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Suggestion The Archon-Rogue Class Concept

Ice

Heroes Never Die
Joined
Sep 20, 2015
The Archon
A Medium ranged Caster/Rogue hybrid. Capable of dealing very high amounts of DPS but with high costs and warmups. Very squishy with some self peel skills.


Level 60: HP: 935 Mana: 1050 Stam: 1000

Attributes-T1
Str-9 Con-11 End-11 Dex-16 Int-30 Wis-21 Cha-14


Armor;
Helm- Leather
Chest- Leather
Leggings- Leather
Boots- Leather, Gold

Main Tool Damage:
Bow; 0.0(Damage determined by ArcaneArrows;Not sure if this affects it
Diamond Sword; 65
Gold Sword; 68



Level 1-Sneak

Level 1-Tumble

Level 1-Potion

Level 1-Passive-ArcaneArrows; The Archon's arrows fired are magical. They deal magic damage, and scale with Intellect. 75+1 per Int point of magic damage per arrow. The bolts fired are weak at first but gain full power after traveling 10 blocks. 9 blocks and below, the bolts only deal 10+1 per Int point of damage. (To prevent arrow spam)

Level 10-Active-Charge; You fire more powerful arrows for the next 5 seconds. Damage: 10 CD: 15 Mana: 20

Level 15-Active-IcyShot; The next arrow the Archon fires freezes the area in a 4x4 area it lands at, dealing 35+1 per Int damage in the impact and applying Slow2 to enemies caught in the area for 1+0.15 per Cha point
seconds. Mana: 105 CD: 20

Level 20-Toggle-SoulArrows; Upon Toggle, the Archon shoots Soul Arrows instead of Arcane Arrows. Soul Arrows deal a flat 35 magic damage, and knocks enemies hit back. Mana: 25 per shot CD: 2

Level 25-Active-Foresight; You are alerted to any player's presence within 150 blocks of you. It will not give coords, nor a name, but it will tell you there is a player(s) within the range. CD: 30 seconds. Mana: 100

Level 30-Toggle-Firebolts- You launch fiery bolts instead of Arcane Arrows. These bolts deal flat 55 fire damage, light the target on fire for 1 second, and Sear them, reducing incoming healing by 50% for 3 seconds. Mana: 55 per shot CD: 2

Level 35-Active-MagicMissile-Your next arrow launched will pulse in a 5x5 area on landing, dealing 80+0.5 per point of Int magic damage and siphoning 50 mana from each target hit. Mana: 35 CD: 25

Level 40-Toggle-Flurry-You fire flurries of arcane arrows, but they deal flat 30 magic damage. Flurries are 4 arrows launched in quick succession, with no correlation to each other. Mana:85 per shot CD: 2

Level 45-Active-SealingStrike-The Archon slashes the target with their sword, dealing 50 flat magic damage and silencing them for 1+0.05 per point of Cha seconds. Mana: 80 Stamina: 200 CD: 25

Level 50-Active-Barrage-The Archon channels magic into his bow, being rooted in place and warming up for 3.5 seconds. After the warmup, they unleash a torrent of magic, dealing 150+1.5 per Int point of magic damage 10x2 blocks in front of them. Mana: 280 Stamina: 300 CD: 30

Level 55-Active-Kinesis-You fade from view for 4 seconds. You regen 4%+0.1 per Wis point mana per second while in Kinesis. Kinesis can be broken like Fade/Camoflauge, by moving, casting skills, or having players walk within 1 block of you. Stamina: 200 Mana: 20 CD: 35

Level 60-Active-SoulSpears-The Archon warms up for 2 seconds then channels, and can fire up to 3 Soul Spears. These Spears deal 80+2.25 per Int point of magic damage, travel 15 blocks, and can pass through targets. The Archon cannot move during this channel, and the channel can be interrupted like a regular warmup. The channel lasts for 5 seconds, or until all Spears are fired. Mana: 400 Stamina: 450 CD: 35


Values represent a rough layout of the class' stats. They are always subject to change.



Theory; Archon Playstyle

The Archon is a versatile class. With it's toggles it can switch between a DoT arrow, a peeling arrow, and high DPS, but high costing arrow. However, that's only scratching the surface.

