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RE: =AQW= New Class Suggestions

 
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11/3/2015 0:15:07   
analogicAqw
Member
 

Aqw need and the players got like alot is the shadow class, hard badass class, get heal by the shadows, have a big hits and attack more two monstros
Post #: 101
11/3/2015 2:20:19   
Jemster
Member

Beast Tamer Class?
All skills effect summons different types of pet to battle with you, with the last skill doubles the pet summoned, kinda like necromancer.
AQW  Post #: 102
11/3/2015 4:14:33   
wind_bullet
Member

If possible, i would like to put down some adjustments for Legion Paladin to help it survives better in boss soloing:

- Penumbra should be a total 25% damage reduction from all sources, not just magic damage reduction.

- Rank 10 passive Pledge to the Legion: Your loyalty to the Legion releases you from the torment of flesh and soul. Reduce all DoT damage taken by (50% - 75%).

Please consider these changes as it improves the survival chance against hard-hitting boss as currently physical dmg really hurts the class aas not many bosses or monsters use magic attack for Penumbra to work.

< Message edited by wind_bullet -- 11/3/2015 4:20:12 >
Post #: 103
11/5/2015 4:08:10   
PTpirahna
Member

Make it so the Ultra OmniKnight's Inverted Light cannot miss, or at least activates on miss as it can get ridiculously frustrating if you decide to switch but you miss Inverted Light and lose a fight purely because RNG. If this skill has to have a drawback, make it like Invictus where you cast it on yourself rather than relying on hitting an enemy, so the skill will do no damage on its own for a high cost in mana.
AQW  Post #: 104
11/6/2015 12:41:35   
Van_14820
Member
 

Could you please make an alchemy rep class? Lore Alchemist maybe? it might make people do alchemy more since only a few do alchemy.
And how about a non-mem Pet Tamer class for Pet Tamer rep, that faction is useless at the moment.

< Message edited by Van_14820 -- 11/6/2015 12:43:37 >
Post #: 105
11/7/2015 9:53:54   
Cosmin99
Member
 

Royal Guardian

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

Holy Healing(Rank 2)
Mana Cost: 25
Cooldown: 15 Seconds
Type: Physical/Magical
Description:Heals you and your allies.The Heal grows strong with each person added to your party!

Blinding Explosion(Rank 3)
Mana Cost: 30
Cooldown: 10 Seconds
Type: Magical
Description: Deals damage to all enemies in range.Use all stacks of the Iron Skin.Effects grow stronger with more people in your party.

Exorcise
Rank Needed: 4
Type :Passive
Description:Increase CRIT CHANCE by 10%

Purified
Rank Needed:4
Type:Passive
Description:Increase DAMAGE by 10%

Iron Skin(Rank 5)
Mana Cost: 10
Cooldown: 10 Seconds
Type: Physical/Magical
Description:Stacks up to 10 times.Strike that does low damage but slows your enemy with each stack.

Reduced font size on the phrase "Royal Guardian". Please refrain from using font size over 3. Any larger and it is considered spam. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior > Do Not Spam. ~Rickyb20

< Message edited by Cosmin99 -- 11/8/2015 2:31:19 >
Post #: 106
11/8/2015 20:45:43   
Mizuku
Member
 

THIS CLASS IS BASED ON THE GREY WARDENS ON DRAGON AGE SEIRES.

Hi again! I got a class idea today (Actually 3 class ideas xD) and I want to suggest it ^^


Class Name: Warrior of the Grey/Grey Warden Warrior.

Description: Grey Wardens are mighty warrior who appeard on the 1st Blight. Ages have passed as they fought Darkspawn and ended with one more Blight, they are now forgotten nowadays, but you've turned one to spread the word that the Wardens are returning!

Warriors of The Grey/Grey Warden Warriors gain mana when they:

-Strike an enemy in combat (More effective on Crits)
-Defeat an enemy while battling two or more



Warden's Damage (Auto Attack) : For the Grey Wardens, an basic attack is not just an simple attack, but the start of a mighty combination of powerful ones. Does 50% weapon damage and has an 0,01% of chance of activanting:Warden's Power! That increases attack damage to 100-300% (Depending on the enhancement) for 20 seconds.

Type: Physical
Mana cost: 0 mana
Cooldown: 1 second
Rank required: Rank 1



Sun of Frost: Wardens have the magical power in ther veins. So powerful capable of destroying Val Royeaux! You put your weapon powerfuly on the floor and create a tiny Freezing Sun that deals 150% damage and has a chance to apply Slow Down! on your enemy, slowing his attacks for 75% and Hyperspeed! that sppeds your attacks in 75% PS: This attack is interactive with the other players! Thier messages, emotes, movement and etc. slows down to you! PSS: Players are not affected with this spell, although they seem to be affected by the user of this skill, also, players return to normal with the end of this effects.

Type: Physical/Magical.
Mana Cost: 10 (5 if attack is mised, 20 if attack does critical damage).
Cooldown: 10 seconds.
Rank needed: 1


Cleanse: Wardens know that the Templars were the good group... Or not. Warden's Recruits train first with the Templars, the ones that today opress the poor mages, and kill the victims of them. You create an aura around you dealing an AoE attack, attack the most 3 nearby enemies and cancel their magical attacks, while dealing 50-100% damage. Al so, this attack has a chance to apply Silence! that cancels all the enemy's attacks for 15 seconds.


Type: Magical
Mana Cost: 30 mana
Cooldown: 20 seconds
Rank Needed: 2


Darkspawn Defense: Darkspawn fears the Wardens aswell as the Wardens fear the Darkspawn, you learned from the Warden mages the best defense against the so hated Darkspawn. Summons a barrier that defends you from most of the enemy's attacks, also, increases even more your defense against Chaos, Undead and Creature monsters. Barrier duration is of 35 seconds. Those who attack you receive the Untouchable! DoT, that lasts until the barrier is over.


Type: Magical/Physical
Mana Cost: 75
Cooldown: 45 seconds
Rank Needed 3


Passives:



Warden's Knowledgeable: Increases Intellect in 50%

Rank Needed: 4

Warden's Seekers: Increases Dexterity in 75%

Rank Needed: 4

Warden-Commander Amy: Your mother, Warden-Commander Amy, was a famous BattleMage between the Wardens, and in Ferelden, after the Hero of Ferelden, of course. With the defeat of the Archdemon, she disapeared when you were 16. After you joined the Wardens, you got to know more about her and her battle style. Has a chance of 0,01% of activating the effect Family Matter! that boosts all your stats, defence, attack, damage and critical hits in 105%.


Combat Style of the Winds: The tempests in Ferelden may be rare, but they are the worse. Luckily you managed to beat the furious winds of Ferelden by being faster than them. Attacks with a massivly fast speed appliyng the Ferelden Tremor! effect, that increases speed and attack speed in 500% for 2 seconds. Deals 175% weapon damage and normal damage. This attack is always a critical hit.

Type: Physical
Mana Cost: 5
Cooldown: 2 seconds


That's it

Well, may be OP or not, but it's still a class? Right? Right?



