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RE: =AQW= New Class Suggestions

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8/2/2015 22:38:38   

A favorite concept of mine is the high risk-high reward play style of the blood mage from DA2. Using your own health to make your spells exponentially more powerful while still managing both your health and mana was a very fun way to play.

Blood Mage
Description: Harness the most innate of magical energies: Your own life energy.
Mana Regen: Blood Mages gain mana when they:
Drop under 75%, 50%, and 25% health, with mana regen increasing the lower health drops
Are struck by an enemy in combat

Auto Attack (Rank 1)
Mana Cost: 0
Health Cost: 2% per hit
Cooldown: 2 Seconds
Type: Magical
Description: A basic attack, taught to all adventurers. Your blood magic empowers is, hitting for 120% weapon damage each hit.

Blood Sacrifice (Rank 1)
Mana Cost: 0
Health Cost: 10% of max health
Cooldown: 5 Seconds
Type: Magical
Description: Sacrifice some of your own blood to empower your spells. Increases damage of spells by 50%.

Drain Essence (Rank 2)
Mana Cost: 30
Health Cost: 0
Cooldown: 5 Seconds
Type: Magical
Description: Strike all enemies around you for 150% weapon damage, healing yourself for 50% of the cumulative damage done.

Boiling Blood (Rank 3)
Mana Cost: 20
Health Cost: 10% of max health
Cooldown: 15 Seconds
Type: Physical
Description: Boil your own blood, inflicting yourself with a small DoT for five seconds, but doubling your haste and crit chance for 10 seconds.

Thick Blood (Rank 4 Passive)
Description: Increases Health by 10%.

Blood Mage's Strength (Rank 4 Passive)
Description: Reduces damage taken by 10%.

Siphon Strike (Rank 5)
Mana Cost: 0
Health Cost: 30% of max health
Cooldown: 10 Seconds
Type: Magical
Description: Show your true power as a Blood Mage! Hit for 300% weapon damage for 3 seconds, while increasing the strength of your other abilities by 10% for 5 seconds.

Undying Will (Rank 10 Passive)
Description: When hit by a lethal attack, has a 20% chance of fully restoring your health, at the cost of all of your remaining mana.

Values can, of course, be changed for balance, but the theme is the same. Using health and mana to power yourself for large chunks of damage (Boiling Blood + Siphon Strike, anyone?), while also being able to out sustain nearly everyone. Hitting 25% health should restore nearly enough mana for a free Drain Essence, allowing you to survive (theoretically) indefinetely.

< Message edited by Arachnid -- 8/2/2015 22:41:49 >
AQW  Post #: 26
8/2/2015 23:15:10   
PokeManiac Pl

Light Master Class (Luxomancer)

Light Masters use the pure light energy to fight. They use light to fight and heal, and to destroy undead opponents.

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

100% weapon damage, 1.5 speed.

Rank 0
Glow Strike (Auto Attack) - Magical
1.5 sec cooldown
A basic attack that is performed faster and is susceptible to different effects. (Attacks 3 targets, damage increases
by 10% with each color.)

Rank 1
Light Embrace - Magical
20 mana, 25 sec cooldown
Gather and embrace the light from nearby opponents dealing light damage and applying 'Light Embrace' to
yourself. (75% base damage, attacks 3 targets, increases stats(damage, haste, crit +5%), stacks up to 10,
lasts 50 seconds.)

Rank 2
Lux Alica - Magical
15 mana, 3 sec cooldown
Cast a mysterious spell at your opponents in the search of a part of the spectrum. (120% base damage, attacks
3 targets, applies a color* in the following order: Red, Orange, Yellow, Green, Blue, Indigo, Violet)
*Colors have no stat effect.

Rank 3
Enlightenment - Magical
35 mana, 15 sec cooldown
Convert the light energy into healing energy and heal yourself and 2 allies applying a HoT for 8 seconds. May
also apply Light boost. (Applies 'Enlightenment' HoT, heal depends on your weapon damage and amount of light
embraces, 10% chance to apply 'Light Boost'*, attracts monster attention when used(3).)
*Doubles haste for 8 seconds, applied to those healed.

Rank 4
Brightened - Passive
Increases hit and crit chance by 8%.

Rank 4
Light Protection - Passive
Magical and physical damage recieved decreased by 10%.

Rank 5
Spectral Blast - Magical
40 mana, 16 sec cooldown
A powerful blast that is released from your body into your opponents dealing high damage under certain conditions.
(20% base damage, damage increases with each color*, damage is doubled if at least one Light Embrace is active,
attacks 3 targets.)
*Red +10%, Orange +20%... Violet +70%. (300% with all colors. x2 with Light Embrace)
^Consumes all colors when used.

Rank 10
Light in the dark - Passive
The light that surrounds you, revives you instantly after death.
(Activates only when you have either Enlightenment or Violet applied. When HP reaches 0, automaticaly heals you to 50%
of total health.)

All skills deal 50% more damage to undead monsters.

Though it is not my choice, I would like to suggest the skill icons http://imgur.com/hhKIOS6 .
This is mostly a farming class, though can be used for soloing I guess. It is definitely not a 1vs1 PvP class, as the skills don't do much at the beginning. May be used
for group PvP.

All values may be changed for balance and so can Rank 10 passive, if too powerful.

< Message edited by PokeManiac Pl -- 8/3/2015 13:32:55 >
AQW  Post #: 27
8/3/2015 16:03:31   

The master ranger class has a ranged auto attack so I'm suggesting casters have the same thing.
Same damage and speed but they all look different depending on the class.. like the wizard throwing arcane balls while the pyromancer throws fire.
Some like the necromancer or the royal battle mage wont need this because being a melee fighter kinda makes sense.

< Message edited by godrick -- 8/3/2015 17:20:32 >
AQ AQW  Post #: 28
8/4/2015 8:47:35   

One of my favorite classes was the Soulweaver so I'm suggesting it now.

Soulweavers Gain Mana When They:
-Strike first in battle
-Hit an enemy

Note: This is a Battlepet compression class

Soul Pierce/ Glacier Strike(Auto)
0 MP; 2.0 Sec; 100%
Applies 1 stack of Soul Aegis increasing Dodge by 0.5% Max 30 stacks. When you have Aegis applies the stacks instead decrease your opponents haste by 0.55%

Summon Aegis
20 MP;3 sec
Equips Aegis. Applies Aegis which Increases Damage by 1%. Cast Again to remove Aegis(Effect)

Banishment/ HailStorm

15 MP;6 sec
6 hits of 60% dmg across all enemies. When you have Aegis this instead does 1 hit of 140% dmg to all enemies

Concentration/ Soul Aegis
20 MP;10 sec
Applies Concentration increasing your BtH by 10% and your Crit by 15% for 7 sec. When you have Aegis equipped this increases your chance to dodge by 40% - 60%.

Passive: Soul Vaccum
You heal 10% dmg done from your Auto Attack

Passive: Ice Domain
Increases your defense by 10%

Soul Synch
50 MP; 20 sec
Stun yourself for 4 sec then deal a massive blast of 460% dmg.

