=AQW= New Class Suggestions (Full Version)

All Forums >> [Artix Entertainment Games] >> [AdventureQuest Worlds] >> AQWorlds Suggestions



Message


Rickyb20 -> =AQW= New Class Suggestions (1/17/2021 10:32:02)

New Class Suggestions Thread

This is the thread where you can post all your detailed class and skill designs!

  • Read the =AQW= Suggestions Forum Rules before posting.
  • No discussions allowed. Post comments or feedback in the =AQW= Player Suggestions Discussion Thread.
  • Be thorough in your suggestions - don't suggest any buffs or nerfs without a specific reason why.
  • This thread is for new classes. Post your existing class suggestions here.




  • Cyrenius -> RE: =AQW= New Class Suggestions (2/3/2021 11:40:35)

    Ultimate Doom Knight (legend only!)
    Suggested enhancement: Fighter

    This will be the alpha class! It will be more powerful at multi-target than Master of Moglins or LR and more powerful at single-target than VHL!

    Skills:
    Auto-attack: Multi-target that deals approximately 50% more damage than LR's auto-attack
    Rank 2: Full-heal that drains equal HP from multi-targets that is 50% more powerful than Master of Moglin's multi-targer
    Rank 3: Support that gives +30% extra damage that stacks with LR’s
    Rank 4: 20% extra STR, 25% extra haste
    Rank 4: 50% damage reduction from monsters
    Rank 5: Powerful multi-target attack that is about 50% more powerful than VHL’s single-target attack
    Rank 10: 10% chance to deal an extremely powerful attack on auto-attack that calls a dragon and deals 7x VHL’s single-target damage to all targets

    Requirements to begin quest line:
    Elite Archfiend Doomlord Armor (gives +50% damage to all, see post regarding it)
    Linked Doom Knight in Dragon Fable account
    Linked X-guardian in Adventure Quest account
    Rank 10 Legion Revenant
    Rank 10 Lightcaster
    Rank 10 Stonecrusher (from reputation grind of Arcangrove, Brightoak, and Mythsong)
    Rank 10 Infinity Titan
    Rank 10 Arch Paladin (from unlocking by completing quest Sacred Magic: Eden)
    Rank 10 Lord of Order
    Rank 10 Void Highlord
    Rank 10 Yami No Ronin
    Rank 10 Dragon of Time
    100k AC’s obtained, at least one of which purchase must be the $99.95 40k AC package and at least one of which must be the $39.95 12k package
    Minimum 2 years membership purchased and 1 year actually played as a legend, and actively a legend at time of acquisition
    Sepulchure’s Doom Knight armor
    Arch DoomKnight armor
    Burning Blade of Azebeth
    ArchFiend Spear
    Hollowborn Oblivion Blade
    Oblivion Blade of Nulgath (rare) pet
    Flame Dragon Warrior rank 10
    Mindbreaker rank 10
    ShadowScythe General rank 10
    Vampire Lord rank 10
    Celestial Pirate Commander
    Enchanted Nulgath Nation House
    Legion Castle
    Doom Lord Sepulchure Helm
    Deathlord Blade of Nulgath
    Chaorrupter Unlocked
    Evolved Dragon Blade
    complete Armor of Awe set
    Treasure Hunter rank 10
    Completed the ENTIRE Blade of Awe chain, with the new Aura quest that includes a drop from my proposed Ultra Desolich or Shadow Emperor


    Quest line (none of these give EXP and gold, you are required to be level 100 to do these and should be self-sufficient on gold, in fact, many require significant amounts of gold):

    Quest 1
    Description: I need you to gather materials for the armor.

    Consumes:
    100 million gold
    Akriloth Scales x3,000
    Iron x10 (from minecrafting)
    Chromium x10 (from hard core metals)
    Void Aura x7,500
    Doom Aura x1
    Diabolical Aura x500
    Ominous Aura x1,000
    Corrupt Spirit Orbs x2,000
    Dark Spirit Orbs x5,000
    Dark Energy x10,000
    Ancient Alloy x300
    Necrotic Orb x600


    Quest 2
    Description: I need you to gain reputation with Gravelyn.

    Consumes:
    100 million gold
    Rank 10 Shadowfall

    Quest 3
    Description: You’re still not worthy. Prove your worth by fulfilling these tasks.

    Consumes:
    100 million gold
    100 Hollowborn tokens (from the Hollowborn raid)

    Rewards :
    Ultimate Doom Knight Class




    drakz45 -> RE: =AQW= New Class Suggestions (2/25/2021 16:23:16)

    Troubaleur CLASS

    Conditions for obtaining Class:
    UNKNOWN

    Description:
    Recommended Enhancement: THIEF
    Troubaleur's are calm and noble with a fiery aspiration for balance and harmony. They possess Mythsong's musical poetry, Brightoak's knowledge of nature, and the secrets of Thunderforge. With these in their arsenal, they're able to control and conjure ancient spells unknown to most. Troubaleur's uses Pipe, Flute and Harmonica as their main weapon. Troubaleur's are able to turn the tides of battle by empowering their allies while placing their enemies on their own demise.

    Special Effects:
    Troubaleur's gain mana when they:
    -Strike an enemy in combat (more effective on crits)
    -Dodge any attack (restores HP as well)

    Class Skills:


    Isteria
    (Auto Attack)
    (50% of max DEX as damage, 2.4 Sec. Cooldown)
    Pure
    Plays a deadly note that weakens the heart of your enemies, dealing damage to a single target based on DEX. Hypnotizing and taunting all enemies in the room. After every 5 seconds applies Concerto, releasing damage dealt from your auto attacks to all enemies. Every second a magical note will appear. Successfully entering the correct order of magical notes will save the damage you've dealt from Concerto, saved damage will accumulate on every succeeding Concerto.

    -Guaranteed to Hit but can’t crit.
    -Long ranged attack
    -First magical note will appear after the 1st Concerto.
    -1st Concerto is applied once you enter combat but does not deal damage.
    -Failing to enter the correct order of magical notes before the next Concerto, will make you deal only 30% of the damage.


    Ritmico Strage’
    (Mana cost: 30, Cooldown:23 secs)
    Magical
    You feel the thrill of the battle through your veins. Doubling you and your enemy's Auto attack speed. While skill is active, doubles the damage that your auto attack does while lowering your enemies outgoing damage by half. During this period every time you dodge an attack your DEX increases by 10%(Lasts for 10 seconds).

    -Stonato > After skill effect fades your damage output will be cut in half.
    -DEX gained during the skill duration will vanish once skill effect fades.


    Cuori Incatenati
    (Mana cost: 30, Cooldown:23 secs)
    Magical
    Bind your allies and enemies to you with metallic rhizomes that spurts out from the depths of earth. Granting your allies all positive buffs you have (including your Rank 4 passive skills) and negate all incoming damage for 1 second (duration is increased by 1 sec per ally). While enemies receive negative buffs (only negative buffs from caster) and have them share incoming damage from you for the duration. (Lasts for 10 seconds.)

    -After skill effect fades, apply Stonato. In this state rhizomes will still be on your allies but will no longer grant any positive buffs. Your allies will also receive all negative buffs you receive from your skill after effects.
    -Stonato > After skill effect fades you will take 40% more damage.


    Cuore Impavido
    (Mana cost: 40, Cooldown:23 secs)
    Magical
    Plays Canzone di Guarigione cancels all existing debuff and grants you immunity to all debuff for 4 seconds (except Scrittore Lamento debuff). While skill is active your Rank 4 passive skills will have twice the effect. (Lasts for 10 seconds.)

    -Stonato > After skill effect fades, negates healing effects from all sources (excluding your rank 4 passive).


    Cuore D'acciaio
    (Passive Skill: Rank 4)
    Increases Damage resistance and Evasion by 20%

    Cuore Rubare
    (Passive Skill: Rank 4)
    Soothes your wounds with every note. Gain HP based on 3% of your outdoing damage.


    Cuore Maledetto
    (Cost: 50% of your max HP and Mana, Cooldown: 60 secs)
    Pure
    Plays Ultima Canzone vanishing from the world’s realm and conjures cursed chains made from Thunderforge's ancient mastery of lightning, sealing both you and your opponent’s mind. Unleashing a fatal curse, applies Scrittore Lamento debuff for 8 seconds. The curse slowly incinerates you and your opponent, dealing Damage over Time (1000% weapon damage for 8 seconds) to yourself while all affected enemies will have their Positive buffs dispelled (Including their Passive skills) and every time they cast a spell or attack their heart will be incinerated (Deals 2% of the enemies max HP as dmg). Affected enemies can’t heal or gain mana and if their HP drops to 8% of their MAX HP they will perish

    -Skill won’t miss nor can’t be avoided.
    -You will become invulnerable for 1 second during vanish animation.
    -If your HP drops to 10% while Scrittore Lamento debuff is active you will perish.
    -Enemies can't gain positive buffs while debuff is active.
    -Skill CD is not affected by any source of haste buff (e.g. skill, enhancement, etc..)
    -Dmg Type: Pure


    Tappo di Cuore
    (Passive Skill: Rank 10)
    Increases DEX by 50% and immobilizes your enemies for 1.5 sec for every successful Concerto.


    Note(s):
    -After Skill effect fades from skills 2,3 and 4, Stonato debuff is applied. Each skill has its own unique debuff.
    -Stonato lasts for 5 seconds. Using skills 2,3 or 4 while Stonato is still active will render you from receiving the buff.
    -Pure Damage is a damage type that is not affected by any damage nullification/ mitigation buff/ debuff, spell or passive abilities. (e.g. mana shield, spinning dragon, damage resistance etc..)




    Aummon -> RE: =AQW= New Class Suggestions (2/26/2021 2:56:15)

    Heater Guard Class
    non rare free class

    Description:
    Recommended Enhancement: Hybrid
    Nothing can take your eyes off the Heater Guard, once your eyes are on it, you won't be interested in fighting other opponents. Drawing attention to the Aura Heater makes your enemies want to beat you first

    Special Effects:
    Heater Guard Class gains mana from Enemy Hit. can Reflect damage received, amount depends on damage relative "Enemy Damage" deal.

    Class Skill

    skill 1
    Heater Slash
    (Auto Attack)
    (3 Sec. Cooldown)
    (Physical)
    (Heater Slash deal 100% weapon damage from 5% own HP, if Aura of Heater Apply to player, change hit to multiple target, can hit 3 enemy and lose 5% "15% if hit 3 enemy" own hp per target, chance 50% apply Heater Power every enemy you hit, Heater Power stack up to 20 and if player apply Hot Body, Increase Endurance by 7% "35% if 5 stack", stack up to 5)

    skill 2
    Enchant Guard
    (Physical/Magical)
    (20 mana, 15 Sec. Cooldown)
    (You role make enemy hate you, Enchant your Guard apply Reflection. Reflect 50% [100% if Hot Body apply] enemy damage and Damage Reduce by 30% [50% if Hot Body Apply] for 10s. and chance 50%[100% if Hot Body apply] apply Perfect Guard. null any damage to 0 "1 time". apply 1 Heater Power)

    skill3
    Heater Aura
    (Magical)
    (15 mana, 10 Sec. Cooldown)
    (you active Aura of Heater, Make enemy Like to Attack you, Taunt all enemy to you for 3s and 12s for targeted enemy, heal 50% [100% if Hot Body Apply] base on dmg you get from enemy after 7s, and chance 30% apply Hot Body to self, increase you damage by 30% for 10s. apply 1 Heater Power)

    skill 4
    Guard Mode
    (Physical/Magical)
    (20 mana, 20 Sec. Cooldown)
    (you feel your life in danger! you change to Defensive Position and can't move, give Damage Reduce by 50%[70% if hot body apply], and moderate HoT for 7s. disable Reflection [if Hot Body apply, Reflection not disable] [can't attack and using other skill until cooldown end] apply 1 Heater Power)

    Passive
    Bless Body
    your body got bless from Many Rules, your body become Hard like Obsidian, you can't miss or dodge attack from enemy. increase Endurance by 50%, Reduce haste by 10%

    Fate of Life
    you attack can't Critical, but your attack always hit enemy

    skill 5
    Heater Blow
    (Physical/Magical)
    (99 mana, 5 Sec. Cooldown)
    (you Heater Power fill you up and want BLOW! Release all stack, your attack become DOOM!, deal 30%/stack "20 stack= 600%" + 100% attack power, Spell Power, and Weapon Attack ["200% if Hot Body apply and disable Hot Body and reflection, decrease 50% you own hp and decrease Damage reduce by 3%/ stack "20 stack = 60%" for 5s and stun enemy for 2s after using skill 5, and can't get stack Heater Power after 5s"])

    Passive rank 10
    Avoid from Death
    (I refuse to die! if you hp become 0, you use Heater Heart. make you HP stuck to 1, for 1 time, for 3s)
    note: this passive only work for 1 battle, if you lose your hp to 0 again in same battle you will die!, but if you done in battle, Heater hearth will Recover again!

    another note:
    -Heater Power buff have unlimited cooldown, until you change map, buff will disapear

    -concept this class, become a Tank!, and can deal VERY BURST damage from skill 5 : Heater Blow, but heater power so hard to get stack, because you can only get stack using skill (1 stack per skill 2.3.4), and on basic attack but cooldown from basic attack have long cooldown (3s) and only have 50% chance to get stack

    -damage reflection only reflect pure damage from enemy, example, if enemy deal 2000 damage, and you have damage reduce 50% so you took 1000 damage, but reflection deal 2000 damage not 1000. that i mean pure damage from enemy

    to get this class
    need item:
    - Royal Battlemage (rank 10) [require for quest: Heater Aura and Heater BLOW!]
    - Thief of Hour (rank 10) [require for quest: Enchant Guard and Heater BLOW!]
    - Troll Spellsmith (rank 10) [require for quest: Enchant Guard and Heater BLOW!]
    - Elemental Dracomancer (rank 10) [require for quest: Guard mode and Heater BLOW!]
    - ??? item [require for quest: Heater BLOW!]

    and other item (idk what i must add)




    drakz45 -> RE: =AQW= New Class Suggestions (3/2/2021 6:38:21)

    BLAZE HIGHLORD (BHL)


    Conditions for starting Quest::
    Lv. 100
    Completion of all Storyline Saga
    Rank 10 Good
    Rank 10 Evil
    Rank 10 Blaze Binder (Merge)
    Rank 10 Void Highlord (Merge)
    Bloodgem of Nulgath x100
    Roentgenium of Nulgath x25
    Unidentified 34 x300
    100 Million Gold

    *The price is Dire for a reward this High*


    Description:
    Recommended Enhancement: HYBRID
    Having to face vanquish from its very archenemy (Dage the Evil). The Nations’ elite (Void Highlord) delved into the darkest and foulest continent of Lore to seek greater power. Through his journey “the vanquished” crossed path with a tainted elite casted away by the legion army. Feared by its ability to manipulate fire and darkness (Blaze Binder), the scarred warlords made a pact and sacrificed their very being to the Nation.

