• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Suggestion Ultimates

peterpunx

Legacy Supporter 6
Joined
Sep 27, 2013
Please feel free to add any idea for an ultimate skill for any class. This is a post to give some ideas or develop them, not to complain about "how op that would be" or "that doesnt fit with the class"

Wizard
Next skill casted would not consume mana, no warm up and would not enter in CD.

Ranger
During 15 seconds you charge your bow twice faster.

Paladin
All party members in 8 blocks are invulnerable for the next 4 seconds.

Cleric
Layhands

Ninja
Smoke effect 10 seconds of invisible, for the first 5 seconds you can use skills and attack while being invisible, for the next 5 seconds you would get smoke effect (if you use a skill or attack you would lose the invisibility)

Berserker
People seem to forget that already has an ultimate, Bladegrasp, during 5 seconds of blocking all damage.

Necromancer
Blind all enemys in 8 blocks during 4 seconds.


 
Last edited:

jan9f

Legacy Supporter 3
Joined
Aug 13, 2013
Location
Cotana Creek
I think the paladin one would be a little overpowered if it has that duration. Perhaps 4s of invulnerability, but attacking removes the effect?
 

Xelarator1

Obsidian
Joined
Apr 20, 2014
Location
Nevada
Just throwing in some old ideas I had:

Necromancer: (Reap)
Inflict Nausea,Slowness, and Blindness on all targets within a 20 block vicinity for 5 seconds.

Pyromancer: (FinalCombustion)
AoE DragonBreath, in all directions. Stuns on hit.

Ninja:
Increase the Backstab passive to do an extra (4 per agility point) damage when attacking from behind the target, and another extra(8 per agility point damage) if sneaking.
 

spiralz

Obsidian
Joined
Jun 20, 2013
Don't forget to use the T2 class names guys.

Flameweaver: Immolation
Sets caster as well as any enemies in a 5 block radius on fire for (x) seconds and doing (x) damage per tick.
(Honeslty Pyro needs to feel more firey than it currently does)

Sorcerer: Magic Missle (classic sorcerer spell)
Fire (x amount) magic missiles to a single target within (x) blocks with a 100% hit chance doing (x amount [if damage can be staggered, I'd say give equal chances of getting 10, 20,30,or 40 dmg per missile as if rolling a D4 dice]) damage per missile.

Stormcaller: Summon Dire (animal)
Summons a Dire (animal [could be a wolf or maybe even a rabbit seeing as Minecraft has an evil vanilla rabbit already]) to attack target for (x) seconds.

Ravager: Head Splitter
The next attack with an axe has a 50%(?) chance to do (x amount) of critical damage bypassing armor and a 50%(?) chance to miss the target leaving the caster stunned for 1 second (as if the zerker was attempting to deal a major rage-feuled blow to the target but missing and needing 1 second to recover) and halving (or reducing for (x) amount of seconds) the cooldown for the next casting of Head Splitter
 

Dakinara

Legacy Supporter 6
Joined
Apr 6, 2013
stormcaller / druid - i think rejuvenate just kind of sucks compared to other druid heals, so was thinking of a new ally only heal that has secondary effect if rejuvenate is already on target.

Maybe something like "heals x damage, if rejuvenate is on target also increases player damage dealt for x seconds / returns mana & stamina / or just heals more (one of those three)"

Dunno how hard that would be to code but meh.
 

Iseradore

Legacy Supporter 6
Joined
Oct 7, 2013
Cleric - Divine radiance - 1 sec charge up - holy rays fall from the heavens on friend and foe alike. Enemies within five blocks are struck receiving 45 + ( 1.45 x primary attribute) and allies within five blocks are healed for 50% of damage dealt.

Paladin - Fist of the Heavens - Instant cast - The paladin leaps into the air shrouded in Holy light before slamming back to the earth in an eruption of holy power. Interrupts all spell casting within 5 blocks and deals 55 + (1.8 x str ) damage to all enemies. could change spell casting interrupt to a knockback 2

Edit, these are for tier 2 classes ultimate. I do not know the names of them but it's far less confusing this way.
 
