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RE: =AQW= Existing Class Suggestions

 
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10/17/2016 13:15:14   
Ted Zlammy
Member

Possible changes I'd like to see happen to ArchPaladin:

For Commandment, I'd like to see the damage be increased in some way. It's the only attack skill that doesn't reduce battle potential in some way (Sacred Eden consumes Commandment stacks and makes themunable to be stacked for awhile, and Right Seal lowers your damage for awhile), so it'd be ncie for the base damage to be increased to some extent, and to improve the DOT as well.

For Righteous Seal, I think the skill shouldn't be able to miss. It's main purpose is to lower your own damage as well as your foe's. Having the skill miss right before a boss is about to use a strong skill or if they just have a naturally hgih attack rate is rather detrimental to the class. I also believe the skill should include some sort of effect that boost's Hymn of Light's healing, since the damage debuff also affects the class's healing done.

For Hymn of Light, I honestly just want the skill's range to be increased so it can target players that aren't just right beside you.

Finally for Sacred Magic: Eden, I believe the cooldown should be lowered. It's ArchPaladin's only real mean way of inflicting high damage, so being able to use it more often at the cost of it's already high Mana Cost would be appreciated.
MQ AQW  Post #: 126
10/17/2016 18:18:17   
THEMIGHTYOVERLORD
Member
 

I know this is off point but why hasn't paladin slayer got a buff or some type of tweak... Not only is the skill set not very powerful for dmg, dps, support, or now even pvp. They added a class that upright negates Decay... please either buff it or add a new and improved class. Arch Paladinslayer maybe?
Post #: 127
10/17/2016 19:01:47   
Bailey Hudson
Member

About the Undead Paladin or the Paladin Slayer.

I think it just needs a little improvement not very much thought though but no need for Staffs to re-make another class which is already existing but just changing change the name that would be pointless and waste of time in general.

< Message edited by Bailey Hudson -- 11/4/2016 14:55:09 >
Post #: 128
11/4/2016 13:02:17   
Dezmic
Member

I think one of the biggest classes that needs a rework is the VAMPIRE class. I don't think it's quite fair that lycans have their own unique class upon reaching rank 10 lycan, where as vampires don't have a real class, as it is only a MEMBERS ONLY halloween rare, leaving no real reward for being a rank 10 vampire. I'd love to see this class reworked just as pirate class was reworked; requiring rank 10 vampire of course and sold by the same rep vender located within the premises of Safiria's castle. Now would be the perfect time as a new war has emerged involving the vampires and lycans.
DF MQ AQW Epic  Post #: 129
11/4/2016 13:35:49   
nalguth
Member

OT: Not really about any specific class, but there should be a kind of middle ground between warrior regen and mage regen for classes that would be broken with mage but have mana issues with warrior, such as Cryomancer, Shaman, and Daimon. Mahbe something that gives a bit of extra mana on critical spells.

Removed discussion. Please do not discuss in the suggestion threads, as per the =AQW= Suggestions Forum Rules. ~Rickyb20

< Message edited by Rickyb20 -- 11/4/2016 15:23:34 >
AQW  Post #: 130
11/4/2016 15:27:59   
Hardcastle McCormick
Member

Warrior feels outclassed by Ninja and Mage at low levels. Here are my ideas:

Decisive Strike cost 10-15 mana instead of 20. (This skill should be as much or MORE spamable than Ninja's Crosscut, since Ninja has a much higher crit chance, and more haste with Thin Air.)

On Guard last 20 seconds instead of 10. (Mage has a fully sustainable 40% debuff in addition to Arcane Shield, so really it's tankier than Warrior in its current state. Even Rustbucket has more sustainable defenses after it was buffed.)

It would also be nice if On Guard couldn't miss, considering every other comparable class's 5th skill is a buff that can't fail. But that's not quite as important.

< Message edited by Hardcastle McCormick -- 11/4/2016 15:32:20 >
AQW  Post #: 131
11/6/2016 14:16:05   
Martin901
Member

Hello im new in this and i hope that you like it.

Ok first The Three classes : Rushbucket , Enforcer and ProtoSatorium.

OK, my intention is to completely change the three classes, so that each have their own moves and abilities, and if it is well implemented, classes can look very good for PvP or defeat chiefs alone.


Rushbucket

Description: The quick and lethal of mechanical trio the great Rushbucket.
Mana Regen: Rushbucket gain mana when they:
Strike a enemy in combat (more effective on crits)
Are struck by an enemy in combat

STATS:

Strength: 105 (105% Weapon Damage Physcal)
Intellect: 50 (50% Weapon Damage Magical) No effect because its auto attack and skill are not magical.
Endurace: 80 (80% Of the total HP)
Dexterity: 80 (90% Hit Chance 16%, Evasion for Physcal Attacks, 16% Haste)
Widsom: 50 (90% Hit Chance 10%, Evasion for Magical Attacks, 10% Haste (No effect because not is magical class, is a hybrid fighter)
Luck: 40 (4% Crit Chance, and Crit damage).

Weapon Damage is 105%

Rush Slash (Rank 1)
Mana Cost: 0
Cooldown: 1.5 Seconds
Type: Physical
Description: A fast and the basic attack of the Rushbucket.

Electro Hit (Rank 1)
Mana Cost: 35
Cooldown: 8 Seconds
Type: Physcal/Magical
Description: Combining magic, strength and the power of the Rushbucket causes a strong attack that can leave stunned the enemy.(Weapon Damage 190% and the chance of stun is 5%)

Bad Charge (Rank 2)
Mana Cost: 20
Cooldown: 5 Seconds
Type: Physical/Magical
Description: You shoot a Dim beam that causes a negative effect on the opponent that can be stackable, reduces haste and damage by 5%. Stack 4 times (Weapon Damage is 60%)

Energy Beam (Rank 3)
Mana Cost: 25
Cooldown: 10 Seconds
Type: Physcal/Magical
Description: a bolt of energy that causes the opponent to get a good pulse from your part, but in change the accuracy of attack is reduced and the effect is called Energy Charge . Weapon Damage is 170% and stacks 5 times(Hit Chance is reduced by 4% and the speed increases by 4%)

Weak Mechanic Body (Rank 4 Passive)
Description: Decreases all mana cost by 20% but reduces damage output by 10%.

Bad Rush Power (Rank 4 Passive)
Description: Increases damage output by 10% But reduces Haste by 10%.

Rush Impulse (Rank 5)
Mana Cost: 45
Cooldown: 20 Seconds
Type: Physica/Magical
Description: You get with Rushbucket technology a boost that causes your haste to increase by 25%, and your damage output by 15% last 6 seconds.

Overload (Rank 10)
Description: Rarely the Rushbucket receives an overload that causes the OVERLOADED State, during this state your attack are always critical and cause maximum damage last 5 seconds but after the efecct you suffer a explosion that cause damage in you body by 40% of the base HP.

Note: This class with Enforcer and ProtoSatorium create the trio mechanic team.

This Class is needed to merge the Great Rushbucket (Class)

To get this class go to crash ruins.




Enforcer

Description: The tank and support of mechanical trio the strong Enforcer.
Mana Regen: Enforcer gain mana when they:
Strike a enemy in combat.
Are struck by an enemy in combat (more effective on crits).

STATS:

Strength: 110 (110% Weapon Damage Physcal)
Intellect: 70 (50% Weapon Damage Magical) No effect because its auto attack and skill are not magical.
Endurace: 110 (+10% Of the total HP)
Dexterity: 40 (81% Hit Chance 9%, and Evasion for Physcal Attacks, 10% Haste)
Widsom: 50 (90% Hit Chance 10%, Evasion for Magical Attacks, 10% Haste (No effect because not is magical class, is a hybrid fighter)
Luck: 40 (4% Crit Chance, and Crit damage).


