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Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
Well Honestly Im Not a part of the developer of MapleStory!
But I would like you guyz Reading this!
If you would like to help me make a new class or new ideas,
and then I will apply that item or ideal class to the MapleStory Company Game!
Rules:
Anyone can post in this thread!
No bullying!
Create your own Idea no copyrights
Be sure to ask me if u have problems
If u want to create an ideal class u need to post the pic and put the stats as follow below:
Class Name:
Class Type:
Weapon Type:
Secondary Weapon Type:U can add this if u want or not!
Some Of Skills:
What stats are there reliable at:Like for example:INT,DEX,STR or ETC.
That's All I hope we could help MapleStory Add more classes to make it more fun!!!!
Comments
Suggest the Class Name For It:
Class Type:Mage
Weapon Type:Umbrella
Seconday Weapon Type:StopWatch
Suggest Some Skills:
Stat:Dex,Int
Credits:NamharoHero
We need the existing content fixed.
However, this part of the forums is for fan creations, stuff that people have fun making and then share with others. Even things posted in the suggestions forum rarely end up implemented. So let's have some fun being creative if we want to, and argue over what the game needs in a different forum.
I don't put a lot of effort into designing classes - I'm not actually interested in putting them in game, after all - but I've had a few ideas.
Class Name: Bard
Class Type: Magician
Weapon Type: Musical instrument of some kind.
Class Name: Jester
Class Type: Thief
Weapon Type: Yo-yos
Class Name: Thrasher
Class Type: Pirate
Weapon Type: Whip
My mistake.
Didn't notice what section this was in.
Assuming the DnD archetype, it would be hard to make a sufficient Bard-character, making it suffer like the Cleric has over the years. Short of making the Bard have map-wide party-buffs, which Beast Tamer has already, you could make Bard a heavy debuff utility. For example, you could have auras (sorry Battle Mage) of music that applied slow, darkness, DoTs, or attack power reduction. Stronger, high-CD utilities would include binds, seals, and outright damage vulnerability. However, such abilities would make bosses an absolute joke, causing additional balancing problems in-game.
Her stats and skills are pretty much explained there, so yeah.
But, just to add to this thread:
Class Name: Rapu (Nova)
Class Type: Magician.
Weapon: Hair.
Secondary Weapon: Ribbon.
Skills: No idea here. Though, I'd like them to be entangling and such, since ya know, hair.
Primary Stat: INT
Class Type: Demon/Bowmaster
Weapon Type: Serpent Bow
Seconday Weapon Type: Poisoned arrow
Suggest Some Skills: Venom/Poison as pasive . Demonic skills just like Demon slayers. Serpent bite for HP draining
Stat:Dex
X) Maybe the class would be better with a whole range of instruments as different skills. Magically requip different instruments! Aaaah! I'm getting into creative mode!
Drum Roll: Roll drums at the enemy.
Serenade Shot: Shoot a violin bow at the enemy.
Cymbalic Clash: Use cymbals to break the enemy's ear drums. Might cause stun.
Serpentine Flute: Snake charm the enemy into obeying you. (Basically Seduce. I always wanted to get the enemies back for using that on me...)
Vocal Vengeance: Hitting the wrong notes is easy, whether you can sing properly otherwise or not. Put some magic into it and really torture the enemy!
Hehehehehhe... this is fun!
Class Name: Orpheus
Class Type: Nova race Magician
Weapon Type: 2-Handed Lyre
Secondary Weapon Type: Dragon Libretto
Some Skills: Mystic Score (Musical note collecting mechanic for fueling abilities)
Falsetto Sharps (Send a chilling salvo of "# " symbols at enemies, slowing them down)
Grand Valtz (Squash enemies with "b " symbols, decreasing their stats)
Appassionato (Protects your comrades from harm with a romantic melody, proving -%dmg among other party buffs)
Hades' Ballad (Life Leeching screen attack)
Main Stats: INT primarily, LUK secondary.
These are pulled straight from a theoretical class design I composed earlier in the year. Here's a link to the Reddit thread
The post also includes character backstory, philosophy, and a fuller repertoire of abilities for those interested.
Strike Medic
Instructor: Claudine
Main Weapon: Whip (same as Xenon)
Sub-weapon: Syringe
Primary Stat: LUK (Secondary Stat: INT)
Notable Skills
Immunisation: [Party buff] Protects allies from all adverse status effects for 40secs. Cooldown 200secs.
Injection: [Party buff] Raises status resistance, attack and accuracy for 180secs.
Supplements: [Self buff] Raises critical rate and defense for 180secs.
Healing Slash: [Skill] Recovers HP of all allies within whip attack range. Cooldown 5secs.
Virus Outbreak: [Skill] Deals 440 damage to surrounding enemies and inflicts random statuses on them.
