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mob arena classes
03-26-2012, 04:47 PM
Post: #1
Posts: 432
Joined: Mar 2012
Reputation: 26
mob arena classes
mamxan Offline silk touch lover
*****
i noticed the dwarf lost his axe and got a dia sword. but dwarf without axe is just not right!
maybe he should have some potions of strengh (I or II) to compensate the fact, that axes can't get relevant enchantments.
this would make the dwarf a legitime class: medium armor, less healing than tank/knight but highest basis damage without enchantments. great for collecting some xp solo for other matches. and in a bigger party a chemist could compensate his lack of armor and healing.


and i think, knight is weak compared to tank. diamond sword deals 7 dmg (iron sword 6), and there is no relavant foe (i can think of) that you can kill with fewer hits compared to iron sword.
so the better sword gives no real advantage. only thing that stays is a weaker armor ( 7,5 defense points vs 10 - 60% dmg reduction vs 80%).
so knight should get a buff - more dmg, more healing,...


and i have to say: wolves don't really work well at mobarena. most time they won't attack (as they attack the target you attack with a melee weapon, when you wield a bow, they do nothing) and when they do, usually they will trigger creepers to explode.


any ideas for new classes? (maybe seperated from existing classes and only used in extra (fun) arena?)
Quote
03-26-2012, 06:01 PM
Post: #2
Posts: 446
Joined: Feb 2012
Reputation: 13
RE: mob arena classes
Ahrash2194 Offline A Simple Moderator
******
If you want a fun class

Armor: Head; Pumpkin

Weapon: Snowballs.

Tongue
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03-26-2012, 06:17 PM
Post: #3
Posts: 1,121
Joined: Feb 2011
Reputation: 40
RE: mob arena classes
skeight Offline Administrator
********
(03-26-2012 04:47 PM)mamxan Wrote:  i noticed the dwarf lost his axe and got a dia sword. but dwarf without axe is just not right!
maybe he should have some potions of strengh (I or II) to compensate the fact, that axes can't get relevant enchantments.
this would make the dwarf a legitime class: medium armor, less healing than tank/knight but highest basis damage without enchantments. great for collecting some xp solo for other matches. and in a bigger party a chemist could compensate his lack of armor and healing.


and i think, knight is weak compared to tank. diamond sword deals 7 dmg (iron sword 6), and there is no relavant foe (i can think of) that you can kill with fewer hits compared to iron sword.
so the better sword gives no real advantage. only thing that stays is a weaker armor ( 7,5 defense points vs 10 - 60% dmg reduction vs 80%).
so knight should get a buff - more dmg, more healing,...


and i have to say: wolves don't really work well at mobarena. most time they won't attack (as they attack the target you attack with a melee weapon, when you wield a bow, they do nothing) and when they do, usually they will trigger creepers to explode.


any ideas for new classes? (maybe seperated from existing classes and only used in extra (fun) arena?)

I love the idea of new classes. If anyone has specific ideas, post them here. I'll be working on some mob arena stuff within the next few days and I'll see what I can do with all the ideas then.

(03-26-2012 06:01 PM)Ahrash2194 Wrote:  If you want a fun class

Armor: Head; Pumpkin

Weapon: Snowballs.

Tongue

Love it! This will be the Ahrash class Tongue
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04-17-2012, 05:05 PM
Post: #4
Posts: 58
Joined: Apr 2012
Reputation: 0
RE: mob arena classes
earlgrey1234 Offline Active Member
**
New class... Farmer.

Armor: Leather
Weapon: The all powerful hoe.
Golden apples.
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05-28-2012, 01:33 PM
Post: #5
Posts: 2
Joined: May 2012
Reputation: 0
RE: mob arena classes
choalover Offline Noob
i would like this ideal
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05-28-2012, 01:49 PM
Post: #6
Posts: 779
Joined: Jan 2012
Reputation: 12
RE: mob arena classes
larperdoodle Offline Moderator
******
Class: Demo Man (for my mob arena, maybe for others...)
armor: (prolly diamond, doesn't matter too much...)
Weapon: TNT
maybe some healing stuff too.
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05-29-2012, 07:28 AM
Post: #7
Posts: 171
Joined: May 2012
Reputation: 2
RE: mob arena classes
Tuddsfn Offline Le Troll of le Server Moderators
*****
Class: Scout
Armour: iron?
weapon: iron sword
i a butt ton of speed potions
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06-03-2012, 11:13 AM
Post: #8
Posts: 32
Joined: Apr 2012
Reputation: 0
RE: mob arena classes
warlordjones Offline Member
*
Class: Pyro
Armour: leather?
Weapons: Flint 'n' Steel! (I am right that firespread is disabled...?)
Other: Perhaps a few speed potions (sprint in,light em up sprint out)

Hit an run ftw!

Warlord out.
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06-04-2012, 04:59 PM (This post was last modified: 06-04-2012 04:59 PM by Nathangorr.)
Post: #9
Posts: 444
Joined: Apr 2012
Reputation: 23
RE: mob arena classes
Nathangorr Offline Magical Forums Moderator
******
Class: Zombie
Armor: Iron helmet
Weapon: Iron shovel (because thats what some drop when you kill them.)
Other: Zombie flesh
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06-07-2012, 12:33 AM (This post was last modified: 06-07-2012 12:41 AM by NepheneeL.)
Post: #10
Posts: 41
Joined: May 2012
Reputation: 2
RE: mob arena classes
NepheneeL Offline (>'.')>
*
(06-04-2012 04:59 PM)Nathangorr Wrote:  Class: Zombie
Armor: Iron helmet
Weapon: Iron shovel (because thats what some drop when you kill them.)
Other: Zombie flesh

Zombies can drop almost any Iron item.

Honestly I'd like to see a builder class. it has blocks that can only be used once. (placed not removed) and some light armor and a sword. compensate for the extreme utility with low offense and defense. To use everybody else's format. Obviously it would have to be a block not used in the building of any arena and there would need to be something to reset the blocks after the arena is finished.

Class: Builder
Armor: leather
Weapon: Stone Sword
Other: Health Potion, A place-able block or Fence


Another idea would be a trap master. He could have a dispenser and some arrows or flame potions.

Class: Trapper
Armor: Light
Weapon: Bow, Wood Sword
Other: Dispenser, Redstone Torch or Switch
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