Weapon Damage is 110%

Enforcer Strike (Rank 1)
Mana Cost: 0
Cooldown: 3.0 Seconds
Type: Physical
Description: A slow and the basic attack of the Enforcer.

Call Enforcer Bots (Rank 1)
Mana Cost: 30
Cooldown: 8 Seconds
Type: Physcal/Magical
Description: You call two small robots that support you in combat, the robots attack at the same time causing you do two attacks and if you already have them in combat to activate again this ability causes robots to do a double damage attack calling this charge attack.(Weapon Damage is 110% and with charge attack is 220%)

Heal Support (Rank 2)
Mana Cost: 25
Cooldown: 5 Seconds
Type: Physical/Magical
Description: You do a great heal to your allies to save them from the death and applies Enforcing Reparation that do a HoT for 6 seconds.(Weapon Damage is 190% and applyes Enforcing Reparation=Leaves a HoT of 90% WP)

Hit (Rank 3)
Mana Cost: 20
Cooldown: 4 Seconds
Type: Physcal
Description: A strong attack to defend against the enemy.Weapon Damage is 200%

Heavy Strong Armor (Rank 4 Passive)
Description: Decreases all damage output by 10% but reduces haste by 10%.

Semi-High Resistance (Rank 4 Passive)
Description: Increases HP by 10% (Not is affected by the HP necklaces)

Bait (Rank 5)
Mana Cost: 40
Cooldown: 10 Seconds
Type: Physical/Magical
Description: You make an attack that causes the enemy to focus on you and save your allies, by applying the State deceived, causing damage that will be reduced the chance of critical and damage suffered, but in fact your can not change its objective lasts 6 seconds. (Weapon Damage is 100% and reduces damage output,crit chance and damage take by 10%)

Enforcer (Rank 10)
Description: You never give up helping your team for that reason increases damage output by 10% and increases a 25% the HoT.

Note: This class with Rushbucket and ProtoSatorium create the trio mechanic team Non/Mem/AC.

This Class is needed to merge the Strong Enforcer (Class)

To get this class go to crash ruins and kill mithiril man to get it.




ProtoSatorium

Description: The Leader and destructive of mechanical trio the Grand Satorium, although this incomplete and it was decided to call himselft Protosatorium.
Mana Regen: ProtoSatorium gain mana when they:
Strike a enemy in combat. (more effective on crits)
Are struck by an enemy in combat .

STATS:

Strength: 140 (90%-150% Weapon Damage Physcal) This class have a deffect that causes the unstable damage.
Intellect: 50 (50% Weapon Damage Magical) No effect because its auto attack and skill are not magical.
Endurace: 90 (90% Of the total HP)
Dexterity: 60 (90% Hit Chance 12%, Evasion for Physcal Attacks, 12% Haste)
Widsom: 50 (90% Hit Chance 10%, Evasion for Magical Attacks, 10% Haste (No effect because not is magical class, is a hybrid fighter)
Luck: 40 (4% Crit Chance, and Crit damage).


Weapon Damage is 90%-150% Because is Prototype

Satorium Slam (Rank 1)
Mana Cost: 0
Cooldown: 2.5 Seconds
Type: Physical
Description: A mid speed attack and the basic attack of the Satorium.

Proto-Bash Strike (Rank 1)
Mana Cost: 30
Cooldown: 8 Seconds
Type: Physcal
Description: You make a powerful attack to push back against the enemy.(Weapon Damage is 150%-250%)

Proto-Explosive Bomb (Rank 2)
Mana Cost: 25
Cooldown: 5 Seconds
Type: Physical/Magical
Description: You throw a bomb to damage the enemy , reduce its defenses by 6 seconds and take away 20 of mana.(Weapon Damage is 200% and the defence is reduced by 25%)
Note:Has 50% to exploit you in hand so be careful, at the time of the strike and exploit you, if it does 50% of the effect you and lasts 3 seconds

Zap Shock (Rank 3)
Mana Cost: 20
Cooldown: 8 Seconds
Type: Magical
Description: You shoot a weak beam to the enemy to paralyze him by 4 seconds.(Weapon Damage is 60%)

The Power of Satorium (Rank 4 Passive)
Description: Increases STR and INT STAT by 15%.

Proto Aim (Rank 4 Passive)
Description: Increases Hit Chance by 10% but decreaces haste by 10%

Proto-Spray Blow (Rank 5)
Mana Cost: 45
Cooldown: 10 Seconds
Type: Physical
Description: you make an attack of massive damage to end once and for all with the possibility of critical to 100% (the effect can not be overridden by other techniques), but need to attack position for 3 seconds to do it.(Weapon Damage is 200-400%)

Satorium Force (Rank 10)
Description: Increases damage output by 10%.

Note: This class with Rushbucket and Enforcer create the trio mechanic team is for Members.

This Class is needed to merge the Grand Satorium (Class)

To get this class go to crash ruins and beat ProtoSatorium (Monster) to get it.

In the section of suggested new classes, I'll explain how to get them and how they work the merge classes.



Now the Vampire.

is that it is a rare kind, but my idea is to make it a rep class, just as the lycan is a fast class, and that would be with the original vampire, put the name Vampire (Rare), or ancient vampire.

Vampire

Description: The Vampire, the mytical monster, controls his vampiric powers to defeat your enemies.
Mana Regen: Vampire gain mana when they:
Strike a enemy in combat. (more effective on crits)
Dodge any attack (Regen a small part of your HP) .

Weapon Damage is 90%

Vampiric Attack (Rank 1)
Mana Cost: 0
Cooldown: 1.5 Seconds
Type: Physical
Description: the basic attack of the Vampires.

Blood Absorb (Rank 1)
Mana Cost: 20
Cooldown: 4 Seconds
Type: Physcal
Description: Your doing an attack where soaking up the blood of the enemy healing yourself to your for twice the damage done, and applied to the State Tasty Blood, which increases the haste and the damage by 3% per stack(Weapon Damage is 110% and stacks 5 times without Wound Blood and with it 165%)

Strong Slash (Rank 2)
Mana Cost: 25
Cooldown: 5 Seconds
Type: Physical
Description: Tith your sharp weapons make a great cut the enemy making it bleed, causing the State, Blood Wound giving it a DoT and also increases the damage Absorb Blood for 6 seconds..(Weapon Damage is 140%)

Blood Veil (Rank 3)
Mana Cost: 20
Cooldown: 8 Seconds
Type: Magical
Description: you cover you with blood you got per tasty blood stack reduces the damage you take by 4% [per stack max effect is 20%] for 6 seconds.(eliminates the tasty blood effect)

Vampiric Agility (Rank 4 Passive)
Description: Increases Haste and dodge by 15%.

Vampire Strengh (Rank 4 Passive)
Description: Increases Damage output by 15%.

Blood Madness (Rank 5)
Mana Cost: 40
Cooldown: 30 Seconds
Type: Physical
Description: Of all the blood that you have absorbed you enter a State of madness of blood that increases your haste, damage output, and dodge by 15% up to 2 seconds. (per stack of tasty blood effect lasts 1.2 seconds more,eliminates the tasty blood effect)

Inmortality (Rank 10)
Description: Rarely the vampires reveal his secret power, the immortality that damage taken is reduced to 0 for 5 seconds.

Note:To get it you need rank 10 in vampire faction and go to the rep shop. Is non-mem non-AC

Now if I can help, and if you want, can you tell me that value fix to make it with better balance.



Dragonslayer

Description: Dragonslayers are specialized warriors specifically trained to hunt dragons and dragonkin.
Mana Regen: DragonSlayer gain mana when they:
Strike a enemy in combat. (more effective on crits, and more if the target is a dragonkin)
Are struck by an enemy in combat . (More if the target is a dragonkin)

Weapon Damage is 110%.

