Kraken itself, aye, so then it calmed down so much that on th' horizon, sky 'n sea seemed united in a straight line, jus' like two silly cockroaches crushed by me wooden leg. Then suddenly the water arrp began to boil and came a beast from the sea, a horrible figure that neither the devil itself wanted it nearby. Th' creature felt disrespected by havin' th' water o' its territory invaded, and threatened them wit' destruction. One of the Aquamancers realized he was in a dead end and tried to make a deal with the beast. And then the sea being decided to free them from total destruction, in the middle of the situation was made a pact that would last for several years. Their souls now belonged to the seas and vowed to destroy any wandering being that crossed the waters. One could no longer distinguish their meat, fish, or stuff that held his bowels, th' abyssal corals. And that day came the order of Tidal Warlocks, the eternal Guardians of the Undead Sea.

-> Description:
(Tier-II Class)


By Davy Jones! You carry with you the curses and the power of the Undead Sea, now part of the order of Tidal Warlocks. The Power of the oceans and their monstruous creatures in your hands, either in the ground, or in the sea. Perhaps those mysterious shipwrecks are not mere accidents ...

Design: http://i.imgur.com/1j076TY.png

Obtained by a quest:
Requires Mage Rank 10, Doomwood Rank 10 and Evil Rank 10 to acept.
Required intens:

Nessie's Seal x1
Kathool's Seal x1
Styx Hydra's Seal x3
Death's Scythe x1
Undead Essence x500
Nue Necrominicon x1
Aquae Essentis* x20


*Drop Rate of 3% from a Water Elemental

Prize:
10.000 de gold
10.000 de exp

Tidal Warlock (AC) (Class design)
Cursed Note (resource)

Ofensive Caster (Same stats as Mage's, Darkblood Stormking's...)
Special Effects: Tidal warlocks gain mana when they strike an enemy in combat (more effective on crits) or are struck by an enemy in combat. In addition to gaining 1.5 MP for every tick of their DoTs that damage their enemy.

Skillset: http://i.imgur.com/Nxve30V.png

Auto Attack - Oxidated Blade - Your blade was cursed by the water of the seas, the cast arcane rust it has, every attack, chances of infecting their target making its damage output fall by 20% and/or poison its blood for 20 seconds.
Type: Physical, Cooldown: 1.8 seconds, Damage: 90% weapon damage, Obtained in Rank: 1

Note: It has a 20% chance to apply Infection and 10% chance to apply Poisoned Blood (a small DoT, increased if on the target is applied Sea's Miasma), both are not stackable effects.

This is not a mere auto attack, it is faster and does not do much damage first. There in lies part of your mana regen since it theoretically will be the most frequent attack. As stated in the description, it has chances of applying 2 debuffs: A reduction of damage to the enemy and a DoT. Both useful, since, T. Warlock lacks self-defensive skills, his defense is expressed in other's ills, as for the second debuff, improves your mana regen.

Skill 1 - Arcane Wave - What are the major storms on the high seas without their dark waves? You summon the forces of the Great Kraken, raising the water level on your target, causing him moderate damage and hampering its movement, making it slower to each stream for 8 seconds. Maximum stacking up to 3 times.
Type: Magical, Cooldown: 4 seconds, Mana Cost: 20 MP, Unlocked at Rank: 1
Note: Apply High Tide, each stack reduces the target's haste in 5%.

This skill will be your main source of damage. In addition to making a reasonable amount of damage, it slows the enemy for each stack, which is very useful in solos and pvp. But thanks to its mana cost, it should be used with caution. There is not much to say about.

Animation: http://i.imgur.com/T9FSJyH.png


Skill 2 - Leecher Wave - Spreads a cursed torrent of water causing light-moderate damage, hits up to 6 targets, granted by Hydra, flows through the flesh of your enemies and back to you carrying with it part of their souls while healing your wounds. Total healing increased for each target hit.
Type: Magical, Cooldown: 2.5 seconds, Mana Cost: 16 MP, Unlocked at Rank: 2


Here is your heal, it's not something that one should reside the source of his resistance, if considered you're soloing a boss or being in pvp 1vs1, since the healing amount is relatively low compared to it's being hitting multiple enemies, in addition to its mana cost not worth it in this situation (only in extreme necessity). But when in farming or PvP (Bludrut Brawl), things change completely of figure, its healing will be interesting.