AGAIN, THIS CLASS IS BASED ON THE GREY WARDENS FROM THE DRAGON AGE SERIES, TO KNOW MORE ABOUT THEM, PLAY THE GAME, OR WATCH AN WALKTHROUGH



Class Name: Magi of the Grey/Grey Warden Mage
Description: Magic has not been the mage's friend lately. The Templars have become more active when the conversation is mages: Apostate, Dalish, Blood Mage, Healer, it dosen't matter, they kill them with no mercy... But the Grey Wardens have powerful mages that are not afraid of anything! You're one of Thedas's most powerful crestures willing to restore order in Ferelden, after the 5th Blight you were forgotten, but being alone is hard, all you want to do is to find your fellow Wardens, but you can't. Luckly you can handle yourself as you defeat the most powerful enemies the Maker have ever created!


Magis of the Grey/Grey Warden Mages gain mana when they:


-Every hit landed in combat
-Every 5 seconds, the Mage gains 20 mana





Spiritual Madness (Auto Attack): Your staff is the lethal weapon that the Templars now call: "The Sorce of the Evil", but no fear, your staff is safe...In YOUR hands. Deals 95% magical damage and summons spiritual allies (Spiritual Help! effect) that help you in your battles for 5 seconds. The spirits are spawned per hit. Has a 50% of chance of activating the Above the Fade! effect that boosts you spell attacks in 45%.

Type: Magical
Mana Cost: 0
Cooldown: 1 second
Rank Needed: 1

Chains of the Sky: A Lightning Spell is nothing but a piece of cake for you to do! But a powerfull one is even easier! Summons a Spiritual Chain Lightning that attack all enemies nearby, applies Fury of The Storm! effect that gives them a DoT and paralizes them for 10 seconds. Fury of The Storm! paralizing time increased by Death is NOT an Option!

Type: Magical
Mana Cost: 3
Cooldown: 5 seconds
Rank Needed: 1

Anti-Blasphemy: Those who defy the Maker need some teaching, but those who disrespects Him need some punishment! Deals 150% damage and applies the DoT Justice of Him! that lasts for 15 seconds, empowering you with the Force of Andraste! buffing your attack and defense stats.(Deals additional 35% against Undead, Chaos and Evil monsters, DoT against these are increased to 20 seconds)
Justice of Him! DoT increased by Death is NOT an Option!

Type: Magical
Mana Cost: 35
Cooldown: 25 seconds
Rank Needed: 2


Divine Justinia's Blessing:The Chantry might not matter to the Wardens, but you were grown in the Circle, since you were 4. Summons the blessing of the Divine that greatly heals you and your allies and applies Chantry's Aid! HoT on the user and the other Heroes for 15 seconds. Chantry's Aid! HoT is increased by Death is NOT an Option!

Type: Magical
Mana Cost: 45
Cooldown: 15 seconds
Rank Needed: 3


Passives



The Calling: The Blight does not affect you or your allies anymore. Chance of 45% of activating Grey Warden! that increases defense in 20% for 20 seconds. Rank Needed: 4

Magic: Defense against melee attacks incresed by 50% Rank Neede: 4

Hands of Destruction: Every spell you now cast has a 75% of chance of dealing 90% spell damage.


Mana Destruction: Cast a powerfull spell capable of brutally destroying all of your enemies, for the cost of 100% of your mana, and 99% of your own life. Deals 500%-1000% damage to all enemies in area. Has a chance of activating the Death is NOT an Option! effect if not killed, this skill CANNOT be activated if any other effect is cast on the enemy and/or the user.

Type: Magical
Mana Cost: 100 (Value cannot be changed, mana MUST reach 0 after using this attack)
Health Cost: 99% of HP
Cooldown: 2000 seconds





BONUS PASSIVES

Peace, not War: Has a chance of 15% of making the Mana Destruction skill have 100% health cost, in trade of doing a more massive damage to the enemies and instantly healing the other Heroes, granting them the Remember Me! effect, giving them invencibility for 5 seconds. Rank Needed: 6


On the Other Side: Has a chance of 12% of activating the effect Not Yet! to all dead Heroes when you use the Divine Justinias Blessing skill. Those who are alive gain the Alive! effect that grants 50%+ defense, and the Vengeance! to the user, wich adds 35%+ attack to the user.

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




Class Name: Thief of the Grey/Grey Warden Rogue
Description:Rogues are the definitive thiefs, if you are one, because you know, "once a thief, always a thief" not to the Wardens! You are capable of forceful abilities and use them for the best of Thedas!


Thiefs of the Grey gain mana when they:

-Successfully strike an enemy in combat.
-Every critical hit.


Funny's Charge (Auto Attack): Rogues are funny and stealthy like good jokes... What would be better than attacking with sarcasm? Fastly and repeatedly attack your opponent with the attack most of the times being a critical hit. Deals 30% Weapon Damage (Daggers are most recomendable to the GWR's attacks).


Type: Physical
Mana Cost: 0
Cooldown: 0.5 seconds
Rank Needed: 1


Backstab of the Untouchable: You backstab your enemy with magestic and speed, being the attack unavoidable, however, this attack is NEVER a critical hit. Deals 50% Weapon Damage and applies Paralized! that stuns the enemy for 5 seconds.


Type: Physical
Mana Cost: 5
Cooldown: 2 seconds
Rank Needed: 1



Vandetto: You backstab with most tremendous speed, doing a high damage as your sppedly attack 4 opponents with this skill, one after another. Deal 115% Weapon Damage to 4 enemies and if Paralized! is present, activates Duelist! granting the user: +60% defense, 60%+ attack, and the attention of all enemies, this attack also never lands in a critical hit. 15% of health is taking, duo to the damage your enemies caused to you during your "Time Travel".


Type: Physical
Mana Cost: 28
Cooldown: 7 seconds
Rank Needed: 2


Warden Fangs: You assassinate your enemy by putting the blades of your daggers into him. Deals 50% Physical damge, 50% Spirit Damage and 50% Weapon Damage causing the +Bleeding! DoT (Every stack of +Bleeding! stack on the enemy gives the enemy +10% DoT damage, and to the user, 20%+ damage output, per stack, +Bleeding! lasts for 20 seconds).


Type: Physical
Mana Cost: 45 (-5 per stack)
Cooldown: 10 seconds
Rank Needed: 3


Passives:


Neutral: Randomly, has a chance of 0,10% of trading your side. If you're battling a monster, when this activates, the players become your enemies and the monsters your allies, and vice-versa.

Rank Needed: 4

Orlesian Accent: Your funny and bothering accent DOES annoy some enemies. Funny's Charge damage increased by 75%
Rank Needed: 4


This is NOT Normal Magic: Has a chance of 65% of draining life in every attack. Rank Required: 10




Bow's Rage: Deals high damage and applies Shadow of the Murder! effect to use, which increases damage to 145% and changes your daggers to swords, dealing more damage until the effect lasts.


Type: Physical/Magical
Mana Cost: 85
Cooldown: 39 seconds
Rank Required: 5



Classes's Animations:

GWW:

Warden's Power: The user swings his sword first from the top right corner to the bottom left corner, then from the top left corner to the bottom right corner, from the bottom right corner to the top left corner, from the bottom left corner to the top right corner, and finally, he turns like a tornado, attacking. (Every step of this animation is 1 auto attack. Also, the auto attack always hits 2 enemies).