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

Bane of Scales (Rank 1)
Mana Cost: 15 Mana
Cooldown: 2 Seconds
Type: Magical
Description: Taunts a dragon, forcing it to attack you, while reducing the dragon's damage dealt with all attacks by 50% Lasts 10 seconds.(Weapon damage is 0%, applyes Bane of Scales= Reduce damage dealt of the enemy by 50%[Dragonkind] or 25% [PvP])

Impale (Rank 2)
Mana Cost: 25 Mana
Cooldown: 10 Seconds
Type: Physical
Description: Causes a DoT over 12 seconds, and has a chance of stunning the target for 3 seconds. (Deals 120% weapon damage and the DoT is 200% weapon damage, stun chance is 10%[No Dragonkind] and 20%[Dragonkind])

Scorched Steel (Rank 3)
Mana Cost: 30 Mana
Cooldown: 8 Seconds
Type: Physical
Description: Scraping your sword against the ground, causing your sword to throw Sparks, you perform a fiery attack. (Deals 160% weapon damage)

Dragonslayer's Strenght (Rank 4)
Description: Increases damage output by 15%.

Dragonslayer's Defence (Rank 4)
Description: Damage taken reduced by 15%

Talon Twisting (Rank 5)
Mana Cost: 30 Mana
Cooldown: 12 Seconds
Type: Magical
Description: If used while in combat with a dragon, 50% of damage done to you will be added to your attacks. Lasts 8 seconds.(Weapon damage 0% but need to hit)
Note: Effective on Dragonkind and in PVP.

Dragonslayer (Rank 10)
Description: You were born to be a dragonslayer and kill dragons, therefore the damage that you do any Dragonkin is the DOUBLE. (No effect in PvP, affect the DoT and auto attack)




Mage

Description: The Mage is the quintessential magic user. They attack from a distance, able to cause great harm or restrict a targetís actions.
Mana Regen: Mages gain mana when they:
Strike a enemy in combat. (more effective on crits)
Are struck by an enemy in combat .

Weapon Damage is 90%.

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

Fireball (Rank 1)
Mana Cost: 20 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Hurls flame at your opponent, and scorch it causing a DoT with the damage done NON-CRIT, over 10 seconds (Weapon damage is 110%, applyes Scorched= Causes a DoT with the damage dealt NON-CRIT , with Frozen Blood, not applyes Scorch and removes Frozen Blood but the damage is DOUBLED [affect the DoT], and if you miss removes Frozen Blood)

Ice Shard (Rank 2)
Mana Cost: 15 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Launches a freezing shard at your enemy, dealing moderate damage, if Scorched is NOT present, applies Frozen Blood, reducing their haste and damage output for 10 seconds. If Scorched IS present, deals decreased and does not apply Frozen Blood. (Deals 120% weapon damage and applyes Frozen Blood=Ruduced haste and damage output by 15% without Scorched, and with it is 75% and eliminates Scorched)

Explosion (Rank 3)
Mana Cost: 25 Mana
Cooldown: 3 Seconds
Type: Magical
Description: Causes energies within opponent to become unstable and burst forth, causing moderate damage to your target and light damage to surrounding targets.(Deals 140% weapon damage [First] and 110% [others], up to 4 targets)

Mage's Power (Rank 4)
Description: Increases spell damage by 5%.

Mage's Defence (Rank 4)
Description: Damage taken reduced by 5%

Arcane Bless (Rank 5)
Mana Cost: 35 Mana
Cooldown: 15 Seconds
Type: Magical
Description: You are filled with arcane power to increase your power of magician, increasing your spell damage by 25%, reducing the damage you take by 25%, and overrides the critics, by 6 seconds.

Basic Arcane Knowledge (Rank 10)
Description: Thanks to the learning you've had all this time increases your INT STAT by 10%.

How to get it?
Buy it in Arcana's mage shop for 1000 Gold

This is the class of level 1 of the mage classes of Thok, not have a previous level and the next is Socerer.




Healer

Description: Healers are servants of good who use their powers to aid the sick, weak, and injured. Their powerful healing magic is often the difference between a groupís victory or defeat.
Mana Regen: Healers gain mana when they:
Strike a enemy in combat. (more effective on crits)
An enemy with Energy Flow, are struck by an ally in combat. (more effective on crits)
An ally with Healing Word, are struck by an enemy in combat.

Weapon Damage is 80%.

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

Healing Word (Rank 1)
Mana Cost: 30 Mana
Cooldown: 6 Seconds
Type: Magical
Description: Heals a friendly target for a large amount immediately, and up to 3 additional nearby targets for a smaller amount. Applies Radiance to the first target, healing for an additional amount over 16 seconds, and restoring some mana to the caster when the target takes damage. (Weapon damage is 220% ''HEAL'' first ally and 160% others allies, applyes to the first target Radiance= Causes a HoT and if the ally are struck , the caster regains some mana)

Heart Beat (Rank 2)
Mana Cost: 15 Mana
Cooldown: 2 Seconds
Type: Magical
Description: You attack with the pure power of your heart to protect your friends, deals 10% of current HP plus moderate magical damage to the target. (Deals 120% weapon damage + 10% of max HP [Included PvP Neckclace])

Energy Flow (Rank 3)
Mana Cost: 10 Mana
Cooldown: 8 Seconds
Type: Magical
Description: Grants Mana to the caster each time the target takes damage for 12 seconds. Also applies Inhibition, reducing the target's damage by 30% for 8 seconds.(Deals 0% weapon damage, applyes Inhibition=reduces targe damage by 30% and if is struck by an ally the caster regains some mana)

Pure Hearted (Rank 4)
Description: Increases healing by 10%.

Stamina (Rank 4)
Description:Increases HP by 10%

Clear Mind (Rank 5)
Mana Cost: 50 Mana
Cooldown: 20 Seconds
Type: Magical
Description: Reduces friendly targets Mana cost by 50% for 10 seconds.(Up to 4 targets)

Mind Free Of Doubts (Rank 10)
Description: Increases INT and WID STAT by 10%.

How to get it?
Buy it in Juvania's Healer Shop for 1000 Gold

This is the class of level 1 of the healer classes of Juvania, not have previous level and the next is Cleric.




Rogue

Description: Rogues follow their own set of rules. With a combination of speed, evasive footwork, and poison, you take your enemies by surprise.
Mana Regen: Rogues gain mana when they:
Strike a enemy in combat. (more effective on crits)
Are struck by an enemy in combat .
Evade any attack (Also regains a smaller quantity of HP)

Weapon Damage is 90%.

Auto Attack (Rank 1)
Mana Cost: 0 Mana
Cooldown: 1.5 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers.

Viper's Kiss (Rank 1)
Mana Cost: 20 Mana
Cooldown: 3 Seconds
Type: Physcal
Description: Cuts the enemy with your affiliate weapon doing minor damage, and poisoned, causing a good DoT for 10 seconds. (Weapon damage is 50%, applyes Viper's Kiss= Causes a DoT with 100% weapon damage)

Opportunity's Strike (Rank 2)
Mana Cost: 15 Mana
Cooldown: 6 Seconds
Type: Physcal
Description: Launches an attack taking the opportunity of that this weak, by the effects of Viper's Kiss, deals damage based on how much time is left on your application of Viper's Kiss(less time means higher damage and crit damage). (Deals 120% weapon damage and crit damage increases by 5% [10-8 sec], 10% [8-6 sec], 15% [6-4 sec], 20% [4-2 sec], 25% [2-0 sec])

Stiletto (Rank 3)
Mana Cost: 20 Mana
Cooldown: 60 Seconds
Type: Physcal
Description: Deals moderate damage, and applies Concealed Blade, causing your attacks to do more damage the lower your target's HP are (if below 50%) for 20 seconds.(Deals 140% weapon damage and iapplyes Concealed Blade= ncreases weapon damage by 15%[50% HP],30%[35% HP],45%[20% HP],)

Elusive (Rank 4)
Description: Increases dodge by 15%.