Last edited:

Eneokun

Max Legacy Supporter
Joined
Jul 8, 2014
I like the idea of ultimates, but generally of new abilities for Tier 2 classes, NOT the Tier 1 classes.
So here are some from my table.
Please keep in mind, the numbers might be a little off, but after all we have a balance team who is more familiar with those numbers than me.

I've made up some skills that would suit each class in their theme. Also I think they should not get something they already have (as in an effect) in any other of their abilities. Therefore I've also added some passive skills, for Tier 2 mastery... but look into it and tell me what you think.
_______________________________________________________________________________________________

= = = Reaver = = =
The Unholy Knight

LvL 40 Skill:
DoomRitual
- You perform a ritual that will increase the damage of your next magical attack skill used within 5 seconds by 15%, but will devour your life in exchange.
Skill type: Buff - magic, amplifying, draining
Element: Dark
Costs Mana: 80
Costs Life: 10% of maximum HP
Costs Stamina: 80
Cooldown: 40 seconds
Casting/Warm up time: 2 seconds
Duration: 5 seconds
Additional Info: The effect will be skipped for any magical spell, that will be used afterwards and does not harm the target (i. e. magical buffs), until a magical damage skill is used. The effect works only for 1 magical attack within 5 seconds. The life will be drained as soon as the magical attack will be chosen and casted.


LvL 50 Skill:
Torture
- Summons 3 chains of suffering upon the enemy, dealing 10 dark damage (+0.191 per Intellect point) per tick and slowing the target by 50%, both for 4 seconds (+0.049 per Charisma point).
Skill type: Damage - magic, damage over time, weakening
Element: Dark
Costs Mana: 150
Costs Life: 0
Costs Stamina: 200
Cooldown: 1 minute 30 seconds
Casting/Warm up time: 2 seconds
Duration: 4 seconds (+0.049 per Charisma point).
Additional Info: Default damage is 10 per second for 4 seconds (40 total)
Required are 3 Iron Bars (Iron Fences) to use this skill.

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
DeathChannel
- Each target killed will boost the damage of Bash, Harmtouch and Torture by 1% for 3 seconds. Effect can stack up to 5 times.
Skill type: Buff - passive, magic, stack
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: 3 seconds after killing a target
Additional Info: Increases the damage for mentioned abilities by 1% of their base damage. Effect lasts for 3 seconds everytime after a target is killed. Effect can stack up to 5 times if targets are killed in a row and within 3 seconds between each kill. Maximum damage boost is 5%.

Master Ability [Ultimate]:
DeathGrasp
- You attempt to take the enemy within 2 blocks to hell with you, dealing 200 physical dark damage (+0.216 per Strength point) with a possibility of 15% of killing the target in an instant. If the target does not die, it will be slowed by 80% and all life healing effects will be negated for 6 seconds. Can only be used if below 10% of the maximum HP.
Skill type: Damage - close-combat, lethal, special
Element: Dark (Physical)
Costs Mana: 250
Costs Life: 0
Costs Stamina: 470
Cooldown: 3 minutes
Casting/Warm up time: 0 seconds - Instant
Duration: 6 seconds
Additional Info: This skill has a "deadly-roulette" effect that applies if close to death.
Only works if the Dreadknight is below 10% of his maximum HP. If the target does not get killed by this ability, it will be slowed and all healing effects on the target will be negated for a certain duration.
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________​


= = = Defiler = = =
Practices The Art Of Death

LvL 40 Skill:
SufferThorn
- You fire a thorn of suffering to your enemy to interrupt casting. Additionally slows the enemy by 40% for 2 seconds (+ 0.084 per Charisma point).
Skill type: Debuff - magic, interruption, weakening
Element: Dark
Costs Mana: 95
Costs Life: 0
Costs Stamina: 0
Cooldown: 35 seconds
Casting/Warm up time: 0 seconds - instant
Duration: 2 seconds (+0.054 per Charisma point) on the target
Additional Info: Cast cancellation only works, if the enemy is casting a skill when being hit by the thorn. The thorn is a projectile that must hit to cause the effects. Stop casting both, magical and physical abilities (warm-up).
Requires 1 Arrows to use the skill.


