The overall main goal here is to fix the mistake of MapleStory of only having one support job in the game [Cleric line] with having many different kinds of supports for different themes and unique playstyles, a part of which is to have at least one non-explorer dedicated support of each class type [Warrior, Magician, Archer, Thief, and Pirate] (which means Magicians would have at least 2 dedicated support jobs because of the Cleric line).
This would serve the support audience that has never been served before, mistreated, and neglected.
And helps Classic World design a lot better with introducing more dynamic play based on three broad experiences: Solo Play, Party Play without Supports, and Party Play with Supports. This simple aspect to add depth without complexity allows players to have enjoyment with the game for many more hours since there are ways to freshen up the experience.
Not to mention, with many different kinds of supports in both what they offer and in their gameplay, will also add to dynamic play for the same damage dealer job, but also allow for every damage dealer job to be viable simultaneously and equally strong to each other based on both solo status or party play pair up status with some support jobs helping some jobs more than others allowing all damage dealers to shine and retain their unique playstyles.
Most importantly, supports play into Classic World design of being more social since support players naturally want to party with others and others want to party with supports naturally [while solo players can still solo].
This is giving ideas for an ability kit for a magnetic warrior concept.
A focus on having the ability to move around monsters in attraction and repulsion, but also with positioning can help party members move around the map either by aggressively helping them get closer to monsters or by helping to get away and widen the gap between monsters.
Weapon of Choice: Spears
Damage type: Lightning-attribute physical damage for all of the skills
Job 1:
Electromagnetic Pitchfork:
Attack forward, dealing damage to the first monster hit and causing an electric shock to jump to the furthest target within a range, dealing the same damage, and apply Magnetism to both targets for 15 seconds. If only one target is in range, then the target takes damage from your spear and electric shock.
Self, party members, and monsters gain +20 Speed when moving toward a target inflicted with Magnetism.
Repulsion Shout:
Let out a mighty shout around you and deal some damage to up to 4 monsters, greatly knocking them back. Boss monsters are knocked back slightly.
Afterwards, monsters are slowed by 20% for 4 seconds.
Cooldown: 2 seconds.
Job 2:
Electromagnetic Armour:
Toggle OFF: Party members gain +50 min and max Speed when moving toward you.
Toggle ON: Monsters gain +50 Speed when moving toward you. Self gains +100 and +10% Weapon Defense.
Passive: Gain +30 Speed, +10 Jump, and +100 and +20% Weapon Defense.
Magnetic Hero:
With the aid of powerful magnets, cause yourself to dash to a party member within range based on the selected direction. This can be used while airborne.
If no party members are nearby, quickly rush forward a short distance instead.
Power Generating Rod:
Toggle: Slam your spear in the ground indefinitely, draining MP every second, causing it to constantly summon lightning strikes to it every 0.75 second, dealing damage to nearby monsters, stunning them for 0.5 second, and healing nearby self and party members at a greater range for 30% Recovery.
While your spear is in the ground, you cannot attack or use Electromagnetic Pitchfork.
Job 3:
Double The Power:
Passive: You are able to now equip a second spear in your secondary weapon slot, attacking with both in quick succession to each other. The secondary spear's Final Damage is reduced to 20%. This modifies Electromagnetic Pitchfork while the secondary spear is in hand.
Toggle: Slam your secondary spear in the ground indefinitely, draining MP every second, causing it to constantly summon lightning strikes to it every 0.75 second, dealing damage to nearby monsters, stunning them for 0.25 second, and healing nearby self and party members at a greater range for 20% Recovery.
While your secondary spear is in the ground, you cannot attack with it.
Electrifying Pull and Push:
The effects of this skill change based on whether or not you currently have spears in hand.
Struck monsters receive a debuff for 10 seconds, causing the killer to receive 30% increased EXP. If a party member kills a debuffed monster, then self receives 75% increased EXP.
Main spear in hand, attack forward, skewing up to 4 monsters at a distance, dealing damage and pulling in the monsters to your location.
Secondary spear in hand, attack behind, skewing up to 2 monsters, dealing damage and catapulting them to be in front of you.
Main spear not in hand, rush forward a short distance and shove up to 6 monsters with you. If secondary spear is also not in hand, this rush distance is greatly increased and you shove up to 10 monsters.
If secondary spear is in hand and main spear is not in hand, skewered monsters rush with you before catapulting them in front of you.
If main spear is in hand and secondary spear is not in hand, you do a short dash backwards and drag skewered monsters with you before pulling them to you.
Cooldown: 3 seconds.
Radio Silence:
Toggle: Drain MP every 2 seconds to create electrical waves between your planted main spear and planted secondary spear every 2 seconds, causing monsters to be silenced for 4 seconds and unable to perform buff effects for 2 seconds, including boss monsters.
Self and party members struck by the electrical waves have all abnormal status effects cleansed.
If only one spear is planted or both spears are in hand, then instead cleanse abnormal status effects to self and party members every 1 second around self and the planted spear.
Passive: Self and Party Members gain +20 min and max Speed when moving towards a planted spear.
Job 4:
Electrified Pitchfork:
Passive: The range of the electric shock is increased and now a second electric shock is created from the further target to the first target struck, damaging all monsters in the path and applying Magnetism.
Additionally, if 1 spear is planted, a third electric shock is created between the furthest target and the electric spear, damage all monsters in the path and applying Magnetism.
This electric shock will also heal struck party members for 30% Recovery and double the healing of the next heal from the planted spear.
Super Magnet:
Consume a large amount of MP to pull in up to 15 monsters in a very large area to your location, and apply a debuff causing the targets to take 100% increased Final Damage for 3 seconds from self and party members, including boss monsters, but boss monsters only take 30% increased Final Damage.
Cooldown: 20 seconds.
Magnetic More Heroic:
Passive: Magnetic Hero dash range towards party members is increased and can now dash to a planted spear as well.
Toggle: Allow Magnetic Hero to deal damage to up to 6 monsters you pass through and increase their movement speed by 50% for 5 seconds, also applies Magnetism.
Magnetic Charge:
Hold: Cause an electric metre to gradually gain or lose power, up to 100 points or down to 0 points.
Not using this skill causes the metre power level to stay where it is.
Monsters inflicted with Magnetism will either take up to -10% less Final Damage or up to +10% more Final Damage from self and party members based on the current Magnetic Charge.
Monsters inflicted with Magnetism will damage self and party members up to -25% less or up to +50% more frequently based on the current Magnetic Charge.
This also affects how frequently monsters cast debuffs and buffs.
CLARITY: Charging this skill will cause the metre to gradually rise to 100, when it hits 100 will then gradually descend down to 0, and then from 0 will gradually rise.
The goal to this skill is create decision making of be more defensive, but the party deals less damage; or deal more damage and suffer the consequence of taking more damage and dealing with boss debuffs/buffs more frequently.
50 points is the neutral point where nothing happens and the game plays normally.