Incisive (Rank 4)
Description: Increases Crit Chance by 15%

Footwork (Rank 5)
Mana Cost: 30 Mana
Cooldown: 30 Seconds
Type: Physcal
Description: You do a movement with your legs to make some moves your opponent with your agility, increasing haste and chance to dodge by 30% for 15 seconds.

The ability of a Rogue (Rank 10)
Description: Due to your great ability as a rogue, have a great skill and increases DEX STAT by 10%.

How to get it?
Buy it in Metrea's Rogue Shop for 1000 Gold.




Dragonslayer General

Description: Congratulations, you've proven your worth as a Dragonslayer and earned the right to call yourself a Dragonslayer General! Only the best of the best can quell the wrath of such impossibly powerful beasts and live to tell the tale.
Dragonslayer Generals gain mana when they:
Strike an enemy in combat (more effective on crits)
Are struck by an enemy in combat

Weapon Damage is 120%

Auto Attack (Rank 1)
Mana Cost: 0
Cooldown: 2.0 Seconds
Type: Physical
Description: A strong attack known only to disciplined fighters.

Basilisk Strike (Rank 1)
Mana Cost: 10
Cooldown: 3 Seconds
Type: Physcal
Description: Deals 160% weapon damage. If target is Dragonkin, the specialized strike causes their skin to sear, dealing addition damage after 1 second as well as grants a 50% chance to sap 20 mana from any Dragonkin.(Weapon Damage 160% and the chance of sap mana is 50%)

Drake Tongue (Rank 2)
Mana Cost: 20
Cooldown: 15 Seconds
Type: Physical/Magical
Description: Deals 100% weapon damage and taunts the target up to 6 targets, causing them to attack the user Dragonslayer General for 10 seconds. If target is Dragonkin, you are inspired and You become inspired increasing your haste and damage output are increased by 20% for 9 seconds, doubled to 40% total when fighting dragonkin. while the The tongues cause enemy dragonkin's flesh to sear, dealing addition damage after 1 second (Weapon Damage is 100% and increases haste and dmage outpu by 20% [No Dragonkind] and 40% [Dragonkind])

Piercing Wyvern's Eye (Rank 3)
Mana Cost: 20
Cooldown: 8 Seconds
Type: Physcal/Magical
Description: Deals 130% weapon damage up to a long range. Applies one stack of Keen Eye, increasing hit, crit chance and crit damage by 5% for 15 seconds and stacking up to 5 times. And applyes to the target, Pierced Eye causes their eyes become wounded by the attack reducing hit, crit chance and crit damage by 5% for 15 seconds and stacking up to 5 times and if the target is a Dragonkin applyes Wyvern Pierced Eye that hve same effect but with a 7% per stack[Only Dragonkind , NO PvP].(Hit Chance is reduced by 4% and the speed increases by 4%)

Aggravated Assault (Rank 4 Passive)
Description: Damage output increased by 25%.

Absolute Resolution (Rank 4 Passive)
Description: Reduces incoming damage by 25%.

Ancient Rites (Rank 5)
Mana Cost: 40
Cooldown: 20 Seconds
Type: Magical
Description: Applies Forgone Conclusion and Talon Twisting to the user for 12 seconds, adding 50% of all incoming damage to the users auto attacks. Upon fading, the user recives a DoT of the 30% of the damage dealt while under the effects for 6 sec. If Keen Eye is present, applies Hard Iron reducing all incoming damage by 40% for 12 seconds.

Dragonslayer General (Rank 10)
Description: You are master in the art of dragonslaying, therefore the damage that you do any Dragonkin is the DOUBLE and the damage provided by any dragonkind are reduce by the Half (50%). (No effect in PvP, affect the DoT and auto attack) [Only Dragonkind]

This class can be my favorite for dragonslaying.

How to get it?
Merge it in Dragontown, Talk with Galanoth.

How to Merge it:
Dragonslayer (Rank 10)
Enchanted Scale x100
Dragon Claw x100
Dragonslayer General Token x10 [Stacks Up to 10] ("New Item"Get it in The Mission "Get The Dragonslayer General Tokens"[New Mission] (Daily Mission) Objetive Kill 10 Dracolichs in Dragontown)




Ranger Master and Ranger

Description: Rangers are stealthy, wealthy and wise to the ways of their opponents. Able to take down tyrants without blinking an eye or breaking a bowstring, you'll range far and wide in this armor, gaining gold and glory!
Rangers gains mana when they:
Strike an enemy in combat (more effective on crits)
Dodge any attack (restores HP as well)

Weapon Damage is 90%

Ranger's Shoot (Rank 1)
Mana Cost: 0
Cooldown: 2.0 Seconds
Type: Physical
Description: A great and precise shoot for a expert ranger. (This auto attack have 20% extra chance to do Critical Hit [Only if you have equipped a Bow Desing Weapon, if is a non Bow desing weapon not have the extra]) Ranged

Mark For Death (Rank 1)
Mana Cost: 10
Cooldown: 2 Second
Type: Physcal
Description: Deals light damage and applies Death Mark to your foe. Death Mark can stack up to 5 times unless consumed by a skill or allowed to fade, and reduces foeís damage and healing by 5% until consumed.(Weapon Damage 50% and applyes the Effect Death Mark= Reduces Damage and Healing by 5% ) Ranged

Scorching Arrow (Rank 2)
Mana Cost: 20
Cooldown: 10 Seconds
Type: Physical
Description: Launches a flaming arrow at your enemy, dealing moderate damage, also burning them with a fire DoT. Fire damage over time can be increased by Death Mark. (Weapon Damage is 130%, and applyes DoT) Ranged

Explosive Bolt (Rank 3)
Mana Cost: 25
Cooldown: 5 Seconds
Type: Physcal
Description: This arrow has an explosive tip which explodes on impact, dealing high damage. Nearby foes can also be caught in the explosion for minor damage. Damage increased by Death Mark.(Weapon damage is 180% [Principal Objetive] and 150% [Secondary Objetives])

Quick shooter (Rank 4 Passive)
Description: Decreases all skill cooldown by 20% [Included Auto attack]

Agility of a Ranger (Rank 4 Passive)
Description: Increases evasion by 10%.

Drain Shoot (Rank 5)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical
Description: You fire a magic arrow inscribed with runes at your target, dealing moderate damage to them but also applying a HoT effect to yourself and healing a 30% of the damage done with the attack. Both Damage and Heal Over Time effects are increased by Death Mark.(Weapon damage is 130% and applyes HoT)

The Eye of a Ranger (Rank 10)
Description: Thanks to your training the ability to target vital points of your enemies with your accuracy : Increases Hit and Crit Chance by 15%.

Note: If you have equipped a Bow Desing weapon: Increases Auto Attack crit chance by 20% and the Weapon Damage of all skills by 20% [Included Auto attack]

How to get it?

[Master Ranger] Buy it in the rep shop of Sandsea (Rank 10 in Sandsea) for 150.000 Gold
[Ranger] for 2000 AC coins.



ArchPaladin

Description: As a warrior in one of the Paladin Orderís highest ranks, you have access to powers the likes of which Lore has not yet seen. Use your newfound abilities to fight for virtue and justice, because darkness will flee at the very sight of your righteous light!
ArchPaladins gains mana when they:
Strike an enemy in combat (more effective on crits)
From all hits landed in combat, and especially on crits. The amount depends on damage relative to *their own* HP total.

Weapon Damage is 100%

Mighty Hit (Rank 1)
Mana Cost: 0
Cooldown: 2.0 Seconds
Type: Physical
Description: A strong attack known only to disciplined fighters.