Sun of Frost: The user jumps then puts the blade of his sword on the floor creating an earthquake, then a blue sun or fog appears ner the blade, causing damage to the enemy.


Cleanse: The user spins like a tornado creating a bright blue aura on the blade of the Warrior, dealing damage to all 4 near enemies.


Darkspawn Defense: The user creats a magical barrier. The barrier glows every time the user is hit while the barrier is active.


Combat Style of the Winds: The user spins differently attacking the enemy nearby. The user spiritually glows and a magical tornado appears around him.




GWM:



Spiritual Madness: If the enemy is far away, the user swings the beggining and end of the blade of his staff 4 times, while on the last one he puts the blade of the staff on the floor deling more magical damage than the other attacks. If the enemy is near, it attacks the same way as the GWW does. (One step per hit)


Chains of the Sky: The user summons a tempest cloud that summons an Lightning of Spirits (Light Blue Lightning), to attack the enemy and those nearby.


Anti-Blasphemy: The user's hands turn a blood red as the enemy glows the same color, the same time, the user summons a white cloud where the hand of Him appear, punishing the enemy.


Divine Justinia's Blessing: The room turn white as the icon of The Chantry appear right after, then all players are healed.


Mana's Destruction: The user glows a bright blue, the color deepens each second, when the player is glowed in a very dark blue, it unleashes a dark blue aura attacking all enemies, then a dark blood red one that attacks the same ones.

< Message edited by Mizuku -- 11/9/2015 11:46:32 >
Post #: 107
11/9/2015 19:31:23   
CloudZiro
Member
 

This class is something I've been working on the past few days, and I've been wanting it in AQW. So, This is the Rainbowmancer. I suggest it should be for 20-30 powergems since that shop already has rainbow themed items, but it's up to AE when it makes it past the suggestion stage.

Rainbowmancer
Description: “Rainbowmancers are magical beings that are empowered by Rainbows and anything with color. As a Rainbowmancer you are one of the hardest to take down magical classes, but at the same time also one of the easiest.”
Rainbowmancers gain mana when:
Strike an enemy in combat(more effective on crits)/are struck by an enemy in combat.
Also gains additional mana from dodging an attack or when enemies miss.

Automatic Colours
Rank needed: 0
Mana cost: 0
Type: magical
Note: a basic attack taught to all rainbowmancers. 1.5 sec cooldown

Colour Blast
Rank needed: 1
Mana cost: 20
Cooldown: 10 seconds
Type: Magical
Description: Attack by launching a rainbow colored fireball.
Note: does 150% spell damage and applies a DoT that lasts 10 seconds.

Colour Caller
Rank Needed: 2
Mana cost: 30
Cooldown: 15 seconds
Type: Magical
Description: You call upon the rainbows, applying Blue, Green, or Purple to yourself
Note: You have a chance to get one of 3 colors, each with its own effect lasting 12 seconds.
Blue: Boosts haste by 15%
Green: Heal over Time
Purple: incoming attacks do X1.5 damage.

A Storm Is Coming
Rank needed: 3
Mana cost: 35
Cooldown: 17 seconds
Type: magical
Description:Your fists materialize into solid rainbow, as you strike the enemy, applies Red, Orange, or Yellow.
Note: Applies an effect for each color, each lasting 8 seconds.
Red: Enemy haste boosted by 20%
Orange: Massive DoT to enemy.
Yellow: Stuns enemy.

Rank 4 passives-
Rain God: Boosts critical chance by 10%
Replenish: Boosts INT by 15%

RainBurst
Rank needed: 5
Mana cost: 50
Cooldown: 30 seconds
Type: magical
Description:You summon a burst of rainbow colour to come down from the heavens.
Note: This attack will either give the user a massive heal or attack for massive damage.
Post #: 108
11/10/2015 7:09:04   
freehealth
Member

Paladinslayer Rework.

Paladinslayer has lost it's niche of stopping PvP enemies and certain monsters (Tibicenas etc.) from healing. Decay has now been picked up by Legion Doomknight and Dark Caster; both classes have access to stronger combat options than Paladinslayer, in which are notably defensive (Lifesteal for LDK and Healing Word for DC).

This rework suggestion is my view of PSlayer's intended role which is an offensive, high-damage dealing support class that can buff allies (and itself) and apply debuffs on enemies.

-PaladinSlayer-

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.
Additional Notes: n/a

Nothing special here.


Necromorph
Rank Needed: 1
Mana Cost: 27 Mana
Cooldown: 14 Seconds
Type: Physical
Description: Turns the target into a harmless... ish... skeleton. They will suffer damage and defence reductions and prevents them from casting any spells as well. Necromorph lasts 6 seconds. This attack is unavoidable.
Additional Notes: Deals no initial damage. Applies Necromorph which increases all incoming damage by 35% and decreases outgoing damage by 75%. Target cannot cast any spells. Necromorph cannot miss. The target's sprite will change to a Necromancer's skeleton pet.

This skill basically nerfs the enemy for 6 seconds, in which they will be vulnerable to attacks and spells which are basically uncounterable since their attack hits rock bottom and their spells are locked either. What makes this great is the fact that it cannot miss. A potentially amazing skill in PvP as you want to hex the enemy as soon as you see them. I'm not a PvP person but this skill would be a great counter to popular PvP classes such as Artifact Hunter and Pyromancer. This may be seen as a worse stun, but you can get mana back as they still hits you with their absymal attack damage as well as nerfing their defenses for incoming attacks to deal maximum damage.


Dark Energy
Rank Needed: 2
Mana Cost: 16 Mana
Cooldown: 5 Seconds
Type: Physical
Description: Condenses dark energies into a solid projectile and launches it at your enemy, dealing moderate damage. Applies Decay which stops all healing for 7 seconds.
Additional Notes: Deals 140% Weapon Damage on initial hit. Then applies Decay that reduces all healing and HoT to 0 for 7 seconds.

Nuke + Decay... The initial damage is not that impressive, but it's ability to keep Decay up for a long time is my reason of merging it's Rank 1 and Rank 2 spells. It is a ranged spell too, so it shines well in PvP.


Stare into Darkness
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 3 Seconds
Type: Physical
Description: Deploys a ominous skull from your armor to watch and circle the target, unnerving them. The skull's gaze inflicts sharp pain towards the target, dealing low initial Damage over Time which becomes more effective on every spell casted towards the target, or by the target.
Additional Notes: Deals no initial damage. Then, applies a 20% Weapon Damage over time for 20 seconds. Every spell casted to or by the target increases the DoT damage by 30% that stacks until a 500% cap. Casting Stare into Darkness again while the debuff is still active will reset the DoT damage.

This skill is basically a signal for your allies to rain down hell onto a target. It is also possess a subtle "Stop hitting yourself!" as it discourages the enemy to cast spells which are core in PvP. Again, another PvP-esque spell but I don't want to generalise it to fit to one niche of the game, so I made it effective for boss battles as well.


Dark Power
Rank Needed: 4
Type: Passive
Description: Increases Strength by 15%
Additional Notes: n/a.