Animation: http://i.imgur.com/YuUAcHl.png (Ignore my char in the background...)

Skill 3 - Miasmatic Icy Breath - Releases through your breath, a gaseous compound, extremely cold, arising from the lungs of the dreaded Nessie, causing medium-moderate damage. If the target is with 3 stacks of High Tide, the steam will be able to form an iceberg wrapping it, holding it for a period of 3 to 5 seconds. Otherwise, it will cause to the target, a decrease in Crit Rate to 20% and Critic Damage to 40% for 8 seconds.
Type: Magical, Cooldown: 10 seconds, Mana Cost: 18 MP, Unlocked at Rank: 3
Note: Applies Icebergged if the target is with 3 stacks of High Tide, otherwise, Sea's Miasma is applied.

One with skill different effects, depending on context. In the first situation a stun, and while stunning, will be caused additional damage, his stun's duration comes in handy in 1vs1 or solos. In the second situation comes the increased chances of survival, its effects make the critical hits from the target damaging you in a similar amount to the amount it would be if they were normal attacks, in addition to reducing the chances of these types of attacks hitting you.

Animations: Acts like the Dracomancer's firebreathing
http://i.imgur.com/BqYBZyi.png (with stun)
http://i.imgur.com/sQX8nsN.png (without stun)


Passive 1 - Coralized Robes - Protective layer made of limestone aggregate your clothes, reducing all damage taken by 15%.
Unlocked at Rank: 4

Passive 2 - The Haunted Shipwrecker - The Tidal Warlock receive an increase in his/her Intellect, increasing it by 12%.
Unlocked at Rank: 4

Skill 4 - Deadly Hydrosphere - Casts of the most powerful storms forces enveloping the target in a water swirl inducing the drowning causing the DoT, which gets stronger over time and hindering the movement thereof. DoT lasts 18 seconds, redution of haste lasts 6 seconds. DoT more powerful to each stack of High Tide.
Type: Magical, Cooldown: 19 seconds, Mana Cost: 36 MP, Unlocked at Rank: 5.
Note: Applies 2 debuffs, Drowning(DoT) and Flooding(haste debuff).

A skill in which damage will only prove be effective after a while, its good points are in its debuffs, reducing the frequency of the target's attacks and arising mana regeneration from the DoT, which increases on an arithmetic progression (and is stronger depending on the number of High Tides stacked). However, it has a high mana cost and this will not be returned immediately, since the skill does not produce damage "during the impact".

Animation: http://i.imgur.com/PK9Cupj.png

Passive 3 - Thalassocracy - Haste and Crit Chance increased by 10% and Dodge increased by 5%.
Unlocked at Rank: 10

Final Toughts

The Tidal Warlock is a class that focuses on destroying the cooldowns of the enemies. It haves moderate damage. Their debuffs have fairly long period of time, they act as curses even, that a group pvp you could not even manage to defeat the player, but it's likely he went dying along the way. The class acts as a Arachnomancer in PvP, so that not as rapidly lethal and more annoying since its every haste debuff that the opponent gets makes their cooldowns reload and beyond having other tricks up its sleeve like a stun and a debuff that makes the criticals and normal attacks almost do the same damage, as well as reduce the chances of these same criticals come.


< Message edited by MoonShine -- 10/1/2015 20:12:03 >
Post #: 73
10/1/2015 8:03:08   
Class Meister
Member

Class #6: Squidkid*
*Class and effect names are references to Splatoon, so interpret this suggestion as the gameplay/skill mechanics behind the class, instead of the skillset I actually detail.

Hybrid base stats
Mana regen model:
Warrior


quote:

Auto attack:
Physical, melee range.
Cooldown: 2 sec
100% weapon damage.