LvL 50 Skill:
Exterminate
- You quickly cause a great amount of dark damage on all poisoned targets within a line of 8 blocks (+0.308 per Wisdom point) in front of you, dealing 190 damage (+0.189 per Intellect point). This will remove the poison effect from the targets.
Skill type: Damage - magic, burst, dispelling
Element: Dark
Costs Mana: 295
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 minutes
Casting/Warm up time: 1 second
Duration: -
Additional Info: To use this skill, at least one enemy within a line of 8 blocks in front of the caster must be poisoned and only poisoned enemies can be damaged with this ability. As poison counts in this case any poisonous effect, including Plague skill (Infection), but not bleeding or other damage over time effects. The poison effect will be removed from the targets hit by the skill.

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Lifebane -
Everytime the Necromancer takes damage, Mana is regenerated by 8% of the total damage taken.
Skill type: Buff - passive, magic
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: Regenerates 8% additional mana by the total damage received each hit.

Master Ability [Ultimate]:
Gehenna - You sacrifice your own life to create an extreme outburst of dark energy, dealing 250 damage (+0.126 per Intellect point) to all enemies within 3 blocks (+0.029 per Wisdom point) and restoring the duration of all their status ailments in effect.
Skill type: Damage - magic,area of effect, weakening, special
Element: Dark
Costs Mana: 395
Costs Life: 6.5% of maximum HP each tick (19.5% total)
Costs Stamina: 0
Cooldown: 3 minutes 50 seconds
Casting/Warm up time: 3 seconds
Duration: -
Additional Info: The skill always requires 5 Bones to cast.
While casting it will drain HP from the Necromancer each tick as indicated.
It will fully restore the duration of all status ailments (Poison, Silence, Blind, etc.) that are still in effect on the targets and will deal a great amount of damage to all targets hit by the skill in range.
This is the Necromancer's ultimate ability (massive dark nuke).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________

= = = Flameweaver = = =
Master Of The Dark Flame

LvL 40 Skill:
Overheat
- Absorbs the power of a Flame Shield to cover the caster in vicious flames, dealing 10 damage (+0.128 per Intellect point) to an enemy who attacks the Pyromancer with a physical attack within a 2 blocks range. Additionally increases the damage of fire magic by 15. Lasts for 6 seconds (+0.109 per Charisma point).
Skill type: Buff - magic, dispelling, reflective, amplifying
Element: Fire
Costs Mana: 190
Costs Life: 0
Costs Stamina: 0
Cooldown: 50 seconds
Casting/Warm up time: 2 seconds
Duration: 6 seconds (+0.109 per Charisma point)
Additional Info: The Flame Shield skill must be in effect to use this skill.
It will deal damage (reflective) to targets attacking the Pyromancer in a 2 blocks range, as indicated. Only boosts the damage of: ChaosOrb, Dragon's Breath, Meteorite and Inferno.


LvL 50 Skill:
Meteorite
- You summon a devastating meteorite from space, striking down to a spot 2 blocks in front of you, damaging all enemies within 3 blocks (+0.089 per Wisdom point) of the impact site by 200 (+0.149 per Intellect point) fire damage and knocking them back.
Skill type: Damage - magic, area of effect, knock-back
Element: Fire
Costs Mana: 370
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 minutes
Casting/Warm up time: 3 seconds
Duration: -
Additional Info: Requires 5 Redstone to use.


- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Fireblood
- Each Fire Damage received is reduced by 20%. And restores your stamina by 2%.
Skill type: Buff - passive, magic
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: Reduces damage taken from all fire elemental attacks, including damage over time effects (burning), by 20%. Also restores stamina by 2% on hit.