I was going to change this into a hit change boost but, since the first skill cannot miss and his third and ultimate skills are buffs, it would be a waste.


Dark Grip
Rank Needed: 4
Type: Passive
Description: Increases critical chance by 5%
Additional Notes: n/a.

Crit boost for mana sustain and consistent damage output with Dark Energy and later, its ultimate skill when casted on self.


Undead Power
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 30 Seconds
Type: Magical
Description: Hello darkness, my old friend. Imbues an ally or yourself with sinister energies, granting the target a 70% damage buff as well as a 40% dodge buff, for 10 seconds.
Additional Notes: Applies Undead Power to self or an ally which increases outgoing damage by 70% and dodge by 50%.

First of all, I reduced the cooldown of this skill to differentiate it from other steroids. Bard's DoW and Legendary Hero's second skill have a 100% uptime but their damage buff is not small, but not significant either. Archfiend's semi-steroid basically increases everyone's damage by 75%, but it can miss, deals damage, and has a long cooldown; thus unreliable. Undead Power grants a 70% damage buff to a target that cannot miss, which is great in both PvE and PvP situations when casted on damage dealers such as VoT and Cryomancer; if none of them existed, well, you can use it to buff yourself and spam Dark Energy which is quite effective too. I chopped down the dodge buff a bit in exchange for reduced cooldown and more damage.


All in all, the summary of my take on Paladinslayer is that they are offensive supports in par with Archfiend, Arachnomancer, and Bard. It is unique all the way through; a hex that prevents enemies from casting spells, an (almost) 100% uptime decay, a potentially large DoT if the party coordinates well, as well as a damage steroid. The first, second, and third skill discourages enemies to heal because hey, it's called Paladin Slayer for a reason. Overall, this may look like a PvP class on paper but it can be amazing in boss raids as well when using their the first, third, and ultimate skills.

Post #: 109
11/13/2015 10:57:31   
RukioMoony
Member

I was thinking that since Pirate got itself a nice revamp perhaps there was another class that could get one, and maybe if it was possible I was wondering if it could be the Rustbucket/Enforcer/protosartorium class

The reason why I believe it should recieve a revamp is that despite being perhaps an amazingly solid class for non members and members alike to get, I honestly think that it finds itself lacking compared to other classes that other outdamage it, which is meant to be the whole reason for this class to be, or outsurvive it despite having an incredible set of abilities, which sadly finds itself lacking of an element that would make people actually play it more which is a healing ability

Now, don't get me wrong, the class itself is a solid damage dealer class but unlike other classes its hard to really pinpoint what it does better than the rest, what makes it stand out from the rest, causing it to end up kind of forgotten by most players, and it's a bit unfair because it has been around for so long it's a shame nobody uses it anymore. So I was thinking, why not revamp it a tiny bit or change a few things around to make it shine again?

My idea was that first and foremost this class should recieve a rank 10 passive, something that, at least in my opinion, would raise it's attack speed or give it some sort of special bonus unique to this class

The second thing was maybe exchanging Arc Lightning for a skill that would heal or give HoT to the class, since unlike many other classes it lacks that healing element that would be quite welcome, even if Arc Lightning it's quite useful in it's own right

And lastly, perhaps give Jackhammer the chance to actually crit even if the ability to always hit has to be taken away. Now the reason for this is simple and it's that anyone who has played this class knows that most of the time Jackhammer and Plasma Bolt have a tendency to be your bread and butter skills. But sadly while Plasma Bolt can crit and give you that much needed mana, Jackhammer is different and despite the low cost it feels kind of bad not being able to do a bit more damage

And well, this are really my ideas and I hope somebody at least gives it a look XD I know it may seem unimportant to revamp in such a small amount an old class that really people rarely use anymore but, it has been here for so long that maybe it deserves a little bit of love :)

Post #: 110
11/15/2015 8:44:42   
Xeltonick
Member

Abyss Reaper

Class skills in the description in this link below
http://xionicdxelt.deviantart.com/art/Abyss-Reaper-571950104



Ravenloss Assassin


Ravenloss Assassin class skills below.

Weapon Damage: 125%, 1.5 speed
Description: Ravenloss Assassins are disciples who master the art of darkness along with assassination using ranged attacks.
Special Effects:

Ravenloss Assassins 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:

Ravenloss Assassin( Class )

Assassin's Blade
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 1.5 Seconds
Type: Physical
Description : A basic attack for a Ravenloss Assassin. Has a chance to deal an extra damage over time or double damage to target for 5 seconds. Effect will reset for 15 seconds before it is available again.



Crow Rain
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 4 Seconds
Type: Physical
Description : Summon a crow to shoot mini blades in a line dealing damage per second. Applies " Ravenous Wound ", reducing enemy's defenses by 20% for 5 seconds. Stacks up to 4 times. Ravenous Wound will be consumed by other skills and resets.



Ravenborn Siphon
Rank Needed: 2
Mana Cost: 35 Mana
Cooldown: 10 Seconds
Type: Physical
Description: Deals moderate damage on activation and steals life based on stacks of Ravenous Wound.



Raven Chain Strike
Rank Needed: 3
Mana Cost: 45 Mana
Cooldown: 18 Seconds
Type: Physical
Description: Lashes out your chain connected blade to your enemy dealing high damage on first hit and stunning target for 5 seconds on second hit. Target takes an extra percentage damage based on stacks of Ravenous Wound ( up to 20% )



Dark Feather
Rank Needed: 4
Type: Passive Ability
Description: Increases your endurance and defense by 25%



Dark Enhancement
Rank Needed: 4
Type: Passive Ability
Description: Damage increased by 15%



The Raven's End
Rank Needed: 5
Mana Cost: 85 Mana
Cooldown: 50 Seconds
Type: Physical
Description: Will take no damage upon activation while charging extreme damage per second skill for 3 seconds. Player will start shooting bladed ravens at target for 5 seconds. Damage of bladed ravens increases based on stacks of Ravenous Wound. ( Up to 80% )

< Message edited by Xeltonick -- 12/2/2015 13:01:04 >
AQW  Post #: 111
11/16/2015 10:06:29   
Jemster
Member

I've been thinking this most of the time to make a class related to my obsesion to gold.(IDONOTKNOWWHYILIKEGOLDTOOMUCH...)

Aurumancer (Still making the design.:D)

Aurumancer Class skills below:

Weapon Damage: 115%, 2.0 speed
Description:
By drinking the golden dragon's blood, Aurumancers have acquired the curse, a "blessing" from the Great Dragon Xergon.
Specialize in ranged and melee attacks, their abilities are still quiet unstable, as even their slightest touch can turn a living to solid gold.
Bonus: Increase gold gain by 15%

Aurumancer's gain mana when they:

Are struck by an enemy in combat.
Strike an enemy in combat(more effective on criticals)
Dodge an attack(regenerates Hp and mana)

Skills:

Golden Fist of Furry(Auto Attack)
Rank Needed: 1
Mana Cost: 0
Cooldown: 1 second
Type: Physical Attack
Description: A basic attack by an Aurumancer. Has a 5% chance to apply "Midas Touch", which petrifies the target for 5-6 seconds.