    Special Effects:
    Blaze Highlord Class gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.


    Class Skill(s):


    Rampage
    (Auto Attack, 2.5 Secs. CD)
    Physical / Magical
    Your newly awakened power has made you hangry, consumes the soul of your adversaries. Strike all enemies, increasing your max END while lowering your enemies HIT chance by 10%. Last for 3 Seconds if not reapplied.
    (Max Stacks: 5)


    Void’s Resolute
    (20% Max HP, 4 Secs. CD)
    Physical / Magical
    Through defeat you learned to withstand the pain and found a new reason to persevere. Cause moderate damage to all enemies in the room and render them unable to move for 1 sec. Applies "Highlord's Gaze" increases your damage resistance and 4 other allies by 15% for 5 seconds if not reapplied.
    (Max Stacks: 5)


    Binder’s Animus
    (20% Max HP, 4 Secs. CD)
    Physical / Magical
    Engulfs your enemies in total darkness. Cause moderate damage to all enemies in the room and render them unable to move for 1 sec. Applies "Choking Smoke" increases your damage output and 4 other allies by 9% last for 5 seconds if not reapplied.
    (Max Stacks: 5)


    Archfiend’s Cloak
    (25 Mana, 5 Secs. CD)
    Magical
    Nulgath heeds your call and pays homage to your undoubtful allegiance and undying support to the Nation. Grants you 50% damage resistance from all sources, 50% dodge chance and heals you for a portion of your health based on your outgoing damage. Last for 3 seconds. Cancels 1 negative effect and can be used while "Stunned" and breaks away from stun effect.

    *This ability cannot be silenced.

    Requiem of Souls
    (Passive Skill: Rank 4)
    Increase healing effect by 50%.

    Unification of Souls
    (Passive Skill: Rank 4)
    Increase Haste by 50%


    Nation's Kafkaesque
    (50 Mana, 6 Secs. CD)
    Magical
    Sacrifice your strength and cause horrific devastation unto your enemies, binding their soul against their will and set them ablaze in unending torment. Lower enemies Haste (10% per stack), outgoing damage (10% Dmg Reduce per stack) and cause an extremely high DoT (Damage over Time) depending on stacks from skills 1,2 and 3 respectively (Consumes all stacks). Applies "Decay" prevents enemies from healing, last for 10 sec if not reapplied. If this ability is used with skills 1, 2 and 3 at full stack changes damage type to PURE, doubles skill effect but lowers duration, on the final tick of DoT applies "Seared Shackles" immobilizing your enemies for 3 seconds (bypasses enemy's spell immunity) and deal PURE damage based on 50% of your DoT's total damage on the final second of "Seared Shackles". Last for 5 seconds.

    *Skill effect cannot be reapplied if used during max stacks skill effect duration and prevents you from applying max stacks skill effect for 23 sec after skill effect fades.
    *Receive/ Do half the magical/skill effect from skills 1, 2 ,3 and 5 during max stacks skill effect duration/ restriction.
    *Using the ability without max stacks will reset the duration of debuff (Skill effect will not overlap).
    *Using the ability without any stacks from either skill 2 or 3 or during max stacks skill effect duration will heal you instead for half your maximum HP.


    Bond for Blood
    (Passive Skill: Rank 10)
    Increase STR and INT by 50%.


    Note(s):
    *Blaze Highlord’s attacks and skills won’t miss nor can’t be avoided and always crits.
    *Pure Damage is a damage type that is not affected by any damage nullification/ mitigation debuff, spell or passive abilities. (e.g. mana shield, spinning dragon, damage resistance etc..)





    Milnak -> RE: =AQW= New Class Suggestions (3/29/2021 16:36:03)

    Sartorium Ultima

    Acquisition:
    "Talk with Taravya in the Dwakel Crash Site to merge the components needed to create the Sartorium Ultima class."
    - Sartorium Ultima Chassis (Merge the Rustbucket, ProtoSartorium, and Enforcer classes.)
    - Magi-Power Steam Engine (Merge Ice Orb, Burn it Down and Steampack items.)
    - Dwakel Servos (Merge Piston-Driven Polearm and Piston-Driven Chopper items)
    - Weapon Power Matrix (Merge Dwakel Axe, Dwakel Warrior Sword, and Dwakel Caster Staff items)
    - 100,000 Gold

    Sellback: 25,000 Gold
    Weapon Damage: 100%, 2.2 speed
    Description: Recommended enhancement: Hybrid. At the peak of Dwakel technology stands the Sartorium Ultima. This perfected battle suit is yours to wield!
    Special Effect: Sartorium Ultimans gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to *their own* HP total.
    Skills:

    [Rank 0] Mounting Pressure
    Cooldown: 2.2 Seconds | Type: Physical
    Description: A steam-powered strike capable of overwhelming the opponent. Every strike builds Steam Pressure, increasing your haste by 3%. Lasts up to 7 seconds unless reapplied and stacks up to 10 times. Has a 8% chance of applying Broiled to your opponent, dealing damage over time and reducing opponent's outgoing damage by 15% for 9 seconds.

    [Rank 1] Vent Heat
    Mana Cost: 12 Mana
    Cooldown: 6 Seconds | Type: Physical
    Description: Releases a wave of heat that damages the opponent and up to 3 adjacent enemies. Causes Boiled, a damage over time that reduces the enemy's chance to perform a critical hit and chance to hit by 20% for 8 seconds. Removes a stack of Steam Pressure.

    [Rank 2] Lightning Barrier
    Mana Cost: 25 Mana
    Cooldown: 17 Seconds | Type: Physical / Magical
    Description: Protect yourself and up to 3 allies with a shield of energy. Applies Lightning Barrier, which reduces damage received by 30% for 8 seconds. Applies Ultima Counter to yourself, reducing the damage of the next attack received by an amount based on Attack Power, and causing the next auto attack to reduce enemy dodge chance by 50% for 8 seconds.

    [Rank 3] Plasma Strike
    Mana Cost: 18 Mana
    Cooldown: 10 Seconds | Type: Physical
    Description: Empower your attack to deal massive damage and apply Fried, which increases the chance of Mounting Pressure applying Broiled by 12% and increases the opponent's damage received by 15% for 10 seconds. If currently effected by Lightning Barrier, removes an additional 12 MP to apply Ultima Surge, which reduces target's haste and increases your outgoing damage by 15% for 7 seconds.

    [Rank 4] Thermodynamic
    Type: Passive Skill
    Description: Increases Endurance, DoT damage and Crit Damage by 10%.

    [Rank 4] Magic-Proofed Plating
    Type: Passive Skill
    Description: Spell damage taken is reduced by 25%.

    [Rank 5] Overdrive/Exhaust Steam
    Mana Cost: 0 Mana
    Cooldown: 30 Seconds | Type: Physical / Magic
    Description: Depending on the amount of mana remaining, applies one of two effects, Overdrive if mana is greater than 60, Cooldown when mana is 60 or less. Overdrive increases damage output, critical chance, auto attack rate and dodge chance by 15%, but will decrease mana recovery by 70%. Exhaust Steam applies a powerful heal over time and will gradually restore mana, but will remove five stacks of Steam Pressure.

    [Rank 10] Cutting-Edge Armaments
    Type: Passive Skill
    Description: Increases outgoing damage by 12%




    Crimson King -> RE: =AQW= New Class Suggestions (6/8/2021 19:09:30)

    Alchemist class
    Design by me (not flash)

    Description: Explore the unknown, face every threat on your path with your knowledge and conquer the world, you are a SCIENTIST!

    Requirements: Rank 10 Alchemy, Rank 10 SpellCrafting, Academic Merit x 1000

    Class Skills:
    Rank 1 Ability: Autoattack with 160% weapon damage

    All 4 skills are equipable slots

    Rank 4 Passive Ability:
    Terrain Analisis: Evasion increased by 40% for 6 seconds, 10% chance activation on autoattack

    Rank 4 Passive Ability:
    Especialist: All cooldowns are reloaded, 5% chance of activation on autoattack

    Rank 10 Passive Ability:
    Master of Manipulation: Consumable items cooldown are halved

    Note: I changed my mind and thinking about it there could be a way better thought alchemist class. And about the 4 slots mechanic I think it would work better on No Class and its variants. Thanks.






    lokoleo -> RE: =AQW= New Class Suggestions (6/9/2021 10:08:09)

    Gladiator class;
    design, http://aqwwiki.wikidot.com/gladiator-of-consequence

    auto attack: Trained strike;
    a careful strike learned by those who put their lives on the line for a show, as one of those,
    you can recognize a chance to finish the enemy;
    deal 70% damage but taking 20% less too;
    has a chance to strike up to 3 times (25% for 2 strikes, 15% for 3) when finishing stance is active
    2.0 speed;

    active 1: Finish stance;
    you want to win this fast, or maybe the enemy is not that big of a deal to you?;
    Gain 80% more damage on auto attack, but take 30% more damage (10% more effective damage taken)
    and enable combo strikes
    no cooldown, toggle to activate;

    active 2: keep calm;
    there is no need to rush this one, take your time;
    stop attacking for 3 seconds, dodging all hits while not attacking,
    after that you deal 300% more damage with one hit with increased combo chance (50% for 2 hits, 25% for 3)
    cooldown 12 seconds (6 at max haste), 30 mana;

    active 3: prepare for the opportunity;
    the next combo triggered will have 3 strikes, and all of them are crits;
    cooldown 20, 30 mana;

    rank4 passive: opportunity strike
    You know how to exploit your opponents actions, making then feed up with you, so they start
    being careless, now you just have to strike;
    Store damage each time you dodge, when you are hit, the next attack apply the stored damage and
    resets, if gladiator's expertise reach maximum stacks in this fight, apply overwhelmed, decreasing
    enemy damage and hit chance by 10%;

    rank4 passive:Gladiator's experience;
    as the fight goes on, you start to understand your opponent through your fighting experience;
    Gain a stack each second of gladiator's expertise, increasing dodge 1% and haste 0,5% as you wait
    for an opportunity to strike, lose half stacks on taking a hit, stack up to 50% dodge;

    active 4: GLORY!
    The arena loves you, and so do the gods;
    for 30 seconds, you can't die and regain maximum health when the effect expires,
    also puts you in finish stance since you don't have to worry about it for the time being;
    cooldown 120, 50 mana;

    rank 10 passive: Endorphin rush;
    after you slay the enemy, you feel euphoric and relaxed, but also eager for the next fight;
    apply endorphins for 30 second when you kill an enemy, increasing damage resistance and gain back a
    part of your health, when striking an opponent while on this effect, apply adrenalin for 30 seconds,
    increasing haste to maximum and crit chance by 20%.




    Jionoeoki -> RE: =AQW= New Class Suggestions (6/24/2021 18:07:03)

    Class mechanics design
    The main goal of this design is to design the mechanics of the class.
    The “flavor text“ has just a supporting role in this article. With a purpose to make this article less plain and not just pure mechanics. The “flavor text“ should follow the genareal idea of the mechanics but it probably has some gaps in logic on deeper level.
    The skills are equipped with exact values that definine certain power level of the class. But the purpose of these values is to make the desing of the class more understandable. This design definitely has no ambition to define the power level of this class.

    Notes:
    *(Some of the design background can be found in the “Discussion“ section.)
    *(This class power level as it is currently designed should be around ArchPaladin level. Plus its fully stacked dps and farming capabilities should be around Legion DoomKnight level. And it lacks the ability to boost your allies dps. That being said, again, this design definitely has no ambition to define the power level of this class.)

