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Suggestion Request Close

Lepita

Gold
Joined
Apr 7, 2013
So you're here to read my suggestion for a new class I see!

Skills colored green have been modified from the original.
New skills are colored in red and are modifications, or original new skills.

The Class Battle Mage at level 60+:

Can wear:
Helmet - Leather, Gold
Chest - Leather, Chain
Leggings - Leather, Chain
Boots, Leather, Gold, Iron

Armor Restrictions:
Cannot wear enchanted chainmail

Weaponry:
Primary Weapons: Blaze Rod, Hoe
Tools: Wood, Stone, Iron, Gold, Diamond Hoe
Wood: 15-20 Damage
Stone: 17-25 Damage
Iron: 20-30 Damage
Diamond: 25-35 Damage
Gold: 30-35 Damage
Blaze Rod: 35-60 Damage

Skills:
Tumble: You are able to fall (0.1 per agility point) additional# blocks without taking damage.

Fireball: You summon a ball of fire, instantly launching it dealing (45 + 1.5 per intellect point) damage and setting your target on fire (doing 60 damage per fire tick). Cooldown Timer: 3 seconds.

Ice Bolt: You strike your target within an icebolt, doing (40 + 1.25 per intellect point) damage and slowing them for 4 seconds.

Replenish: You are refreshed by regaining (30 + 1.5 per wisdom point) percent of your mana.

Root of Evil: You root your target (within 20 blocks) in place for 5 seconds. While rooted your opponent takes 20 damage per tick.

Port:
You port yourself and party members within a 10 block radius to a preset destination of your choice. Can not be used while in combat. Takes 10 seconds to warm up.

Use /skill port [destination]
List possible destinations with: /skill port list

25 20: tradedistrict (Heroes Landing): 612,-69
30 30: northspawn (Spawn of the PvE continent): -1184,-1941
30 30: southspawn (Spawn of the PvP continent): -592,235


Bolt: With lightning, you strike your target within (15 + 0.1 per intellect point) blocks and dealing (125 + 2.5 per intellect point) damage. Has no warm up timer, 15 second cooldown.

Blink: You are teleported up to (7 + 0.1 per intellect point) blocks in the direction you are looking. Can be used through 1x1 holes. Can not be used while you are rooted.

Megabolt: You strike your target within (15 + 0.1 per intellect point) blocks and all enemies within 10 blocks of your target for (100 + 2.125 per intellect point) damage. 2 second warmup timer, 25 second cooldown.

GroupTeleport: You summon your current party to your location. Party members are not teleported if in combat. Takes 15 seconds to warm up.

Ode to the Storms: You begin to sing a song that calls forth a rain storm and increases lightning based damage by 50 but decreases fire damage by 40. This skill remains active for 60 seconds. Has a 2 minute cooldown. This skill effects everyone within a 50 block radius of the song.

Glass Shield: Summons a shield of glass around you for 20 seconds (this skill is coded, but not released)

Decay: You infect a single target (within 9 blocks) with decay, doing (13 + 0.25 per intellect point) damage every 2 seconds for 14 seconds.

Drain Soul: You drain (55 + 1.125 per intellect point) health from your target within (11 + 0.075 per intellect point) blocks, at the same time restoring 120% of the damage you deal to your own health. Takes 1.5 seconds to warm up.

QuantumLeap: You change place with your target (a player within 15 blocks). Requires line of sight, and can be used through 1x1 holes.

Call of the Storm: You can only use this skill while Song of Storms is active. Bolts of lightning will rain down from the sky striking random locations and targets, This skill can hit you and your team mates, Deals a base damage of 50 per lightning bolt and is increased to 100 per lightning bolt due to the effects of the Song of Storms, has a 3 minute cooldown.
 
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Nashah

Max Legacy Supporter
Joined
Jan 6, 2012
Location
California
Usually a magic knight/eldritch knight/whatever you want to call it is a spell sword that is not the best with weapons while not being the best with magic, though the versatility it has is it's strength.

Even with that I can't help but notice how this class is nothing but an upgrade compared to wizard. A hybrid mage/melee class should not be able to out magic a pure mage. Only fireball is weaker while bolt and megabolt get a longer range and have no cast time, the minor cool down increase does not even come close to justifying this. The cast time allows others room to counter play a wizard, giving them the opportunity to try and interrupt the spell. Add to this that now the wizards are now a threat in melee even.

The melee aspect seems fine, the class needs less range with spells, no ports, less damage with spells and more of a centralized theme (decay and drain soul seem out of place, being more of death magic while the other spells are more arcane and elemental).

Balance issues aside, this class doesn't seem all that unique. It takes mostly everything it has from wizard, beguiler and necromancer. I'd suggest coming up with some more unique skills rather then just altering existing ones!
 

spiralz

Obsidian
Joined
Jun 20, 2013
This setup is too strong. You seemed to have based it off of Wizard and actually made it stronger than Wiz. We sort of already have a battle-mage class, but it's called Pyromancer. If you were to redesign a mage class to be a battle-mage, use Pyro seeing as it is already balanced for Melee dmg/armor/hp/magic dmg (all the aspects of a mage that can be close quarters and use magic). If the class has medium amount of armor, the magic dmg it can do would have to be decreased appropriately. Mage classes are supposed to be squishy because they typically do high damage but need to kite. Remember, when designing a class, the class needs to be weaker against some other classes while stronger against others. Keep balance in mind.
 

Watermelon_01

Legacy Supporter 2
Joined
Oct 14, 2014
Location
Hilo, Hawaii
Yeah not in the mood to deal with someone that is 3 classes at once. Also if you want to make something like the root then it should have a much smaller range.
 
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