Master Ability [Ultimate]:
Inferno - You create a devastating storm of fire around you, dealing 190 damage (+0.159 per Intellect point) to all enemies within 3 blocks (+0.059 per Wisdom point) of you and putting them on fire for additional 10 damage (+0.069 per Intellect point) every 2 seconds for 10 seconds (+0.029 per Charisma point).
Skill type: Damage - magic, area of effect, damage over time, special
Element: Fire
Costs Mana: 395
Costs Life: 0
Costs Stamina: 0
Cooldown: 3 minutes 15 seconds
Casting/Warm up time: 3 seconds
Duration: 10 seconds (+0.029 per Charisma point)
Additional Info: The skill always requires 3 Gunpowder to cast.
The skill will put all enemies in range on fire, dealing additional damage over time.
This is the Pyromancer's ultimate ability (massive fire nuke).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________

= = = Illusionist = = =
Master Of Confusion

LvL 40 Skill:
Illusion
- You teleport 3 blocks behind a target within a range of 5 blocks, while blinding the enemy for 2 seconds and automatically teleport back to the location prior after 2 seconds.
Skill type: Teleport/Movement - magic, distraction, status, weakening
Element: Arcane
Costs Mana: 95
Costs Life: 0
Costs Stamina: 0
Cooldown: 30 seconds
Casting/Warm up time: 0 seconds - instant
Duration: 2
Additional Info: Allows teleportation, distraction and weakening of the enemy in one move. Teleports the Beguiler back to the original location, automatically after 2 seconds, regardless the movements and actions of the caster.


LvL 50 Skill:
Iniquity
- You deal 45% arcane damage of the difference between your HP and the target's HP, to a target within 10 blocks (+0.096 per Wisdom point).
Skill type: Damage - magic, unequal damage, varyiing damage
Element: Arcane
Costs Mana: 280
Costs Life: 0
Costs Stamina: 0
Cooldown: 1 minute
Casting/Warm up time: 1 second
Duration: -
Additional Info: Damage varies but increases the higher the caster's difference in HP is compared to the target's HP. The lowest damage dealt is always 1 not 0.
Examples:
Caster: 800 HP , Target: 1200 HP = 400 HP diff. = 180 Damage
Caster: 100 HP, Target: 1000 HP = 900 HP diff. = 405 Damage
Caster: 250 HP, Target: 850 HP = 600 HP diff. = 270 Damage
Caster: 600 HP, Target: 600 HP = 0 HP diff. = 1 Damage
Caster: 600 HP, Target: 599 HP = 1 HP diff. = 1 damage

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Assimilation
- Everytime you successfuly hit the target, your mana is restored by 20, if the target has currently more mana than you. If the target's current mana stock is lower than yours, the mana costs of all magic skills increase by 1.5%.
Skill type: Buff - passive, magic,
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: May restore mana or increase the mana costs of spells, depending on the current mana stock (not total amount of mana) of the target.

Master Ability [Ultimate]:
Puppetmaster
- You create a captivating blue mist that puts all enemies within 5 blocks of you into a state of complete hypnosis, reversing their movements, preventing them from jumping and also blinding, silencing and slowing them by 60%, for 3 seconds (+0.149 per Charisma point).
Skill type: Debuff - magic, crowd control, area of effect, weakening, disabling
Element: Arcane
Costs Mana: 350
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 Minutes 55 seconds
Casting/Warm up time: 4 seconds
Duration: 3 seconds (+ 0.149 per Charisma point)
Additional Info: The skill always requires 5 Lapislazuli to cast.
It will put all enemies within 5 blocks into a state of disability, making them unable to act for the time being. Damage won't cancel the effect.
This is the Beguiler's ultimate ability (absolute crowd control).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________
I did indeed make those up some longer time ago. I was actually waiting for a good opportunity, and I do have more ideas ready for all the other classes.

But first some feedback would be nice.
 

JupiterRome

Legacy Supporter 5
Joined
Mar 24, 2013
Location
l
I like the idea of ultimates, but generally of new abilities for Tier 2 classes, NOT the Tier 1 classes.
So here are some from my table.
Please keep in mind, the numbers might be a little off, but after all we have a balance team who is more familiar with those numbers than me.