Rank 10 Passive: Has a 1% chance on every Auto Attack to greatly increse haste and damage(75%) for a very short duration(4 sec)
AQ DF MQ AQW  Post #: 29
8/6/2015 18:56:40   

i want to see the Dragonlord class revamped. not the look of the armor, becuase it looks great; but the skills he has. it doesnt fit at all with what the dragonlord is capable of. It almost feels like they just gave him awesome armor and were lazy with the lore behind his attacks and skills. for instance the cursed blade. i cant recall a moment in dragonfable where the dragonlord is able to use a skill thats related to the "cursed blade" skill in aq worlds. the animation for it even distances itself from the lore. i feel like they didnt put enough thought into this and were just hoping people would just simply be happy its in the game. i expect every class to deserve the same amount of work and attention and this class needs attention.

the lore behind a dragonlord states he/she becomes stronger by bonding with a dragon. why is there no animation for this in aq worlds? who came up with the wasted attack skill "cursed blades"?
DF AQW Epic  Post #: 30
8/7/2015 21:25:50   

This class is based on the pyromancer class defensive/nuke system and the Darkblood stormking MP regain/health regain function turning the electromancer into a huge int defensive/nuking class capable of soloing huge bosses and a medium potential PvP class

Mad electromancer

Description:With the help of mad science and storm magic, embrace the power of ARC energy and apply it to create a mad amount of HIGH artificial storms!
Speciel effects: Mad electromancers gain mana when:
-Hit an enemy when charge is applied( recover 30% of the total mp)
-hit an enemy on combat, especially on crits( annulled when charge is active)

Rank 0
Mad attack
Description:A mad attack that paralyzes your enemy
0 MP
2.0 cooldown
Note: do 40% of magic damage

Rank 1
Clear energy arc
Type: magical
15 MP
4 secs cooldoown

Description:Summon the arc energy of your body channeling it to your hands and shooting it to your enemys, applying Charge to the user, increasing int 3% per stack for 6 seconds. Limit of 5 stacks
Note: does 50% of magic damage on impact

Rank 2
Artificial thunder
30 mp
15 secs cooldown
Description:Call an arcane thunder modified with mad science to the land, hitting all the enemies on land and applying the user thunder-ward, healing an amount of health( 30% of the max health) and countering the 20% of all the hits received for 6 seconds
Note:Does 70% magic damage on impact

Rank 3
40 mp
35 secs cooldown
Description:Throw a lighting imbued with energy arc and fire magic, strongly falling into your enemy, applying him Arcane flame shock, stunning him for 4 secs and causing a DoT for 8 secs (DoT does 30% magic damage per sec)
Note: Does 200% magic damage on impact

Rank 4 passives

-Lighting soul: increases int by 15%
-Feel like a storm: increases wisdom by 20%

Rank 5
One with the lighting
50 mp
40 secs cooldown
Description:Call a huge arcane lighting to you, damaging you(40% of your max health) and transforming you into a living lighting for 10 secs
Note: Increases int 20%, haste 35% and crit chance by 10%

Rank 10
Storm madness
Description:Rarely, you release arc energy stored in your body and sending it to your enemy
Note: Does 130% magic damage and lowering 20% of the defense of the enemy for 6 secs

Thanks for reading my post, hope that you add the Mad electromancer to AQW
AQW  Post #: 31
8/8/2015 20:46:34   

2nd Class Suggestion
Elemental Storm Dragon

This class is a Hybrid of Elemental Dracomancer and Darkblood Stormking

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

Auto Attack
Rank needed: 0
Mana Cost: 0
Cooldown: 2 secs
Type: Physical
A basic attack, taught to all adventurers. (Does bonus magical damage)

Heavy Rain
Rank needed: 1
Mana Cost: 40
Cooldown: 10 secs
Type: Magical
Summons a heavy rainstorm above you and your enemies. Since you're so adapted to fighting in the rain, it increases your haste slightly. The enemy will suffer from haste reduction. Lasts 20 secs.

Burning Lightning
Rank needed: 2
Mana Cost: 20
Cooldown: 5 secs
Type: Magical
Fires a bolt of lightning infused with dragonfire. Deals moderate damage. If enemies are effected by Heavy Rain, you also heal yourself.

Thunder Roar
Rank needed: 3
Mana Cost: 20
Cooldown: 5 secs
Type: Magical
You shout at your enemy with thunderous might. Deals moderate damage. Has a chance to stun your opponent for 4 secs. If enemies are affected by Heavy Rain, you will regain 40 Mana.

Knowledge of a Dragon
Rank needed: 4
Type: Passive
Increases Int by 10%

Storm Master
Rank needed: 4
Type: Passive
Increases Crit Chance by 10%

Dragon Pulse
Rank needed: 5
Mana Cost: 50
Cooldown: 10 secs
Type: Magical
A shocking wave of thunder blasts out of you doing high damage to all enemies in range. Also gains the effect Pulse which make your abilities Area of Effect. You can only regain Hp and Mana off of one enemy.

Shocking Impulse
Rank needed: 10
Type: Passive
Once in a great while, you will gain 4 times the damage on one of your abilities.

< Message edited by Yucheng3 -- 8/8/2015 20:56:03 >
Post #: 32
8/9/2015 8:49:36   

Soul Reaper

After years of training, you have mastered your powers of a Soul Reaper, controlling the lost souls of the Underworld to power you up to a nearly unbeatable force.
Weapon Damage: 120% Speed: 2.0
Mage Mana Regen Model

Soul Strike
Physical, 0 Mana, 2 Second Cooldown

Strike directly at your enemy's soul, powering up yourself in the process. Applies Soul Reap with each strike.


Soul Reap increases the power of the hero (Damage, Heal, Buff, Debuff etc.) with each stack. Lasts 6 seconds, unless re-stacked.

Curse Of Spirits
Physical/Magical, 10 Mana, 5 Second Cooldown

Call upon the spirits of the dead to lash out at your enemy. Does low damage and applies one of two effects on the target.


Highway To Hell - Decreases Damage Output and Haste significantly
Stairway To Heaven - Decreases Crit Chance and Hit Chance significantly
significantly = 40-50%
Cannot miss but cannot crit also.
Highway To Hell consumes Stairway To Heaven and vice-versa.

Underworld Protection
Magical, 30 Mana, 10 Second Cooldown

Hades sends his regards! Heals you and upto 2 allies around you to bring them back from death, also heals you a bit more over the next 8 seconds.


Heal is relative to the difference between maximum and current hp.
Strong HoT (starting at around 200-225 per tick), lasts 10 seconds (5 ticks) (1 tick every 2 seconds for those bad at math)

Blessing Of Styx
Magical, 25 Mana, 8 Second Cooldown

You drag your enemy into the River Styx, dealing moderate damage to the target, also applies the Blessing Of Styx onto you.


Blessing Of Styx - Increases Evasion by 30% and Crit Chance by 40%.

Rank 4 Passives: Pool Of Dead & Charon's Merry Ferry

Pool Of Dead - Increases Endurance by 15%
Charon's Merry Ferry - Increases Haste by 20%

Rest In Pieces
Physical/Magical, 40 Mana, 12 second cooldown

Your soul fully taps into the power of the Underworld, hitting your enemy with a powerful attack, also applying a secondary effect based on what Curse Of Spirits had applied.