The basic auto attack.

quote:

Rank 1: Unleash the Ink!
Range N/A
Cost: 10 mana
Cooldown: 10 sec

Heals you for a small amount and unleashes all effects you currently have set. (All set effects are consumed.)


quote:

Rank 2: Main Weapon
Physical/Magical, mid-range.
Cost: 10 mana
Cooldown: 2 sec

Deals light damage and applies an appropriate effect:
  • If no main weapons have been set yet: applies Roller Set! on yourself. Upon Unleashing: increases damage output by 50% (including any DoTs applied at the same time). Lasts 6 seconds.
  • If Roller Set! is already applied: consume it, and instead applies Charger Set! on yourself. Upon Unleashing: auto attacks become long-ranged guaranteed crits that deal additional 25% damage. Lasts 8 seconds.
  • If Charger Set! is already applied: consume it, and instead applies Inkbrush Set! on yourself. Upon Unleashing: increases dodge chance by 40% for 6 seconds.
  • If Inkbrush Set! is already applied: consume it, and instead applies Aerospray Set! on yourself. Upon Unleashing: increases haste and crit chance by 20%. Lasts 8 seconds.
  • If Aerospray Set! is already applied: consume it, and this skill does nothing else.


  • quote:

    Rank 3: Sub Weapon
    Range N/A (self buff)
    Cost: 15 mana
    Cooldown: 2 sec

    Applies an appropriate effect:
  • If no sub weapons have been set yet: applies Splat Bombs Set! on yourself. Upon Unleashing: deals moderate damage to up to 4 targets within range. (Medium range.)
  • If Splat Bombs Set! is already applied: consume it, and instead applies Sprinkler Set! on yourself. Upon Unleashing: applies Fountain of Ink on yourself and up to 5 other allies, granting 10 mana each second for 5 seconds.
  • If Sprinkler Set! is already applied: consume it, and instead applies Disruptor Set! on yourself. Upon Unleashing: applies Disrupted on your target, decreasing hit chance, haste, and dodge chance by 50% each. Lasts 8 seconds.
  • If Disruptor Set! is already applied: consume it, and instead applies Splash Wall Set! on yourself. Upon Unleashing: applies Splash Wall on yourself and up to 5 allies, increasing defense by 50%. Lasts 6 seconds.
  • If Splash Wall Set! is already applied: consume it, and this skill does nothing else.


  • quote:

    Rank 4 passives:
    Opening Gambit: Increases haste and crit chance by 25% in the first 4 seconds of all battles.
    Comeback: Increases damage output by 50% whenever you have less than 20% of your total HP remaining.


    quote:

    Rank 5: Special Weapon
    Physical/Magical, mid-range.
    Cost: 25 mana
    Cooldown: 2 sec

    Deals moderate damage and applies an appropriate effect:
  • If no special weapons have been set yet: applies Inkstrike Set! on yourself. Upon Unleashing: deals moderate damage to your primary target and applies a large DoT; also apply moderate DoTs to up to three other targets. (Long range).
  • If Inkstrike Set! is already applied: consume it, and instead applies Bubbler Set! on yourself. Upon Unleashing: applies Bubbler, negating all damage and enemy effects you receive for 5 seconds. However, all attacks received in this duration have a 30% chance of stunning you for 1 second.
  • If Bubbler Set! is already applied: consume it, and instead applies Echolocator Set! on yourself. Upon Unleashing: applies Echolocator on your target. All attacks they receive become unavoidable crits for 6 seconds.
  • If Echolocator Set! is already applied: consume it, and instead applies Killer Wail Set! on yourself. Upon unleashing: deals heavy damage to your target, and increase the damage they receive from all sources by 50% for 6 seconds.
  • If Killer Wail Set! is already applied: consume it, and instead applies Inkzooka Set! on yourself. Upon Unleashing: deals your current HP as a noncrit value. This attack has a 50% increased chance to crit.
  • If Inkzooka Set! is already applied: consume it, and this skill does nothing else.


  • quote:

    Rank 10 passive: Tenacity
    When your health drops to below 40%: all auto attacks have a 10% chance of triggering a very small heal.
    When your health drops to below 20%: all auto attacks have a 20% chance of triggering a small heal.
    When your health drops to below 10%: all auto attacks have a 25% chance of triggering a moderate heal.
    (These three effects do not stack.)




    Summary:

    The class is a versatile one, and has a fairly fast paced playstyle. There is a large repertoire of effects that the player can choose from at any time, and this is not chance-based so the strategies associated with its combos have the potential to vary a lot from player to player.

    < Message edited by Class Meister -- 10/1/2015 8:15:18 >
    Post #: 74
    10/1/2015 20:14:38   
    MoonShine
    Member

    Deadly Hydrosphere's animation, from Tidal Warlock, was added.
    Post #: 75
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