    General design idea
    The main goal of this design is to create a single target class that has high initial dps which falls down significantly in very short time while being able to have short skill cooldonws. This means that in order to maximize your dps you will need to stop using your abilities until the aura that reduces the damage of your abilities fades. But the time gap when you're not using the abilities should be long enough to make the skill rotation unique in some way but not to long to be to much boring. The second idea is that this class generally profits the most from Luck enhancements but in some cases profits slightly more from Fighter enhancements. (The third intention is that this class would use the basic auto attack.)

    :Class:

    Bandage Entity
    Once a powerfull mages. For ages they've been using a forbiden spell to replace their dysfunction body parts with bandages. They have gradually lost the ability to use magic on anything else than those bandages. Now they are the bandages and these bandages are them.

    Note:
    *Bandage Entities use the “Offensive-Caster“ class model. (They have the same basic stats distribution as e.g. Blaze Binder's, Darkblood StormKing's, Legion Revenant's, Scarlet Sorceress's, ...)


    Mana regeneration tips
    Bandage Entities gain mana when they:
    *Strike a enemy in combat (more effective on crits)
    *Are struck by enemy in combat

    Note:
    *This class uses the “Warrior“ mana model. (Regain 6 mana per non crit auto attack, 9 mana per crit auto attack and 3 mana per enemy hit that sucessfully hits you.)


    :Skills:


    Auto Attack
    2 sec cooldown
    Physical
    Double click a monster to start Auto Attacking it. This is a basic attack, thaught to all adventurers. Damage dealt is based on your weapon damage.

    Notes:
    *Deals 100% weapon damage.
    *Single target. Meele-range.


    Extended Strike
    7 mana, 5 sec cooldown
    Physical
    Perform an unfathomable strike by extending the lenght of your bandage arm.
    Extended Strike damage is more devastating the less cautious your enemy is.
    Extended Strike makes your enemy Cautious.

    Notes:
    *Deals 600% weapon damage.
    *Single target. Mid-Range.
    *Extended Strike deals 25% less damage for each Cautious stack your enemy has. Does NOT consume the stacks. (Deal 75% less damage to the enemies with 3 Cautious stacks.)
    *Applies Cautious to the enemy. (For more information see the “Strike of The Entity“ passive.)


    Confusive Strike
    3 mana, 5 sec cooldown
    Physical/Magical
    Perform a confusive strike creating perfect opportunity to repair your bandage body with magic. Heal yourself over 10 seconds.
    Confusive Strike damage is more devastating the less cautious your enemy is.
    Confusive Strike makes your enemy Cautious.

    Notes:
    *Deals 520% weapon damage.
    *Single target. Meele-Range.
    *Apply Bandage Weaving to yourself. Bandage Weaving is a HoT healing you for 100% weapon damage every 2 seconds and last 10 seconds if not reaplied.
    *Confusive Strike deals 25% less damage for each Cautious stack your enemy has. Does NOT consume the stacks. (Deal 75% less damage to the enemies with 3 Cautious stacks.)
    *Applies Cautious to the enemy. (For more information see the “Strike of The Entity“ passive.)


    Extremity Swipe
    3 mana, 7 seconds cooldown
    Physical
    Unexpectedly swipe your enemy with your bandage limb. Has a 50% to get them out of balnce making them miss their next auto attack.
    Extremity Swipe damage is more devastating the less cautious your enemy is.
    Extremity Swipe makes your enemy Cautious.

    Notes:
    *Deals 550% weapon damage.
    *Single target. Mid-Range.
    *Has a 50% chance to apply Spinning Dragon.
    *Extermity Swipe deals 25% less damage for each Cautious stack your enemy has. Does NOT consume the stacks. (Deal 75% less damage to the enemies with 3 Cautious stacks.)
    *Applies Cautious to the enemy. (For more information see the “Strike of The Entity“ passive.)


    Bandage Body
    Passive
    Rebuilding your body improved some of your qualities but also weakened you. Increases Crit Chance and decreases Outgoing Damage by 25%.

    Note:
    * Increases Crit Chance by 25%.
    *Decereases Outgoing Damage by 25%.


    Strike of The Entity
    Passive
    Extended Strike, Confusive Strike and Extremity Swipe are unexpected strikes that apply Cautious to your enemies making them not to use any risky attacks decreasing their Critical Hit Damage by 25% per stack. Cautious stack to 3 and last 8 seconds.

    Notes:
    *Cautious decreases your enemy Critical Hit Damage by 25% per stack. (Decreases your enemy Critical Hit Damage damage by 75% at 3 stacks.)
    *Cautious stack up to 3 and lasts 8 seconds if not reaplied.
    *Extended Strike, Confusive Strike and Extremity Swipe each of them apply a stack of Cautious.



    Bandage Storm
    21 mana, 9 sec cooldown
    Physical
    Create a huge number of hands from your bandages and slash your enemy with them causing more damage more ignorant the enemies are. This attack leave your enemy anxious applying Slashed reducing the damage they do by 90% and last 10 seconds. The enemies try to overcome the anxiety by gaining Ignorance increasing the damage they do by 9%. Last 8 seconds and stack to 10.
    Cannot crit and cannot miss.

    Notes:
    *Deals 620% weapon damage.
    *Cannot crit. Cannot miss.
    *Single target. Mid-range.
    *Apply Slashed to the enemy decreasing their Outgoing Damage by 90%, last 12 seconds.
    *Apply Ignorance to the enemy increasing their Outgoing Damage by 9%, stack to 10 (increasing Outgoing damage by 90% at max stacks), last 8 seconds.
    *Bandage storm deals 90% more damage to enemies for each stack of Ignorance they have. Does NOT consume the stacks. (Up to 900% more damage at 10 stacks, meaning it would deal 6200% weapon damage.)
    *Bandage Storm cannot miss and cannot crit.

    The Entity
    Passive
    During your existance you have improved your prediction of events. You can start making your move even before the events actually happen. Increase your Haste by 15%.

    Note:
    *Increases your Haste by 15%.



    :Discussion:


    Class model
    “Offensive-caster“ class model has pretty low Strength base. Meaning Fighter enhancements has larger relative impact than Luck enhancements compared to the situation in the other class models. This is also probably true for Luck enhancements vice versa, less relative (compared to the Fighter enhancements) impact than in other class models.

    Enhancements
    The most effective enhancements are Fighter and Luck.
    Luck is the most effective enhancement when when you farm with this class and battle lower HP bosses.
    Fighter is the most effective enhancement in long fights and when battling hard hitting monsters.
    This is due to the combination of the class model (“Offensive-caster“) and that the Bandage Storm (5th skill) cannot crit (this makes the luck enhancements less usefull.)
    If I calculated it correctly Fighter enhancements should provide more potent heal (also from the Health Vamp) but it should be only a little difference.

    Auto Attack
    This class design is trying to make the class using the basic auto attack (100% wepon damage, 2 sec cooldown, Meele-Range.). To lower the dps the auto attack is doing during longer fights (to make the Fighter Enhancements even more significant) the passive is added that reduces this class all outgoing damage.
    Moreover, the "Offensive-caster" class model has lower weapon damage beacuse of having less base Strength.

    Insanely high skill damage
    All skills have insanely high weapon damage ratio. But due to the passive reducing all your outgoing damage by 25% and that the 2nd, 3rd and 4th skill deals less damage the more you use them (reduced damage by 75% after 3 uses of these spells on one enemy) and that the 5th skill cannot crit, it should be well balanced. Moreover, the "Offensive-caster" class model has lower weapon damage beacuse of having less base Strength.

    Auras
    Each of the auras applied by this class can be looped (either stacks or can be reaplied).

    Dps/defense
    The dps can be increased by increasing the damage you recieve. But it will take a while to stack it to maximum.

    Cautious
    Cautiouf/i]s is applied to the enemy. This allows this class to perform decent at farming compared to the situation when the aura (wich would decrease your spell damage) would be applied to yourself. Other wise the ferming would feel horrible.

    Confusive Strike (3rd skill)
    Explanation which is the magical and which is the physical part of the skill.
    *The damage dealt to the enemy is a physical type.
    *The heal is derived from weapon damage but the damage output is magical which results in the heal over time scaling with “Mag out“.

    Power level dependance on character level
    The 5th skill Non-Crit damage makes the class is probably being inconsistent trough character levels. (The absence of the Crit Multiplier in this ability makes it weaker with each character lvl.) The lower level your character is the relatively higher the damage output is.
    I haven't been able to think of any elegant way to adjust this. Only way that crossed my mind was to add a hidden passive that would decrease the Non-Critical hit more the lower your character is.
    Let's say for example: decrease Non-Crit damage by [(100-character level)*0,3]%. But I don't know if it is possible with the game engine. (It is the decrease because this class was designed at lvl 100 power level.)

    Skill rotation
    While farming you will be limited by mana if you aren't using mana vamp. So you can spam every ability but the 5th. (You'll need to use a rotation using more (3 mana cost) skils than that (7 mana cost) skill if you are oneshoting everything an not being able to restore enough mana with your auto attacks).
    When soloing you can use your 2nd, 3rd and 4th skill and then wait till the Cautious trait ends (the trait that lowers the damage of these abilities) or you can use those skills on cooldown but it would result in lower dps. But it won't be that significant so you won't feel bad just spaming those abilities.
    If i calculated this well you can use 52435 and repeat 52435 to maximize your damage output. But it shouldn't feel terrible to use 5243252432 and repeat 5243252432.
    The maximum dps rotation is put together with two separate rotations. Use 5243 then use 5 and wait until the 5 cooldown. Because the visible cooldown on other abilities than 5 you should be able to tell where in the rotation you are just by looking at the cooldonws in any moment. (Unless like Frost SpiritReaver when you are unable to to tell if you should nuke just by looking on cooldowns when using the rotation to deal the most dps. So this class will require less concentration on using skills than Frost SpiritReaver does.)

    Coding
    Cautious, applied by 2nd, 3rd, and 4th skill and Bandage Storm, the 5th skill should be similar to Shaman's Elemental Embrace and ArchPaladin's Sacred Magic: Eden. So i hope the coding part shouldn't be a big obstacle.

    ArchPaladin
    When I was finnishig this discussion section I realized that the 5th skill of the designed class is basicly combination of the ArchPaladin skills: Commandment, Righteous Seal and Sacred Magic: Eden. I hope it still counts as inspiration rather than plagiarism.

    When trying to balace the class I've been using the site Advanced Mechanics in AQW by Danzonthebass. (See https://sites.google.com/view/aqwadvancedmechanics/creditsreferences)




    danang5 -> RE: =AQW= New Class Suggestions (7/19/2021 2:39:43)

    not an exact classes,but i want more tier 2 classes that fuse 2 class concept into 1 like paladin/doomknight,blazebinder,and SC,so newer player have incentive to farm older outdated class

    for example:
    cryomancer +(master) ranger = tundra hunter

    elemental dracomancer + shaman = ascended dracomancer

    Troll spellsmith + thiefs of time = spellsmith of time

    bard + chaos slayer = chaos bard

    etc etc




    Mythological_Cat -> RE: =AQW= New Class Suggestions (8/1/2021 7:28:59)

    Class: Battle Alchemist

    Type: Caster class

    Weapon damage: 80%, 1.5 speed.

    Recommended enhancemet: Luck

    Base stats

    - Strength: 18

    - Intellect: 140

    - Endurance: 60

    - Dexterity: 90

    - Wisdom: 70

    - Luck: 42

    Description: As a scholar of both science and magic, the Battle Alchemist utilises skill, knowledge and no small bit of luck to achieve their goals. And from their experience with deadlines for their research papers, they have learned to be very fast and efficient. A well prepared Alchemist who applies their talents to the battlefield can prove to be as fearsome in a fight as they are in a lab.

    Mana model: Battle Alchemists gain mana when landing hits, especially on crits, and when dodging attacks.

    Abilities:

    1. Auto attack: Just the basic attack all adventurers learn.


    2. Acid Splash: Throws a bottle of acid on your opponent. The hit deals 90% the damage of basic attack and applies Acidic Weakening, making the target 8 percentage points weaker to incoming attacks, stacks to 5 and lasts 25s.

    Cooldown: 4s

    Mana cost: 8


    3. Elixir: Gives the player a moderate HoT and a 15% haste increase which both last 10s.

    Cooldown: 12s

    Mana cost: 16


    4. Flask of Chance: Gives one of the following effects, each of which has an equal chance of being the one activated (until passive ability: Better Odds)

    - Explosive Reaction: Causes an explosion dealing 250% base damage.

    - Odorous Substance: Deals moderate damage, makes enemy attacks 15% weaker and enemy attack speed 10% slower, last 14s

    - Failed Experiment: Makes the player 15% slower for 10s, increases the cooldown time of the player's abilities by 2 seconds for their next round of activation and removes all stacks of Acidic Weakening.

    - Invigorating Tonic: Gives the player a 20% damage increase for 14s, if the effects of Elixir are active, Invigorating Tonic boosts them by a factor of 4, giving the player a strong HoT and a 60% haste increase.