Does very high damage, guaranteed crit. Secondary effect as follows -
Highway To Hell -> Eternal Agony - Strong DoT lasting 12 seconds
Stairway To Heaven -> Eternal Peace - 5 second Stun

Rank 10 Passive: Shroud Of Death

Randomnly, on hitting your enemy with Soul Strike, a Shroud Of Death covers you for 15 seconds which increases your critical damage, and has a small chance to reduce attacks on you during that time to do 0 damage.


Shroud Of Death - 10% chance to activate on Soul Strike, lasts 15 seconds, increases critical damage by 50%, attacks on the player have 25% chance to do 0 damage.

Side Note: All damages and heals increase with the number of stacks of Soul Reap.

Hope you guys like it.

< Message edited by Tyroniter -- 12/23/2015 15:49:16 >
AQW  Post #: 33
8/10/2015 20:20:01   

Hello, here's my idea of my class Suggestion "Evolved Bard Class". Bard Class is one of my favorite classes in the game and as a useful tool in team (Party), alone and PVP mode. Here is a evo of bard, i hope you like.

Weapon damage 100% - Speed 1.5
MANA 0 - Cooldown: 1.5 Seconds
Type: Magical
Deals additional magic damage
Description: The music is the best expression of the heart and the feelings. Now you have the power to reach the hearts of others!
Let others feel the power of your mighty melodies.

Special Effects
*Evolved Bard Class gain mana from all hits landed in combat, and especially on crits.
*The amount depends on the damage relative to “their own” HP total

Consonance: (25 MANA - 15 SEC Cooldown)
Creates a "Heal over Time" decent and Mana recovery is 20% more faster, aslo rises the resistance by 25% to all nearby allies by 15 seconds

Tritone: (12 MANA - 2 SEC Cooldown)
A moderate damage up 3 targets, reduces the target's haste by 25%. Applies a DoT that increases per each Attack of Tritone, lasting 12 seconds (Haste only reduces 25%)

Musical Harmony: (25 MANA - 15 SEC Cooldown)
Increases damage, Haste and Probability of critical hits by 25% to all nearby allies by 15 seconds

Passive Ability: Intellect and wisdom increases 20%
Passive Ability: Mana cost is 15% less

Disharmony: (30 MANA - 25 SEC Cooldown)
Up 3 targets. Applies "Cognitive Dissonance", reduces target's strike damage and Critical Hit chance by 50% for 15 seconds

*RANK 10:
Passive Ability: Mana cost is halved for 15 seconds

< Message edited by NiemAQW -- 8/15/2015 22:27:38 >
AQW  Post #: 34
8/11/2015 12:02:26   

Class: Sword Summoner
Weapon Damage: 85%, 1.5 speed
Description: A class that summoners swords to it's side for a variety of purposes.
Special Effects:
>Sword Summoners gain mana when they:
> Strike an enemy in combat (more effective on crits)
> Are struck by an enemy in combat

Auto Attack (Pierce)
Rank Needed: 0
Mana Cost: 0
Cooldown: 1.5 seconds
Type: Physical
Description: A rapid attack studied by only a reclusive few.

Sword Summon
Rank Needed: 1
Mana Cost: 35
Cooldown: 16 seconds
Type: Magical
Description: Summon swords to your side while increasing your attack but will also making you take more damage too.
Note: Pet is Summoned Swords(CC) Temp.

Blade Manipulation
Rank Needed: 2
Mana Cost: 15
Cooldown: 8 seconds
Type: Physical
Description: Call out your swords to attack up to 5 targets, doing moderate damage, or block 5 incoming attacks.
Note: 50% chance for either to happen.

Fatal Daze
Rank Needed:3
Mana Cost: 20
Cooldown: 10 seconds
Type: Physical
Description: Shoots your summoned swords into 3 opponent's nerve points, doing moderate damage while reducing their attack speed and power for 7 seconds.

Rank Needed: 4
Type: Passive
Description: Increase Critical Chance by 10%

Body Gamble
Rank Needed: 4
Type: Passive
Description: Increase damage taken by 10%

Rank Needed: 5
Mana Cost: 45
Cooldown: 30 seconds
Type: Physical
Description: You focus your mass power to fuse all your summoned swords into one deadly weapon. Using your precise aiming, you strike your enemy with a powerful, inevitable hit.
Note: Unavoidable critical damage dealing 320% damage on impact.

Post #: 35
8/11/2015 19:04:43   
sam da great

I think it'd be amazing to see a DeathNote parody on here (maybe call it Death Book or death/God of Death shop?) and i know many would buy these items. and a shinigami class with ryuk and light as looks ryuk as the class it could have lights suit as an armor his hair for a helm chibi ryuk for a cape and a death note for a weapon possibly call it death book XD while you could have ryuk for another armor and the class armor with his crazy hair as a helm and his wings as a cape while an apple for his weapon the class could be called god of death or simply death.

(God of Death Class)

weapon damage 90%

Description: gods of death take the lives of humans to increase their own lifespans.

Auto attack: a basic attack taught to all adventurers:
rank needed 0, mana cost 0 mana, cooldown 2 sec.

Potato chip: you take a potato chip AND EAT IT! :
rank needed 1, mana cost 25 mana, cooldown 10 sec.
These chips allow you to plan and fool your enemy. dodge and luck are increased.

Death's book: The victims of your Death book add their life to your own:
rank needed 2, mana cost 35 mana, cooldown 15 sec.
you absorb the life of your victims and a moderate HoT is applied.

Find name: through research and luck you desperately attempt to find the name of your target.
Rank needed 3, mana cost 10 mana, cooldown 5 sec.
Haste is increased and you build research stacks stacking up to 4 increasing the chance of finding the targets name greatly stacks also increase luck slightly.

Rank 4 passives: 1 Eat apple: gods of death like apples... HoT is increased by 25%. 2 Divine help: a god is on your side, a god of death... your luck is increased by 10%.