Commandment (Rank 1)
Mana Cost: 10
Cooldown: 5 Second
Type: Physical / Magical
Description: Attack using a weapon infused with the power of light, dealing moderate damage to 3 close range enemies. Your opponent is commanded by the light and has 2% less damage, dodge chance, crit chance, crit amount, hit chance and takes 2% more damage. Lasts 100 seconds and stacks up to 50. They also receive a small DoT which stacks up to 5. Deals bonus damage to Undead.(Weapon Damage 130% [Non Undead] 290% [Undead])

Hymn of Light (Rank 2)
Mana Cost: 40
Cooldown: 10 Seconds
Type: Physical / Magical
Description: A forgiving light encompasses you and up to five allies, protecting and absolving you and your allies from evil. Heals for a moderate amount, and increases END and Defense by 20% for 6 seconds. [The effect applyes Hymn of Light on all allyes]

Righteous Seal (Rank 3)
Mana Cost: 30
Cooldown: 15 Seconds
Type: Physical / Magical
Description: Using holy magic, you temporarily seal you and up to 3 of your opponent's power away. Deals moderate damage but then reduces all the damage you will do by 50% and all the damage your opponents will do by 90% for 10 seconds.(Weapon damage is 200%, and applyes Righteous Seal=Reduces enemy damage 90% and your damage by 50%, Never fails)

Righteous Judgement (Rank 4 Passive)
Description: Increases outgoing damage by 20% and crit damage by 20%

Righteous Protection (Rank 4 Passive)
Description: Reduces incoming damage by 20% and incoming crit damage by 20%.

Sacred Magic: Eden (Rank 5)
Mana Cost: 70
Cooldown: 30 Seconds
Type: Magical
Description: Deals massive damage buffed by the stacks of Commandment, capping out at 5 stacks. Consumes stacks of Commandment. You become exhausted and can't give stacks of Commandment for 8 seconds. Has a 20% chance to stun Undead for 3 seconds.(Deals 500% Weapon Damage, and obtains 100% extra damage by every stack of commandment)

Overwhenling Light (Rank 10 Passive)
Description: Your heals are 20% more potent and you are Inmune to Decay.




Royal Battlemge and Battlemage

Description: The Battlemages focus on taking down his their opponents as quickly as possible. They are capable of focusing greater amounts of mana into each spell for the maximum effect. They specialize in wearing heavy armor for defense in order to spend all of their mana on offensive spells.
Battlemages gains mana when they:
Battlemages are rejuvenated by their Arcane Strike granting them bonus mana with every successful blow
Are Struck by the enemy

Weapon Damage is 50%

Arcane Strike (Rank 1)
Mana Cost: 0
Cooldown: 2.0 Seconds
Type: Physical
Description: Every strike is enhanced with arcane energies that re-energizes the Battlemage adding mana per hit.(Regains 10 mana per hit and hve bonus damage by the Spell Damage)

Enchanted Blade (Rank 1)
Mana Cost: 15
Cooldown: 10 Seconds
Type: Magical
Description: Enchanted Blade removes the explosion (AOE) effect from the Battlemage's attacks but increases all spell damage and accuracy by 50% for 10 seconds.

Arcane Fire (Rank 2)
Mana Cost: 40
Cooldown: 10 Seconds
Type: Magical
Description: Summon an explosive fire ball burning with arcane energies on up to 3 targets. If your blade is enchanted, the power of the arcane will surge through your opponent's body and reduces all damage they can do by 25% for 12 seconds.(Weapon Damage is 150% without Enchanted Blade and 250% with Enchanted Blade)

Explosive Shield (Rank 3)
Mana Cost: 30
Cooldown: 30 Seconds
Type: Magical
Description: Break apart surrounding raw mana and form it into an Arcane Shield transfering most incoming damage to the Battlemage's MP instead of HP, as well as reducing mana costs for 10 seconds. The initial break explodes damaging up to 3 enemies with the 50% of the damage absorved. (Applyes Explosive Shield=transfer most incoming damage to the Battlemage's MP and Reduces Mana cost by 40%)

Heavy Armor Expertise (Rank 4 Passive)
Description: Physical Damage received reduced by 30%

Battle Hardened Mage (Rank 4 Passive)
Description: Wisdom and Intellect increased by 10%

Arcane Devastation (Rank 5)
Mana Cost: 60
Cooldown: 15 Seconds
Type: Magical
Description: Conjure a powerful, explosive, arcane blast damaging up to 3 targets. If Enchanted Blade is active, your target will be weakened and take 30% more damage from all sources.(Deals 230% Weapon Damagewithout Enchanted Blade 300% with Enchanted Blade, and applyes Arcane Weakness=Increases Damage Taken by 30%)

Spell Devastation (Rank 10 Passive)
Description: These fact, to eliminate your enemies with magic, so your Spell Damage is Increased by 30%.




Ultra Elemental Warrior (Merge) and Elemental Warrior ''AC''

Description: You've wielded the 8 Elementals and are now able to MASTER them as an Ultra Elemental Warrior!
Elemental Warriors gain mana when they:
Strike an enemy in combat (more effective on crits)
Are struck by an enemy in combat

Weapon Damage is 80%

Elemental Attack (Rank 1)
Mana Cost: 0
Cooldown: 2.0 Seconds
Type: Physical/Magical
Description: An attack of elements to damage the enemy and randomly the attack can apply a buff on you and debuff on the enemy.(Stack 2 times, chance to apply is 75%, lasts 10 sec)

List of the buff and debuffs:

Darkness Enchant Increases auto attack damage to 130% [Player] and Darkness Weakening Reduces Heal by 5% and gives a low DoT [Enemy]
Light Enchant Increases Heal by 5% and gives a low HoT [Player] and Light Weakening reduces auto attack damage to 80%[Enemy]
Earth Enchant Increases Crit Damage by 5% [Player] and Earth Weakening Decreases Crit Damage by 5%[Enemy]
Energy Enchant Increases Dodge by 5% [Player] and Energy Weakening Decreases Dodge by 5% [Enemy]
Fire Enchant Increases Damage OutPut by 5% [Player] and Fire Weakening Increases Damage Taken by 5% [Enemy]
Water Enchant Increases Crit Rate by 5% [Player] and Water Weakening Decreases Haste by 5% [Enemy]
Wind Enchant Increases Haste by 5% [Player] and Wind Weakening Decreases Crit Rate by 5% [Enemy]
Ice Enchant Decreases Damage Taken by 5% [Player] and Ice Weakening Decreases Damage OutPut 5% [Enemy]

Note: if applyes elemental fusion doubles the effect of elemental attack on you and you enemy.

Elemental Fusion (Rank 1)
Mana Cost: 10
Cooldown: 4 Seconds
Type: Physical / Magical
Description: Strike your opponents with the elements you currently have charged. Different effects based on which elemental magics are combined.(Weapon Damage is 120%)

Blaze (Rank 2)
Mana Cost: 15
Cooldown: 6 Seconds
Type: Physical/Magical
Description: Deals a burst of fire damage and charges your next Elemental Fusion with Fire Magic. (Weapon Damage is 140% and Applyes Fire Magic)

Stoneskin (Rank 3)
Mana Cost: 20
Cooldown: 15 Seconds
Type: Physcal/Magical
Description: Reduces all incoming damage by 40% for 10 sec . Charges your next Elemental Fusion with Earth Magic. (Reduces damage taken by 40% and applyes Earth Magic)

Command of Darkness (Rank 4 Passive)
Description: Strength increased by 15% and physcal power by 10%%

Command of Light (Rank 4 Passive)
Description: Intellect increased by 15% and spell power by 10%

Chain Lightning (Rank 5)
Mana Cost: 40
Cooldown: 20 Seconds
Type: Physical / Magical
Description: Strike multiple opponents for increasing damage for each jump. Bounces up to 5 times. Charges your next Elemental Fusion with Energy Magic.(Weapon Damage 150%, for each jump the damage increases by 50%, Applyes Energy Magic)

Blizzard (Rank 10)
All Elemental Fusions have a chance to unleash a fusion of Wind and Ice. The blizzard will lower your opponents haste significantly for 5 seconds.(Weapon Damage is 200% and reduces haste by 50%) [Chance low]

How to get it?
Merge it in Dragonhame , Talk with Warlic or buy it for 2000 AC.

