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For Fun: Classic Maple New Job Concepts

StaconaStacona
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Posts: 701
Member
edited January 22 in Suggestions, Feedback, and Requests
I think treating Classic MapleStory as an alternative reality of what if the game went off in this direction instead trying to recreate the past makes it so much more interesting and fun, and would make players want to keep playing it long term.

Most notably brand new areas to explore that further expands Victoria Island and brand new job we never gotten before would make classic world so much more fun and exciting to play!

This will be a for fun post of two new job concepts for a much needed role that was and still is severely lacking for support jobs.

One concept will be a magician forest-healer where it will have a deer / deer-like creature with a slightly similar aspect to Wild Hunter where you can mount and dismount the deer.
While mounted, the support skills and mobility goes way up, but the damage plummets so that you are very focused on getting around the map and helping your party members, and while dismounted you gain the bare minimum movement so that you can deal way more damage and still able to support at the same time (but the support skills are weakened).

The second concept will be a warrior thorns-tank where you are slow and low damage, but basically is unkillable as the monsters slowly kill themselves attacking you.
You will scale off of HP as the main stat and to make this class not always be immortal, you get two modes to be in of Unbreakable and Berserk, while in Berserk mode you takes significantly more damage and deal significantly more damage. You can also taunt monsters for a lengthy duration, including forcing all boss attacks to only attack you, which while taunted the monster deals significantly more damage to you as well.

NOTE: I will create a kit for the first 4 job levels, despite 4th job not being a thing in this case, and probably not even 3rd job.
Everything will be based on mastery level.

NOTE: All skills are affected by cooldown reduction, chance to cooldown skip, and buff duration for if or when these stats become available.

Magician Forest-Healer:

Job 0:

Forest Guardian:
Passive: The guardian of the forest will follow you, applying supportive effects for self and party members near it, while you are not riding him.

Toggle: Ride the guardian of the forest, greatly increasing your speed and jump, and gaining 100% knockback resistance. You cannot attack while mounted.

Job 1:

Thorny Vines:
Unmounted: Cast a surge of thorny vines ahead of you, dealing damage to up to 3 monsters.

Mounted: For the next 30 seconds, as you move around you place down thorny vines that last for 5 seconds, slowing all monsters by 50% and dealing damage every second.

Healing Aura:
For the next 10 seconds, the forest guardian will heal self and party members near it for 30% recovery every 0.5 second. While mounted, this increases to 90% recovery.
This can damage Undead Monsters.

Job 2:

Thorny Vines II:
Passive Unmounted: Damage increased and damages up to 4 monsters.

Passive Mounted: Damage increased and slow increased to 55%.

Forest Guardian Teleportation:
Hold a direction key in one-of-four directions to teleport the forest guardian a set distance in that direction.
This teleports you as well while mounted.

[NOTE: While Mounted Thorny Vines is active, teleporting will instantly create a line of vines from Point A to Point B, for clarity.]

Forest Blessing of Power:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 40 Weapon and Magic Attack.
This increases to 120 Weapon and Magic Attack while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.

Forest Blessing of Fortitude:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 20% Damage Reduction from all sources.
This increases to 60% Damage Reduction from all sources while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.

Forest Blessing of Rejuvenation:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 50% Increased Healing from Potions and Skills.
This increases to 150% Increased Healing from Potions and Skills while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.

Job 3:

Thorny Vines III:
Passive Unmounted: Visuals enhanced, range increased, damage increased, and damages up to 5 monsters.

Additionally, dealing damage with this skill will apply a debuff to struck monsters for 30 seconds, causing them to take 20% increased Final Damage from unmounted Magical Leafs.

Passive Mounted: Damage increased and slow increased to 60%.

Magical Leafs:
Unmounted: Summon 12 magical leafs that scatter and attack nearby monsters around you, prioritizing boss monsters, dealing damage.

Mounted: Summon 12 magical leafs that scatter and attack nearby monsters around you at random, dealing damage. If multiple leafs attack the same monster, then they deal only 20% of their final damage beyond the first.

Cooldown: 2 seconds.

Forest Blessing of Dispel:
The forest guardian blesses the area around him for 4 seconds, cleansing all abnormal status effects on struck self and party members, while also granting abnormal status immunity.
This increases to 12 seconds if used while mounted.

Cooldown: 45 seconds.

Forest Guardian Teleportation Extension:
Toggle: While active, increase the horizontal and vertical range further for Forest Guardian Teleportation.

Job 4:

Thorny Vines IV:
Passive Unmounted: Visuals enhanced, range increased, damage increased, and damages up to 7 monsters.