I've made up some skills that would suit each class in their theme. Also I think they should not get something they already have (as in an effect) in any other of their abilities. Therefore I've also added some passive skills, for Tier 2 mastery... but look into it and tell me what you think.
_______________________________________________________________________________________________

= = = Reaver = = =
The Unholy Knight

LvL 40 Skill:
DoomRitual
- You perform a ritual that will increase the damage of your next magical attack skill used within 5 seconds by 15%, but will devour your life in exchange.
Skill type: Buff - magic, amplifying, draining
Element: Dark
Costs Mana: 80
Costs Life: 10% of maximum HP
Costs Stamina: 80
Cooldown: 40 seconds
Casting/Warm up time: 2 seconds
Duration: 5 seconds
Additional Info: The effect will be skipped for any magical spell, that will be used afterwards and does not harm the target (i. e. magical buffs), until a magical damage skill is used. The effect works only for 1 magical attack within 5 seconds. The life will be drained as soon as the magical attack will be chosen and casted.


LvL 50 Skill:
Torture
- Summons 3 chains of suffering upon the enemy, dealing 10 dark damage (+0.191 per Intellect point) per tick and slowing the target by 50%, both for 4 seconds (+0.049 per Charisma point).
Skill type: Damage - magic, damage over time, weakening
Element: Dark
Costs Mana: 150
Costs Life: 0
Costs Stamina: 200
Cooldown: 1 minute 30 seconds
Casting/Warm up time: 2 seconds
Duration: 4 seconds (+0.049 per Charisma point).
Additional Info: Default damage is 10 per second for 4 seconds (40 total)
Required are 3 Iron Bars (Iron Fences) to use this skill.

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
DeathChannel
- Each target killed will boost the damage of Bash, Harmtouch and Torture by 1% for 3 seconds. Effect can stack up to 5 times.
Skill type: Buff - passive, magic, stack
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: 3 seconds after killing a target
Additional Info: Increases the damage for mentioned abilities by 1% of their base damage. Effect lasts for 3 seconds everytime after a target is killed. Effect can stack up to 5 times if targets are killed in a row and within 3 seconds between each kill. Maximum damage boost is 5%.

Master Ability [Ultimate]:
DeathGrasp
- You attempt to take the enemy within 2 blocks to hell with you, dealing 200 physical dark damage (+0.216 per Strength point) with a possibility of 15% of killing the target in an instant. If the target does not die, it will be slowed by 80% and all life healing effects will be negated for 6 seconds. Can only be used if below 10% of the maximum HP.
Skill type: Damage - close-combat, lethal, special
Element: Dark (Physical)
Costs Mana: 250
Costs Life: 0
Costs Stamina: 470
Cooldown: 3 minutes
Casting/Warm up time: 0 seconds - Instant
Duration: 6 seconds
Additional Info: This skill has a "deadly-roulette" effect that applies if close to death.
Only works if the Dreadknight is below 10% of his maximum HP. If the target does not get killed by this ability, it will be slowed and all healing effects on the target will be negated for a certain duration.
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________​


= = = Defiler = = =
Practices The Art Of Death

LvL 40 Skill:
SufferThorn
- You fire a thorn of suffering to your enemy to interrupt casting. Additionally slows the enemy by 40% for 2 seconds (+ 0.084 per Charisma point).
Skill type: Debuff - magic, interruption, weakening
Element: Dark
Costs Mana: 95
Costs Life: 0
Costs Stamina: 0
Cooldown: 35 seconds
Casting/Warm up time: 0 seconds - instant
Duration: 2 seconds (+0.054 per Charisma point) on the target
Additional Info: Cast cancellation only works, if the enemy is casting a skill when being hit by the thorn. The thorn is a projectile that must hit to cause the effects. Stop casting both, magical and physical abilities (warm-up).
Requires 1 Arrows to use the skill.


LvL 50 Skill:
Exterminate
- You quickly cause a great amount of dark damage on all poisoned targets within a line of 8 blocks (+0.308 per Wisdom point) in front of you, dealing 190 damage (+0.189 per Intellect point). This will remove the poison effect from the targets.
Skill type: Damage - magic, burst, dispelling
Element: Dark
Costs Mana: 295
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 minutes
Casting/Warm up time: 1 second
Duration: -
Additional Info: To use this skill, at least one enemy within a line of 8 blocks in front of the caster must be poisoned and only poisoned enemies can be damaged with this ability. As poison counts in this case any poisonous effect, including Plague skill (Infection), but not bleeding or other damage over time effects. The poison effect will be removed from the targets hit by the skill.

