RE: =AQW= New Class Suggestions (Full Version)

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Beshin Adin -> RE: =AQW= New Class Suggestions (7/24/2019 18:12:51)

Chess Fiend
Description: Checkmate!
Mana Regen: Chess Fiends do not use mana

Rank needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical/Magical
Description: Deals damage, and adds a stack of ‘Capture’. Damage increases by 3% for each stack of ‘Capture ’.Stacks up to 16.

Feint (Rank 1)
Mana Cost: 0
Cooldown: 7 seconds
Type: Physical/Magical
Description: Hah, you fell for it! Doubles damage of ‘Advance’ for 6s.

Check (Rank 2)
Mana Cost: 0
Cooldown: 15 Seconds
Type: Physical/Magical
Description: There’s no way they can stop me now. Does no damage, but clears all target’s buffs, and target is unable to receive buffs for 7s.

Castle (Rank 3)
Mana Cost: 0
Cooldown: 15 Seconds
Type: Physical/Magical
Description: Switch to defensive maneuvers. For 10 seconds, you cannot receive crits.

Senior Master (Rank 4 Passive)
Description: If opponent’s Level is lower, they deal 20% less damage to you

Better Strategy (Rank 4 Passive)
Description: If opponent’s Level is lower, you deal 20% more damage to them.

Checkmate (Rank 5)
Mana Cost: 0
Cooldown: 30 Seconds
Type: Physical/Magical
Description: Deals 500% damage. Locked until 15 seconds after ‘Check’ is used. Then, locked until 15 seconds after ‘Check’ is used again.

#1 Rating (Rank 10 Passive)
Description: Damage dealt increased by 40% and damage received reduced by 40%, but XP and Gold rewards become 0.

Recommended ENH: Thief, Luck
Recommended art:

dodoboy96 -> RE: =AQW= New Class Suggestions (8/12/2019 12:21:56)

name of the class: allmächtig

l'univers (passive):
-the allmächtig It starts with a 25% chance of critical hit. With each rank achieved in the class, the chances of hitting a critical hit increase to 75% in rank 10.
abiliity 2 (spada divina):
- Hit a moderate damage to the enemy, also stacks for skill 5.
abiliity 3 (imperatoris oculus):
-the allmachtig can see your opponents' smallest details, predicting the next move leading to dodge attacks for 5 seconds.
abiliity 4 (Sankt altar):
-Summons 5 energy spheres in the air around the target that shoot out concentrated energy beams, dealing moderate damage, stealing 25% of the enemy's strength for themselves.
abiliity 5 (orbis terrarum):
-freezes time for 7, followed by massive damage, additional damage depending on the number of stack you can inflict on the enemy.

Cyrenius -> RE: =AQW= New Class Suggestions (10/12/2019 9:02:33)

Master Doom Knight class

Legend / member and level 85+ in AQW (and have at least a year purchased having been or to be a legend / member and actually played at least 3 months)
Doom Knight (purchased either $65 complete package or 4 $20 individual packages) and level 90 in Dragon Fable
Have purchased either a 5,000 or 12,000 AC package in AQW (both Book of Lore shops will have a consumable item needed to unlock the class)
Seppy’s DoomKnight Armor
Arch DoomKnight Armor
Drakath armor (from the "Building Drakath's Armor" that requires both the Blade of Awe and Blinding Light of Destiny)
Rank 10 Evil
Rank 10 Doomwood

Special feature (if my other suggestion for the quest is not enough requirements): Quest unlock “Mastering Shadow Essences” that drops 15, 20, or 25 Void Auras at once so players can farm the Necrotic Sword of Doom even faster that requires 100 empowered essences and 7 malignant essences (class must be equipped to unlock quest from Braeus in Shadowfall)