    - Sticky Acid: If the enemy has any stacks of Acidic Weakening applied to them, they’ll receive a DoT that lasts 25s, the more stacks of Acidic Weakening the target has, the stronger the DoT.

    Cooldown: 18s

    Mana cost: 35


    5. Transmute: Deals 225% base damage and has a 20% chance to make the target 40% slower for 10s, does not stack. If Invigorating Tonic is active, deals 400% base damage and turns the target into a solid gold statue, making them unable to act, lasts 4s. If Odorous Substance is active, increases the player’s hit chance by 99% and crit chance by 60%, lasts until Odorous Substance wears off, if Odorous Substance is active then the slowness effect of Transmute has a 0% chance to apply.

    Cooldown: 8s

    Mana cost: 30


    Passive abilities:

    Fast Reaction: Increases the player's haste by 15%.

    Better Odds: When using Flask of Chance, increases the chance of getting Invigorating Tonic and decreases the chance of getting Failed Experiment, both by 5 percentage points.

    Positive Side Effects: When using Elixir, the player has a 30% chance to receive either a 15% crit chance increase, a 15% dodge chance increase or a 10% stronger HoT, which last as long as the other effects of Elixir (10s).


    Bonus feature: If the target is defeated while in golden statue form, the player receives twice as much gold from defeating it/them as they would’ve otherwise.

    Order of unlocking:

    Rank 1: Auto attack, Acid Splash and the bonus feature

    Rank 2: Elixir

    Rank 3: Flask of Chance

    Rank 4: Fast Reaction

    Rank 5: Transmute

    Rank 6: -

    Rank 7: Better Odds

    Rank 8: -

    Rank 9: -

    Rank 10: Positive Side Effects


    This class can deal fairly heavy blows but is generally not a heavy hitter, instead it relies mostly on speed and weakening the enemy in order to do damage.


    Acquiring requirements:

    The player must be at least lvl 50

    Must have:

    Rank 10 Alchemy
    Rank 10 Arcangrove
    Rank 10 Librarium

    Must complete a short series of quests, the final one of which rewards the player with an item called “Philosopher’s Stone”, this item will be used in a merge shop to get the class. Suggested difficulty for quests: easy enough so that someone at lvl 50 can probably manage them on their own if they have a mid to top tier class, and a medium level of grinding.

    Once all criteria are met and the player has one Philosopher’s Stone, the class can be bought for 100K gold.

    Alternatively, buy for 2000 AC.


    I‘ve made many edits to this post since I first thought of making it, but I believe this is pretty much what the final product of this class will be like as far as my ideas go, at least concerning its abilities. And if I may say so myself, I think it’s a pretty neat idea.




    lokoleo -> RE: =AQW= New Class Suggestions (8/26/2021 23:07:07)



    Duelist Class;

    like the paladin, this class could be available to anyone who has both rogue and warrior classes on rank 10, being an aggressive class with bursts of damage

    Auto-attack
    Weapon Damage: 100%, 1.5 speed

    Focus Strike
    Rank Needed: 1
    Mana Cost: 10 Mana
    Cooldown: 3 Seconds
    Type: Physical
    Description: Strike dealing 80% weapon damage but gain a stack of momentum (up to 5) for 5 seconds, each increasing the chance to deliver a critical strike by 5%

    Parry
    Rank Needed: 2
    Mana Cost: 5 Mana
    Cooldown: 5 Seconds
    Type: Physical
    Description: Parry your opponent attack, for the next second if attacked receive no damage and gain opportunity for the next 4 seconds, any critical hit under this effect causes it to stun the enemy for the remaining time and gain 25% chance to crit for the remaining time
    note: crit chance does not stack from multiple crits

    Active Aggression
    Rank Needed: 3
    Mana Cost: 100 Mana
    Cooldown: 30 Seconds
    Type: Physical
    Description: increase damage, haste and crit damage by 30% and drastically increase mana gain on strike for 10 seconds

    Weapon expertise
    Rank Needed: 1
    Type: Passive
    Description: while using daggers (or dual swords), increases haste and crit chance by 10%, swords (one hand only), increases crit chance and crit damage by 10%, axes increase crit chance and damage by 10%

    Weapon mastery
    Rank Needed: 4
    Type: Passive
    Description: effects from Weapon expertise increased by 100%


    Flurry of strikes
    Rank Needed: 5
    Mana Cost: 50 Mana
    Cooldown: 10 Seconds
    Type: Physical
    Description: consume all momentum charges to unleash a flurry of attacks equal to momentum charges (max of 5)
    note: crit chance from the momentum charges are maintained for all 5 attacks

    Double tap
    Rank Needed: 10
    Type: Passive
    Description: crits have a chance to deal an extra hit





    Joselx -> RE: =AQW= New Class Suggestions (8/27/2021 14:34:05)

    Pria knight aqw class




    Xeltonick -> RE: =AQW= New Class Suggestions (8/28/2021 13:56:11)

    Azure Spirit Blademaster ( Mythical Legendary grade )

    Requirements: ???
    Regen model: Rogue/Ninja/Assassin
    Recommended enhancement: Full Thief


    Azure Spirit Blademaster ( Class )

    Azure Spirit Blademaster class skills below.

    Weapon Damage: 120%, 1.5/1 speed
    Description: This Mythical Specialization is awarded to the one that cultivates the Way of the Spirit Blade inside the Kunlun Spectral Realm. Congratulations for obtaining this class, approved by the Spectral Mentor.
    Special Effects:

    Azure Spirit Blademaster gain mana when they:

    Are struck by an enemy in combat
    Strike an enemy in combat (more effective on crits)
    Dodge any attack (restores HP and Mana as well)


    Skills:

    Azure Spirit Blademaster(Class)
    Spirit Slash / Twin Spirits Slash ( Azure Fury )
    Rank Needed: 1
    Mana Cost: 0 Mana
    Cooldown: 1.5 Seconds / 1 Second ( Azure Fury )
    Type: Physical
    Description: Azure Spirit Blademaster's basic attack.
    [Special]:
    -Spirit Slash deals double damage to targets under status effects ( crowd control )
    -Spirit Slash heals for 1% of damage dealt against targets under "bleed" effect
    -Spirit Slash reduces cooldown of Soul Blade Rupture by 1 second on hit
    -Spirit Slash reduces cooldown of Blade Storm by 0.5 seconds on hit
    -Spirit Slash regenerates extra 15 mana on hit

    -Twin Spirits Slash deals quadruple damage against targets under status effects ( crowd control )
    -Twin Spirits Slash heals for 1% of damage dealt against target under "bleed" effect
    -Twin Spirits Slash reduces cooldown of Cyclone Scourge by 1 second on hit
    -Twin Spirits Slash reduces cooldown of Azure Swords of Destruction by 2 seconds on hit
    -Twin Spirits Slash regenerates extra 25 mana on hit

    ~Bleed is an escalating DoT based on 1% of your damage and increases each tick
    ~Duration of bleed is 10 seconds
    ~Targets affected by Azure Fury skills under "bleed" effect reduces cooldown of Azure Fury by 1 second.



    Soul Blade Rupture / Cyclone Scourge ( Azure Fury )
    Rank Needed: 1
    Mana Cost: 20 Mana
    Cooldown: 16 Seconds
    Type: Physical
    Description: Spawns serrated edge swords from the ground and induces "bleed" to targets for 10 seconds and increases Critical Damage by 15% for 10 seconds.
    Cyclone Scourge conjures a defensive barrier that explodes on impact based on 60% of attack power, neglects and reflects incoming damage for 8 seconds. Cyclone Scourge also induces "bleed" to targets for 8 seconds. Cyclone Scourge increases Evasion and Defense by 75% for 10 seconds.
    -Soul Blade Rupture amplifies damage of other skills by 15% for 10 seconds
    -Cyclone Scourge amplifies damage of other skills by 25% for 12 seconds.



    Blade Storm / Hurricane Spirit Blades ( Azure Fury )
    Rank Needed: 2
    Mana Cost: 35 Mana
    Cooldown: 14 Seconds
    Type: Physical
    Description: Orbits the target in whirling blades, dealing damage over time for 3 seconds and stuns attacking targets for 3 seconds. Increases haste and strength by 15% for 5 seconds. Blade Storm also induces "bleed" to targets for 8 seconds.
    Hurricane Spirit Blades induces "bleed" to targets for 12 seconds, increases efficiency of "bleed" and reduces damage taken by 35% for 8 seconds. Hurricane Spirit Blades increases haste and strength by 65% for 8 seconds. Recovers 900% of mana over 10 seconds.
    -Blade Storm reduces cooldown of Lightning Draw by 3 second on hit
    -Blade Storm reduces cooldown of Soul Blade Rupture by 2 seconds on hit
    -Hurricane Spirit Blades reduces cooldown of Azure Swords of Destruction by 3 seconds on hit
    -Hurricane Spirit Blades reduces cooldown of Cyclone Scourge by 1 second on hit



    Lightning Draw / Azure Swords of Destruction ( Azure Fury )
    Rank Needed: 3
    Mana Cost: 35 Mana
    Cooldown: 24 Seconds
    Type: Physical
    Description: Conjures 6 conducting swords in an AoE hexagon formation dealing damage over time for 10 seconds, inducing "bleed" effect for 10 seconds.
    Lightning Draw reduces target's haste by 20% and defense by 15% for 8 seconds.
    Azure Swords of Destruction deals double damage on impact, induces "bleed" effect to targets and conjures 12 conducting swords in an AoE dealing damage over time for 14 seconds. Reduces target's haste by 35% and defense by 40% for 8 seconds.
    -Lightning Draw and Azure Swords of Destruction reduces cooldown of Azure Fury by 2 seconds on use.
    -Lightning Draw and Azure Swords of Destruction reduces cooldown of Blade Storm and Hurricane Spirit Blades by 4 seconds.
    -Lightning Draw and Azure Swords of Destruction deals additional damage equal to 200% of Attack Power to targets under status effects ( crowd control )




    Spirit Enchantment
    Rank Needed: 4
    Type: Passive Ability
    Description: Damage and DoT increased by 20%



    Spirit Manipulator
    Rank Needed: 4
    Type: Passive Ability
    Description: Evasion increased by 40%, Defense increased by 30%



    Azure Fury
    Rank Needed: 5
    Mana Cost: 50 Mana
    Cooldown: 60 Seconds
    Type: Physical
    Description: Taps into an awakened form increasing critical chance by 100% and endurance by 300%. Reduces damage taken by 70%. Azure Fury form unlocks "Azure Fury" skills and lasts for 15 seconds. Azure Fury enables party members to induce "bleed" effect, buffs damage and haste of party members by 50% for 15 seconds.
    -Azure Fury resets cooldown of all skills



    Spectral Tempest
    Rank Needed: 10
    Type: Passive Ability
    Description: A rare occasion, all damages dealt will be increased by 5000% for 12 seconds.
    -1% chance to trigger-
    ~Rank 10 passive enables all skills to have a chance to stun targets for 2 seconds.
    ~Rank 10 passive has a 35% chance to temporarily disable target's attacks for 3 seconds ( If enemy player is affected, a random skill will be locked for 3 seconds )
    ~Rank 10 passive enables user to increase their dodge chance by 40% for 5 seconds when hit by enemy

    ~Ardryn Entralisk
    Commissioned Art by Tyronius




    Kureme -> RE: =AQW= New Class Suggestions (10/4/2021 19:18:06)

    Pinky ArchPaladin (Seasonal Rare Rarity) (Ac's Tagged)
    for Hero Heart/Valentine event

    How to get it? you must have ArchPaladin for open the Merge Shop and some item for get it
    Recomended Enhancement : Hybrid

    this class same like ArchPaladin but animation and armor color using this code : #FFD3D4 #FFB1B1 #FF9393 #CB7576




    naoyuky13 -> RE: =AQW= New Class Suggestions (11/2/2021 19:18:08)

    My 2022 Calendar Class Suggestion: https://twitter.com/HirakamaNaoyuki/status/1456652367303163908?s=20




    BoredCraft -> RE: =AQW= New Class Suggestions (2/11/2022 9:15:02)

    CyberLord class
    Description: If you have the will and desire to bbe the one with the technology, you will be one of the strongest and the smartest human in this world. Use this power to guide anyone who lost their path and protect the weak. By the power of technology, you will control the fate of yours and for the others.

    Active abilites:

      AutoAttack (CYBER FORCE):
      Physical/Magical
      Magical and Physical damage are increased by 100%. Every attack have 30% chance to heal for 10% dealt damage. Your magical/physical damage increases as you lose your life, up to 100% when you have 1 HP
      Loading:2 seconds
      Mana:0

      TURBO:
      Physical/Magical
      Increase magical and physical damage by 100% for 7 seconds. The bonus and cooldown time are stacked. 50% chance to increase your attack speed by 100% for 3 seconds
      Loading:4 seconds
      Mana:10

      LIGHTNING WAVE
      Physical/Magical
      Heal for 50% of dealt damage and increase magical and physical damage by 100%. Decrease enemy`s magical and physical damage by 50%
      Loading:4 seconds
      Mana:20

      LIGHT SHOCKER:
      Physical/Magical
      For 5 seconds, reflect 80% received damage. The finish effect have 20% to stun the enemy for 3 seconds.
      Loading:5 seconds
      Mana:20

      OVERLOAD POWER
      Physical/Magical
      Increase magical and physical damage by 550%, critical chance reach 100% and you attack with super speed, for 5 seconds. After this effect, you will be repaired for 5 seconds with magical and physical damage reduced to 30%. After 5 seconds, all the power is recovered.
      Loading:9 seconds
      Mana:45


    Passive abilites:

      Rank 4:
      INCREASE DURABILITY:
      You endurance are increased by 100%

      OVERCLOCK:
      Your magical and physical damage are increased by 100%
      Cyber force, Lightning wave are multi target abilites.