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Lifebane -
Everytime the Necromancer takes damage, Mana is regenerated by 8% of the total damage taken.
Skill type: Buff - passive, magic
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: Regenerates 8% additional mana by the total damage received each hit.

Master Ability [Ultimate]:
Gehenna - You sacrifice your own life to create an extreme outburst of dark energy, dealing 250 damage (+0.126 per Intellect point) to all enemies within 3 blocks (+0.029 per Wisdom point) and restoring the duration of all their status ailments in effect.
Skill type: Damage - magic,area of effect, weakening, special
Element: Dark
Costs Mana: 395
Costs Life: 6.5% of maximum HP each tick (19.5% total)
Costs Stamina: 0
Cooldown: 3 minutes 50 seconds
Casting/Warm up time: 3 seconds
Duration: -
Additional Info: The skill always requires 5 Bones to cast.
While casting it will drain HP from the Necromancer each tick as indicated.
It will fully restore the duration of all status ailments (Poison, Silence, Blind, etc.) that are still in effect on the targets and will deal a great amount of damage to all targets hit by the skill in range.
This is the Necromancer's ultimate ability (massive dark nuke).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________

= = = Flameweaver = = =
Master Of The Dark Flame

LvL 40 Skill:
Overheat
- Absorbs the power of a Flame Shield to cover the caster in vicious flames, dealing 10 damage (+0.128 per Intellect point) to an enemy who attacks the Pyromancer with a physical attack within a 2 blocks range. Additionally increases the damage of fire magic by 15. Lasts for 6 seconds (+0.109 per Charisma point).
Skill type: Buff - magic, dispelling, reflective, amplifying
Element: Fire
Costs Mana: 190
Costs Life: 0
Costs Stamina: 0
Cooldown: 50 seconds
Casting/Warm up time: 2 seconds
Duration: 6 seconds (+0.109 per Charisma point)
Additional Info: The Flame Shield skill must be in effect to use this skill.
It will deal damage (reflective) to targets attacking the Pyromancer in a 2 blocks range, as indicated. Only boosts the damage of: ChaosOrb, Dragon's Breath, Meteorite and Inferno.


LvL 50 Skill:
Meteorite
- You summon a devastating meteorite from space, striking down to a spot 2 blocks in front of you, damaging all enemies within 3 blocks (+0.089 per Wisdom point) of the impact site by 200 (+0.149 per Intellect point) fire damage and knocking them back.
Skill type: Damage - magic, area of effect, knock-back
Element: Fire
Costs Mana: 370
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 minutes
Casting/Warm up time: 3 seconds
Duration: -
Additional Info: Requires 5 Redstone to use.


- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Fireblood
- Each Fire Damage received is reduced by 20%. And restores your stamina by 2%.
Skill type: Buff - passive, magic
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: Reduces damage taken from all fire elemental attacks, including damage over time effects (burning), by 20%. Also restores stamina by 2% on hit.

Master Ability [Ultimate]:
Inferno - You create a devastating storm of fire around you, dealing 190 damage (+0.159 per Intellect point) to all enemies within 3 blocks (+0.059 per Wisdom point) of you and putting them on fire for additional 10 damage (+0.069 per Intellect point) every 2 seconds for 10 seconds (+0.029 per Charisma point).
Skill type: Damage - magic, area of effect, damage over time, special
Element: Fire
Costs Mana: 395
Costs Life: 0
Costs Stamina: 0
Cooldown: 3 minutes 15 seconds
Casting/Warm up time: 3 seconds
Duration: 10 seconds (+0.029 per Charisma point)
Additional Info: The skill always requires 3 Gunpowder to cast.
The skill will put all enemies in range on fire, dealing additional damage over time.
This is the Pyromancer's ultimate ability (massive fire nuke).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________

= = = Illusionist = = =
Master Of Confusion

LvL 40 Skill:
Illusion
- You teleport 3 blocks behind a target within a range of 5 blocks, while blinding the enemy for 2 seconds and automatically teleport back to the location prior after 2 seconds.
Skill type: Teleport/Movement - magic, distraction, status, weakening
Element: Arcane
Costs Mana: 95
Costs Life: 0
Costs Stamina: 0
Cooldown: 30 seconds
Casting/Warm up time: 0 seconds - instant
Duration: 2
Additional Info: Allows teleportation, distraction and weakening of the enemy in one move. Teleports the Beguiler back to the original location, automatically after 2 seconds, regardless the movements and actions of the caster.