Recommended Class: Fighter
Gains mana from: All attacks (especially crits), getting hit
Auto-attack: 125% weapon damage, 2 second cooldown
Rank 1 ability: Corruption (Adds 30% damage to single target for 6 seconds, 15 mana, 7 second cooldown)
Rank 2 ability: Malific Binding (Stuns single target for 5 seconds, 20 mana, 8 second cooldown)
Rank 3 ability: Life Carve (15% HP heal, colossal damage to 1 target, 25 mana, 10 second cooldown)
Rank 4 passive: +25 STR, +15 END, +10 DEX
Rank 4 passive: +20% damage dealt for all attacks, Damage Reduction of 33%, chance to heal HP slightly on all attacks
Rank 5 ability: Spikes (colossal damage to up to 4 targets with 3 second stun to them if it doesn’t kill them, 35 mana, 15 second cooldown)
Rank 10 passive: Necrotic Sword of Doom now adds 60% damage to all monsters; Seppy’s DoomKnight Armor now adds 75% damage to humans; Arch DoomKnight armor now adds 50% damage to humans and dragons

Beshin Adin -> RE: =AQW= New Class Suggestions (11/4/2019 17:02:03)

A crazy but strong class

Life Giver
Description: Whether its human or monster, good or evil, living or undead, nothing is more precious than life.
Mana Regen: Life Givers regenerate mana every 4s.

Rank needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Magical
Description: Heals target instead of doing damage.

Life Mirror (Rank 1)
Mana Cost: 20
Cooldown: 20 seconds
Type: Magical
Description: Applies ‘Life Mirror’ to target for 12s. If ‘Life Mirror’ is active, all opponents heals heal your party instead.

Life Switch (Rank 2)
Mana Cost: 45
Cooldown: 60 Seconds
Type: Magical
Description: Switch your HP with target.

Chaos Life (Rank 3)
Mana Cost: 45
Cooldown: 60 Seconds
Type: Magical
Description: If target has full HP, target’s HP is halved.

Quiet Chaos (Rank 4 Passive)
Description: If ‘Chaos Life’ is us ed, you take no damage for 5s

Quiet Switch (Rank 4 Passive)
Description: If ‘Life Switch’ is used, you take no damage for 5s.

All Heals (Rank 5)
Mana Cost: 45
Cooldown: 60 Seconds
Type: Magical
Description: Heals full HP and MP to all allies, and removes all status conditions.

Even Life (Rank 10 Passive)
Description: After ‘Bless’ heals target, its next use is a normal attack.

Recommended ENH: Healer
Recommended art:

Blue Hawk -> RE: =AQW= New Class Suggestions (12/20/2019 16:07:42)

An upgrade to Guardian class

Ultra Guardian:
A more powerful version of Guardian Class, Ultra Guardians can unleash a frenzy of strikes.
Requirements: Must be verified in Adventure Quest, and linked it to your AQW account

Ultra Guardians are Ancient Guardian veterans who stood up to the Anti-Guardians. They are tasked to take on special missions from the guardian dragon.

Mana Model: Mage Model
Ultra Guardians gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to “their own” HP total.
1. Auto Attack:
Rank needed: 0
Mana Cost: 0
Cool down: 1.5 seconds
A basic attack taught to all adventurers damage dealt is based on weapon damage.

2. UltraGuardian Barrage:
Rank needed: 1
Mana cost: 15 mana
Cool down: 5 seconds
Deals moderate damage to one enemy. Your opponent is scarred and has 5% less outgoing damage, crit chance, crit amount and takes 3% more damage.
Lasts 50 seconds and stacks to 20. Has a chance to apply frenzy increasing your crit chance by 5%.

3. Kiss of the Amesha:
Rank needed: 2
Mana cost: 18 mana
Cool down: 15 seconds
Heals you for a moderate amount over 6 seconds, Lowers enemies haste by 5%

4. Ultra Barrier:
Rank needed: 3
Mana cost: 25 mana
Cool down: 20 seconds
Applies Ultra barrier reducing incoming damage for the caster and up to 4 friendly targets by 50% for 4 seconds, applies Stalwart and Perseverance which increases haste and crit damage by 30% lasts for 12 seconds

Rank 4 Passives:::
1) Furious Frenzy: Increase Hit chance and crit chance by 15%
2) Gift of Aerodu: Increase haste by 15%

5. UltraGuardian Blaze:
Rank needed: 5
Mana Cost: 40 mana
Cool down: 18 seconds
Call upon the guardian dragon to incinerate one target dealing moderate damage, Lowers enemies hit chance by 20% lasts for 10 seconds and applies a small dot that lasts for 4 seconds

Rank 10 Passive:
10) Guardian Oath: Boost endurance by 10%

Now For A weird idea for Anti-Guardian, this was so hard to fit into a play style.