How to Merge it:
Rank 10 Elemental Master Faction
Darkness Orb x1
Earth Orb x1
Energy Orb x1
Fire Orb x1
Ice Orb x1
Light Orb x1
Water Orb x1
Wind Orb x1
Elemental Energy
Elemental Token

Note is ''AC'' (Merge)

How to get the merge the items:

First you need to get rank 10 in the faction, and buy in the rep shop Elemental Token ("New Item"to get it buy at 200000 "Gold" [Rank 10 elemental master]), and with the token you can acces to the quest that are:

Create The Darkness Orb [Mission]

[Description]

Elemental Essence x10 (of course, with its respective element [You can obtain it from the elemental; Example Fire Elemental, Ice, etc...])
Elemental Weapon (Buy it in Ravenloss the elemental daggers)
Elemental Charge (Get it From a elemental boss of course, with its respective element )

Rewards:
Items:
Darkness Orb




And the same applies to other missions, that are:

Create The Earth Orb
Create The Energy Orb
Create The Fire Orb
Create The Ice Orb
Create The Light Orb
Create The Water Orb
Create The Wind Orb




Create The Elemental Energy:

Get the Elemental Fire Charge
Get the Elemental Ice Charge
Get the Elemental Water Charge
Get the Elemental Wind Charge
Get the Elemental Earth Charge
Get the Elemental Energy Charge
Get the Elemental Dark Charge
Get the Elemental Light Charge

How to get the charges, as in the missions of the orbs, only that you have to end up again with all elemental bosses to get charges

Rewards:
Items:
Elemental Energy

OK this was a big change in as it is and gets out of this class, the reason why I did it was that I look for that everyone can use it and make a few small changes to it that will make it more strong that the difficulty or time required to get it is rather high.

Also as you have to buy the orbs and nobody has enough AC or simply believe it will be a waste because the class is not good to use it, I decided to give these improvements and changes.

Also forgot about the factions of dragonhame and I have decided to give more value and usefulness to the faction giving the ability to have a very good class in my opinion.

Those are the reasons for the change. (also that nobody has it or uses it)




Stonecrusher

Description: Infuse the natural magic of shaman with the power of mother earth herself, apply the tried and tested support aspects of Bard, and you have the ultimate class passed down for generations in Brightoak Grove.
Mana Regen: Rushbucket gain mana when they:
Strike a enemy in combat (more effective on crits)and the amount depends on the damage relative to *their own* HP total.
Are struck by an enemy in combat

Weapon Damage is 100%

Auto Attack (Rank 1)
Mana Cost: 0
Cooldown: 2 Seconds
Type: Physical
Description: Basic Auto Attack taught to all Adventurers!

Stalagmite (Rank 1)
Mana Cost: 15
Cooldown: 6 Seconds
Type: Magical
Description: Causes a stalagmite to erupt out of the ground at your opponents feet, dealing damage and crippling their defenses. Applies Bruised to the target, increasing all incoming damage in by 8% for 8 seconds. Stacks up to 5 times. Has a 25% chance to apply Magnitude for 1 2 second seconds. If Magnitude is applied, immediately has a 50% chance to stun for 4 seconds.

Notes:
Deals 130% spell damage.
If Magnitude is applied, deals 390% Spell DPS and adds a 50% stun chance to the effect.

Echoing Earth (Rank 2)
Mana Cost: 25
Cooldown: 18 Seconds
Type: Physical/Magical
Description: Harness the residual energy of great battles from ages past trapped beneath the surface. Applies Resonance and Dissonance, which increases haste and crit chance by 30% for the caster and up to 5 friendly targets while improving mana regain. Lasts for 10 seconds. Has a 25% chance to apply Magnitude for 1 2 second seconds. If Magnitude is applied, mana costs are immediately reduced for you and your party by 20% for 10 seconds.

Note: If Magnitude is applied, also reduces mana costs by 20% for caster and up to 5 friendly targets .

Land's Embrace (Rank 3)
Mana Cost: 25
Cooldown: 12 Seconds
Type: Physcal/Magical
Description: Draw upon the strength within the earth to conjure a barrier of stone. Applies Shielded, reducing incoming damage for the caster and up to 5 friendly targets by 50% and applying a small HoT for 4 seconds. Has a 25% chance to apply Magnitude for 2 seconds. If Magnitude is applied, immediately reduces all incoming damage by 80% and doubling the HoT for the caster for 4 seconds.

Note: If Magnitude is applied, reduces all incoming damage by 80% for caster and up to 5 friendly targets and applies a moderate HoT over time for 8 seconds.

Gaia Knowledge (Rank 4 Passive)
Description: Increases haste by 20%

Shifting Plates (Rank 4 Passive)
Description: Increases Endurance by 20%

Endless Fissure (Rank 5)
Mana Cost: 45
Cooldown: 20 Seconds
Type: Magical
Description: Rip open the ground beneath your opponents feet, dealing massive damage. Also applies Aftershock, a DoT that grows stronger with each attack that hits your opponent for 30 seconds. Has a 25% chance to apply Magnitude for 2 seconds. If Magnitude is applied, the target becomes caught in a sinkhole, reducing crit rate and haste by 40% for 8 seconds.

Notes:
Deals 300% Auto Attack damage.
If Magnitude is applied, deals 900% Spell DPS and applies Aftershock.
If Magnitude is applied, After Shock DoT deals 3 times its normal damage

Fissure (Rank 10)
Description: For every hit you give your enemy apply fissure which increases the damage received by 2% and there is a small chance (5%) that apply great fissure which doubles the effect of fissure each time. (stacking infinitely) [affects the DoT]




Note: All changes are in classes that you use for a while.

Now because to a rework in classes, improvements or suggestions for existing classes.

The reason is that over time the systems of classes changes and then they come out new classes that become best example Blaze Binder and others are forgotten or rarely seen in use example Master Ranger and due to that becomes attempt an improvement or suggestions that can help that class to emerge or at least that is better than before.

We put an example today which is the class that is used less, I say as the master ranger, because their skills are not very good to say, but you may be given a rework to make it better and so are our suggestions, but that those classes are improved or at least have a theme with the class which are, also with capabilities that give them some times, is it not good enough to be a sort of: PvP, for bosses or farming.

Example: master ranger, its subject matter is good what you need to improve are their techniques and passive skills and if your auto-attack can become one of range.

Note: when we say Weapon Damage, I am referring to the damage that can be done depending on which is the type of damage that make Physics (Warrior/Dragonslayer/DSG/etc...) and Magic (UO/healer/Shaman/ES/etc...) and in the case of hybrid them (Paladin/PHL/ArchP/etc...) 50% of the 2 types of damage is used to their equivalence. (I hope I have explained)

I'll add more classes as time goes.

Thank you to see my ideas.

Merged quadruple-post. Please do not multi-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

< Message edited by Martin901 -- 6/9/2017 22:45:30 >
AQW  Post #: 132
11/11/2016 12:53:35   
Sondrei
Member

I would like to address the issues I found on the two classes on AQWorlds

Shaman

Ancestor's Flame : Scorched Spirit is now a useless Debuff since it no longer has any use to Hydrophobia since it has been changed into a HoT skill. I suggest turning it into a DoT that scales with Elemental Embrace. EDIT : Scorched Spirit does do something after much testing, apparently it boost the damage of Hydrophobia by an unknown amount but has no connection to its new HoT. Sorry for my mistake. Hydrophobia though has something unique to it and I would like it added to the class. Hydrophobia's HoT now stacks for each enemy hit More Enemies = More HoT.

