Something that would be really cool for Classic World would be having new areas to explore, especially expanding upon Victoria Island further and with more late game mobbing areas, and have brand new jobs to discover and play around with to keep Classic World engaging and fun long term.
This post will be a for fun post of introducing a concept for a healer-archer job, providing more support job options which is something old MapleStory never had, and still severely lacks with modern MapleStory.
This is for players that want to play a support class, but either don't like magicians or don't like playing as Cleric, by offering more support jobs with different playstyles.
Brief summary would be the job would, when solo, deal the same damage as any other class, but for their main attack skill every time it passes through a party member will apply a final damage buff for a very short duration and decrease the final damage of the attack. If it hits 5 party members, the attack disappears entirely, and explodes into applying an increased healing buff for a short duration for those that got caught in the (damage-less) explosion.
This creates a simple gameplay pattern with fun decision making between dealing more damage to the monster or focus on being a support and sacrificing all of your damage. While for solo play, since you support no one while solo, can deal roughly the same damage as any other job and your damage only decreases when actually supporting fellow party members.
It also promotes playing in the back behind your party and aiming your shots while standing at a good position like an archer, at least in the sense of aiming for a 2D platformer goes.
With the gameplay loop, while in a party, of focusing on weaving in this short duration buff and short duration healing, and to upkeep both on the party.
This will have a concept of the most relevant skills showcase of the first 4 job advancement, regardless of if or when Classic World will have 3rd and 4th job advancement.
Healer-Archer Concept:
Job 0:
Job 1:
Long Bow Blast:
Fire an arrow forward, dealing damage to up to 4 monsters.
[NOTE: This can be used while in the air.]
Endless Quiver:
Passive: There is a 20% chance to recover 1 arrow for every party member or monster struck by Long Bow Blast.
Active: Place down a large quiver on the ground for 30 seconds, self and party members near it replenish 10% of their ammo type every 3 seconds.
If a target is full on ammo or they do not use ammo, then they recover 10% of their MP every 3 seconds.
Cooldown: 45 seconds.
[NOTE: Ammo being anything like arrows, bullets, throwing stars, etc.]
Job 2:
Final Arrow:
Passive: Long Bow Blast deals increased damage, gains increased range, and can hit up to 6 monsters.
Passive: Every party member that Long Bow Blast's arrow passes through will grant the target 20% Final Damage for 5 seconds, but decrease the damage of the attack by 20% Final Damage per party member.
If the arrow hits 5 party members, then on the 5th party member the arrow will disappear into a puff of rejuvenating energy, granting struck self and party members 50% increased healing from skills and potions for 5 seconds.
Flutter Step:
Using this skill directly or by jumping again after jumping normally will grant an additional jump that is equal to 200% of your jump height and slowly descend 75% slower.
Hold the down directional key to descend at your normal descent speed.
Flutter Step can be used up to 3 times while in the air.
[NOTE: This is entirely vertical jumping with automatic low gravity after using the skill. It can effective acts as a quadruple jump between your regular jump and your up to 3 Flutter Jumps. This is to help you get around the map vertical and/or do trick shots to help you hit party members to buff them up.]
Healing Rain:
Fire a special arrow directly above you to summon forth a rain of arrows in front of you that rains down over 3 seconds, healing struck self and party members for 25% recovery per 0.25 second.
This can damage Undead Monsters.
Job 3:
Power Bow:
Passive: Long Bow Blast deals increased damage and can hit up to 8 monsters.
Hold: Charge up your shot, up to 2 seconds for the full charge, and release to fire away, dealing up to 100% increased Final Damage and traveling up to 100% further. This provides all of the same properties as Long Bow Blast.
Party members struck by this shot can receive up to 30% Final Damage for 5 seconds, instead of 20%.
If a 5th party member was struck, then struck self and party members by the rejuvenating energy can receive up to 100% increased healing from skills and potions for 5 seconds, instead of 50%.
[NOTE: Power Bow will be the hold to charge version of Long Bow Blast, while Long Bow Blast you can hold down the skill key and constantly fire attacks when ready.]
Army of Doves:
Summon 6 doves for 180 seconds, every party member there is will decrease the amount of doves summoned by 1, down to a minimum of 1 dove.
Each dove will attack a nearby monster periodically, dealing damage.
Every dove will grant 10 Weapon and Magic Attack to self and nearby party members, up to 60 Weapon and Magic Attack.
Job 4:
Healing Arrows:
Passive: Long Bow Blast and Power Bow gain new visual effects, increased range, increased damage, and can hit up to 10 monsters.
Passive: Long Bow Blast can heal self and struck party members for 10% HP.
Power Bow can heal self and struck party members for up to 30% HP.
Frost Arrows:
Toggle: Increase the MP Cost for Long Bow Blast and Power Bow to turn their arrows into frost arrows, providing a stacking slow to struck monsters by 20% for 5 seconds.
If a monster receives 5 stacks of frost, including boss monsters, then they are frozen for 5 seconds, the next attack by self or party members will shatter the freeze effect and cause the attack to deal 100% increased Final Damage.
A fully charged Power Bow will instantly freeze struck monsters.
This will change your attacks to apply as the Ice Element.
Elemental Storm of Arrows:
Rain down a thousand arrows all around you, dealing massive damage to up to 15 monsters.
Each cast will deal different elemental damage at random between Fire, Lightning, Poison, Holy, or Dark and an additional effect based on the element.
Fire: Lay down fire on all platforms for 10 seconds, dealing damage every second to monsters within.
Poison: Apply poison to struck monsters for 10 seconds, dealing damage every 0.5 second.
Lightning: Zaps the 2 closest monsters near struck monsters for 20% of the damage. [NOTE: The same monster can be struck multiple times.]
Holy: Applies a debuff for 10 seconds that causes the monsters to give 10% more EXP. Monsters directly killed give 10% more EXP.
Dark: Monsters are inflicted with blindness and silence for 10 seconds.
Cooldown: None.
Cost: Very High MP Cost, within the thousands.
Sharp Eyes:
Provide critical rate and critical damage to self and party members for a duration.
Comments