Write name: You write your victims assumed name in your death book.
Rank needed 5, mana cost 40 mana, cooldown 20 sec.
You've finally found the targets name or have you? adds 1 of 2 effects. 1 alias: the name was simply an alias and you've failed. a DoT is applied to yourself in your failure. 2 I WIN: you have succeeded causing massive and unavoidable damage to your target. (this effect's likeliness is boosted by research stacks and consumes them)

Rank 10 passive Death's eyes: you have Death's eyes! your victory is insured and your target will perish instantly. (this effect has an insanely low likely-hood but will kill the target instantly)
AQW  Post #: 36
8/12/2015 3:49:14   

This class doesnt have to have a storyline related,but it would help.
Description:Through unlocking the full brains potential,you discover the true will power needed to harness such suffocating madness.You stand to only manipulate the world as your eyes see fit.
Mana regen: Psychomancers gain mana when they... -Strike an enemy in combat(more effective on critical strikes) -an enemy misses an attack(not related to dodging,only misses)
Thrash(rank 1,auto attack,3 second cooldown)-Holding back a strike is no option,this strike slightly disorients enemies,applying Thrash,reducing there hit chance by 5% for 4 seconds on each auto attack.Does not stack,fades when Distorted reality is active.
Ravage(rank 1,10 mana 4 second cooldown,range-far)Amassing such redefinition of the world around,you solidize the air around as a projectile .Strike up to 2 opponents for light damage,applying Anarchy for 6 seconds,reducing enemy haste and damage by 10 percent.
Brain storm(rank 2,40 mana,6 second cooldown,range-far)Unstable electrodes within the brain release a static impulse wave,hitting up to 4 enemies for moderately high damage while also applying Shellshocked,which will apply a small Dot on enemies,unless affected by Distorted reality,if affected by distorted reality,it will lower enemy hit chance by 20%.
PSIght(rank 3,25 mana,20 second cooldown,status effect)Madness perceives reality in a clearer state,applies Dellusional raising damage and damage resistance both by 25%,also applies Distorted reality reducing haste by 10%.Lasts 12 seconds.
Rank 4 passives- Sounds of madness-Increase haste by 20%,decrease crit chance by 5% No plan B-Increases all damage by 10%,damage taken increased by 5% Cataclysmic Dark Matter(rank 5,70 mana,22 second cooldown,range-far)-Rupturing the fabric of space and time,you summon an explosive charge of dark matter,doing massive damage to all enemies in range if Distorted reality is not active.If distorted reality is active,instead mana cost is halved,also applies Spacial Corrosion decreasing enemy damage and hit chance by 25% for all enemies in range ,doing moderate damage.Spacial corrosion lasts 10 seconds.
This class is built around wizard/spellbreaker,in which makes all moves magical.Auto attack is 140% damage,damage for remaining attacks are- Ravage-80% damage Brain storm-150% damage Cataclysmic Dark Matter-200% w/Distorted reality.W/out Distorted reality,does 500% weapon damage. Class designs vary,but must contain at least 1 new attack animation,and the outfit must have cc glowing eyes(cc to eye color) If the class needs rewired i wouldnt mind a bit ,but the concept its going for(AoE ,blinding enemies for mana,slow haste for dmg and resist,etc.)is pretty solid i do believe...possibly^.^

< Message edited by dante1212 -- 8/12/2015 3:56:16 >
Post #: 37
8/12/2015 15:10:40   
Boreas Grim/Borea

Unholy Dark Caster

Once a simple Dark Caster fell into the Void. To survive he had to use a new type of magic they had created there. Now you posses Borea’s Unholy magic as a token of his Favor

90% Class Weapon Damage
Base Stats for level 60/65
Strength: 28/30
Intellect: 152/164
Endurance: 92/100
Dexterity: 51/55
Wisdom: 69/75
Luck: 69/75

Stats (Total) With Enhancements (Full Wizard)
Strength: 28/30
Intellect: 209/366
Endurance: 129/141
Dexterity: 51/55
Wisdom: 106/157
Luck: 144/157

Hit: 97.19% 97.52%
Haste: 19.31% 20.05%
Critical: 26.56% 27.57%
Dodge: 16.22% 16.67%

Unholy Dark Casters gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to *their own* HP total and when “Unholy Consumption” is up you gain 8 mana every 2 secs

Unlocked at rank 1
Ability 1

Unholy Flash:
Hits up to 3 Targets
Cooldown: 6 secs
Mana: 15
A bright flash that does 150% weapon damage and decreases your enemy’s hit chance by 5% stacking up to 3 times also it gives a stack of “Unholy Aura” which increases Crit Damage, DoTs, and HoTs by 5% stacking up to 3 times and is used to increase the power of your other moves *Also “Unholy Aura” increases the power of a move by 10% per stack (They don’t get consumed by using a move)*
*Always will hit

Unlocked at rank 2
Ability 2

Barrage of the Dark:
Hits up to 3 targets
Cooldown: 8
Mana: 20
You concentrate several Unholy Blasts that will always hit your targets but will only do 100% weapon damage
*this attack deals more damage per a target

Unlocked at rank 3
Ability 3

Hits up to 3 targets
Cooldown: 15
Mana: 20
You Consume Your Enemy’s Life Force and Power
* Deals 250% Weapon Damage and it gives you and your enemy a Buff/Debuff called “Unholy Consumption” It gives you 8 mana every 2 secs and a HoT that is improved with more stacks of “Unholy Aura”. It gives your Enemy a DoT of the same amount also makes your enemy take 30% more damage for 8 secs.
*Cannot Miss

Unlocked at rank 5
Ability 4

Empowerment of the Unholy
Cooldown: 20
Mana: 50
You use a large amount of mana to increase the power of your abilities for 10 secs
*Increases your damage output by 20% and Haste by 10% for 10 secs


Unlocked at rank 4
Unholy Magic:
Increase Intellect and Wisdom by 10%

Unlocked at rank 4
Decrease Endurance by 10%

Rank 10

Power of the Legion
Increases Crit chance and damage by 10%

-Class designer Notes-

It does decently in PvP as long as it isn’t against classes with Reflective shields like “Artifact Hunter” “Blaze Binder” and “Pyromancer”. It can deal lots of damage and its mana regeneration is greater than most magical regeneration classes because of the passive “Broken” that makes its total health lower. Also all of it’s attack moves will always hit, making it a nightmare to high dodge classes like Leprechaun, Rogue/Rogue clones, Unlucky Leprechaun and Evolved Leprechaun

For soloing I would says it's great, it's decent damage output with a amazing HoT would make this class about as powerful as CC or LDK but it doesn't overshadow them completely.

For a group situation, I would say it could be a great help because of “Consumption’s” power to increase the amount of damage the enemy takes by 30% which is greater than LDK’s Touch of Doom ability by 5% in total and can be activated immediately instead of over time

For farming, it gets the job done but it isn’t amazing like other classes made for farming like Blaze Binder and Evolved Dark Caster

https://docs.google.com/document/d/18xM4CPPqbDDwlrrvppM-4pEs4mhR70ry5ssV_ft0Ccs/edit for the class skill images

< Message edited by Boreas Grim/Borea -- 8/12/2015 21:49:12 >
AQW  Post #: 38
8/14/2015 2:12:17   

This is my first class design that i took the time to build and balance so it might still some holes but pm me what you think! (Have made some edits on it and added what they are below the class breakdown!)

Warlock Class;

Warlocks are selfish casters focusing on healing only them selves relying on dark magic to
destroy their foes!
Due to the evil path these Acolytes have decided to take the spells in their Arsenal have a
chance to back fire horribly.

warlocks regain mana through two of their abilities:

When "Injected Darkness" is casted any damage taken by that target and/or you returns mana
to the Warlock.(more effective on crits.)

When "Dark Frenzy" is cast on yourself and/or a hostile target, any strike that lands on
this target and/or yourself returns mana to the Warlock. (restores HP as well)

Dark Essence
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: Deals spell damage and has slight chance to cast additional effects based on

what spells have been cast.
(dark redivision)
* if soul split; you will receive either a minor HoT or DoT.
(ImPerfectly misenraged)
* if Dark frenzy; either increases your target's haste by 5% or decreases your's it by the

same amount.
(dreadlord's oblige)
* if Injected Darkness; you will recevie a moderate heal or a moderate DoT.
(Dark Armor)
* if Embrace the Darkness; Reduces your incoming damage by 25% or outgoing damage by the

same amount.