      Rank 10:
      FINAL TICK:
      You have 8% chance to deal damage to all enemies from the map equal to 100% damage you dealt in current combat.
      Cyber force offer one stack of Bit per Second, up to 10 for 5 seconds, which increase damage by 2% each for Lightning Wave




    I have a demo with this class. You can find it:
    https://www.newgrounds.com/portal/view/829107
    In the demo, i dont included last passive, because i dont had it in my mind and the multi target function.
    Unfortunet, its in flash and you will not be able to try it unless you have Newgrounds Launcer or download the archive from description, which include Windows and Mac OS projector
    Please note that i dont exacly the real damage mechanics and all dealt damage are not in the same manner as in the real game




    Mythological_Cat -> RE: =AQW= New Class Suggestions (3/1/2022 21:25:57)

    Polished Bucket

    A buffed version of Rustbucket.

    Reward from a quest that requires the Rustbucket class and some metal polish, which would be a new item. Maybe the quest could have the NPC named Polish involved somehow for a comedic moment.

    Completely redundant and unnecessary, but it would be somewhat amusing.




    Tau -> RE: =AQW= New Class Suggestions (3/4/2022 16:54:28)

    Seraph of the Fallen (Class)

    Summary of the Classes Objective, and Why this class would be Appealing.
    The goal of the Seraph of the Fallen class is two fold: First is to introduce a nuanced class where the lines between good and evil are blurred, so players from any faction can use the class without feeling like they are using a class against their factions alignment. Second is to have a class which does not rely on nuke abilities that deal 50k to 200k+ damage in a single hit, but rather a consistent and strong DoT without criticals in order to take down bosses. With a bit of support sprinkled in for other players while helping take down team oriented bosses with a DPS comparable to the Immortal Chronomancer.

    Conditions for obtaining this Class:
    Level 80+
    New Class Quest / Merge from a Seraph of the Fallen, could be Hollowborn related. Otherwise a Heromart related item.


    Recommended Enhancement: Full Wizard
    Description:
    The darkness born from love. The Seraph of the Fallen have forsaken their vow to maintain the cycle and have delved into necromancy to deny death from claiming any more souls. These once divine caretakers have taken up a new vow to bring an end to all suffering imposed upon mortals by waging a war upon death itself. Though one might question if they truly are fallen, as many mortals want nothing more than to spend an eternity with those they love like these fallen Seraphim.

    Special Effects:
    The Seraph of the Fallen gain mana when they:
    - Are Stuck by an enemy in combat. (Greater on Crits)
    - Strike an enemy in combat.

    Class Skills:

    Sorrows Gaze / (Auto Attack)
    Rank Needed: 0
    Mana Cost: 0 Mana
    Cooldown: 2 Seconds
    Type: Magical
    Description: The sorrow of the Seraph burns the target's soul. Apply Sorrows Gaze on the target, a ten second DoT. At rank 10, the strength of your passion is all consuming, Sorrows Gaze can now stack up to two times, and applies Will of the Fallen which increases the players intelligence by 10%, stacking up to twenty times.


    [Damage would be based on the player's Max Int, so a character at level 80 would deal about a consistent 500 to 600 dmg DoT, at rank 10 this would double. Due to being a DoT auto-attack, the ability would not be able to crit, this trades the ability for crits for consistent damage.]
    - Can’t Crit.
    - Medium Ranged Attack.
    - Single Target.

    Advent of the Fallen
    Rank Needed: 1
    Mana Cost: 20 Mana
    Cooldown: 10 Seconds
    Type: Magical
    Description: The Seraph calls the Fallen to aid them in battle, raising the souls of the dead to their side. The Fallen grant you their undying protection, reducing the damage you and your allies receive by 10%, and increasing your intelligence by 50% for ten seconds.


    [This would be an ability that boosts the damage of the Sorrows Gaze by boosting the characters intelligence, as such at level 80 if the player is dealing a 500 to 600 DoT, it would then become a 750 to 850 DoT, or at Rank 10 a 1000 to 1200 DoT would become a 1500 to 1700 DoT before Will of the Fallen is applied.]
    - Can’t Crit.
    - Buff.
    - Self / Allies

    Dark Apostle
    Rank Needed: 2
    Mana Cost: 30 Mana
    Cooldown: 4 Seconds
    Type: Magical
    Description: The Seraph calls forth a Dark Apostle to strike their foe. The Dark Apostle deals damage to the target, and applies a Corrupted condition upon the foe increasing magical damage they receive by 20% for six seconds.


    [This ability grants a boost to damage suffered by an enemy, while also granting the Seraph of the Fallen its first direct damage ability that would deal damage based on its Max Int. At level 80 and rank 10, the maximum damage of this ability would be 4080 after applying Sorrows Gaze, Advent of the Fallen, and the Rank 10 passive. Given this ability increases the damage an enemy receives, it is balanced by the fact it only aids allies magical abilities. Thus, trying to avoid becoming too much of a support class, as it is a boss battler class with some Support capability so it can be used for team oriented bosses and not just soloable bosses.]
    - Can’t Crit.
    - Long Range / Debuff.
    - Single Target

    Blessing of the Fallen
    Rank Needed: 3
    Mana Cost: 30 Mana
    Cooldown: 10 Seconds
    Type: Magical
    Description: The Fallen bless the Seraph and their allies with their prayers. The Fallen apply a ten second HoT equal to 15% of the Seraphs maximum intelligence to themselves and their allies, as well as increasing the Seraphs intelligence by 25% for ten seconds.


    [This ability would heal their allies for 75 HoT if the player uses the ability without first using their rank 1 and 2 abilities, though if used properly the HoT can reach 530+. The 25% Int boost would then allow Sorrows Gaze and Dark Apostle to reach 5100 dmg if used alongside rank 1 and 2 abilities. Though only around 600 to 700 without properly using the players abilities.]
    - Can’t Crit.
    - Buff.
    - Self / Allies

    Undying
    Passive Ability (Rank 4)
    Description: Increases damage resistance to 60%.


    [Given the Seraph of the Fallen has a low dodge chance due to its Wiz enchantment focus and needing to take hits to gain mana, it ends up needing something to allow it to survive during boss fights geared toward the high dodge classes which make up nearly all of the late game class designs.]

    Angel of Darkness
    Passive Ability (Rank 4)
    Description: Increases Magical Resistance to 60%.


    [As Above, with the Seraph of the Fallen having a very low dodge chance due to its Wiz enchantment focus, it ends up needing something to allow it to survive during boss fights geared toward the high dodge class which make up nearly all of the late game classes.]

    Paradise Lost
    Rank Needed: 5
    Mana Cost: 40 Mana
    Cooldown: 15 Seconds
    Type: Magical
    Description: The Seraph channels all of their power, sorrow, and soul into a single spell to summon an army of the Fallen. The Seraph of the Fallen deals damage equal to 200% of their intelligence, and their intelligence increases by 100% for ten seconds.


    [Rather than an ability that can nuke like many of the end game classes, this ability used in tandem with their rank 1, 2, and 3 allows the player to deal strong consistent damage with their DoT and Dark Apostle Skill.]
    - Can’t Crit.
    - Long range / Buff.
    - Single Target / Self

    Voice of the Fallen
    Passive Ability (Rank 10)
    Description: Sorrows Gaze can now stack up to two times, and also applies Will of the Fallen which increases the players intelligence by 10%, stacking up to twenty times.


    [This boost allows Sorrows Gaze to become more powerful as a battle progresses, thus the higher HP a boss has the stronger the player will become. Thus the class will not have to rely on the 100k+ to 200k+ nukes that are common in many other end tier classes oriented toward boss battling. However, having no cap on the Voice of the Fallen stacking might be a better alternative for absurdly high HP bosses.]





    Cyrenius -> RE: =AQW= New Class Suggestions (3/9/2022 18:03:30)

    It’s time for a new support class. I suggest the following:

    Hierophant (AC-tagged) (Member-only) (Not obtainable through AC’s or IoDA) – CANNOT BE USED IN PVP!

    Questgiver: Artix (at the Necropolis)

    Auto attack: Attacks 4 opponents for 200% magical damage. Cooldown: 2 seconds.
    Rank 1 ability: Heals self and 3 allies for full health. Cooldown: 15 seconds
    Rank 2 ability: Blocks counter-attacks by foes for 25 seconds. Cooldown: 20 seconds
    Rank 3 ability: Increases Dodge Chance, Critical Chance, Hit chance, Critical Damage and All Outgoing Damage by 50%, and Haste by 75% for 12 seconds. Does not stack with Legion Revenant, Lightcaster, Stonecrusher, or Infinity Titan. Cooldown: 10 seconds
    Rank 4 passive: Increases HP by 100%
    Rank 4 passive: Increases INT and WIS by 50%
    Rank 5 ability: 400% magical damage to 4 opponents. Cooldown: 7
    seconds
    Rank 10 passive: Increases magical damage by 50% and haste by 50%


    Requirements:
    Level 100
    Active Membership
    Hollowborn DoomKnight (armor)
    Necrotic Blade of the Underworld (weapon)
    Exalted Apotheosis (weapon)
    Awe-scended (armor)
    Chaos Avenger (class)
    Infernal Flame Pyromancer (armor)
    Infernal Flame Khopesh (weapon)
    Ultimate Blinding Light of Destiny (weapon)
    Prince Darkon’s Poleaxe (weapon)
    Legion Dragon Blade of Nulgath (weapon)
    Empowered Blade of Chaos (weapon)
    Legion Revenant (class)
    Archpaladin (Sacred Magic Eden quest) (class)
    Stonecrusher (reputation) (class)
    Infinity Titan (class)
    Lightcaster (class)
    Lord of Order (class)

    Requires:
    5,000 Brilliant Aura
    2,500 Ultimate Darkness Gems
    300 500k Au Vouchers
    300 100k Au Vouchers
    90 Ultra Avatar Tyndarius Insignias
    65 Champion Drakath Insignias
    65 Ultra Drago Insignias
    65 Dage the Evil Insignias
    50 Soul Essence




    SirToad -> RE: =AQW= New Class Suggestions (5/1/2022 7:20:45)

    .




    Spoony -> RE: =AQW= New Class Suggestions (9/11/2022 1:39:05)

    Tier-One Classes


    Class Name: Swordhaven Knight

    Description: You've trained in the ways of the Knights of Swordhaven! Protect Swordhaven with your newfound skills in the name of Good!

    Stat Build: Tank Melee

    Recommended Enhancement: Fighter, Lucky

    Mana Regeneration Model:
    Strike an enemy in combat (more effective on crits).
    Are struck by an enemy in combat.

    Auto Attack:
    A disciplined 110% weapon damage, 1.5 speed

    Rank 1: Sword Fury - You lightly strike your opponent multiple times, dealing 130% weapon damage in total. Applies Knight's Fury to you, increasing critical chance and critical damage by 20% that can stack up to 3 times and lasting for 40 seconds. Upon reaching 3 stacks, start gaining Battle Fury on each use, raising hit chance and haste by 2% that can stack up to 20 times and lasting for 40 seconds.
    Type: Physical
    Range: Short
    Number of Targets: 1
    Mana Cost: 10
    Cooldown: 3 seconds

    Rank 2: Spinning Strike - Spin around your opponent, dodging the next attack and striking an unavoidable 80% weapon damage with the broad side of your sword, stunning for 4 seconds. Damage increased with each stack of Battle Fury, up to 400% weapon damage and stun time reduced with each stack of Battle Fury, down to 1 second, and cooldown time reduced to 4 seconds.
    Type: Physical
    Range: Short
    Number of Targets: 1
    Mana Cost: 18
    Cooldown: 9 seconds

    Rank 3: Protective Stance - You strike a defensive stance, letting yourself recover during combat. Reduces damage received by 30% and increases dodge chance by 15%, but damage output reduced by 20%, and activating a moderate HoT for 15 seconds, with the HoT growing stronger with each Knight's Fury stack, but does not consume the stacks. Damage received is reduced by an additional 2% with each stack of Battle Fury and consumes those stacks.
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 30
    Cooldown: 15 seconds

    Rank 4: Tougher Training - Strength, Endurance, and Dexterity increased by 15% each.
    Rank 4: Tougher Armor - Damage taken reduced by 15%.

    Rank 5: Spear Lunge - You lunge at the opponent with all of your might with your spear, dealing 400% weapon damage. Damage increased by 5% with each stack of Knight's Fury and Battle Fury, but does not consume those stacks. Always crits if Knight's Fury is fully stacked.
    Type: Physical
    Range: Short
    Number of Targets: 1
    Mana Cost: 30
    Cooldown: 6 seconds

    Rank 10: Knight's Determination - Starting from rank 1, Auto Attack applies Knight's Determination to self, increasing Strength and Endurance by 10% that can stack up to 7 times.