Teamfights is where it shines. By finding a spot to set up and channel SoulSpears, it becomes capable of dishing out a lot of AoE damage. However, the channel makes the Archon very vulnerable, and can be quickly assassinated by a Ninja or Pyro, as it has no mobility with limited peels, and is very squishy. Barrage only adds to the carnage, but again, at the cost of being vulnerable during the warmup. These two skills also spend a high amount of energy, but that's where MagcMissile comes into play, and the Archon can deal more AoE damage while sustaining itself slightly. And, even after all that, it can cast Kinesis to hide from enemies and regen some more mana. It's also capable of providing slight utility to a party with Foresight and IcyShot.


While it is capable of dueling, it is hard to get off it's main skills, Barrage and SoulSpears due to the long warmups and channel times. It can hold it's own by using Flurry for high DPS, and using SoulArrows and IcyShot for self peels. Spamming Flurry will quickly drain you of mana, and it'll be difficult to find a spot to safely use Kinesis. MagicMissile is only efficient to be used against more than 1 person. With that, it comes down to if the Archon can land enough arrows, and be far away enough from their opponent to win that fight.



Countered by-

Ninja; With it's high mobility and burst, it's perfectly capable of killing the Archon while they attempt to set up for a fight.

Pyro; Just like Ninja, it's capable of blinking to the backline and bursting it down. It also has hard CC and a slow, so there's no getting away.

Wizard; While it's a battle of casters, wizard would win this matchup. More consistent DPS on shorter warmup times as well as Entangle.

Counters-

Dreadknight; The Archon is perfectly capable of keeping the Dreadknight at bay as long as arrows are landed. SoulArrows can be used to keep them at bay. Firebolts can be used to reduce healing from SoulLeech. And if they try running, the Archon can channel and shoot them down with Soul Spears.

Samurai; Using SoulArrows and IcyShot, the Archon can slow the Samurai's approach and shoot them down with Flurry. Just like the Dreadknight matchup, as long as the Archon is consistent with arrows, they will come out on top.

Necromancer; The Archon outranges the Necromancer, and can also kite much better. While BoneSpears would pack a punch, the Necro would have to get close to the Archon, and with SoulArrows and IcyShot, they would be shot down before being finished by SoulSpears.
 
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Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
The Archon
A Medium ranged Caster/Rogue hybrid, capable of dealing a large amount of AoE DPS but lacking in single target damage. Very squishy, with several self peel skills.

Stats:

Level 60: HP: 900 Mana: 1050 Stam: 1000


Attributes-T1

Str-8 Con-7 End-11 Dex-18 Int-30 Wis-23 Cha-11

Armor;
Helm- Leather
Chest- Leather
Leggings- Leather
Boots- Leather, Gold


Main Tool Damage:
Bow; 0.0(Damage determined by ArcaneArrows;Not sure if this affects it)
Diamond Sword; 75
Gold Sword; 78



Level 1-Sneak

Level 1-Tumble

Level 1-Potion

Level 1-Passive-ArcaneArrows; The Arcanist's arrows fired are magical. They deal magic damage, and their arrows scale in damage the farther it travels. Base damage of 65, scaling with 30 damage per 5 blocks, up to a maximum of 185 damage, or 20 blocks.

Level 10-Envenom

Level 15-Active-IcyShot; The next arrow the Arcanist fires freezes the area in a 3x3 area it lands at, dealing 35+1 per Int damage in the impact. If a direct hit, deals 50+1 per Int damage and stuns the target for .80+0.1 per Cha seconds.

Level 20-Toggle-SoulArrows; Upon Toggle, the Arcanist shoots Soul Arrows instead of Arcane Arrows. Soul Arrows deal a flat 50 magic damage, and knocks back targets hit.

Level 25-Dodge- You dash forward 3+0.1 per Dex points blocks.

Level 30-Active-Hellfire- Your next launched arrow will unleash several fiery bolts in front of you. Each bolt (arrows) deal 65+1 fire damage and explodes, dealing 50 damage in a 2x2 radius and knocking enemies away from the blast. Bolts fired; 3+0.05 per Int point.