- Dark Essence's cast rate is 25% chance per auto attack and the effect's rolls are 50/50

meaning both have a equal chance to roll.

- Dark Essence's effects depend on what ever skill was used last.(So if Dark Frenzy was the

last skill to be used when dark essence gets casted then that effect for that skill would


Soul Split
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 5 Seconds
Type: Magical
Description: Splits the target's soul lowering damage and draining some of its life and

you for the same amount.
Note:Has a 7% chance to split your soul giving you a minor DoT and heal the target for a

moderate amount.

Dark Frenzy
Rank Needed: 2
Mana Cost: 5 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Your darkened state has a chance to empower you and/or a hostile
target with an increased chance to critically strike by 25% for 4 seconds.
Note: Has a 13% chance to fail giving your target the buff!

Injected Darkness
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 17 Seconds
Type: Physical/Magical
Description: Deals moderate damage and reduces your opponents and/or yourselfs chance to
critically strike and damage output by 11% for 7 to 16 seconds.
Note: Deals 75% weapon damage, Has a 3% chance to fail giving you the debuff.


Dark Pact
Rank Needed: 4
Type: Magical
Description: Increase DAMAGE OUTPUT by 10%

Pure Darkness
Rank Needed: 4
Type: Passive
Description: Increase CRIT CHANCE by 12%


Embrace the darkness
Rank Needed: 5
Mana Cost: 40 Mana
Cooldown: 10 seconds
Type: Physical
Description: Reduces your incoming damage by 75% and outgoing damage by 25% for 8 seconds.
Note:Has a 7% chance to reduce your incoming damage by 25% and outgoing damage by 75% for

12 seconds.


Alone in the dark
Rank Needed: 10
Description:Has a slight chance per auto attack to cast you and your target in to the

ultimate place of darkness, The void.
Note: Has a 1% chance per auto attack, Deals Massive Damage which cannot be avoided(1000000

times your next hit) and you also receive a massive DoT.


Thanks for all the feed back i have made some chances based on that and have decided to

change the name as well, As far as a rank 10 passive i dunno if AE is even adding those any

more but i will add one once i learn otherwise. I know the name i changed it to isn't

original however the name fits the skill set and i thought it was the best choice i really

hope AE thinks about adding this into AQW!

Yeah they still do rank 10 passives xD also added an auto attack.

Edit3: So i decided to explain why i made the 'dark essence' auto attack's "perks" the way
they are, I wanted it to be balaced at first that's what the whole 'dark healer'* class
was all about for every possitive there is a horrible negative also have changed the auto
attack's name from 'dark blade' to Dark Essence and with every change i make i have the
goal and hope it will make it into AQW!

*Dark healer was the class's first name now it's Warlock.

Edit4: Why did i change the name to warlock? well in AQW even though it's rare they have a class called 'Witch' which* was preferably suited to woman only. Mine pays homage to that however is for both male and female genders alike and it was a no brainer considering how much witches and warlocks are tied to one another...

*Puns :3

< Message edited by chrisonius -- 8/16/2015 0:57:37 >
AQW  Post #: 39
8/14/2015 10:33:15   

So there's like 5 chaos slayer class with same skills set

4 of them is chaos slayer, can obtained with reputation farming

The other one is chaos champion which cant be obtained by rep farm

Pls remove paragon and courages status from chaos champion class

Make the chaos champion class different from the other chaos slayer class
Post #: 40
8/15/2015 6:18:45   

Heyo. I'm here to randomly donate what i think are two awesome ideas to this wonderful list of suggestions, and class ideas. :3

First Class:
Elite Knight
Hit%: 95% (roughly)
Crit%: 15-18%
Haste%: 20%
Evasion%: 18
STR: 149
INT: 10
END: 90
DEX: 149
(These are the same as a level 65 Berserker without adding the enchantment bonus's)

Mana Regen Style: Warrior
Gains mana back for every hit you take and send out, more potent on crits.

Auto Attack:
Trained Strike
2.4 Second Cooldown
135% base damage.
Only knights trained in combat can use their weapon with such grace, as the Elite Knights show.

Rank 1: Prediction
4 Second Cooldown
10 Mana Cost
Studying your enemies moves and predicting the next one, the Elite Knight gains 5% Dodge chance, and 5% extra damage. Each effect stacks 4 times and lasts 10 seconds
Skill deals 100% weapon damage

Rank 2: Precise Strikes
8 Second Cooldown
15 Mana Cost
The elite knights intense training makes them far harder to dodge than most forms of warrior! Increases hit chance by 20% and crit chance by 5%, Effect lasts 4 Seconds.
Deals 200% weapon damage, cannot miss but cannot crit.

Rank 3: Knights Shield!
18 Second Cooldown
25 Mana Cost
A knights shield is their greatest tool, and with yours, you apply a strong HoT to you and one ally(150-200) and take 40% less damage
as well as adding extra mana for every strike, for 6 seconds!

Rank 4 Passives

Knights Rage: Increases Damage by 10% and haste by 15%

Knights Courage: You take 15% more damage, but gain 5% crit chance

Rank 5: Imbued Strength
25 Second Cooldown
40 Mana Cost
Using the strength of your ancestors, you deliver a deathly attack that always critical hits, also applying Bleeding Out!
to the target, causing them to take progressively worse damage for 5 seconds.
750% Weapon Damage, DoT starts at 100% Wep DMG and goes up by 25% for every tic it is active.

Rank 10: Rarely the Elite Knight decides to target the weak spot of the monster, severely crippling it reducing its damage by 50% for 10 seconds.
Deals 300% weapon damage, with a 8.5% chance to activate.

Class 2:
Earthen Vanguard

Hit% 95%
Haste% 15%
Crit% 28%
Evasion% 10%
STR: 134
INT: 24
DEX: 110
WIS: 50
LUCK: 30
(Same as a level 65 Glacial Warlord)

Mana Regen Style: Warrior
Mana gained when you strike a foe, or take damage, More effective on Crits.

Auto Attack:
Earthen Strike
2.8 Second Cooldown (WOAH, THATS SLOW!)
190% Base Damage (oh... Thats why!)
As an Earthen Vanguard, you move slow, but your hits always HURT.

Rank 1: Become Mud
10 Second Cooldown
30 Mana Cost
As an earthen vanguard, you have the choice to become much less solid, and move faster.
35% Haste and 10% dodge bonus, but lowers damage by 25%

Rank 2: Tremors
5 Second Cooldown
20 Mana Cost
Your immense weight allows you to smash the ground to terrifying effect. Harming your enemies and reducing their damage by 30%!
Deals 240% weapon damage

Rank 3: Become Adamantium
20 Second Cooldown
35 Mana Cost
As a Vanguard you are given the ability to become a near impervious metal monster! Reduces haste by 35%, makes you unable to dodge,
BUT it increases your damage by 40% and makes you take 65% less damage as well as 15% more crit chance, for 8 seconds. Also makes "Become Mud" unavailable until the effect wears off.