Master Ranger

Overall standing as a Class : Master Ranger's Skillset isn't giving that Ranger feel that we all been looking for. Master Ranger's Skills aren't that what a Ranger is suppose to have and we all know a Ranger is a Sniper who shoots from afar with deadly accuracy like Zhoom is. Master Ranger's Mechanics are also unreasonable since you don't have enough ability to dodge continously in order to regain mana back with its Rogue Mana Regen, meaning you can't use skills that require you to deal damage or survive each fight and has been only surviving mainly on stats rather than the actual skills that should be useful for the class.





< Message edited by Sondrei -- 11/16/2016 1:08:59 >
AQW Epic  Post #: 133
11/11/2016 16:36:08   
Kalvo94
Member
 

Class: Arachnomancer and Stonecrusher

I believe the class needs a buff to the lack of self-healing and the expensive mana consumption.

When I say the healing part of this class is 'lacking' is due to the fact that you can only heal if you dodge an enemy attack successfully, which may seem fine at first if you have full thief enhance set but when I try and fight a creature I lose more than half my health after 1 encounter with a simple mob. A good idea which I hope might be a change could be to allow the class to self heal it self with each tick of its DOT damage. What I mean by this is to have some sort of percentage of health returned to the player based on the amount of damage because you are technically acting like a spider with poison so it would be like blood sucking their life force from them which would be a cool idea and more survive-ability.

Alot of the skills that I use for this class have very high mana costs so when I use all 4 of them I have no mana left so it's hard to enjoy keeping that damage going when I have no more mana left to add more DOT damage to the target. Just to add, I have no problem with the Cooldowns for the later abilities because of how powerful they are against a foe. I would love to survive a boss fight longer as this class and seeing those DOT's tick away which would be fun due to the fact that this class is meant for boss fights but every time I try and fight a boss I die straight away.

I can understand it is one of the many harder classes to master but it would be nice to use all of the abililites instead of worry about being defenceless even though this class is very squishy with no sustain in battle.

Don't get me wrong, this class is very strong but there are just some places that it needs buffs to so that it can be very effective against monsters instead of resting after every encounter.

Please hear me out and I hope some of my points get through and she gets a buff soon. I do enjoy the game playing as this character but it is just very difficult to survive and maintain damage on an enemy without mana their to support me.

Class: Stonecrusher

The only thing I would like to be added this amazing class is a RANK 10 passive to give a little push to it's awesomeness; so for example, an increase in DOT damage by 10-15% or boost in crit damage or chance. It already has survive ability in it's other passives so just a little extra didn't seem so bad because other class have rank 10 passives.

Thank you for reading this and hope it happens.

Kinds Regards,

Kalvo94
Post #: 134
11/12/2016 0:13:38   
nalguth
Member

For a class with a pretty low hit chance, Stonecrusher relies way too much on being able to hit enemies with its abilities. Missing Stalagmite or Endless Fissure twice in a row isn't a rare occurrence, and if it happens, it loses a massive amount of DPS, especially if the debuffs are stacked up high. I think it either needs the duration of Bruised and Aftershock to be doubled, a rank 10 passive similar to Ultra Omniknight's Homing Blade that increases hit chance by a large amount, or even just changing Shifting Plates from END to WIS.
AQW  Post #: 135
11/13/2016 15:36:34   
MaligKnight
Member

I think MindBreaker needs to be changed. Psychic wave doesn't hit two targets the same way Esper's Might does, and Mindfire has poor accuracy. I suggest that Psychic Wave be fixed and scaled with Brain fog so it can actually be used more, and Mindfire have its accuracy increased. Its not fun to lose your stacks of Brain Fog after missing two, three, or even four times in a row.
DF AQW  Post #: 136
11/15/2016 13:25:30   
Bloodpixis
Member

MindBreaker Member Only?

The only thing that pissed me of when my Member finished was the fact that i couldn't use Mindbreaker anymore. I think Mindbreak Class like a reward for the one who buys 12000 ACS, and the necessity of be a Member to use it is just really boring!
Please, think about it.
AQW  Post #: 137
11/16/2016 1:03:30   
Sondrei
Member

A small change for all classes in the game!

Rework on Tooltips NOT Skills : Now shows the actual math for each skill. Like how long are their buffs or debuffs, how much damage they do depending on their Attack Power or Spell Power, exact amount of % on how much a debuff or buff affects a certain stat, and etc.

Why? Because it helps the Wiki team give more information about each class and also knowing how much damage, the duration of buffs and debuffs, the amount of % a buff or a debuff affects a certain stat is incredibly valuable information for the players instead of them trying to figure out how much a Skill affect a player or monster in the game.

AQW Epic  Post #: 138
11/16/2016 7:10:28   
Keeper of the Owls
Member

Clawsuit Class either needs its old rank 10 passive back or it needs mana cost reductions with a new rank 10 passive.
AQ AQW  Post #: 139
11/19/2016 1:10:34   
MaligKnight
Member

Can we get Scarlet Sorceress changed? or maybe change how its acquired? its current abundance is annoying me as its animation spikes my lag and its worse when there are multiple ones, the other day i ran into so many i had to refresh everything before it finally stopped lagging. also a lot of players who use it don't seem to know that its not like eternal inversionist or ranger but they sit far away from the boss and keep pulling it away from everyone else anyway.
DF AQW  Post #: 140
11/25/2016 14:25:58   
Kingus
Member
 

hey guys i think death knight lord class needs buffs like haste buff (sorry for bad english)
Post #: 141
11/29/2016 14:56:49   
Hardcastle McCormick
Member

Ranger rework suggestions:

Mark for Death
-hits up to 3 targets instead of 1
-remove the damage debuff
-now boosts player evasion by 3% per stack

Scorching Arrow
-does not consume Death Mark stacks

Ranger Secrets
-increases dexterity and evasion by 15%

Vampiric Shot
-reduce mana cost to 25
-reduce cooldown to 20 seconds
-hits up to 3 targets instead of 10
-increases evasion by a further 10% for the duration

These changes come out of a desire to make Ranger farming class on par with Shaman, considering how difficult Sandsea reputation is for nonmembers to rank. But I also believe the Sandsea farming process should be fixed, as it has gotten even worse since the addition of new, irrelevant monsters to the map.


Evolved ClawSuit rework suggestions:

Change the mana regeneration from Warrior to Mage.

I realize a lot of people suggest this kind of crap with Warrior-based classes, and I don't actually believe EVERY class needs Mage regen to be powerful.