Level 35-Active-MagicMissile-Your next arrow launched will pulse in a 6x6 area on landing, dealing 150+0.5 per point of Int magic damage and siphoning 50 mana from each target hit.

Level 40-Toggle-Flurry-You fire flurries of arcane arrows, but they deal flat 60 magic damage. Flurries are 4 arrows launched in quick succession, with no correlation to each other.

Level 45-Active-SealingStrike-The Arcanist slashes the target with their sword, dealing 70 flat magic damage and silencing them for 2.5 seconds.

Level 50-Active-Barrage-The Arcanist channels magic into his bow, warming up for 1.5 seconds. After the warmup, they unleash a torrent of magic, dealing 200+0.75 per Int point of magic damage 15 blocks in front of them. The Arcanist is knocked back after casting this.

Level 55-Active-Kinesis-You fade from view for 5 seconds. You regen 7% mana per second while in Kinesis. Kinesis can be broken like Fade/Camoflauge, by moving, casting skills, or having players walk within 1 block of you.

Level 60-Active-SoulSpears-The Arcanist channels, and can fire up to 3 Soul Spears. These Spears deal 100+1.5 per Int point of magic damage, travel 10 blocks, and can pass through targets. The Arcanist cannot move during this channel, and the channel can be interrupted like a regular warmup. The channel lasts for 7 seconds, or until all Spears are fired.



Cooldowns and Costs are not added for a reason. This class concept was made for fun because I had some ideas pop into my head during the balance meeting. Values given represent a rough idea of the class' layout of stats and damage.
Just some notes from a quick glance through:
"but lacking in single target damage."
Hit your just under 2 second stun (80 damage), fire off 3 bolts of your ultimate (435 damage, possible aoe) that shouldnt be missed due to the target being stunned, use barrage (222.5 damage). With only 3 skills you do 737.5 damage to a single target, and could possibly hit multiple people if they are around. Now I know that's getting pretty picky, as this is just a suggestion post, but this class seems to be a better version of the casters/rogues combined; with mobility, mana sustain, cc, and high aoe/single target damage. Every class has to have its weaknesses, but I don't see many if this class were created as is, just my opinion
 

joshtsai

Legacy Supporter 2
Joined
May 23, 2012
I would sweep the floor with a class like this, I also think it's too op.
 

Ice

Heroes Never Die
Joined
Sep 20, 2015
Ok, changelog. I agree a lot of it was OP so I changed some skills around and added in values for them. as well as changed some stats and sword damage. I also added in a bit of a theory-craft at the end.

New skills:

Level 10-Active-Charge; You fire more powerful arrows for the next 5 seconds. Damage: 10 CD: 15 Mana: 20
Replaced Envenom

Level 25-Active-Foresight; You are alerted to any player's presence within 150 blocks of you. It will not give coords, nor a name, but it will tell you there is a player(s) within the range. CD: 30 seconds. Mana: 100
Replaced Dash

Level 30-Toggle-Firebolts- You launch fiery bolts instead of Arcane Arrows. These bolts deal flat 55 fire damage, light the target on fire for 1 second, and Sear them, reducing incoming healing by 50% for 3 seconds. Mana: 55 per shot CD: 2
Replaced Hellfire


Modified skills:

ArcaneArrows: Damage and scaling modified. Distance scaling changed.

IcyShot; Stun removed, damage lowered, slow increased, area size increased, Charisma scaling added.

SoulArrows; Damage lowered.

Flurry; Damage lowered.

MagicMissile; Damage lowered, area of effect lowered.

Soul Spears; Damage lowered, scaling increased. Warmup changed, channel time reduced.

Barrage; Damage lowered, scaling increased. Warmup changed. Dimensions added.

Sealing Strike; Damage lowered, silence duration lowered, scales with Charisma.

Stats:

HP increased to 935

Con increased by 4. Dex decreased by 2. Endurance decreased by 1. Wisdom decreased by 4. Cha increased by 4

Sword damages lowered by 10; Diamond to 65, Gold to 68


Strategy and Matchup Theories Added
 
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Juan_Plays

Stone
Joined
Jun 26, 2016
I would think a class called an Archon (which means ruler) would steal mana from enemies, and empower their own spells by stopping enemies from casting
 

iAlchemist

Legacy Supporter 3
Joined
May 29, 2015
The Archon
A Medium ranged Caster/Rogue hybrid. Capable of dealing very high amounts of DPS but with high costs and warmups. Very squishy with some self peel skills.