24-Carate
Rank Needed: 1
Mana Cost: 20
Cool Down: 5 seconds
Type: Physical Attack
Description: Deals increasing consecutive critical attacks for 6 seconds.Has a chance to apply "Cracked" reducing the target's defense to 40% that lasts for 10 seconds or "Midas Touch".

Burning Aurum
Rank Needed: 2
Mana Cost: 10
Cool Down: 10 seconds
Type: Ranged
Description: Summons burning ball of gold that hits up to 3 targets with moderate damage and deals "Burn"(DoT) effect that last for 10 seconds.

Heart of Gold
Rank needed: 3
Mana Cost: 20
Cool Down: 10
Type: Self-Healing/Regeneration(Magical)
Description: Focuses some of your energy to your heart, causing it to turn into gold. You either regenerate for 10 seconds or take no damage and increase your attacks to 40% in 4 seconds.

Aurumancer's Rage
Rank Needed: 4
Type: Passive
Description: Increased damage and critical chances for 15%

Purest Form
Rank Needed:5
Type: Passive
Description: Increase your defense up to 20%

Curse of Element Au
Rank Needed: 5
Mana Cost: 80
Cool down: 20 seconds
Type: Physical
Description: You unlocked the strongest ability of being an Aurumancer. Has a chance to apply one of the 3 effects in 10 seconds:
1.)Most of your attacks turns into moderate criticals.(20% chance to happen.)
2.)Defence increase to 15% and apply "Golden mirror", reflecting some of the damage back to your foes.
3.)Applies HoT and dodge most of the incoming attack.(Will remove the "Midas Touch" status to the target.)

Honestly I have little idea when it comes to making class attacks.But I hope you check this out.
Thanks!










AQW  Post #: 112
11/17/2015 22:58:51   
Aura Knight
Member

Aegis

Specializing in defense, the Aegis won't let a fellow comrade fall so easily in a fight. Their strong defenses make them an ideal part of any party.

mana regen:

The Aegis regenerates mana by hitting opponent in combat (more effective on crits)
Is hit by opponent while under the effects of protect.

95% damage 2 second cooldown

Rank 1: Auto Attack: Defensive Attack taught only to protective fighters.

Rank 1: Aggression Siphon: Force enemies to focus on you for 8 seconds. Applies protect. During this time damage opponents deal is reduced by 45% 15 mana 12 second cooldown

Rank 2: Damage Drain: Heal up to 3 others by giving up a portion of your own life force. 30% of max hp

Rank 3: Castle Force: For the next 12 seconds any damage dealt to you or your allies is reduced by 75% 55 mana 20 second cooldown

Rank 4 passives: 25% Endurance increase and 10% Damage reduction

Rank 5: Shield Crush: Moderate attack that can daze your opponent. 25 mana 8 second cooldown

Rank 10: Damage Demotion: The next 3 attacks opponent lands will deal 0 damage. 1% chance of occurring.

Although weak in power, the Aegis makes up for that in amazing defenses.

Class armor would be a warrior with a rather large shield.
AQ DF AQW  Post #: 113
11/21/2015 21:39:52   
DoomNelion
Member

So here is a class that I want to suggest though is kind of common but its just that I really like a Doomknight Class
This is a Ultra Doomknight Class suggestion:
*Mana Regeneration Tips
>Strike an Enemy in Combat(More effective on crits)
>Striked by an enemy in Combat

Ultra Doomknight Skills:

1. Swing of Destruction(Auto Attack)
Every strike of auto attack your strength increases and slowly decreases your enemies damage output

2. Cero(1st Skill Rank 1)
Mana Cost: 15
Regen Time: 5 Seconds Cooldown
You create an orb of darkness and blasts it away inflicting a light DoT ranging from 65-140

3. Demise(2nd Skill Rank 2)
Mana Cost: 15
Regen Time: 7 Seconds Cooldown
You cast a spell that weakens your opponent for 10 seconds and giving you a small amount of health ranging from 70-140 Hp

4. Plane of Darkness(3rd Skill Rank 3)
Mana Cost: 30
Regen Time: 14 Seconds Cooldown
You connect yourself to the Planes of Darkness and in exchange they give you a HoT for 14 seconds ranging from 300-400 Hp

5. Blade of Destruction(4th Skill Rank 5)
Mana Cost: 35
Regen Time: 17 Seconds Cooldown
You gain enormous strength from the Planes of Darkness and enhances your blade doing a 200% dmg boost to anyone may it be human,undead,dragon,chaos.

Passives:

Necrotize(Rank 4)
Increases the amount of health you gain from Demise

Hollowified(Rank 4)
Your Cero's Damage increases

Doomknight Unleashed(Rank 10)
Your strength, endurance, intellect, and dexterity

Ways to get the class:
Complete the daily quest of Doom Fragments requiring you to slay the onyx lava dragon and save up 84 tokens same as pyro and cryo
Buy it the easy way for 2k acs

Suggested enhancement:
Luck

Overall this is my idea so please take time to review and tell me some things if i need to fix it or do some changes and e-mail me if you kind of approve this idea by the way this is for non-mem and members
AQW  Post #: 114
11/22/2015 10:43:22   
Xeltonick
Member

Insane Ripper



Insane Ripper class skills below.

Weapon Damage: 125%, 1.5 speed
Description: Insane Rippers are murderers that uses the art of fire. The original Insane Ripper taught Xan how to master the art of fire.
Special Effects:

Insane Rippers 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 as well)


Skills:

Insane Ripper( Class )

Ripper's Hemorrhage
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 1.5 Seconds
Type: Physical
Description : Insane Ripper's basic attack, deals increasing damage the longer the user stays in battle.
-Special: Fire Attribute basic attack deals bonus Fire Damage and deals a moderate damage over time until enhancement is over-



Sinister Leech
Rank Needed: 1
Mana Cost: 30 Mana
Cooldown: 5 Seconds
Type: Physical / Magical
Description : Deals moderate damage to the target. Applies Searing Leech to the target, a stacking effect ( up to 6 ). At full stack, one more activation will stun the enemy for 5 seconds and the stacks will reset. Searing Leech steals some of the target's life depending on your damage output and weakens your enemy, making your attacks stronger. The more effect it have on the enemies, the more stronger you are and the more weaker your enemy gets.



Mind Reaping
Rank Needed: 2
Mana Cost: 45 Mana
Cooldown: 12 Seconds
Type: Physical / Magical
Description: Deals a weak Area Of Effect to all enemies in the same room by the Insane Ripper's mind control, causing enemies to attack themselves for 3 seconds. After the effect wears off, enemies will be affected with reduced damage and defenses for 4 seconds.



Flaming Agility
Rank Needed: 3
Mana Cost: 35 Mana
Cooldown: 10 Seconds
Type: Physical / Magical
Description: Deals a weak attack to the target, increasing your dodge and critical strike by 30% for 8 seconds. If Searing Leech is active despite stacks, haste increases as well by 30% for 5 seconds.