Anti-Guardians have betrayed the oath of Guardianship, and have been reborn full of hatred as half-demons.
Mana Model: Warrior
Ant-Guardians gain mana when they:
. Strike an enemy in combat (more effective on crits)
.Are struck by an enemy in combat

1. Auto Attack:
Rank needed: 0
Mana Cost: 0
Cool down: 2.0 seconds
Summon claws of Darkness to assault your foe. Lowers your enemies haste by 20%, also applies a stack of Rampage to yourself debuffing your defense by 4%

2. Dark Blast:
Rank needed: 1
Mana Cost: 6 mana
Cool down: 5 seconds
Conjure a flame of dark energy, deals damage up to 2 enemies, and applies a stack of rampage, also applies a stack of Surging Shadows increasing your damage done. Surging Shadows last 15 seconds and stacks to 4

3. Dark Siphon:
Rank needed: 2
Mana Cost: 15 mana
Cool down: 10 seconds
Applies a HoT that lasts for 8 seconds, also applies a DoT that increases for each stack of surging shadows that lasts for 4 seconds

4. Terror Gaze:
Rank needed: 3
Mana Cost: 25 mana
Cool down: 20 seconds
Terror Gaze stuns the target for 4 seconds, and also lowers the targets crit chance and crit damage.

Rank 4 Passives:
1) Haste Increased by 15% and crit chance increased by 15%
2) Damage Taken reduced by 15%

5. Demonic Explosion:
Rank needed: 5
Mana Cost: 60 seconds
Cool down: 35 seconds
You hurl an orb of demonic energy that explodes on your target(s), Deals High Damage up to 3 enemies, but only one enemy gets hit with the max damage and are strengthened by demonic energy increasing your haste by 20%, your critical damage by 20%, and your critical chance by 10%
High Damage, Small haste increase, Critical damage increase, crit chance increase,

Rank 10 Passive: Demonic Hatred
Rank needed: 10
You deal 10% additional damage with physical attacks

Beshin Adin -> RE: =AQW= New Class Suggestions (12/30/2019 14:03:43)

For Luck Day?

Light Leprechaun
Description: A blessing of luck from the Celestial Realm
Mana Regen: Life Givers regenerate mana every time they hit an enemy

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

Lingering Light (Rank 1)
Mana Cost: 10
Cooldown: 4 seconds
Type: Magical
Description: Cast down an elemental light beacon upon the target. Does light damage and applies In The Spotlight increasing the amount of damage your opponent takes by 3% per stack and lasts 8 10 seconds if not restacked. (Stacks up to 50 times)

Amharach (Rank 2)
Mana Cost: 10
Cooldown: 12 Seconds
Type: Physical
Description: Deals damage, and reduces all incoming damage by 40% for 6s.

Trodai (Rank 3)
Mana Cost: 20
Cooldown: 20 Seconds
Type: Physical
Description: Deals moderate damage, Also applies Stalic for 12 seconds which causes all attacks to do 110% damage, increases Crit Chance and Crit Damage by an additional 7% each.

Gearaigh (Rank 4 Passive)
Description: Increases Crit by 10%

Mentally Bright (Rank 4 Passive)
Description: Increases INT by 15%

Burned by Light (Rank 5)
Mana Cost: 35
Cooldown: 15 Seconds
Type: Magical
Description: You focus the power of the entire sun on a single point. Does a large amount of damage then deals 700% damage over time of 10 seconds.

Power of the Sun (Rank 10 Passive)
Description: Increases damage done by 15%

Recommended ENH: Hybrid, Luck
Recommended art: LightCaster/Evolved Leprechaun

Dexoys -> RE: =AQW= New Class Suggestions (2/20/2020 7:17:14)

Infernal Warlord Class
Description: You are the Infernal Warlord! A great Celestial who had fallen after you had met the Infernal King itself. You have achieved true glory and found your true place as General of the Infernal Army, Guardian of Dreadfire, Slayer of Men and Lord Balax’el’s right hand man.