Level 60: HP: 935 Mana: 1050 Stam: 1000

Attributes-T1
Str-9 Con-11 End-11 Dex-16 Int-30 Wis-21 Cha-14


Armor;
Helm- Leather
Chest- Leather
Leggings- Leather
Boots- Leather, Gold

Main Tool Damage:
Bow; 0.0(Damage determined by ArcaneArrows;Not sure if this affects it
Diamond Sword; 65
Gold Sword; 68



Level 1-Sneak

Level 1-Tumble

Level 1-Potion

Level 1-Passive-ArcaneArrows; The Arcanist's arrows fired are magical. They deal magic damage, and scale with Intellect. 75+1 per Int point of magic damage per arrow. The bolts fired are weak at first but gain full power after traveling 10 blocks. 9 blocks and below, the bolts only deal 10+1 per Int point of damage. (To prevent arrow spam)

Level 10-Active-Charge; You fire more powerful arrows for the next 5 seconds. Damage: 10 CD: 15 Mana: 20

Level 15-Active-IcyShot; The next arrow the Arcanist fires freezes the area in a 4x4 area it lands at, dealing 35+1 per Int damage in the impact and applying Slow2 to enemies caught in the area for 1+0.15 per Cha point
seconds. Mana: 105 CD: 20

Level 20-Toggle-SoulArrows; Upon Toggle, the Arcanist shoots Soul Arrows instead of Arcane Arrows. Soul Arrows deal a flat 35 magic damage, and knocks enemies hit back. Mana: 25 per shot CD: 2

Level 25-Active-Foresight; You are alerted to any player's presence within 150 blocks of you. It will not give coords, nor a name, but it will tell you there is a player(s) within the range. CD: 30 seconds. Mana: 100

Level 30-Toggle-Firebolts- You launch fiery bolts instead of Arcane Arrows. These bolts deal flat 55 fire damage, light the target on fire for 1 second, and Sear them, reducing incoming healing by 50% for 3 seconds. Mana: 55 per shot CD: 2

Level 35-Active-MagicMissile-Your next arrow launched will pulse in a 5x5 area on landing, dealing 80+0.5 per point of Int magic damage and siphoning 50 mana from each target hit. Mana: 35 CD: 25

Level 40-Toggle-Flurry-You fire flurries of arcane arrows, but they deal flat 30 magic damage. Flurries are 4 arrows launched in quick succession, with no correlation to each other. Mana:85 per shot CD: 2

Level 45-Active-SealingStrike-The Arcanist slashes the target with their sword, dealing 50 flat magic damage and silencing them for 1+0.05 per point of Cha seconds. Mana: 80 Stamina: 200 CD: 25

Level 50-Active-Barrage-The Arcanist channels magic into his bow, being rooted in place and warming up for 3.5 seconds. After the warmup, they unleash a torrent of magic, dealing 150+1.5 per Int point of magic damage 10x2 blocks in front of them. Mana: 280 Stamina: 300 CD: 30

Level 55-Active-Kinesis-You fade from view for 4 seconds. You regen 4%+0.1 per Wis point mana per second while in Kinesis. Kinesis can be broken like Fade/Camoflauge, by moving, casting skills, or having players walk within 1 block of you. Stamina: 200 Mana: 20 CD: 35

Level 60-Active-SoulSpears-The Arcanist warms up for 2 seconds then channels, and can fire up to 3 Soul Spears. These Spears deal 80+2.25 per Int point of magic damage, travel 15 blocks, and can pass through targets. The Arcanist cannot move during this channel, and the channel can be interrupted like a regular warmup. The channel lasts for 5 seconds, or until all Spears are fired. Mana: 400 Stamina: 450 CD: 35


Values represent a rough layout of the class' stats. They are always subject to change.



Theory; Archon Playstyle

The Archon is a versatile class. With it's toggles it can switch between a DoT arrow, a peeling arrow, and high DPS, but high costing arrow. However, that's only scratching the surface.