    Class Name: Aeromancer

    Description: You’ve mastered the art of the air and wind around you! Blow your enemies away with your newfound power!

    Stat Build: Offensive Caster

    Recommended Enhancement: Wizard, Lucky

    Mana Regeneration Model:
    Aeromancer gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    Long range 50% weapon damage to 3 targets, 1.5 speed, applies High Winds to yourself, increasing dodge and haste by 5% and stacking up to 5 times, lasting for 10 seconds.

    Rank 1: Pushing Winds - Intense winds push against three enemies. Reduces their haste and hit chance by 20%. Stacks up to 3 times and lasts for 10 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 10
    Cooldown: 4 seconds
    Note: Deals no damage and never misses.

    Rank 2: Sudden Gale Blast - Blasts up to three enemies with wind, dealing damage based on your current and maximum HP and inversely proportional to your current MP. Damage increased by stacks of High Winds and Pushing Winds. Always crits if both effects are active.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 10
    Cooldown: 2 seconds

    Rank 3: Soothing Breeze - A soft and soothing breeze heals you and all other allies for a small amount and gives a moderate HoT which lasts for 10 seconds. Healing amount increased by stacks of High Winds. If High Winds is at max stacks, heal 20 mana.
    Type: Magical
    Range: Infinite
    Number of Targets: Yourself, all allies
    Mana Cost: 15
    Cooldown: 8 seconds

    Rank 4: Fierce Winds - Damage output increased by 15%.
    Rank 4: Speedy Breeze - Haste increased by 15%.

    Rank 5: Hurricane Barrier - You surround your skin with winds like that of a hurricane's for 13 seconds, reducing damage taken by 50% while causing enemy attacks to reflect 50% of the damage dealt. Reduces damage taken by 80% if High Winds is active.
    Type: Magical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 50
    Cooldown: 22 seconds

    Rank 10: Surrounding Breeze - High Winds and Hurricane Barrier will be given to all allies. Hurricane Barrier will be at half strength for allies.





    Class Name: Celestial Paladin

    Description: You’ve become a Paladin that has trained in the Celestial Realm! Combine both powers of light and vanquish the darkness that plagues the lands!

    Stat Build: Full Hybrid

    Recommended Enhancement: Hybrid, Lucky

    Mana Regeneration Model: Celestial Paladin gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    Standard 100% weapon damage, 2.0 speed, damage tripled against Undead or Chaos enemies

    Rank 1: Abolish Evil - A holy strike that deals 210% weapon damage plus 105% Spell Damage. Damage triples if in combat with an Undead or Chaos enemy. Heals you for half the damage dealt.
    Type: Physical/Magical
    Range: Short
    Number of Targets: 1
    Mana Cost: 12
    Cooldown: 4 seconds

    Rank 2: Celestial Light - You summon a ray of light from the celestial world onto your enemy. Deals 130% Spell Damage and Blinds them, lowering hit chance by 30%. Damage quadruples if in combat with an Undead or Chaos enemy and applies a heavy DoT while lowering hit chance by 60%. All effects last for 12 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 1
    Mana Cost: 15
    Cooldown: 5 seconds

    Rank 3: Celestial Protection - You cast a celestial light upon yourself and all allies. Gives a high HoT while also reducing damage taken by 30%. Increases Luck and haste by 50% if in combat with an Undead or Chaos enemy.
    Type: Magical
    Range: Infinite
    Number of Targets: Yourself and all allies
    Mana Cost: 30
    Cooldown: 13 seconds

    Rank 4: Celestial Holy Armor - Damage resistance increased by 12%. Damage resistance increased by 30% against Undead or Chaos enemies.
    Rank 4: Celestial Holy Weapon - Damage output increases by 12%. Damage output increases by 30% against Undead or Chaos enemies.

    Rank 5: Holy Might - You gather all of your holy ability combined with celestial power to strike your enemy for 600% weapon damage plus 200% Spell Damage. Damage increased by 1000% if in combat with an Undead or Chaos enemy. Cuts the enemy's damage output in half for 10 seconds.
    Type: Physical/Magical
    Range: Short
    Number of Targets: 1
    Mana Cost: 30
    Cooldown: 15 seconds.

    Rank 10: Celestial Rage - Damage output increases by an additional 20%. Damage output against Undead or Chaos enemies increased by an additional 80%.





    Class Name: Gunman

    Description: You’ve taken up guns as your method of attack. Blitz your enemies with your speed of bullets and dominate the battlefield!

    Stat Build: Dodge Melee

    Recommended Enhancement: Thief, Lucky

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

    Auto Attack:
    Ranged 110% weapon damage with a 10 round pistol, 1.0 speed, 3 second delay every 10 shots due to reloading

    Rank 1: Delayed Shot - Cancel your next Auto Attack to take aim at your target’s weakness, dealing 110% weapon damage. Always crits and never misses while dealing 75% extra crit damage.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 15
    Cooldown: 4 seconds

    Rank 2: Take Cover - Take cover from enemy attacks, constantly moving around to avoid being hit. Increases dodge chance by 40% and haste by 15% for 15 seconds.
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 15
    Cooldown: 18 seconds

    Rank 3: Cripple - Shoot four shots at the limbs of your target, crippling them. Deals 440% weapon damage to the enemy and lowers damage output, dodge, and haste by 30%.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 20
    Cooldown: 12 seconds

    Rank 4: Bullet Sight - Dodge chance increased by 25%.
    Rank 4: Bullet Speed - Haste increased by 15%.

    Rank 5: Bullet Stacking - Shoot the target 5 times, stacking each shot on top of each other, breaking the target’s armor, dealing 550% weapon damage. Reduces damage resistance by 30% for 15 seconds.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 25
    Cooldown: 12 seconds

    Rank 10: Small Luck in a Room Full of Action - Luck increased by 20%.





    Class Name: Sword Summoner

    Description: Only know how to use magic but love using physical attacks? Well you're in luck! The Sword Summoner allows you to use swords to attack instead of fireballs, dark blasts, and all other spells! Cutting up opponents has never been easier! Only 50,000 gold! ORDER NOW! We are not responsible for any deaths and damages that may occur when using this product.

    Stat Build: Power Melee

    Recommended Enhancement: Fighter, Lucky

    Mana Regeneration Model:
    Sword Summoners 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:
    If a sword battle pet isn’t equipped, immediately summon the class’s battle pet before attacking when initiating combat.
    105% weapon damage, 2.0 speed, sword battle pet has a 30% chance to block enemy attacks, along with the status effect that comes with it

    Rank 1: Summon Sword - You summon a single sword behind you. Does nothing unless commanded by a skill. Stacks up to 10 swords.
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 5
    Cooldown: 2 seconds

    Rank 2: Sword Trap - You deploy your Summoned Swords around your target, surrounding them. Whenever the opponent attacks, they will be stabbed or sliced by a sword, causing a DoT. The more swords that surround them, the higher the DoT, and the more the target attacks, the higher the DoT. DoT effect lasts for 20 seconds. The lack of proper movement from this skill also causes the target to take 50% more damage from all sources if at least 3 Summoned Swords are used, the target taking an additional 10% increased damage with each additional sword deployed. Swords will return to you after 10 seconds. If you deploy less than 10 Summoned Swords, and you summon more, they will not be added to Sword Trap unless you use this skill again.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 12
    Cooldown: 15 seconds
    Note: DoT strength deals 100% weapon damage over time with 1 Summoned Sword, 1000% weapon damage over time with 10 Summoned Swords. DoT strength increases by 10% with each attack the target performs.

    Rank 3: Sword Absorption - Absorb your Summoned Swords, healing your HP by 10% for each sword absorbed. Consumes all idle Summoned Swords. Does not consume swords that are used in Sword Trap.
    Type: Physical/Magical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 15
    Cooldown: 6 seconds

    Rank 4: Keen Summoner - Strength and Dexterity increased by 20%.
    Rank 4: Quick Summoning - Haste increased by 15%.

    Rank 5: Sword Slash - Slash at your opponent for 100% weapon damage with summoned swords following suit. Each summoned sword adds an additional 100% weapon damage. Additional damage does not apply if Sword Trap is active with no spare Summoned Swords, but as a compromise, you attack harder, dealing 300% weapon damage instead.
    Type: Physical
    Range: Short
    Number of Targets: 1
    Mana Cost: 2
    Cooldown: 2 seconds
    Note: Deals 1100% weapon damage with 10 Summoned Swords.

    Rank 10: Resistance Training - All negative status effects are reduced to half duration and damage resistance increased by 15%. Physical attack power cannot be reduced.





    Class Name: Metal Hero

    Description: \m/ (>.<) \m/

    Stat Build: Offensive Caster

    Recommended Enhancement: Wizard

    Mana Regeneration Model:
    Metal Hero gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    Long range 80% weapon damage, 0.5 speed, improved /airguitar animation with lightning coming down from the top of the screen as Auto Attack animation

    Rank 1: Djent - Playing 000 0 000 0 000 0 on repeat with your guitar causes the enemy to have 20% reduced damage output and haste while dealing 200% Spell Damage. If Alternative Metal is active, consumes Alternative Metal and causes 6 allies to relax and think more critically while having improved technique in combat, increasing damage output and critical damage by 30%. All effects last for 15 seconds.
    Type: Metal
    Range: Long
    Number of Targets: 1 enemy or 6 allies
    Mana Cost: 20
    Cooldown: 8 seconds

    Rank 2: Nu Metal - Combining metal with other genres, you play your guitar with astounding skill, causing Spell Damage to the target and reducing their haste and critical damage by 20%. If Alternative Metal is active, consumes Alternative Metal and causes 6 allies to bop to the beat, applying a high HoT and healing 5 mana per second. All effects last for 15 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 1 enemy or 6 allies
    Mana Cost: 20
    Cooldown: 8 seconds

    Rank 3: Groove Metal - Being groovy with your guitar, you deal 300% Spell Damage to the target and cause them to take 30% increased damage from all sources which stacks up to 5 times. If Alternative Metal is active, consumes Alternative Metal and 6 allies join in on the groove, increasing dodge and haste by 30%. All effects last for 15 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 1 enemy or 6 allies
    Mana Cost: 20
    Cooldown: 8 seconds

    Rank 4: Hardcore - Damage output increased by 20%.
    Rank 4: Deathcore - Intellect and Wisdom increased by 20%.

    Rank 5: Alternative Metal - You start playing Alternative Metal with your guitar. Activates the alternative effects of your abilities and disables the main effect. If Alternative Metal is already active and you use this ability again, increase the Strength, Dexterity, Intellect, Wisdom, and Luck of 6 allies by 20% which lasts for 15 seconds.
    Type: Magical
    Range: Yourself
    Number of Targets: Yourself or 6 allies
    Mana Cost: 5
    Cooldown: 2 seconds
    Note: Alternative Metal lasts forever until consumed by a skill or you change class.

    Rank 10: NWOBHM - Every ability used increases the Endurance of you and 6 allies by 10% each use. Stacks up to 7 times.





    Class Name: Poison Sage

    Description: (I can't think of one.)

    Stat Build: Defensive Caster

    Recommended Enhancement: Healer

    Mana Regeneration Model:
    Poison Sage gains mana whenever an enemy takes damage from one of the Poison Sage's skills

    Auto Attack:
    Poison Gas - Launch a wave of poisonous gas at three enemies from long range, no damage but applies a DoT that lasts for one tick, 2.0 speed

    Rank 1: Toxic Fumes - You spread toxic fumes around up to three enemies, causing a strong DoT that lasts for 4 seconds. Causes all other DoT effects on the target to double in strength for the duration.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 15
    Cooldown: 6 seconds
    Note: All other DoT effects extend to other classes by other players.

    Rank 2: Debilitating Contagion - You infect three enemies with a deadly bacterium laced with a debilitating poison. Causes a strong DoT and lowers damage output, hit chance, dodge, haste, crit chance, and crit damage by 30%. Effects last for 12 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 30
    Cooldown: 8 seconds

    Rank 3: Panacea - As you’ve worked with poisons, your body has adapted. Use your poisons to restore HP and apply a HoT to yourself while curing any negative status effects you currently have. Enemies who strike you while this effect is active are then poisoned, causing a high DoT. If Debilitating Contagion is active on the enemy, they are weakened even further, slipping into a Poison-Induced Fever, doubling the strength of all DoT effects on the target while lowering their damage output and hit chance by an additional 20%. HoT lasts for 10 seconds. DoT and Poison-Induced Fever lasts for 8 seconds.
    Type: Magical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 20
    Cooldown: 12 seconds
    Note: All other DoT effects extend to other classes by other players. Can remove stun effects on the caster.

    Rank 4: Very Poisonous - DoT strength increased by 20%.
    Rank 4: Very Studious - Intellect and Wisdom increased by 20%.