Fearless Entity
Rank Needed: 4
TypeType: Passive Ability
Description: Strength increased by 25%



Insane Mentality
Rank Needed: 4
Type: Passive Ability
Description: Intellect increased by 25%



Art of the Dragon
Rank Needed: 5
Mana Cost: 75 Mana
Cooldown: 40 Seconds
Type: Physical / Magical
Description: Enables the user to enhance basic attacks with Fire Attribute while also increasing damage output by 25% for 15 seconds.
-Deals 250% damage on impact-



Ripper's Last Resort
Rank Needed: 10
Type: Passive Ability
Description: A rare occasion, all damage taken will be reduced by 90% for 20 seconds.
-5% chance to happen-

< Message edited by Xeltonick -- 11/27/2015 11:21:24 >
AQW  Post #: 115
11/24/2015 8:06:52   
freehealth
Member

A class idea for Rank 10 Brightoak Rep.

-Grove Druid-

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


Auto Attack
Rank Needed: 0
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.
Additional Notes: Deals 100% Weapon Damage on each swing.

I'm... not a big fan of modified auto attacks.


Cleansing Light
Rank Needed: 1
Mana Cost: 15 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Charges up an attack for two seconds, and then unleashes a strong attack that guarantees a Critical strike and never miss.
Additional Notes: Stuns self for two seconds, and then deals 180% 320% Weapon Damage to the target. Cleansing Light always crits and guaranteed to hit.

Your main damage spell, I think the autohit and crit compensates the delayed damage so its... pretty balanced and solid IMO.


Sprite of Disharmony
Rank Needed: 2
Mana Cost: 20 Mana
Cooldown: 8 Seconds
Type: Magical
Description: Summons tainted grove sprites to torment the enemy, applying a moderate Damage over Time. The target also takes 25% increased damage from all sources, for 15 seconds.
Additional Notes: Deals 0 initial damage. Applies Tainted Sprites, a 40% Weapon Damage DoT. Applies Disharmony which increases incoming damage by 25%. Disharmony does not increase DoT damage. Both Tainted Sprites and Disharmony lasts 15 seconds. Multiple instances of Tainted Sprites and Disharmony cannot be stacked.

I'm going to be honest and say that this spell, as well as the next, is inspired by Zenyatta's Orb of Discord/Harmony from Overwatch. I'm just going to post additional comments on the next skill, because these two skills is essentially the class' bread and butter skills.


Sprite of Tranquillity
Rank Needed: 3
Mana Cost: 20 Mana
Cooldown: 8 Seconds
Type: Magical
Description: Summons angelic grove sprites to bless an ally or yourself, applying a moderate Heal over Time. The target also takes 25% reduced damage from all sources, for 15 seconds.
Additional Notes: Deals 0 initial damage. Applies Angelic Sprites, a moderate HoT (can't come up with a proper WD percentage, probably pretty much the same as Bard). Applies Tranquillity which decreases incoming damage by 25%. Both Angelic Sprites and Tranquillity lasts 15 seconds. Sprite of Tranquillity prioritises the caster as the target, when no target is selected / the enemy is selected. Multiple instances of Angelic Sprites and Tranquillity cannot be stacked.

So we have two different spells with opposite effects; the former debuffs enemies, the latter buffs allies (or yourself). The details are pretty much straightforward so there. Notice that the Cooldown is lower than the buff/debuff so you can either loop the spell or use it on another ally/enemy to control the battle and be efficient. Sprite of Disharmony can miss, unlike Sprite of Tranquillity, and it deals no initial damage as well, so its quite underwhelming. However, this spell acts like a poor man's Archfiend ult which is basically encouraging your teammates to beat up the debuffed target. SoT have obvious advantages, which can be handy when soloing or healing a critical teammate in PvE and PvP.


Zen
Rank Needed: 4
Type: Passive
Description: Hit chance increased by 15%
Additional Notes: n/a

Allows you to hit that SoD more often, but mainly for the class lore to be honest...


Inner Peace
Rank Needed: 4
Type: Passive
Description: Wisdom increased by 15%
Additional Notes: n/a

Again for the lore, but the wisdom bonus can come in handy for soloing because of the dodge boost in conjunction with SoT.


Overgrowth
Rank Needed: 5
Mana Cost: 40 Mana
Cooldown: 30 Seconds
Type: Magical
Description: Summons roots from the ground to trap up to 8 enemies. They cannot attack, but they can still use spells. Overgrowth lasts 6 seconds. This attack cannot miss.
Deals 40% Weapon Damage on cast. Applies Overgrowth to all enemies hit by the spell, disabling their auto attack for 6 seconds.

An unavoidable six second stun with an expensive manacost, long cooldown, and literally nonexistent damage? Seems about fair in my opinion considering this is the class' ulti. This skill works best versus bosses and, in PvP scenarios, classes that is focused on Auto Attacks such as Ultra Omniknight. It hits up to EIGHT enemies so it shines in Bludrut Brawl if everyone is clumped up in one room.


In short, the Grove Druid is a support class that controls the battle from the backlines with buffs, debuffs, his own nuke, and a massive AOE stun. I can't stress enough on how AQW lack true support classes so here's another one from me.

Have a nice day.



< Message edited by freehealth -- 11/24/2015 18:31:41 >
Post #: 116
11/24/2015 15:22:27   
deathroythegreat
Member

Heyo. Here are some random class ideas. These two classes are going to be themed on Magic/Summoning, instead of knightness.

Class Name: Cultist Archmage

STR - 30
INT - 164
END - 100
DEX - 55
WIS - 75
LUCK - 75

Hit: 95.70
Haste:15.03
Crit: 22.11
Evasion: 12.24

Above Stats are from a level 65mage + 1 Level 65 enchant.
Base Damage: 100% of weapon damage
Mana Regen: All hits landed, especially effective on crits. Mana gained is relative to current HP. (Less HP = More Mana per hit)

Auto Attack:
Mana Burst
1.5 sec cooldown
85% base damage
+2 mana given per hit (5 mana instead of 3)
A strike that cannot crit, but refills more mana than a standard strike.

Rank 1 Skill:
Psycho Fire:
5 sec cooldown
150% base damage
10 Mana Cost
Applies 'Untamed Flames' a mild DoT (starting at 70) that grows with stacking. Stacks up to 5 times. (For 250 max DoT damage)
Also applies 'Singed' to the user, causing them to take 5% extra damage from all sources. Both effects last for 10 seconds.

A nice starting skill, hopefully enough to make ranking bearable.

Rank 2 Skill:
Blizzard:
12 sec cooldown
125% base damage
20 Mana Cost
Applies 'Frozen' to the caster and target, stunning the caster for 2 seconds, and the monster for 6.
Also applies 'Frostbitten' to both the caster and target for 12 seconds, causing them to take 15% more damage.

A stun that stuns both you, and the target. Not useful in bludrutbrawl, i'll bet you.

Rank 3 Skill:
Breath of Life:
8 sec cooldown
200% weapon damage
15 Mana Cost
Drains life from the foe, healing the caster for 150% as much HP that was stolen. (400 DMG = 600 HP)
Applies 'Weakened' to the target, reducing damage by 15%

This skill will be healing, and the thing to alleviate the damage you take from the other two skills.

Rank 4 Passives:
Heretic: Damage dealt is increased by 25%, but the player has 5% less crit chance.