Special Bonus:
-Allows access to Lord Balax’el’s Throne Room, possibly revealing some lore on the AQW Infernals?

How To Get:
-Complete a quest called ‘Infernal Warlord Class’, where you collect all Infernal-themed and Celestial-themed items that aren’t rare or seasonal.

-Rank 10 Infernal Army
-Rank 10 Dreadfire
-Level 70+

Weapon Damage: 150%, 2.0 speed

Recommended Enhancements: Fighter, Spellbreaker or Hybrid

Infernal Warlords gain mana when they:
*Strike an enemy in combat (more effective on crits).
*Are struck by an enemy in combat.


Infernal Might
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 seconds (or sometimes 1 second)
Type: Physical
Description: At first, your attacks seem miniscule and weak, but once your Infernal Malice grows; your opponent won’t know what hit them when your speed and strength reaches 2x then what it normally is. Overpowering them with your might.

Warlord’s Wrath
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 3 seconds
Type: Physical
Description: Precisely aim for your victim’s vital points. Dealing from 300%-900% (the higher health you have; the more damage you deal) and giving yourself the Infernal Malice effect (stacks up to 5 times).

Celestial Magic
Rank Needed: 2
Mana Cost: 5
Cooldown: 5 seconds
Type: Magical
Description: Overwhelm the enemy with your former knowledge in Celestial Magic whilst healing yourself for a high amount, giving you the Former Knowledge effect (can be stacked up to 5 times). More Former Knowledge you have gained, the more powerful your heal.

Cursing of The Fallen
Rank Needed: 3
Mana Cost: 10
Cooldown: 3 seconds
Type: Magical
Description: Curse your enemy; dooming them to a damnation performed by the Infernal Goblins, Infernal Hounds and Megacerus’ of the Dreadfire outpost. Applying both a DoT that gets more powerful with the more Former Knowledge you have stacked and a 25% debuff to the target's dodge chance.

Battlecry of Duality
Rank Needed: 5
Mana Cost: 0
Cooldown: 6 seconds
Type: Magical/Physical
Description: You scream out as the Celestial and Infernal within you fight, bringing dread into your enemy’s hearts (can hit up to 3 targets). If you have more Infernal Malice effects stacked: you become immune to all physical attacks attacks for 3 seconds. If you have more Former Knowledge effects stacked: you become immune to all magical attacks for 3 seconds. If you have maxed out the stacks for both effects, you are immune to physical, magical and magical/physical attacks for 2 seconds whilst you and your allies’ get the Inspiration effect; increasing yours and their crit chance and haste by 20% for 5 seconds.

Rank 4/10 Passives

Guardian of Dreadfire
Rank Needed: 4
Type: Passive
Description: Strength and Endurance are increased by 20%

The First To Have Fallen
Rank Needed: 4
Type: Passive
Description: Intellect and Luck are increased by 20%

The Infernal King’s Blessing
Ranked Needed: 10
Type: Passive
Description: Haste and Dexterity increased by 30%

-Everytime you stack Infernal Malice (can only be stacked up to 5 times) your auto attack cooldown will decrease by 20%, your physical damage increases by 20% and magical damage decrease by 10%.

-Everytime you stack Former Knowledge (can only be stacked up to 5 times) your magical powers are increased by 20% whilst your physical abilities are decreased by 10%.

-"The higher health you have; the more damage you deal" as in the higher your current hp is; the more damage, it's not your maximum. Say if 300% = 0-1k Current HP, 301% - 500% = 1,001 - 2k Current HP, 501% - 700% = 2,001 - 3k Current HP, 701% - 899% = 3,001 - 4k Current HP, 900% = 4k+ Current HP.

-The point of this class is to see if the player wants to go full physical, full magical or balance the two out.

Fyrsa -> RE: =AQW= New Class Suggestions (2/20/2020 7:39:49)

Leviathan Warrior

Emerging from the inky depths, empowered by forbidden knowledge; the Leviathan warrior harnesses strength and curses alike.