I can completely understand why Evo ClawSuit was balanced the way it was considering the time it was released, but in the current meta this class would actually hold up very well if it wasn't so mana starved! AE has everything to gain from implementing this incredibly simple change. Prismatic ClawSuit being a meta class would give a stronger incentive for players to purchase membership over the holidays, or ask their parents for gift cards and whatnot.
AQW  Post #: 142
12/3/2016 23:00:05   
Legendary Ash
Member

Evolved/Prismatic Clawsuit's mana cost and cool downs rework, so won't need Mage mana model

Balancing Standard Full Hybrid Enhancement: 10 mana is Hybrid 115% Weapon Damage or 55% Attack/Spell power attached to 2 second cool down

Naughty is balanced on stack 2 being the average of 4 different levels of damage + base for the skill
DoT is on stack 2.5
Stack 2: ((S+3)/3)(100% WD + 25% SP) convert SP to WD, total = 253.78% WD/115 = 22 mana 4.41 cd
DoT Stack 2.5: ((S+3)/3)(85% DPS + 35% SP) convert SP to WD, total = 212.08% WD/115 = 18.44 mana 3.69 cd
Combined = 40.5 mana 8.1 cd
Keeping same costs but shorter cool down borrows a lot of mana from other skills
Recommended changes: 5 sec cd
-45.61 mana to other skills as 8.1/5 more cost

Nice is balanced on stack 2.5 being the average of 4 stacks of healing + damage
Stack 2.5: 100% DPS + 12.5% SP heals 50%*(S + 3)/3 of damage dealt, total = 145.93%/115 = 12.69 mana 2.54 cd
HoT 2.5: ((S+3)/3)(50% DPS + 20% SP), total = 122.49%/115 = 10.65 mana 2.13 cd
Combined = 23.34 mana 4.67 cd
Since its much weaker than Naughty makes sense for lower cost, adjust cd and take mana from other skills
Recommended changes: 15 mana 5 sec cd
-6.79 mana to other skills as 4.67/5 less cost

Check the List is balanced on half of stack 2.5 being the average of 4 stacks of Naughty and haste debuff or a self damage and half haste buff + resistance
Stack 2.5: (S/6.28)(285% DPS + 40% SP), total = 90.02%/115 = 7.83 mana 1.56 cd
-40% haste for 10 seconds = 200%/100 = 20 mana 4 cd
50% damage 25% haste 30% resistance for 10 seconds = 566%/100 = 56 mana 11.33 cd
Combined and Averaged: 41.92 mana 8.45 cd
As their effects last 10 seconds to have a shorter cd than the duration is inefficient, Blitzen Blitz's haste should be used to enable looping
Recommended changes: 30 mana 12 sec cd
Grants .48 mana to other skills as cost is 8.45/12 less

Arctic Fortitude is 20% damage and 30% resistance for 8 seconds = 200%/100 = 20 mana 4 cd
With a low cost and cool down it can afford to take the heavy cost from other skills
Recommended change: 25 mana 12 sec cd
Grants 50 mana to other skills as its cd is now (12/4)-1 times more

Total deficit = 1.92 mana = -19.2% damage which weaker rank 4 passives balance out
AQ  Post #: 143
12/6/2016 11:56:01   
sub_hero27
Member
 

I think that TimeKiller really needs a buff, the class becomes useless and neither compare to other calendary classes. We hope that calenday classes will do high damage but this don't happen to Timekiller, It max damage is arround 5000, It has low dot and low hot, the stun is the best thing in the class, but I think this class must be remade.
Post #: 144
12/15/2016 20:12:04   
Huskandhunger
Member

Horc Evader Class Suggestion

The 'Thief' model of mana regeneration would vastly improve the experience of the class as opposed to the current fighter model allowing the dodges to generate a steady stream of health and mana and reward skillful ability usage.

Currently other than not dying, thief enhancements don't really synergize with the class kit as a whole.

Question: what are the dodge percentages on Shadowstrike and Smell fear? How much haste is added from Hunt? Some numbers would be awesome for strategizing :D

Post #: 145
12/23/2016 8:21:20   
yasesay123
Member

I Propose a REVAMP, Major revamps rarely(or maybe even never) happen in AQW but other AE games have had major revamps so I think it's time this AE game also starts doing revamps, to reimagine some classes at what they were made to do, DeathKnight Lord is a "new" class but it's literally just a DeathKnight(that can hit 3 enemy units) Revamp. So instead of making a new class why not just Revamp it make a lot of changes to it but it still keeps it's character.

Reasons: I disagree that Necromancer is already powerful as it is, it gets outclassed by other classes which are easier to get, at least make it stronger at soloing, since it's the only thing it can do and it can't even do it right. It's not good at farming, not a support either can't even last long in PvP and while soloing bosses the damage it deals is so low and it chunks your HP and Mana when fighting bosses that can deal 200-300 damage.
Animation problems? The animations I'm proposing aren't as flashy and won't cause as much lag as Scarlet Sorceress and Arachnomancer which a lot of people have.

So here are some of my ideas:

1. Gaining Mana(changes):

Necromancers gain mana when they "deal" damage to an enemy including DOT gain more mana on crits.
Or when they "receive" damage including self damaging spells.

Necromancer is one of the classes made before rank 10 Passives were a thing so I thought of one rank 10 passive that will suit the Necromancer very well

2. Rank 10 Passive:
Become a Lich(Yes, I got this from OG AQ):
When the Necromancer receives a sudden burst of damage(fatal blow) that kills the Necromancer it holds on to 1 HP for 3 seconds and summons skulls that will leech HP for the Necromancer.
New Animation: 3 Winged Skulls fly forward
Note: can only be activated once per battle but last until battle is ended.

3. Deadly Frenzy (+bonus): double damage can also apply to all spells casted while Deadly Frenzy is active.

4. Weaken (+bonus): When Become Lich is active, Weaken will cast a giant skull that will apply "Fear" on the target slowing their attack speed.
New Animation: A Giant Skull will surround the Necromancer.
Sample: http://forums2.battleon.com/f/interceptor.asp?dest=http://i.imgur.com/pa6A6NJ.jpg
Note: Damage is doubled by Deadly Frenzy

6. Infect (+bonus): Infect will apply Infected Minion which makes each attack of the Undead Minion poison the target applying a small DoT for 5 seconds(doesn't stack). Infected Minion lasts for 10 seconds.
Note: Infected Minion's DoT poison also gets doubled by Deadly Frenzy.

7. Command Undead (buff+bonus): command your Undead Minion to deal HEAVY damage, when Become Lich is active Command Undead will summmon an Undead Army(2-3 Skeletal soldiers) to deal consistent damage.
New Animation: /point and multiple Undead Minions rush forward
I removed "deal a weaker version by yourself"

Note: Only the Minion summoned from Deadly Frenzy will "stay" and act like a battle pet, the other summons are just animations. Please don't get confused.

"+bonus" means that it keeps "current" spells effect but add these bonuses.

It doesn't have to be exact but please Revamp Necromancer and please take some of these ideas. Please reconsider.
This Revamp is inspired by DF and AQ's Necromancer(well some of it) but it still keeps it's identity as a dark wizard that summons an Undead Minion as a Battle Pet.

< Message edited by yasesay123 -- 12/30/2016 0:28:43 >
AQW  Post #: 146
12/25/2016 10:50:23   
  Shadowhunt
Snow Angel, Bug Hunter, Class Tester


A pretty minor tweak, but for Abyssal Angel I'd like to see the haste debuff on the enemy removed from Catalyst (the effect from Aphotic Overdrive). Decreasing their attack rate means you've got fewer chances to dodge an attack, so a haste debuff actually hurts the mana regen. The heal is strong enough that taking a little extra damage won't be a big deal, though the extra mana you could get would be beneficial.
AQ AQW  Post #: 147
12/26/2016 9:55:52   
PurgeXZ
Member

Royal Battlemage needs a serious buff. It's strong, but it has absolutely no healing skills. So my suggestion is to make enchanted blade make your attacks heal you by 5% or so. Another thing is the stupidly long cooldowns. I think Arcane Fire should have its cooldown reduced to 9 seconds.
Post #: 148
12/28/2016 4:22:53   
shadowace
Member

dunno if this has been suggessted, but Skyfire and Thunderclap should be made not to miss. It literally means life and death for DBSK if those skills fail to connect, and it's absolutely annoying to solo bosses esp those with high HP because longer battle = more chance to miss.
Post #: 149
12/29/2016 7:17:01   
yasesay123
Member

Ninja and Horc Evader
The way they gain mana is very odd for the names of the class, they should have the Rogue type mana gain since they don't have heals and these classes also have a high dodge rate so Dodging = HP and Mana is perfect for these classes but keep the Ninja's mana regain special effect just add the Dodge = HP and Mana as a bonus.

Thank you for your time.
AQW  Post #: 150
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