Resuscitation: [Skill] Revives one ally with low HP. Cooldown 180secs.
basically a class based off claudine and healthcare staff. Also because THIEF THAT HEALS is too awesome. (well if warriors can heal no reason for thieves not to. phantom excluded.)
Rentap
* Skill Overview: https://docs.google.com/document/d/1e0Xb2KkzZGbqaW9D8IANtVXSoS_q70anaegLnwYTbRw/edit
* Quest List: https://docs.google.com/document/d/1sX7AZnbcXh94ChLQwOE3zs_WQHuNSL__tSt9dYUTSn8/edit
Aqua Sorceress
* Skill Overview(Until 4th Job): https://docs.google.com/document/d/18Nse4k5kVrRE4l0S_SyDHVquaMIyK_4mDMFeBS8vI0w/edit
But a class that uses an army of Dynamic Orbitars, or just "Dynamos", for skills, which that bunker is their MP system. When a skill is being used, a portion of the Dynamos are in use, and when the skill ends they return to standby.
Say a skill requires 20 Dynamos to use. You have 100 Dynamos on standby. Trigger the skill, and 20 Dynamos will be removed. The skill is used and ends, at which point the Dynamos "return" to inactive use, giving back those 20 Dynamos that you used in the skill.
The entire playstyle of the class would be managing the Dynamo Army to get the highest output, one way or another, whether it be setting up turrets, creating an area of effect, protecting yourself from harm, launching an array of attacks, supporting party members via following them and attacking alongside them, or even doing what I'm calling the Full Blitz, where every Dynamo Unit centers it's attention onto a target and assaults without mercy.
Class Type: Warrior(adventurer type)
Weapon Type: 2-handed sword or 1 handed
Secondary Weapon Type: If one handed sword dagger/short sword as secondary weapon
Some Of Skills:
2-handed: able to put away the secondary weapon to deal an additional attack and +.10 damage on your skills (on/off skill)
Fluid movements: when you successfully dodge or block and attack you have a small window to use basic attack to counter and move forward to the next monster.(passive)
Mark Target: you throw your 2ndary weapon at a monster while marked you are automatically put into 2-handed mode and do an additional 50% damage to that monster, but 25% less damage to other monsters until the marked target is defeated.
Class Name: Monk
Class Type: Warrior(special adventurer or Nova)
Weapon Type: Fists(or hand-wraps)
Secondary weapon: Hand-wraps(if primary is hand-wraps then ankle wraps)
Stat: Str and Dex
Some of Skills:
Lethal body: (beginner level skill gotten at level 1)automatic damage reflect that grows with level +2% per level of character (automatically maxed at creation)
1st job:
Dodge: you get +.01% chance to dodge an attack per point of Dex (starting at .001 with 10 level max)
Distraction: causes monsters to focus on you for 20 seconds cooldown of 40 seconds at max level
2nd job:
Potion warrior(a play on drunken master): after drinking a potion you have increased evasion and increased attack, but take 50% more damage and can't climb ladders for 4 seconds 10 second cooldown.
Grappling: you have a chance to immobalize your foe at the cost of being taking damage every second and unable to move(you can still attack, you're just not able to move left/right/up/down or use teleport skills) lasts 45 seconds cooldown is 120 seconds, halved if unsuccessful.
3rd job lets you choose between two paths, Master and Apprentice. Master is focused on Damaging opponents while Apprentice is more a party buffer.
Master skills:
Master Distraction: When using distraction gain +50% final damage and +2 attacks.
Deadly palms: unable to use with distraction, attacks up to 15 monsters 5 times each, but uses 10% of max HP in addition to mana. Cooldown of 180 seconds.
Apprentice skills:
Apprentice's Distraction: When using distraction, party members gain +25% final damage and +2 attacks(can not stack with Master's distraction) and lifedrain to gain a portion of the damage done as health and mana.
Accidental Slip: when damaged, or on a successful dodge, has a chance to slip spilling a potion onto the surrounding monsters dealing damage and making them give more exp and increased drop rate(no potion is consumed)
Class Name: Grand Stander
Class Type: Thief (resistance)
Weapon Type: Baton
Secondary Weapon Type: whip
Some Of Skills:
Call of Attention: causes up to 15 monsters to focus on you (not as though you attacked them, so they aren't going to attack unless they normally would just trying to get to you)
Lions Tigers and Bears: releases either lions tigers or bears at a random chance for each to attack for you.
Oh My: up graded version of previous with a chance to release all 3
Tightrope: when you drop below 5% health causes you to become invulnerable for 3 seconds and summons a double dealing damage to surrounding enemies for the 3 seconds you're invulnerable then explodes.
Safety net: use this skill somewhere safe because when you die you're revived at this location. Cooldown of 1200 seconds at max level.
Canon ball: Shoots yourself across the map dealing damage to monsters between where used and landed and extra damage where you land. (used as a movement skill, but uses HP instead of MP)