The recent TLaPd event with the Leviathan Warrior gear gave me an idea for a class, somewhat inspired by the Kathool Adept from DragonFable.
Leviathan Warriors blend auto attacks with spellcasting, having high mana / health cost abilities that feel impactful, without being spammable.

Flavor Text:

Recomended Enchantment: Hybrid.
In order to survive the rituals required to become a Leviathan warrior, one must have both physical and mental fortitude.
Enhancing their strikes with arcane magic, these horrors of the deep strike a balance between martial and intellectual power.

Leviathan Warrior gain mana when they:
Strike an enemy in combat (more effective on crits).
Dodge an attack (restores HP as well).


Auto Attack - Psychic Slash: 150% Damage, 3.0 Speed. Physical/Magical:
Your strikes pierce into your opponent's mind, before allowing you to painfully sever the connection.

If Mink Link is not applied; it deals physical damage, and applies Mind Link to a single target.
If Mind Link is applied; consume Mind Link, dealing magical damage that cannot miss or crit.

(Makes your auto attacks alternate between melee and magic damage, with benefits to each.)

Rank 1 Ability - Ichorous Tendrils: 25 Mana, 5 Second Cooldown. Physical:
Utilising your altered body, you are able to manifest countless inky tendrils, confusing your opponent.

Deals moderate physical damage to the target, and applying Clouded Mind to it for 5 seconds.
Clouded Mind reduces enemy hit and crit chance by 50%, decaying to 0% over its duration.

(This works by applying 5 stacks that reduce them by 10% each, losing a stack each second.)

Rank 2 Ability - Blood Curse: 0 Mana, 10 Second Cooldown. Magical:
You draw upon your own life force to curse your opponent, draining their life force in turn.

Deals moderate self damage, and applies Blood Curse to the target for 10 seconds. Cannot miss or crit.
Blood Curse applies a light DoT to the target, and heals you for the damage done. Stacks up to 4 times.

(The DoT does 40/70/90/100% of its maximum damage and healing, at 1/2/3/4 stacks respectively.)

Rank 3 Ability - Rising Tide: 50 Mana, 15 Second Cooldown. Physical/Magical:
Summon enchanted tidal waves that crash into nearby enemies, throwing them off balance.

Deals a large amount of hybrid damage your opponent, and applies Capsized to them for 15 seconds. Doesn't stack.
Capsized reduces haste / dodge chance by 25%. Rising Tide always Crits against already Capsized enemies.

(This is a heavy mana cost AoE ability, which rewards you for subsequent casts.)

Rank 4 Passive - Slippery Mucus:
Your skin exudes a layer of protective mucus, making you hard to hit.

Your Dodge chance is increased by 15%.
(Nothing significant, but stacks well with Abyssal Ichor.)

Rank 4 Passive - Eldritch Glyphs:
The arcane runes across your body use blood in exchange for power.

Increase all your healing, damage dealt, and damage taken by 20%.
(Grants increased power, but both apply to Blood curse so be careful.)

Rank 5 Ability - Profane Ritual: 75 Mana, 30 Second Cooldown. Physical/Magical:
You strike a bargain with Kathool, unleashing your inner Strength or Intelligence.

Deals massive damage to the target, and buffs you for 10 seconds. Cannot miss, and always crits.

If Mind Link isn't applied, the damage dealt is physical, and it applies Cabalic Power to you.
Cabalic Power increases your damage dealt by 80%, and heals half your hp over 10 seconds.
During this time, you cannot regain mana, and your attacks no longer apply Mind Link.

If Mind Link is applied; the damage dealt is magical, and it applies Psychic Barrier to you.
Psychic Barrier reduces your damage taken by 80%, and restores 50 mana over 10 seconds.
During this time, you cannot regain health, and your attacks longer consume Mind Link.

(This is your final gambit, enhancing melee or spellcasting at a price.)

Rank 10 Passive - Kathool's Blessing:
As a loyal servant of the depths, you have reached a true enlightenment.

Your abilities cost 20% less mana. (e.g. Profane Ritual reduced from 75 to 60 Mana, etc).
(The class has high mana costs with short cooldowns, and this alleviates that somewhat.)

miles83378 -> RE: =AQW= New Class Suggestions (3/18/2020 23:11:02)


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