Quick Casting: Haste is increased by 25%, and Frozen lasts half as long on the player.

Two nifty passives to make damage output higher.

Rank 5 Skill:
Beyond Human:
25 sec cooldown
500% weapon damage
40 Mana Cost
Desterrat Moya's remnants call to the cultists, empowering them.
Damage and Haste increased by 25% for 10 seconds, but the player receives
'Inhuman' a DoT that deals 150% base damage for 6 seconds.

This skill is a nuclear blast that can endanger you. This class is mostly about damaging enemies,
but to make it less OP, the player has to be put into risky situations. The 'Inhuman' DoT is not affected by anything. The damage dealt to you is set.

Class 2:

Royal Conjurer

Stats and %'s are same as Mage from the above suggestion.
Base Damage = 100% weapon damage.
Auto Attack:
2 sec cooldown
25% without summon, 125% with summon.

Skill 1:
Summon Elemental
15 mana cost.
20 sec cooldown
Summon a standard earth elemental that deals 125% base damage.
Casting afterward empowers the elemental, increasing damage by 50%

Skill 2:
Fire Empowerment
15 mana cost
12 sec cooldown
Imbue the earth elemental with fire, adding a powerful DoT (200% base damage) to the enemy
and 'Molten' effect to the caster, adding a weaker DoT (50% base damage).
Both affects last 15 seconds.

Skill 3:
Light Empowerment
10 mana cost.
14 sec cooldown
Imbue the earth elemental with light, causing him to deal 25% extra damage for 6 seconds
and applying Regeneration to the caster, a HoT that is 150% base damage for 8 seconds.

Rank 4 Passives:

Anti-Frozen Golem: 15% haste.
Juggernaut Golem: 20% extra damage.

Rank 5:
Time Empowerment
25 mana cost
20 sec cooldown
Decrease opponent haste by 50% and increase yours by 50%, as well as granting small buffs all around to you and the golem.
(5% damage buff, 5% dodge chance, 5% crit chance, etc) the effects last for 10 seconds.

I hope you liked these classes, sorry for no rank 10's, can't be bothered to add anything useful.
Post #: 117
11/27/2015 15:36:43   
deathshine
Member

how about a new archfiend class? while the armors are awesome as always its a little sad that our favorite armor sets actual class is based on a support class. to me an archfiend should be a complete glass cannon. able to dish out huge amounts of damage but also be very squishy.
DF AQW Epic  Post #: 118
11/29/2015 6:40:37   
Tyroniter
Member

I just wanted to suggest a few changes for in game classes

1. Ultra Omniknight is probably one of the best classes out there right now, but ever since its 5th skill got nerfed, no one uses that skill anymore. I suggest that, instead of just removing the Aura and removing the corresponding stacks, it would be a lot more useful and better if Omni Blade just switched the auras, without having to apply Inverted Light again, and just reset the stacks. It would still deal damage/heal depending upon the number of stacks, but the aura would get switched and the stacks would be reset and build up corresponding to the aura that was applied after the switch.
2. In the case of Cryo vs Pyro, I feel that both classes would become more or less equal if Burning Ward also applied a moderate to strong HoT upon usage, kinda like BB does. Also, a cooldown reduction for the last skill would be great as it would ensure a lot more continuous damage output. It physically hurts to wait 40 seconds for the nuke and then it misses or doesn't crit. 20 second cooldown sounds more or less fair.
3. The Collector was very hyped, but is actually kinda disappointing, since it was basically VoT but with lesser mana cost and increased cooldown. But that isn't a disappointment to me or many others, because I had missed getting VoT. What the problem really is, is that the last skill actually increases enemy damage done from what I've heard. Also the stun skill does more damage to you than it did for VoT, which is kind of illogical if it was planned as a VoT clone. A quick fix is all that's needed. Server Rewrite is eagerly awaited.
4. That's all for now. Thanks.
AQW  Post #: 119
11/30/2015 1:11:39   
bladewolfe2002
Member

I was thinking that they should make a reaper class I need to think of the skills for it but it sounds really overpowered and it sounds like a good idea.
AQW Epic  Post #: 120
11/30/2015 7:53:10   
Beowulf159 the Secon
Member

Not sure if someone suggested it before or not sorry if ya did and it looks like I'm copying but would love for a class like it any way hope ya like my idea for it. I just really wanted a class that kind of stands on even footing with evaders while not really being much of one.

Gladiator
Description: All who fight in the arena will either become one or die by them.
Mana Regen: Gladiators gain mana when they:
Strike a enemy in combat (more effective on crits.)
Are struck by an enemy in combat

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

For Glory! (Rank 1)
Mana Cost: 10
Cooldown: 15 Seconds
Type: Physical/Magical
Description: Taunt the enemy demoralizing them and causing them to deal less damage as well as take more.Lasts 10 Seconds (25% less damage dealt and 20% more damage taken)

Ever Changing Blade (Rank 2)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Magical
Description: Years of experience flows from the arena through your blade causing your attacks to be unreadable to your enemy making them less likely to evade your attacks and also easier to catch them by surprise with crits. This only lasts for 10 seconds however.

Light Armor (Rank 3)
Mana Cost: 20
Cooldown: 10 Seconds
Type: Magical
Description: New lighter armor allows you to be more agile than before raising evasiveness and speed but also causes you to take more damage. This lasts 8 seconds.(raises Haste by 20% and Dodge Rate by 10%)

Battle Scars (Rank 4 Passive)
Description: Increases Dodge Rate by 10%.

Emperor's Favor (Rank 4 Passive)
Description: Reduces damage taken by 10% and Increases health by 10%.

Finishing Blow (Rank 5)
Mana Cost: 45
Cooldown: 20 Seconds
Type: Physical
Description: An attack that has high damage but the more health the enemy has the less likely you'll be able to hit them.

Hand of Fate (Rank 10 Passive)
Description: Once near death the Fate makes the call on your life with about a 10% that you will gain a decent amount of health and continue to live on in the arena.

< Message edited by Beowulf159 the Secon -- 11/30/2015 8:06:09 >
DF MQ AQW  Post #: 121
11/30/2015 17:41:08   
xener
Member

I would love to see a necromancer Tier 2
We already have evolved shaman, why not evolved necro ?
AQW  Post #: 122
12/1/2015 2:01:44   
Foulman
Member

How about a class with passive HP and MP regen, but doesn't gain any from dodging/hitting/getting hit? And when will we get a MP stealing class?
AQ DF AQW Epic  Post #: 123
12/6/2015 3:47:54   
Beowulf159 the Secon
Member

So I've decided to make a few classes based off one of my favorite games that being Final Fantasy Tactics Advanced 2 soo sorry if any one else did some like them or it seems like I'm repeating any way hope ya like my ideas.

Parivir
Description: Did ya ever want to be a mercenary thats also a samurai then this is the life for you. Skills get a slight 5% boost to affects if in a party of two.
Mana Regen: Parivirs gain mana when they:
Strike a enemy in combat (more effective on crits.)
Are struck by an enemy in combat

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

For the Right Price. (Rank 1)
Mana Cost: 15
Cooldown: 15 Seconds
Type: Physical/Magical
Description: Your "employer" pays you to either protect them or kill someone if its to defend them you take a defensive stance that causes you to take 75% less damage as well as cause the enemy to focus on you but you are 40% slower and deal 35% less damage, if its to kill the enemy you take an Aggressive stance which allows you to deal 50% more damage and be 50% faster but you take 35% more damage. Either stance lasts 10 seconds with a 65% chance of Defensive Stance or 35% chance of Aggressive Stance.