Teamfights is where it shines. By finding a spot to set up and channel SoulSpears, it becomes capable of dishing out a lot of AoE damage. However, the channel makes the Archon very vulnerable, and can be quickly assassinated by a Ninja or Pyro, as it has no mobility with limited peels, and is very squishy. Barrage only adds to the carnage, but again, at the cost of being vulnerable during the warmup. These two skills also spend a high amount of energy, but that's where MagcMissile comes into play, and the Archon can deal more AoE damage while sustaining itself slightly. And, even after all that, it can cast Kinesis to hide from enemies and regen some more mana. It's also capable of providing slight utility to a party with Foresight and IcyShot.


While it is capable of dueling, it is hard to get off it's main skills, Barrage and SoulSpears due to the long warmups and channel times. It can hold it's own by using Flurry for high DPS, and using SoulArrows and IcyShot for self peels. Spamming Flurry will quickly drain you of mana, and it'll be difficult to find a spot to safely use Kinesis. MagicMissile is only efficient to be used against more than 1 person. With that, it comes down to if the Archon can land enough arrows, and be far away enough from their opponent to win that fight.



Countered by-

Ninja; With it's high mobility and burst, it's perfectly capable of killing the Archon while they attempt to set up for a fight.

Pyro; Just like Ninja, it's capable of blinking to the backline and bursting it down. It also has hard CC and a slow, so there's no getting away.

Wizard; While it's a battle of casters, wizard would win this matchup. More consistent DPS on shorter warmup times as well as Entangle.

Counters-

Dreadknight; The Archon is perfectly capable of keeping the Dreadknight at bay as long as arrows are landed. SoulArrows can be used to keep them at bay. Firebolts can be used to reduce healing from SoulLeech. And if they try running, the Archon can channel and shoot them down with Soul Spears.

Samurai; Using SoulArrows and IcyShot, the Archon can slow the Samurai's approach and shoot them down with Flurry. Just like the Dreadknight matchup, as long as the Archon is consistent with arrows, they will come out on top.

Necromancer; The Archon outranges the Necromancer, and can also kite much better. While BoneSpears would pack a punch, the Necro would have to get close to the Archon, and with SoulArrows and IcyShot, they would be shot down before being finished by SoulSpears.
This really doesn't do anything with balance...but you ripped a lot of your skill names out of Dark Souls. This may have been accidental, but I'm just pointing out the obvious.
 

Ice

Heroes Never Die
Joined
Sep 20, 2015
This really doesn't do anything with balance...but you ripped a lot of your skill names out of Dark Souls. This may have been accidental, but I'm just pointing out the obvious.
Yeah I knew someone was gonna point that out. I didn't know what to name a skill that makes you shoot giant spears without making it really clunky sounding. Same with SoulArrows
 

Ice

Heroes Never Die
Joined
Sep 20, 2015
I'd really like to see some feedback on the updated skills and numbers :D
 

iAlchemist

Legacy Supporter 3
Joined
May 29, 2015
I'd really like to see some feedback on the updated skills and numbers :D
I think the reason why people favor the warlord class is because from a coding stand point it's fairly easy compared to some of the more complex classes. I'm not saying that you CAN'T make a completely new theme, just be prepared to wait a bit. The warlord class is relatively well known territory, which makes it easy to imagine. And their post is also extremely organized. Just some pointers.

Now to actually judge your class and stuff: A: you need to scale down ArcaneArrows scaling off of intellect to something even lower. My reasoning is that you have to remember that fiberglass would also feature a tier 2 with its own attributes, and a 40 into version could very easily deal 100 damage magical (armor piercing attacks) literally shredding most classes.
B: Foresight might have more use if it has a smaller radius.

I Like the concept of an arcane ranger, it's not quite as mobile as ranger, but can easily out damage one (a little scary...might want to tweak that damage.).
Do not add any mobility skills to this class, aside from possibly blink (Blink has a Looong cool down) otherwise this class could completely obliterate the meta.

The problem with completely new class themes and ideas is that they're like introducing a new fish species to a lake. There's a small chance it'll fit in well, but more often than not it'll grow better and faster than the original fish in the lake.
 
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