Rank 4:
Steel Skin: Damage Taken is reduced by 20%, Haste is reduced by 5%
Molten Core: Damage dealt is increased by 10%

Rank 5: EarthQuake!
14 Second Cooldown
45 Mana Cost
Crush the ground beneath you, causing an earth quake that shakes the earth to the very core, searing the enemy and you in the process,
however, the flames only fuel your unstoppable fury!
Deals 500% weapon damage, applying a 150% weapon damage DoT to the enemy, and giving you a 125% weapon damage HoT. Effects last for 6 Seconds.

Rank 10: Fires of Lore
Very rarely you shatter the very foundations of Lore sacrificing some of your own HP to deliver an ungodly attack upon them.
Deals 1200% weapon damage with a 3/5% chance of happening, takes 50% of your CURRENT HP (To keep this from killing you upon activation.

I hope people enjoy these Warrior like suggestions, and i would love to see these get used!

< Message edited by deathroythegreat -- 8/20/2015 5:52:25 >
Post #: 41
8/15/2015 7:00:08   

ok so heres my class suggestion ( this is my first day on forums so i don't get how it works)
nymph class

Description: nymphs are beautiful creatures born from the ocean, Blessed with the power of sound they use their voices to lure their enemies closer to them in order to protect their comrades, You have been gifted with the secret arts of the nymph race whilst still retaining your human form as it slowly eats away what's left of it

requires : shaman rank 10 and bard rank 10 ( if it is not possible as a tier 2 class then thats fine)

special effects:
gains mana each time caster is hit

class skills

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

Water barrier
rank needed: 1
mana cost: 26
cooldown: 8 seconds
type: support/defence
description: reduce all incoming damage by 15% whilst also increasing all friendly targets defense by 10% for 8 seconds restoring a little bit of mana to the caster each time they receive dmg

frozen tundra
rank needed: 2
mana cost: 31
cooldown: 6
type: healing
description: pay homage to a deity of the ocean to borrow its tremendous power, but at what cost , bestow a heal to yourself and all friendly targets around you whilst also receiving small DoT that lasts 4 seconds, heal is based on weapon DMG

Absolute order:
rank needed: 3
mana cost: 22
type: magical
cooldown: 21
description: you begin to sing a song that cause all enemies around you to sway in a hypnotized state and move towards the sound of your voice, causes all enemies to only attack you and you alone for 9 seconds may cause a stun that lasts 3 seconds

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

unlimited knowledge
rank needed: 4
type: passive
description: increase your wisdom by 10%

aurora borealis:
rank needed: 5
type: magical
mana cost: 36
cooldown: 21
description: blind your enemy with the colours of the northern lights reduce enemy damage by 20%, lower your enemies attack speed and reduce all mana costs by 3% lasts 8 seconds

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

please im currently still working on it and may do another one ~Aspar
AQW  Post #: 42
8/16/2015 8:39:46   

Punisher Class
1: Agressive Torture
A hit that can't miss and applies Deaths Call DoT for 4 seconds
2. Pile Drive
Summon a Gryphon to come and Crush your enemy increasing damage they take
3. Defensive Manśuvres
Block your enemy leaving your Gryphon to fight for you while you recover some health for 8 second and reduces all hits to 0
4. Gryphon Empowerment
Double your damage and increases your strength for 16 Seconds
AQW  Post #: 43
8/19/2015 18:03:04   

first class called The traitor

Rank 1 : auto attack
mana cost: 0
cooldown: 2 seconds
type: physical
description: Constantly stab friends in the back

Rank 1 : back stabber
mana cost:10
cooldown: 5 seconds
type: physical
description: stab your friend in the back causing bleeding effect( Dot- Damage over time). skill deals 150% of weapon damage.

Rank 2: sell yourself
Physical /Magical
mana cost:30
cooldown: 20 seconds
description: you sell you mana off to somewhere dark and mysterious for 1 of 3 things(33% for heal based off weapon damage, 33% damage reduction, 33% more haste and crit)

Rank 3: deal
mana cost:25
cooldown: 10 seconds
description: you trade 20% of your hp for increased haste and crit.

Rank 4: sadness
mana cost:20
cooldown: 10 seconds
description: you tears rains from the sky and does 250% weapon damage

Rank 5: Traitor
mana cost:40
cooldown: 30 seconds
description: You sell of you ally for hp, the monster if attack you will change target and attack the other person and the damage the person receives you will be healed. if no ally for you to betray you stun the moster for 5 seconds and every hit you do will heal you(70% chance of success) if failed the monster receives 10% more crit, 10% more haste, 10% more dexterity more 10 seconds(30% chance)
Post #: 44
8/19/2015 23:12:30   
sam da great

(Legion Auxiliary Class)

Weapon damage: 120% 2.5 speed

Description: Legionaries who've volunteered to serve as heavy infantry for the Undead Legion taking hits well and inspiring allies

Special effects: Legion Auxiliary gain mana when they:
Are struck by an enemy in combat
They(and or their allies) Strike an enemy in combat

Rank 0 : auto attack
mana cost: 0
cooldown: 2.5 seconds
type: physical
description: A basic attack taught to all legionaries.

Rank 1 : Basic thrust
mana cost:15
cooldown: 5 seconds
type: physical
description: A strong efficient thrust attack dealing moderate damage stacking 4 times then causing your target to bleed out putting a DoT on your enemy.

Rank 2: shielded
mana cost:30
cooldown: 15
description: you remember your armor training which reduces you and your allies' damage taken by 75% and blocks some attacks causing your foe to miss some attacks. (45% chance to also be applies to allies)

Rank 3: Legion entice
mana cost: 20
cooldown: 10 seconds
description: you take one for the team your enemies are aggro'd towards you dealing light to moderate damage to yourself causing your team to be more effective offensively and you and your allies do 400% damage for 6 seconds

Rank 4: heavy infantry
Effect 1: your damage taken lowers by 15%
Effect 2: your damage output increases by 10%

Rank 5: Throw pilum
mana cost:45
cooldown: 15 seconds
description: a ranged attack throwing a spear made of dark energy and legionary pride this attack has a higher chance to do high damage and increase DoT effects on the enemy; get a lethal blow inflicting massive damage on your enemy; or miss leaving you open for 2.5 seconds un-motivating you and slowing your attacks by 15% for 5.5 seconds

Rank 10: Strategic move
you and all your allies throw pilum at the target upon occassionally seeing a perfect opening.

heavy attack semi-tank and support class based off of the non-citizen soldiers in ancient rome. possibly a full set of armor based on ancient roman soldiers this game has so many greek sets but hardly any roman sets and none worthy of such a powerful empire. a beautiful gladius similar to that of cold steel's model and possibly a spear. while the armor being either a hamata (chain mail) or segmentata (main legionary armor you see) in full legion colors but of course with more skulls possibly making a living version and a dead version one of the helms possibly having a faceplate(legion skull for the face of course) I'd especially love to see it in a segmentata but i also love the legion archer armor so it matters not which is chosen
AQW  Post #: 45
8/21/2015 9:52:41   

Hello! :) This is my first post on Battleon yeah.