Flat Sided Strike (Rank 2)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical
Description: Your "employer" hire's you to take in someone alive this strike while doing decent damage also stuns the enemy depending on the person for 2-5 seconds.

First Aid (Rank 3)
Mana Cost: 20
Cooldown: 10 Seconds
Type: Physical/Magical
Description: Possibly having to save your "employer" comes with the job description good thing it can come in handy for you too. You can heal you or another person for a decent amount.

Experienced Warrior (Rank 4 Passive)
Description: Increases Dodge Rate by 15% and Increases Experience gained by 10%.

Bonus (Rank 4 Passive)
Description: Increases Gold gained by 10%.

Once Accepted... (Rank 5)
Mana Cost: 50
Cooldown: 20 Seconds
Type: Magical
Description: You're code of Honor can't let you just quit a job you accepted this unnatural will to keep your word allows you to do superhuman acts for awhile even with it killing your self. This skill causes damage to your self but also allows you to do massive damage and it increases your haste greatly though your body can only handle this shortly it will help you get the job done. This will last 3 Seconds and the more health you have the more damage you take from hurting your self.

Iai Blow (Rank 10 Passive)
Description: A rare attack that happens once in a blue moon that will instantly kill the enemy sadly few have witnessed it let alone performed it.(0.001% Chance of Happening.)

Next Class:

Spell Blade
Description: These elite few can infuse different elemental magics into their blades.
Mana Regen: Spell Blades gain mana when they:
They sap mana from the enemy through auto attack and a few skills.(Saw what Foulman said thought it would go good with the class so hope ya don't mind me using it.)

Mana Drainer (Rank 1)
Mana Cost: 2
Cooldown: 1.5 Seconds
Type: Physical/Magical
Description: Spell Blade's require a lot of mana and through the years learned how to take other's.

Vampiric Fire Element(Rank 1)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical/Magical
Description:This element can be used with all the others. You infuse a fire element that's know to sap mana from the area into your blade but it can only live so long in a blade. This increases the amount of mana you steal by 5% and adds a little DoT from the heat which all lasts for 10 seconds.

Dark Element (Rank 2)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical/Magical
Description: This element can be used with the fire and mana element. Infusing this element into your blade causes you to do deal 30% more damage while also making you take 25% more damage. This lasts 10 seconds or can be instantly stopped by infusing the light element which will cancel them both out.

Light Element (Rank 3)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical/Magical
Description: This element can be used with the fire and mana element. Infusing this element into your blade causes you to take 40% less damage while also making you deal 30% less damage.

Trained Infuser (Rank 4 Passive)
Description: Blade Element stat increases or decreases go up by 5%.

Advanced Teaching's (Rank 4 Passive)
Description: Increase Mana drainging by 10%.

Mana Element (Rank 5)
Mana Cost: 50
Cooldown: 25 Seconds
Type: Physical/Magical
Description: Mana being the most pure of the elemental powers causes you to deal massive damage but any skills used while this is in affect cost double.

Soul Element (Rank 10 Passive)
Description: Once you run out of mana this will activate causing you to use your own life force to use skills.

Next Class:


Trickster
Description: It's not cheating if you're not caught.
Mana Regen: Tricksters gain mana when they:
Strike a enemy in combat (more effective on crits.)
Dodge any attack (restores HP as well.)

Sand in the Eyes (Auto Attack) (Rank 1)
Mana Cost: 0
Cooldown: 1.25 Seconds
Type: Physical
Description: Ya can't win everything honorably every time you attack there is a chance you'll lower their chance to hit you but only slightly.

Weighted Dice (Rank 1)
Mana Cost: 10
Cooldown: 15 Seconds
Type: Physical/Magical
Description: Try and play Fate for a fool this can either increase your dodge chance greatly or lower damage dealt by your enemy greatly. The effects last for 7 seconds.

Smoke and Mirrors (Rank 2)
Mana Cost: 25
Cooldown: 15 Seconds
Type: Magical
Description: Your dodge chance increases and so does your chance to get critical hits. Its easier to fool someone when they are so close. The effects last for 7 seconds.

Nothing up my Sleeves (Rank 3)
Mana Cost: 25
Cooldown: 10 Seconds
Type: Magical
Description: No tricks from a Trickster?! This makes your enemy paranoid of falling into a trap which causes them to deal less damage but this also increases their chances to hit you decently. This effect lasts for 7 Seconds.

Poker Face (Rank 4 Passive)
Description: Increases Hit Chance by 20%.

Counting Cards (Rank 4 Passive)
Description: Increases Dodge Chance by 10% and Increases Crit Chance by 10%.

Sleight of Hand (Rank 5)
Mana Cost: 50
Cooldown: 50 Seconds
Type: Physical
Description: This attack is actually a feign which causes the enemy to try to protect a specific area causing them to have more weak points and causes this does decent damage and increases your chances to do a critical hits for 10 seconds.

Ace in the Hole (Rank 10 Passive)
Description: You still have a chance to beat Fate in what ever form she challenge's you in. This activates when you're close to dying giving you the chance to do something to change fate. The enemy's haste decreases by 50% and all your skills will cost 0 mana but only for 5 seconds.

That's it for now so thanks for reading through them all and again sorry if any are similar or if there are others by the same name I haven't went through all the suggestions yet.
DF MQ AQW  Post #: 124
12/7/2015 0:58:45   
thelegend
Member

Archfiend Class suggestion,

2 -- FIENDISH STRIKE (original)

-28 mana, 14 second cooldown
-Lash out at all opponents near by striking them with the force of the Abyss. Deals Moderate damage to all targets within melee range.

2 -- FIENDISH STRIKE (new)

-25 mana, 10 second cooldown
-Lash out at all opponents near by striking them with the force of the Abyss. Deals moderately high damage to all targets within melee range. 25% chance to leave them dazed and lower haste and damage output of opponents by 20% for 5s.

4 -- ABYSSAL CONTRACT (original)

-40 mana, 60 second cooldown
-Binds you and up to four enemies to the abyss. Dealing massive damage to your targets and increasing all damage they take by 75% for 15 seconds. You take 25% increased damage for the duration.

4 -- ABYSSAL CONTRACT (new)

-40 mana, 30 second cooldown
-Binds you and all (or 4? idk) enemies at melee range to the abyss. Dealing massive damage to your main target and increasing all damage you deal. Damage increase based on % of main target's missing HP, for every 5% HP missing you gain +2% damage. Base damage increase is +10%.
-You take 25% increased damage for the duration. 50% of the damage you dealt to your main target is also dealt to bonded enemies. All effects last 15s.

Fiend Leech (new)
-3s HoT, heal/s based on weapon damage range.

< Message edited by thelegend -- 12/8/2015 17:20:32 >
AQW  Post #: 125
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