LvL 50 Skill:
Iniquity
- You deal 45% arcane damage of the difference between your HP and the target's HP, to a target within 10 blocks (+0.096 per Wisdom point).
Skill type: Damage - magic, unequal damage, varyiing damage
Element: Arcane
Costs Mana: 280
Costs Life: 0
Costs Stamina: 0
Cooldown: 1 minute
Casting/Warm up time: 1 second
Duration: -
Additional Info: Damage varies but increases the higher the caster's difference in HP is compared to the target's HP. The lowest damage dealt is always 1 not 0.
Examples:
Caster: 800 HP , Target: 1200 HP = 400 HP diff. = 180 Damage
Caster: 100 HP, Target: 1000 HP = 900 HP diff. = 405 Damage
Caster: 250 HP, Target: 850 HP = 600 HP diff. = 270 Damage
Caster: 600 HP, Target: 600 HP = 0 HP diff. = 1 Damage
Caster: 600 HP, Target: 599 HP = 1 HP diff. = 1 damage

- - - - - - - - - - - - - - - - - - - - - - - - -
Master Ability [Passive]:
Assimilation
- Everytime you successfuly hit the target, your mana is restored by 20, if the target has currently more mana than you. If the target's current mana stock is lower than yours, the mana costs of all magic skills increase by 1.5%.
Skill type: Buff - passive, magic,
Element: Dark
Costs Mana: 0
Costs Life: 0
Costs Stamina: 0
Cooldown: 0 - instant
Casting/Warm up time: 0
Duration: -
Additional Info: May restore mana or increase the mana costs of spells, depending on the current mana stock (not total amount of mana) of the target.

Master Ability [Ultimate]:
Puppetmaster
- You create a captivating blue mist that puts all enemies within 5 blocks of you into a state of complete hypnosis, reversing their movements, preventing them from jumping and also blinding, silencing and slowing them by 60%, for 3 seconds (+0.149 per Charisma point).
Skill type: Debuff - magic, crowd control, area of effect, weakening, disabling
Element: Arcane
Costs Mana: 350
Costs Life: 0
Costs Stamina: 0
Cooldown: 2 Minutes 55 seconds
Casting/Warm up time: 4 seconds
Duration: 3 seconds (+ 0.149 per Charisma point)
Additional Info: The skill always requires 5 Lapislazuli to cast.
It will put all enemies within 5 blocks into a state of disability, making them unable to act for the time being. Damage won't cancel the effect.
This is the Beguiler's ultimate ability (absolute crowd control).
- - - - - - - - - - - - - - - - - - - - - - - - -

_______________________________________________________________________________________________
I did indeed make those up some longer time ago. I was actually waiting for a good opportunity, and I do have more ideas ready for all the other classes.

But first some feedback would be nice.
Kainzo wants t1s to be viable, your fucking them over here.

I think Druid should get an ultimate called something like
Monsoon or Call storm where it brings forth a storm, which heals the druids allies (with soothing rains :p) and strikes lightning down on enemies.
 

Ice_Burner

Legacy Supporter 1
Joined
Jun 24, 2014
Taking a little bit of inspiration from Eneokun's post, here's some suggestions that I have:

Samurai-Honorblade

Level 50 Skill: NerveSever-Passive

When a target is Mortally Wounded (MortalWound) they have a chance to be stunned in place for .2 seconds (+.01 duration for each point of Strength) when the Honorblade is attacking them. However, each time the target is stunned, the Honorblade's Stamina is drained by 30. (-0.025
for each point of Endurance)

No reagent costs
No mana costs
Takes 30 Stamina each time target is stunned.