I would really like to suggest buffs to the Defender Class. It seems underwhelming from other classes that have "taunt" skills such as Blood Titan. I understand that this class was supposed to be a tanky, damage-absorbing support class but it seems a little bit outdated with all these new class entering the market. I was thinking about suggesting an entirely new class for this (coughcough Evolved Defender coughcough) but my projected skills seemed too similar to the original, so in my opinion a buff/rework would be more suitable.

Alright lets get on to it (changes are in italic)


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

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

Note: Basic attacks and whatnot.

Commanding Strike
Rank Needed: 1
Mana Cost: 10 Mana
Cooldown: 3 Seconds
Type: Physical
Description: Deals moderate damage and forces the target to turn it's attention to you for 6 seconds.

Note: This skill is unchanged; Commanding Strike deals 75% weapon damage for clarification.

Crushing Sweep
Rank Needed: 2
Mana Cost: 20 Mana
Cooldown: 6 Seconds
Type: Physical
Description: Strikes up to four targets in melee range, dealing moderate damage. Also applies Crushed, reducing the target's outgoing damage by 25% and increasing incoming damage by 10%. Lasts 10 seconds.

Note: Slightly enhances farming capabilities and fixed the "light damage" typo since the Wiki stated it deals the same damage as Commanding Strike.

Sigil Shield
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 14 22 Seconds
Type: Magical
Description: Mends a protective shield on yourself or an ally, absorbing all incoming damage up to an amount based on attack power. Lasts 11 7 seconds.

Note: Don't get me wrong, Retaliation is not a bad skill - it's just... mediocre and very situational. In fact, it does not benefit allies at all outside of dealing some damage to make the fight a little bit quicker. Sigil Shield is essentially Safeguard's shield buff, now with lower manacost and cooldown. Combined with Crushing Sweep, the enemy will have a hard time taking you and your allies down. Edit: NERFED! I knew there was something wrong with this skill; it's a bit broken. I tested original Crushing Sweep and original Defender's Oath on Ultra Drakath together and he deals literally no damage, while this new skill is basically a better "Shield" than the former thanks to the reduced downtime. Reduces buff duration and increases cooldown time. Thank you AquamorphTheGreat for pointing that out!

Rank Needed: 4
Type: Passive
Description: Critical Strike chance increased by 10%.

Note: This skill is unchanged.

Founder's Mark
Rank Needed: 4
Type: Passive
Description: Endurance increased by 15%.

Note: This skill is unchanged.

Defender's Oath
Rank Needed: 5
Mana Cost: 30 Mana
Cooldown: 25 Seconds
Type: Magical
Description: Engulf yourself or an ally in protective light. Applies Defender's Oath, a small Heal over Time that lasts for 8 seconds. Units affected by Defender's Oath cannot die under its protection; fatal attacks will leave them at 1 HP.

Note: This is it! This is the skill that urges me to post this Defender Class rework/buff. Defender does not really have a niche at the moment; it's like a hybrid between Healer and Enforcer? In my opinion, this skill is what defines a defender - keeping allies from dying. This skill really shines on PvP as it ensures that you (or your ally) survives for at least 8 seconds.

Final Remarks: That is all for my suggestion for the buff/rework. I am not really good with Mana/Cooldown numbers so someone might want to tweak that. That's it for my first, long post, I hope I followed the format :|

Have a nice day.

< Message edited by freehealth -- 8/30/2015 9:47:14 >
Post #: 46
8/21/2015 23:18:19   

Light Magician Class

Summons dragon battlepet?
Post #: 47
8/25/2015 11:29:41   
PokeManiac Pl

Paragon of Light Class

Since we have that awesome armor that came out lately through the LQS, I wanted a class that would match it.

Weapon Damage: 100%, 2.0 speed
Mana Regen: Paragons of Light gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.

Auto Attack
Rank: 1
Mana Cost: 0
Cooldown: 2 seconds
Type: Physical
A basic attack thought to all adventurers.

Exalted Strike
Rank: 1
Mana Cost: 15
Cooldown: 5 seconds
Type: Physical/Magical (Long Range)
A powerful strike that prepares you for the worst. Your damage output increases greatly and your foes defense decreases.
NOTE: 150% base weapon damage. Damage increase 15% per use. Foes defense decreased by 15% per use. Stacks up to 5.

Enhanced Blade
Rank: 2
Mana Cost: 30
Cooldown: 8 seconds
Type: Physical/Magical (Long Range)
An attack that deals moderate damage but is enhanced with light magic that heals you for most of the damage done to your opponent.
NOTE: 100% base weapon damage. Heals 70% of the damage done.

Light Barrier
Rank: 3
Mana Cost: 25
Cooldown: 24 seconds
Type: Magical
You create a mystical barrier out of light which protects you for a while and every time your opponent successfully hits you, its chance to hit reduces permanently. Lasts 12 seconds.
NOTE: Damage received is reduced by 75%. Opponents chance to hit is reduced by 2% per hit. Lasts until the battle ends.

Rank: 4
Type: Passive
Hit chance increased by 15%

Rank: 4
Type: Passive
Crit and dodge chance increased by 8%

Destructive Light
Rank: 5
Mana Cost: 50
Cooldown: 16 seconds
Type: Physical/Magical (Long Range)
A sphere of focused light is thrown towards your opponent with great power dealing very high damage and having a chance to blind them for 4 seconds.
NOTE: 450% base weapon damage. 50% chance to blind the opponent.

Speed of Light
Rank: 10
Type: Passive
Once in a while your haste is increased by 150%.

< Message edited by PokeManiac Pl -- 8/25/2015 11:33:16 >
AQW  Post #: 48
8/26/2015 20:04:59   

Now, to more important things. We have forgotten the class that needs love. It is your old pal warrior.


- Auto Attack
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.
Note: Deals %100 weapon damage.

- Focused Strike
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 8 Seconds
Type: Physical
Description: A powerful strike that always crits and never misses. Makes the enemy focus you for 6 seconds.
Note: Deals %150 weapon damage, crit excluded.

- Counter Attack
Rank Needed: 2
Mana Cost: 35 Mana
Cooldown: 12 Seconds
Type: Physical
Description: For 6 seconds, the warrior reduces its damage taken by %70 and deals damage to his attackers.
Note: Deals 75% weapon damage to attackers.

- Armor Piercing
Rank Needed: 3
Mana Cost: 25 Mana
Cooldown: 16 Seconds
Type: Physical
Description: Your next two auto attacks taken within 5 seconds will be powerful critical hits which cannot be avoided.
Note: Deals 110% weapon damage with each auto attack, crits excluded.

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

- Resolute
Description: Damage taken reduced by 10%
Rank Needed: 4
Type: Passive

- War Cry
Rank Needed: 5
Mana Cost: 30 Mana
Cooldown: 30 Seconds
Type: Physical
Description: Stuns the enemy for 4 seconds.
Type: Does not deal damage, but never misses.