Passive Mounted: Visuals enhanced, thorny vines last for 8 seconds, damage increased, and slow increased to 70%.

Magic Leafs II:
Passive: Gain enhanced visuals, increased damage, and summoned magical leafs increases to 16.

Radiant Tree:
Unmounted: A massive radiant tree appears, scattering its leaves everywhere, and dealing massive damage to up to 15 monsters.

Mounted: A massive radiant tree grows at your location, remaining in play for 10 seconds, healing self and party members near it for 100% recovery every second and granting 50% increased healing from skills and potions.
This can damage Undead Monsters.

Cost: Very High MP per cast, in the thousands.
Cooldown: None.

Forest Keeper:
Summon a wise owl for the next 240 seconds, periodically attacking the closest monster near you, prioritizing boss monsters.

While mounted, the forest keeper only deals 50% of its final damage to apply a debuff to struck monsters for 10 seconds, causing it deal 50% less damage.

Forest Blessing of Power II:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 10% plus 50 Weapon and Magic Attack.
This increases to 30% plus 150 Weapon and Magic Attack while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.

Forest Blessing of Fortitude II:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 25% Damage Reduction from all sources.
This increases to 75% Damage Reduction from all sources while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.

Forest Blessing of Rejuvenation II:
The forest guardian blesses the area around him for 30 seconds, giving self and party members within 70% Increased Healing from Potions and Skills and 20% Reduced Skill Cost.
This increases to 210% Increased Healing from Potions and Skills and 60% Reduced Skill Cost while mounted.

Every 2 seconds this decreases in power by 10%, down to a minimum of 10%.

Cooldown: 30 seconds.
FEEDBACK CHANGE:
Originally had the buffs where only one can apply at a time on a long duration and static power the whole time.

New effect is now all buffs can be applied at the same time, but to add skill expression and make the gameplay more interesting as a buffer, the buffs start out extremely powerful so you choose when to use them to really help out your party to be meaningful impactful and decrease in power over time.

Short durations and cooldowns applied so that the player is punished with poor use of the buffs and rewarded by using the buffs well at the right time.

Another change was Magical Leafs originally was a strong and weak version of a hurricane skill, but this direction would make this job feel like a true support version of Wild Hunter. So instead you scatter a bunch of leafs and they attack monsters around you, each leaf attacks only 1 monster and then it disappears, with the difference between the two modes is one prioritizes attacking all the monster around you and the other tries to focus its leafs into one monster so the mobbing/weaker damage form and the other as the bossing/stronger damage form.



Warrior Thorns-Tank:

Main Stat: HP
Secondary Stat: STR

NOTE: Taking increased damage stacks additively with other effects and things like take 900% increased damage is take 10x damage.

Job 0:

Reliable Great Shield:
Passive: With a great shield in hand, gain 100% Knockback Resistance and your attacks are unable to miss monsters near and below your level, but you are unable to avoid attacks.

Job 1:

Spiked Shield:
For the next 60 seconds, monsters that make contact with your character or attack you take damage, contact damage occurs once every 0.5 second against the same monster.

Unbreakable / Berserk:
Toggle OFF: Enter Unbreakable stance, taking 50% less damage from all sources.

Toggle ON: Enter Berserk stance, taking 900% increased damage and reducing healing received by 50% to deal 900% increased Final Damage.

Unrelenting Fortitude:
Passive: Regenerate 10% HP every 6 seconds.

Taunt:
Taunt nearby monsters, including all boss attacks, to be forced to only attack you for the next 10 seconds and for 10 seconds gain 50% increased healing from potions and skills.
Taunted monsters deal 400% increased damage and move faster towards you.

Cooldown: 20 seconds.

Job 2:

Poison Spikes:
Toggle: Monsters that take damage from Spiked Shield are poisoned for 10 seconds, taking damage every second.
This applies as the Poison element.

Shield March:
Hold: Hold out your great shield in front of you, becoming unmovable and constantly marching forward, dealing damage to struck monsters and shoving them forward, including movable boss monsters.

Unbreakable: March 20% slower than your movement speed.

Berserk: March 50% faster than your movement speed.

Meditative Stance:
Hold: Plant your great shield in place and become immobile and unmovable, consuming MP every second to heal for 10% HP every second.

Sacrificial Heal:
Passive: Taking damage will convert 100% of the damage into Blood Sacrifice, maximum hold is equal to 100% of your HP.

Active: Heal nearby party members, consuming Blood Sacrifice. Party members are healed for how much Blood Sacrifice was consumed, splitting it among multiple party members equally.