Level 60 Skill: Ultimate-Inazuma

You pray to your gods to give you power. When they answer your heed, they charge your blade with the power of lightning, and for 4 seconds, every melee attack done against an enemy will result in an additional 82 light damage (+0.092 per Intellect point) along with the blade damage.

Costs 5 Gold to use
Costs 290 mana to use.
Costs 350 stamina to use.
Warm-up of 3 seconds.
Cool-down of 75 seconds.



Paladin-Crusader


Level 50 Skill: InnerLight

When activated, the Crusader summons a ward of pure holy energy, blocking 325 damage, physical or magical, before dissipating. Dissipates after 10 seconds if it has not worn off yet.

Must have a Shield equipped (Iron Door)
Costs 300 mana
Costs 275 stamina
Warm-up of 0.5 seconds.
Cool-down of 55 seconds.

Level 60 Skill: GuardianAngel-Ultimate

When activated, allies within 5 blocks of the Crusader gain invulnerability for 2 seconds. Afterwards, they heal for 89 (+0.49 per point of Wisdom) health points.

Costs 8 Feathers to use
Costs 425 mana
Costs 135 stamina
Warm-up of 4 seconds.
Cool-down of 90 seconds.
 

Eneokun

Max Legacy Supporter
Joined
Jul 8, 2014
Kainzo wants t1s to be viable, your fucking them over here.

I'm not fucking them, I'm ignoring them on purpose. T2 classes are supposed to be the next-level, as in stronger classes which are one step ahead from their prior stage. They should all get some unique skills specifically for themselves, for being Tier 2, and that in addition to the basic skills they adopt from the first tier.
Why would you give a Tier 1 class an ultimate? Why give T1 classes additional skills, and where would you even attach them? If you want to have changes in Tier 1 skill sets, change the existing ones, but don't keep adding new ones for them. As for T2 classes, that's a different subject, imho.
Sorry but if the T2 class isn't supposed to be stronger then why have them at all?

In my opinion Kainzo should've increased the lvl cap of the T1 classes only and add new skills from there, but having T2 classes changes the view on classes overall.

And besides... I said the numbers are off, it's just ideas from me to show what could be possibly added. Of course there must always be someone who doesn't get it.

Don't forget to use the T2 class names guys.

Stormcaller: Summon Dire (animal)
Summons a Dire (animal [could be a wolf or maybe even a rabbit seeing as Minecraft has an evil vanilla rabbit already]) to attack target for (x) seconds.

Summons are a problem here and as much as I know the hostile vanilla monsters cannot be changed to be allied summons , I don't know about the passive ones though.
 
Last edited:

Iseradore

Legacy Supporter 6
Joined
Oct 7, 2013
Kainzo wants t1s to be viable, your fucking them over here.

I think Druid should get an ultimate called something like
Monsoon or Call storm where it brings forth a storm, which heals the druids allies (with soothing rains :p) and strikes lightning down on enemies.
Exactly like what I did for cleric? >.>
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
Hmm. If Paladin is supposed to be a "beacon of shining light" or whatever Visions says, then maybe a good Crusader ultimate would involve some sort of mass Intervene that reduces incoming damage by 50% for x amount of seconds and heals your party for that amount. Feel free to disagree, I'm just pitching an idea out there.
 

Searax

Legacy Supporter 4
Joined
Sep 12, 2013
Well I will throw in my idea while im here. :D

Sorcerer - Master of the Arcanium
-Golem Skin [Passive]

Reduce all Melee Damage by 5% but drains 1% Mana every hit.

-Spiral Arrow
Launch 5 bolts of Mana at a Enemy. Bolts would deal 40 + INT for each hit.
-Cost would be around 205 mana
- on a 10 sec cooldown
 
Last edited:

LightTheAbsol

Legacy Supporter 3
Joined
Mar 29, 2012
Location
a Hideout in Mt. Silver
Wrong, T2 classes are supposed to be slight stat boosts and a nice ULT for the most hardcore of players. It's not meant to be a skill that fucks over the T1 classes but just something nice for your efforts. (IE, dragonknight confirmed superjump, Illusionist confirmed Plaugebomb.)
 
Top