    Rank 5: Black Miasma - You unleash a poison so foul upon three enemies that they’re immediately stunned for 4 seconds dealing with whatever gross problems they may have from the poison. Applies a very powerful DoT that lasts for 8 seconds. Also applies Lingering Miasma, causing the target to take 15% increased damage from all sources per DoT effect which lasts for 15 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 30
    Cooldown: 15 seconds

    Rank 10: A Very Healthy Poison - Endurance increased by 150% and healing effects increased by 30%.

    Class Note: Class as a whole only does damage through DoT, thus, never misses. All DoT effects scale off of Spell Power. HoT effects scale off of Endurance.











    Tier-Two Classes


    Class Name: Arcane Knight

    Description: You've combined the physical prowess of a Knight with the knowledge of the Arcane! Conquer the battlefield with your hybrid abilities!

    Stat Build: Full Hybrid

    Recommended Enhancement: Hybrid, Lucky

    Mana Regeneration Model:
    Arcane Knight gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    A disciplined 110% weapon damage, 2.0 speed

    Rank 1: Enchanted Sword - You enchant your sword, causing every Auto Attack hit to apply Enchanted to the target, increasing damage taken by all sources by 2% each stack, stacking up to 100. Lasts for 20 seconds. If Ultra Enchanted Sword is active, deal damage based on the amount of Enchanted, consuming all stacks and applying Ultra Enchanted, negating the enemy's dodge and critical strike chance while taking double damage from all sources for 30 seconds and does not consume Ultra Enchanted Sword.
    Type: Physical/Magical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 10
    Cooldown: 20 seconds
    Note: Deals 30% weapon damage + 3% Spell Damage with 1 stack of Enchanted, 300% weapon damage + 30% Spell Damage with 10 stacks of Enchanted, and 3000% weapon damage + 300% Spell Damage with 100 stacks of Enchanted.

    Rank 2: Arcane Strike - Cover your sword in magic and strike your opponent, dealing 200% weapon damage plus 150% Spell Damage. Applies Arcane Burn, a DoT that gets stronger over time. Each DoT tick lowers damage output and haste by 5% that stacks up to 10 times. Both effects last for 15 seconds. If Enchanted Sword is active, apply 10 stacks of Enchanted upon striking the enemy with this skill. If Ultra Enchanted Sword is active, apply 20 stacks of Enchanted.
    Type: Physical/Magical
    Range: Short
    Number of Targets: 1
    Mana Cost: 10
    Cooldown: 4 seconds

    Rank 3: Enchanted Armor - Enchant your armor with your knowledge of the arcane, causing each hit landed on you to reduce your damage taken by 15% each hit which stacks up to 5 times. Applies a HoT that gets stronger with each damage taken. Lasts for 20 seconds. All hits landed on you will be reflected back to the opponent for 1000% of the damage dealt for nonplayers, 20% of damage dealt for players in PvP. If Ultra Enchanted Sword is active, you spread the magic to your armor, applying Ultra Enchanted Armor, doubling the HoT and damage reflection of Enchanted Armor, while doubling Haste for 10 seconds.
    Type: Magical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 20
    Cooldown: 15 seconds

    Rank 4: Sword of the Arcane - Strength and Intellect increased by 30%.
    Rank 4: Flexible Mind and Body - Dexterity and Wisdom increased by 30%.

    Rank 5: Arcane Orb - Fire a gigantic orb of the arcane at your opponent, causing 500% Spell Damage damage and always crits. Damage increased with each stack of Enchanted Armor and does not consume those stacks. Critical damage doubles if the opponent has 50 stacks of Enchanted, tripled with 100 stacks and does not consume those stacks. Applies a DoT effect that adds up to 10000% weapon damage over time if Arcane Burn is active. If Enchanted Sword is active, the magic that radiated from the orb clings onto the sword and replaces Enchanted Sword with Ultra Enchanted Sword, causing Auto Attack and Arcane Strike to deal 5x the damage for 12 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 1
    Mana Cost: 40
    Cooldown: 25 seconds

    Rank 10: Elemental Enchant - Starting from rank 1, your sword will randomly change elements every hit during auto attack.
    Fire - Burn DoT (Stackable, lasts for 10 seconds)
    Wind - Ignores enemy damage resistance
    Ice - Lowers enemy damage resistance (Stackable, lasts for 10 seconds)
    Water - Steals 20 mana
    Earth - Damage x10
    Electric - Stuns for 2 seconds
    Light - Heals 20% of your max HP
    Dark - Curse (Lowers all enemy stats by 5%, stackable, lasts for 15 seconds)





    Class Name: Windrider

    Description: Windriders move with the flow of wind, harnessing its power and using it to help those in need and to punish those who would harm.

    Stat Build: Offensive Caster

    Recommended Enhancement: Wizard

    Mana Regeneration Model:
    Windriders 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: Breeze
    Long range 10% Spell Damage to 3 targets at 1.0 speed. A current of wind as an attack animation. Applies Squall to the caster, increasing damage output and critical strike damage by 3%, stacking up to 20 times and lasting for 10 seconds. Damage of Breeze increases by 10% with each stack of Squall. Gain 2 stacks of Squall when Windriding is active.
    Note: Deals 210% Spell Damage with full stacks of Squall. Boosts damage output and critical strike damage by 60% to the caster with full stacks of Squall.

    Rank 1: Puff - A puff of wind heals yourself and all allies for 50% Spell Damage and provides 30% dodge chance for 12 seconds. The wind removes all negative status ailments from allies healed. Healing increased by 5% and dodge chance increased by 1% with each stack of Squall and does not consume those stacks.
    Type: Magical
    Range: Infinite
    Number of Targets: All allies
    Mana Cost: 12
    Cooldown: 12 seconds
    Note: 150% Spell Damage as healing and 50% dodge chance when used with full stacks of Squall. Can be used to remove stun effects on the caster and allies.

    Rank 2: Countercurrent - A current of strong winds surrounds you and allies, providing a reflection barrier that reduces damage taken by 20%, returns any negative status ailments back to sender, and reflects 1000% of damage taken back to the source for 12 seconds. Each strike a target lands on anyone with Countercurrent will have a strong DoT that lasts for 20 seconds. DoT damage increases every time the affected target strikes an ally with this buff. Damage reflection increases by 20% with each stack of Squall.
    Type: Magical
    Range: Infinite
    Number of Targets: All allies
    Mana Cost: 30
    Cooldown: 15 seconds
    Note: DoT starts at 300% Spell Damage over 20 seconds, duration refreshed each time a target strikes an ally with this buff. Reflects 1400% of damage taken with full stacks of Squall.

    Rank 3: Tempest - Call upon a burst of strong winds to damage 3 targets from behind for 500% Spell Damage and surround the arms of allies with the wind, causing all attacks landed to become critical hits for 10 seconds. Enemies hit by the tempest will have their dodge and critical strike chance negated and will be unable to gain positive buffs for 20 seconds. Spell Damage increased by 25% with each stack of Squall.
    Type: Magical
    Range: Infinite
    Number of Targets: 3 enemies and all allies
    Mana Cost: 35
    Cooldown: 12 seconds
    Note: Deals 1000% Spell Damage with full stacks of Squall.

    Rank 4: Waft - Dodge chance increased by 50%.
    Rank 4: Draft - Critical strike chance increased by 50%.

    Rank 5: Windriding - Your free-feeling wind lifts the spirits of your allies, boosting Haste, Dodge, and mana regeneration of all allies by 300%. Consumes all stacks of Squall to boost the damage output and critical strike damage of all allies equal to the amount consumed. All effects last for 8 seconds.
    Type: Magical
    Range: Infinite
    Number of Targets: All allies
    Mana Cost: 40
    Cooldown: 18 seconds
    Note: Boosts damage output and critical strike damage by 60% to all allies with full stacks of Squall.

    Rank 10: Zephyr - Your wind takes away the healing of enemies and gives it to you instead. The wind also blows away True Damage that may be inflicted on you.





    Class Name: Sniper

    Description: Armed with your trusty sniper rifle, take out your enemies one by one with a single shot!

    Stat Build: Power Melee

    Recommended Enhancement: Fighter, Lucky

    Mana Regeneration Model:
    Snipers gain 10 mana per second

    Auto Attack:
    Ranged with a sidearm, 110% weapon damage, 1.0 speed, 2 second delay after each 10th shot due to reloading 10 round pistol

    Rank 1: Snipe - Snipe your target for 5000% weapon damage. Sniping Rounds must be active to use this skill. Each use of Snipe uses one Sniping Round. Damage doubled if used while Set Up is active.
    Type: Physical
    Range: Infinite
    Number of Targets: 1
    Mana Cost: 10
    Cooldown: 2 seconds

    Rank 2: Reload - You load in a magazine, stacking up 5 Sniping Rounds and giving yourself 50 mana.
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: -50
    Cooldown: 5 seconds
    Note: Cannot be used if 5 stacks of Sniping Rounds are active.

    Rank 3: Scope - You scope out at the target’s weakness, making it so you never miss, and will always land a crit. The Scoped enemy takes 15% increased critical damage. Both effects fade immediately when Snipe is used.
    Type: Physical
    Range: Yourself and infinite
    Number of Targets: Yourself and 1 enemy
    Mana Cost: 5
    Cooldown: 1 second
    Note: Duration is infinite. Only fades when Snipe is used, leave the room into another, or if you switch to another class.

    Rank 4: Quick and Steady - Dexterity and dodge chance increased by 25%.
    Rank 4: Keen Sniper - Critical damage increased by 25%.

    Rank 5: Set Up - You set up a spot so enemies cannot aggro you while applying a high HoT to yourself for 20 seconds. This also cancels your Auto Attack for the duration. Moving will cancel Set Up. If you are the only player in the area or the only player attacking, then the enemy will aggro towards you until another player attacks, in which the enemy will no longer be aggroed towards you
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: 30
    Cooldown: 5 seconds
    Note: Cooldown does not start until Set Up has faded.

    Rank 10: .50 BMG API - All critical hits landed with Snipe will ignore enemy damage immunity, damage resistance, lowers their damage resistance by 10%, and apply a moderate DoT with each shot, stacking up to 15. Effects last for 20 seconds.

    Class Note: Banned in PvP. Should be a lot harder to farm than Void Highlord, Legion Revenant, and Necrotic Sword of Doom, but will not require membership.





    Class Name: Gunslinger

    Description: You’ve earned yourself a reputation for handling guns in your early days of adventuring, so you’ve decided to become a full-fledged Gunslinger! Enemies will run and cower upon laying their eyes upon your skill with a revolver!

    Stat Build: Dodge Melee

    Recommended Enhancement: Thief, Lucky

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

    Auto Attack:
    Ranged 120% weapon damage, 1.0 speed, first hit deals 500% weapon damage if it’s the first hit landed in combat, 3 second delay after each 6th shot due to reloading your 6 chamber revolver. Each shot fired consumes a stack of Empowered Rounds.

    Rank 1: Double Tap - Quickly fire from the revolver 2 times at an enemy, dealing 240% damage in total. Causes the target to take 7% more damage from all attacks which stacks up to 10 times. Each use of this skill consumes 2 stacks of Empowered Rounds.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 5
    Cooldown: 0.5 seconds

    Rank 2: Empowered Rounds - Load up your revolver with 6 Empowered Rounds, giving yourself 20 mana and causing Auto Attack, Double Tap, and Empty the Chamber to deal 10x the damage. Cancels Auto Attack’s 3 second delay.
    Type: Physical
    Range: Yourself
    Number of Targets: Yourself
    Mana Cost: -20
    Cooldown: 3 seconds
    Note: Cannot be used if 6 stacks of Empowered Rounds are active.

    Rank 3: Critical Shot - Quickly fires a shot at the target for 120% weapon damage. All attacks become critical hits for the next 10 seconds. Consumes one Empowered Round to also boost critical damage by 25%, also lasting 10 seconds.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 25
    Cooldown: 20 seconds

    Rank 4: Bullet Reflex - Dodge chance increased by 30%. Haste increased by 15%.
    Rank 4: Target Anatomy - Critical damage increased by 25%.

    Rank 5: Empty the Chamber - Rapidly fire all 6 rounds of your revolver at an enemy, dealing 720% weapon damage. Delays the next Auto Attack by 3 seconds due to reloading. Consumes all remaining Empowered Rounds. Damage boost increased depending on the amount of Empowered Rounds remaining.
    Type: Physical
    Range: Long
    Number of Targets: 1
    Mana Cost: 30
    Cooldown: 10 seconds
    Note: Deals 1800% weapon damage with 1 stack of Empowered Rounds, 7200% weapon damage with 6 stacks of Empowered Rounds.

    Rank 10: Rune Bullets - Upgrade your bullets so that runes are engraved on them. Causes all attacks landed to heal the Gunslinger for 5% of damage dealt.





    Class Name: Sword of Infinity

    Description: Transcending the power of Sword Summoner, you decide to indulge yourself in more magic. Slowly slipping into a state of peace, you gain the ability to summon countless swords without tiring out. Breaking the limits of Sword Summoner, you set out to destroy your enemies with seemingly infinite swords.