Job 3:

Spike Amplification:
Passive: Spiked Shield and Poison Spikes deal increased damage.

Poisoned Blood:
Passive: Taking damage will convert an additional +100% of the damage into Blood Sacrifice. Maximum hold is still equal to 100% of your HP.

Active: Consume 50% of current Blood Sacrifice to seep out poisoned blood to up to 10 nearby monsters, dealing damage equal to 25% of the consumed Blood Sacrifice and poisoning monsters for 10 seconds, dealing 5% of the consumed Blood Sacrifice per second.
The applies as the Poison element.

[NOTE: Reminder that this damage gets enhanced further when used in Berserk mode.]

Poisonous Hydra:
Summon a three headed hydra for 240 seconds, applying poison to up to 3 monsters for 10 seconds, dealing damage every 2 seconds and reducing their defenses by 50%.
This applies as the Poison element.

Job 4:

Spike and Shield Amplification:
Passive: Spiked Shield, Poison Spikes, and Shield March deal increased damage.

Venomous Shout:
Perform a mighty warrior shout, dealing damage to up to 12 monsters in a large area around you, stunning them for 4 seconds, including boss monsters, and poisoning them for 10 seconds, dealing damage every 0.5 second. The same monster can be stunned once every 30 seconds.
This applies as the Poison element.

Cooldown: None.
Cost: Very High Flat HP, in the thousands. 10x HP Cost while in Berserk Mode.

Comments

  • iBundanceiBundance
    Reactions: 1,335
    Posts: 277
    Member
    edited January 12
    Since the original maplestory's main antagonist was the black mage.. it would be kinda nice for there to be an unlockable class... one which you have to complete little miniquests following the storyline to unlock.. Possibly a Black mage class , what this class would do I don't exactly know yet. Possibly a necromancer class... possibly expanding on the maple storyline... maybe explaining why the black mage became the main antagonist in today's maplestory.. I havent followed the storyline but it would be interesting if the black mage was once a good guy , maybe even a hero of his time.. along with the current heros we have learned about like aran and mercedes. I was thinking of possibilities like a bit of a rivalry between some of the classes possibly intertwining with the current story and the new classes .
  • iBundanceiBundance
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    Posts: 277
    Member
    edited January 12
    I think the game should focus on perfecting the original classes and a bit of QOL changes should be made like current maplestory like removing some job advancement requirements or making those a bit easier to obtain. I don't like the idea of mastery books because I would think that the orginal heroes got better through training and battle instead of mastery books, through using their skills they improved them.
  • StaconaStacona
    Reactions: 2,435
    Posts: 701
    Member
    edited January 12
    iBundance wrote: »
    Since the original maplestory's main antagonist was the black mage.. it would be kinda nice for there to be an unlockable class... one which you have to complete little miniquests following the storyline to unlock.. Possibly a Black mage class , what this class would do I don't exactly know yet. Possibly a necromancer class... possibly expanding on the maple storyline... maybe explaining why the black mage became the main antagonist in today's maplestory.. I havent followed the storyline but it would be interesting if the black mage was once a good guy , maybe even a hero of his time.. along with the current heros we have learned about like aran and mercedes. I was thinking of possibilities like a bit of a rivalry between some of the classes possibly intertwining with the current story and the new classes .

    Battle Mage is the Black Mage job. Literally, that is Black Mage's origin.

    Also, Black Mage once being good...... well, you see....

    All of this is already canon.
  • StaconaStacona
    Reactions: 2,435
    Posts: 701
    Member
    edited January 12
    iBundance wrote: »
    I think the game should focus on perfecting the original classes and a bit of QOL changes should be made like current maplestory like removing some job advancement requirements or making those a bit easier to obtain. I don't like the idea of mastery books because I would think that the orginal heroes got better through training and battle instead of mastery books, through using their skills they improved them.

    Advancing to 3rd job sucked and how 4th job skills were acquired and progress sucked.

    But for Classic World, they need actual brand new content that never was in the original. This means new areas and new jobs.
    And they can fix their mistake of having only one support in the game with adding in many new support jobs so that Cleric is not dominant because she is the only option to choose from. Many supports help players that want to play support pick a job with a playstyle and theme they more enjoy, while also expanding on support players overall for players can find supports to party with easier.

    And in general new content will keep players playing for more than a month.
  • iBundanceiBundance
    Reactions: 1,335
    Posts: 277
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    edited January 13
    Well there's different types of supports , clerics , paladins , there are more changes they could make like i/l mages having a skill that makes enemies brittle or more vulnerable to certain attacks. idk what is already there i kinda forgot... paladin can increase teammates defences possibly .