Please make this class a unique but slow auto attack burster class it is meant to be. Not very fast but unavoidable crits make up for it and that stuff so that it does not get outclassed by everything in the game.

Please give a little love to Warrior that it always needed.

Now, to my suggestion class.


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

%100 weapon damage, 2 speed

Same with Oracle, Shaman and Evolved Shaman, respectively.

The alchemists were not in the frontline when they were in the back brewing potions and being passively helpful until now. The recent magical inventions made alchemists a supportive force that supports party damage and relies on its famous catalysts to take action giving various benefical effects to the party.

Alchemists gains mana from all hits landed in combat, and especially on critical hits. The amount depends on damage relative to *their own* HP total.

Potion Coated Blade (Auto Attack)
%100 weapon damage, 2 speed
0 mana, 2 second cooldown
Deals weapon damage and has effects based on which solution takes effect.
Aqua Vita: Auto attacks give you ''Vapour Therapy'' which heals equal to level + %150 of your Wisdom per Solution Injection each 2 seconds for 2 seconds (means heals only once, that is why the healing is so high, so that is basically a delayed healing), even if it misses. You then get the ''Regeneration Fatigue'' effect, which prevents ''Vapour Therapy'' from being applied for 12 seconds.
Aqua Morte: Gives ''Acidic Solution'' to the enemy, which increases the DoT damage by %50 for 6 seconds. The enemy then gets ''Accelerated Metabolism'' which prevents the application of the effect for 12 seconds.
Aqua Veleno: Gives ''Poisonous Nightshade'' to the enemy which decreases the hit chance by %15 for 4 seconds. The enemy also gets ''Advanced Genetics'' which prevents the application of ''Poisonous Nightshade'' for 12 seconds.
Note: Scales with Intellect.

Aqua Vita (Healing Stance)
Requires Rank 1
20 mana, 12 second cooldown
Heals you for %25 of your missing health (If you have 100 health missing it will heal for 25, if you have 2000 health missing it will heal 500 health.) then further regenerates you each 2 seconds for 8 seconds and gives ''Aqua Garder'' which reduces damage taken by %80 for 4 seconds. Buffs you with Aqua Vita for 10 seconds which can be rewritten with other skills and used to enhance Potion Coated Blade for 8 seconds. Using Aqua Morte and Aqua Veleno overwrites Aqua Vita but does not overwrite Aqua Garder and Aqua Ripresa (heal over time caused by Aqua Vita) effects.
Note: The amount of HoT is level + %75 of caster's Wisdom stat per 2 seconds and it only scales with that stat levels.

Aqua Morte (Damage Stance)
Requires Rank 2
25 mana, 18 second cooldown
Deals high damage to the enemy, then inflicts ''Aqua Maladie'' increases the enemy damage taken by %75 for all allies for 6 seconds. The enemy takes a DoT which deals damage every 2 seconds and lasts 8 seconds. Buffs you with Aqua Morte for 10 seconds which can be rewritten with other skills and used to enhance Potion Coated Blade for 8 seconds. Using Aqua Vita or Aqua Veleno overwrites Aqua Morte but does not overwrite Aqua Maladie and Aqua Pyre (poison caused by Aqua Morte) effects.
Note: The DoT damage is equal to level + %50 of caster's Intelligence stat per 2 seconds and only scales with that stat and levels. Initial damage is also %125 of weapon damage + Intelligence stat + level and it never crits but never misses.

Aqua Veleno (Weaken Stance)
Requires Rank 3
25 mana, 18 second cooldown
Deals no damage but gives ''Aqua Mitigar'' which reduces the enemy damage by %75 for 6 seconds. The enemy haste is reduced for %15 for 8 seconds. Buffs you with Aqua Veleno for 10 seconds which can be rewritten with other skills and used to enhance Potion Coated Blade for 8 seconds. Using Aqua Morte or Aqua Vita overwrites Aqua Veleno but does not overwrite Aqua Mitigar and Aqua Toxique (slow caused by Aqua Veleno) effects.
Note: This skill does not scale with anything, it also never misses.

Proccess Optimization
Requires Rank 4
Gives additional %15 Haste.

Botanics Master
Requires Rank 4
Gives additional %15 Wisdom.

Catalyst Solution (Final Skill)
Requires Rank 5
35 mana, 12 second cooldown
Speeds up the potion's effects gets special effects based on the presence of Aqua Vita, Aqua Morte or Aqua Veleno.
Aqua Vita: Consumes Aqua Vita then gives ''Regeneration Substrate'' to all allies which heals for level x2 + %150 of Wisdom every 2 second for 4 seconds.
Aqua Morte: Consumes Aqua Morte to give ''Alchemist's Fire'' to the enemy which deals level x2 + %150 of Intelligence every 2 second for 4 seconds.
Aqua Veleno: Consumes Aqua Veleno to give ''Liquid Lightning'' to all allies increasing haste and damage by %50 for 8 seconds.

Advanced Genetics
Requires Rank 10
Gives additional %15 Intelligence.


This class has 3 power sources which can be scaled.

1. Intelligence for damage
2. Wisdom for healing
3. Levels

While levels offer an evolution to all the damage and healing, the player can scale Intelligence and Wisdom for this class to work out. Intelligence Alchemists will be able to deal damage but will not heal much in return, Wisdom Alchemists will be able to play a supportive healer role because Intelligence does not give anything to healing potency and the class lacking heals in general. The most valuable enhancements will be Healer which gives Intelligence, Wisdom and Vitality. Vitality is also crucial because it helps scaling the Aqua Vita healing that is why the class does not need luck in general. But if the player wants more luck for mana, Spellbreaker does wonders with this class, nearly giving all it needs including critical chance for keeping mana going without taking too much from the other stats in advance.

The Alchemist has several choices in the battle. A quick Aqua Veleno and then Aqua Vita + Catalyst Solution will save many lives in a boss which will be quite helpful to the team. If the party wants more damage the Alchemist also has that. Alchemist can quickly cast Aqua Morte, then follow up with Aqua Veleno and then a Catalyst Solution to pump up the damage going giving the edge to the team they really need for the burst classes. Burst classes also must love you because of your greater damage buffs. Acidic Solution makes great for an Arachnomancer because its own debuffs and Alchemist buffs can finish off bosses near 50 k health in a blink of an eye, more people means more power of course.

Alchemist is the best when a main healer takes the responsibility of the group when Alchemist can go support healer, this means not being an actual healer but supporting the team when those heals are not enough, while providing a powerful damage support. Even the damage supports are coming at bursts and comboes with chaining skills so Alchemist must decide when to use the chemical wonders and when not to.

An Alchemist is quite slow by himself, though. Meaning a damage support class Alchemist cannot speedrun anything, but has some tricks up its sleeve to live long enough to do so, much like an Oracle but with less healing and greater damage output and damage support. I would not be lying if I say this class is something between an Arachnomancer and Oracle.

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

< Message edited by Rickyb20 -- 9/5/2015 16:14:09 >
AQW  Post #: 49
8/28/2015 23:09:58   

Legion drakath and doomknight fiend i havent thought of the skills but if you want to learn more about it my twitter is itz_nova
Post #: 50
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