    Stat Build: Power Melee

    Recommended Enhancement: Fighter, Lucky

    Mana Regeneration Model:
    Sword of Infinity gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    Infinite range 70% weapon damage at all enemies, 1.0 speed, sword summoning and launching the swords at enemies for the animation

    Rank 1: Sword Throw: Severed Tendon - Quickly summon and throw swords at the arms and legs of all enemies, severing their tendons for 200% weapon damage. Reduces damage output and haste by 30% while causing a moderate DoT. Effects last for 8 seconds. DoT effects stack 10 times.
    Type: Physical
    Range: Infinite
    Number of Targets: All
    Mana Cost: 15
    Cooldown: 4 seconds

    Rank 2: Replication: Sword Barrage - Replicate your sword dozens upon dozens to hundreds of times and barrage all enemies with the replicated swords, dealing 400% weapon damage in total. Lowers hit chance and dodge chance by 30%. Effects last for 8 seconds. Cannot stack.
    Type: Physical
    Range: Infinite
    Number of Targets: All
    Mana Cost: 15
    Cooldown: 4 seconds

    Rank 3: Deadly Stealth: Rising Sword - Summon swords from below to attack all enemies in sight. Deals 300% weapon damage. Cooldown reduced by 1 second for each critical hit landed.
    Type: Physical
    Range: Infinite
    Number of Targets: All
    Mana Cost: 15
    Cooldown: 4 seconds

    Rank 4: Sharp Swords - Damage output increased by 20%. Every 5th skill used will ignore enemy damage resistance and deal 50% extra critical damage.
    Rank 4: Flash Battle - Haste increased by 20%. Every 3rd skill used will reset all cooldowns.

    Rank 5: Soaring Swords: Whirlwind - Summon swords from everywhere, making them fly like a whirlwind. Causes constant damage up to 500% weapon damage in total to all enemies. The swords transfer 10% of damage dealt to you as health. Total damage increased by 10% with every negative status effect the enemies have and does not consume them.
    Type: Physical
    Range: Infinite
    Number of Targets: All
    Mana Cost: 15
    Cooldown: 4 seconds

    Rank 10: Inner Peace of Mind - Become immune to debuffs. Dodge chance increased by 40%.





    Class Name: Metal Legend

    Description: \m/ (>O<) \m/

    Stat Build: Offensive Caster

    Recommended Enhancement: Wizard

    Mana Regeneration Model:
    Metal Legend gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

    Auto Attack:
    Long range 20% Spell Damage to 3 targets, 0.5 speed, improved /airguitar animation with lightning coming down from the top of the screen as Auto Attack animation, each Auto Attack applies Metal Inspiration to yourself and all allies, increasing critical damage by 1%, stacking up to 100. If Thrash Metal is active, gain an additional 2 stacks of Metal Inspiration.

    Rank 1: Heavy Metal - The heaviness of your metal music weighs down heavily on 3 targets, dealing 300% Spell Damage and lowering dodge and haste by 30% while applying a strong DoT. Effects last for 10 seconds. If used during Thrash Metal, increases the maximum mana of yourself and all allies by 20 which stacks up to 5 times and consumes Thrash Metal. Maximum mana buff lasts for 40 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 3
    Mana Cost: 20
    Cooldown: 8 seconds

    Rank 2: Folk Metal - You play your guitar to the tune of folk music, combining the two genres into one epic song, dealing Spell Damage to 3 targets while healing yourself and all allies for Spell Damage.
    Type: Magical
    Range: Long
    Number of Targets: 3 enemies and all allies
    Mana Cost: 10
    Cooldown: 3 seconds

    Rank 3: Power Metal - The power of your metal music grants power to yourself and all allies, removing all negative status ailments while increasing Strength, Dexterity, Endurance, Intellect, Wisdom, and Luck by 25% and damage output, critical chance, dodge, haste, damage resistance, and DoT Damage by 10%, with all effects stacking up to 4 times. Additionally, Critical Power is granted when Metal Inspiration is active, which gives critical damage to all allies depending on the amount of Metal Inspiration stacks you have, and consumes all stacks, no longer consuming stacks when Critical Power is fully stacked. All effects last for 15 seconds.
    Type: Magical
    Range: Infinite
    Number of Targets: Yourself and all allies
    Mana Cost: 30
    Cooldown: 12 seconds
    Note: Critical damage boost matches consumed stacks of Metal Inspiration and caps at 200% critical damage. Stacks with Metal Inspiration. (Gives 300% critical damage when both Critical Power and Metal Inspiration are fully stacked.)

    Rank 4: Black Metal - Damage output increased by 25%.
    Rank 4: Death Metal - Intellect and Wisdom increased by 25%.

    Rank 5: Thrash Metal - The harmonies and rhythm of your music thrashes the enemy. Consume all remaining mana and deal damage based on the amount of mana consumed. Causes all attacks to focus on 1 target with a 3x increased damage output. Applies Metal Dissonance to the target, granting an additional 10 mana to attackers striking the target. All effects last for 15 seconds.
    Type: Magical
    Range: Long
    Number of Targets: 1
    Mana Cost: 1 to 200
    Cooldown: 8 seconds
    Note: Deals 10% Spell Damage when 1 mana is consumed, 1000% Spell Damage when 100 mana is consumed, and 2000% Spell Damage when 200 mana is consumed.

    Rank 10: Metalcore - Damage resistance increased by 25%. Negative status effects on self are halved in strength and duration.

    Class Note: Class is absurdly busted, so I would recommend making it really difficult to farm and cannot be bought with Adventure Coins.




    CBM_05 -> RE: =AQW= New Class Suggestions (1/22/2023 4:05:30)

    Swordhaven Commander


    Sellback: 0 AC
    Weapon Damage: 20%, 3.5 speed
    Description: Trained by the Paladin Order and Archmages to command Swordhaven’s forces in battle you command and protect your allies to victory.
    Special Effects:

    -With their training to lead the more Leader's Quality to show the more damage they deal.

    -Dealing with damage and critical hits helps commanders gain their mana back.

    Skills:

    Brilliance Strike

    Rank Needed: 0
    Mana Cost: 0
    Cooldown: 3 Seconds
    Type: Physical
    Range: A short-range attack that deals damage to 1 target.
    Description: Deals damage on hit and gives 10 Leaders Quality that gives a 15% increase in damage in full-stack, Leaders Quality has a full stack of 30 and lasts for 5 seconds.

    Also applies Inspired granting a 10% of haste 5 Seconds.

    Binding Smite

    Rank Needed: 1
    Mana Cost: 20
    Cooldown: 8 Seconds
    Type: Hybrid
    Range: An infinite-range attack that deals damage to 3 hostile targets.
    Description: Releasing a magical slash of light that damages 3 targets with a 50% chance of binding them and applying a Damage Over Time of Smite Flames dealing 15% of magic damage.

    If a stack of Leaders Quality is present damage is increased by 15%.

    Arrow Hail

    Rank Needed: 2
    Mana Cost: 30
    Cooldown: 10 Seconds
    Type: Hybrid
    Range: An infinite-range attack that deals damage to 3 hostile targets.
    Description: Sending a signal to the sky a hail of magical arrows comes down dealing damage to 3 hostile targets granting 10 Leaders Quality and Army Commander increasing END and defense by 25%.

    If a stack of Leaders Quality is present damage is increased by 15%.

    Healing Flame

    Rank Needed: 3
    Mana Cost: 30
    Cooldown: 8 Seconds
    Type: Hybrid
    Range: An infinite-range attack that deals damage to 3 hostile targets.
    Description: sending a burst of white flame to 3 targets dealing magical damage and applying Damage Over Time of Smite Flames dealing 15% of magic damage. Healing you with 50% of the damage dealt by the skill.

    If a stack of Leaders Quality is present when cast debuffs are removed.

    Weapon Mastery

    Rank Needed: 4
    Type: Passive Ability
    Description: Increase the hit chance by 30% and damage by 20%.

    Enchanted Armor

    Rank Needed: 4
    Type: Passive Ability
    Description: Increase damage resistance by 50%.


    Branding Smite

    Rank Needed: 5
    Mana Cost: 40
    Cooldown: 12 Seconds
    Type: Hybrid
    Range: An infinite-range attack that deals damage to 3 hostile targets.
    Description: A burst of white light explodes branding 3 hostile targets with Smite Seal for 10 Seconds all attacks made by the branded target are decreased by 50% and miss chance by 50%. Applies Smite to the caster increasing damage by 50% for 3 Seconds.

    If a stack of Leaders Quality is present damage increases by 15%.

    Sword of the King

    Rank Needed: 10
    Type: Passive Ability
    Description: Increase crit chance by 25%.

    I don’t know if this class is balanced or not but I thought of this class thinking of the Shadowscythe General (Class) making a counterpart class for the good faction representing the Knights, Mages, Archers, and other Swordhaven forces that needs a commander.

    They wear the colors White, Blue, and Gold on their armor and the symbol of Swordhaven on their chest plate.

    A Daily Quest of fighting “Dark Sepulchure” getting 100X Knights Medal to merge and obtain this class.




    Reestra -> RE: =AQW= New Class Suggestions (2/15/2023 20:15:53)

    More of a general suggestion. Introduce glass cannon classes. Very powerful classes with no sustain, relying only on their allies. Seeing that ultra fights are popular and an effective way to encourage teamplay and a healthier community.




    DamonR -> RE: =AQW= New Class Suggestions (12/7/2023 15:32:05)

    Class Name: Soulweaver

    Description: As a Soulweaver, you have become adept at the art of weaving with an Elemental Spirit partner through the use of SpiritLooms. These gauntlets are uniquely forged by each individual.

    Stat Build: Power Caster

    Recommended Enhancement: Wizard

    Mana Regen: Soulweavers gain mana when they strike an enemy in combat (more effective on crits) and dodge any attack.

    Skills:

    **Auto attack (Soul Splice)**
    - Rank Needed: 0
    - Mana Cost: 0 Mana
    - Cooldown: 2 Seconds
    - Type: Physical
    - Range: Short
    - Description: Slice through the target's soul. This deals damage and applies Soul Recharge to yourself, increasing haste by 25% for 1.5 seconds. This cannot stack but the duration can be extended with each trigger up to 20 seconds.

    **Banishment**
    - Rank Needed: 1
    - Mana Cost: 10 Mana
    - Cooldown: 4 Seconds
    - Type: Magical
    - Range: Long
    - Description: Enact soul judgement. This deals damage and applies Sine Anima to foes, reducing their dodge by 10% and hit chance by 30% for 3 seconds. This cannot stack but the duration can be extended with each trigger up to 20 seconds.

    **Soul Vacuum**
    - Rank Needed: 2
    - Mana Cost: 10 Mana
    - Cooldown: 4 Seconds
    - Type: Magical
    - Range: Long
    - Description: Suck the soul out of foes. This deals damage and applies Lac Anima to foes, reducing their outgoing damage by 30% for 3 seconds. This cannot stack but the duration can be extended with each trigger up to 20 seconds.

    **Enslave**
    - Rank Needed: 3
    - Mana Cost: 10 Mana
    - Cooldown: 4 Seconds
    - Type: Magical
    - Range: Long
    - Description: Release a soul chain to constrict foes in place. This deals damage and applies Quid Anima to foes, reducing their haste by 30% and increasing their incoming damage by 25% for 3 seconds. This cannot stack but the duration can be extended with each trigger up to 20 seconds.

    **Remorse**
    - Rank Needed: 4
    - Type: Passive
    - Description: Increases crit chance by 30% and crit damage by 15%.

    **Aegis**
    - Rank Needed: 4
    - Type: Passive
    - Description: Increases dodge by 30% and endurance by 15%.

    **SoulSynch**
    - Rank Needed: 5
    - Mana Cost: 40 Mana
    - Cooldown: 10 Seconds
    - Type: Magical
    - Range: Long
    - Description: Slash through the foe's soul and sync yourself with your SoulAlly. This deals damage and applies Synched to yourself for 10 seconds, gaining HoT relative to 15% of your missing HP and increasing outgoing damage by 50%. This skill will be disabled while Synched is active and the cooldown frozen. When Synched expires, apply Overcharged to yourself for 10.5 seconds, reducing incoming damage by 30% and allowing SoulSynch to go on cooldown and be used again. Overcharged: While Overcharged, deal massive damage relative to the duration of Sine Anima, Lac Anima, and Quid Anima on the foe but does not apply Synched and ends Overcharged.

    **Soul Purge**
    - Rank Needed: 10
    - Type: Passive
    - Description: Purges impurities from the Weaver's body. Synched will no longer apply Overcharged upon expiring but instead, SoulSynch will now apply both Synched and Overcharged at the same time and immediately refresh SoulSynch upon use. While Synched, SoulSynch will not be disabled and the cooldown will not be frozen. However, using SoulSynch once more while Overcharged will immediately end Synched and Overcharged while SoulSynch goes on cooldown.

    Recommended Combo:
    Cycle 1 - Start
    1(auto attack)-2-4-3-5

    Cycle 2 - Loop
    2-4-3 (Watch Synched duration, when it is about to end move to cycle 3 otherwise loop)

    Cycle - Nuke
    5-2-4-3(Nuke with 5 and repeat 2-4-3 till 5 usable again, use it and back to Cycle 2)




    Page: [1] 2   next >   >>

    Valid CSS!




    Forum Software © ASPPlayground.NET Advanced Edition
    0.28125