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Idea A couple class ideas!

Discussion in 'Capture the Flag' started by Naughty__Nova, Jun 14, 2018.

?

If all these kits got added, would you play them? If so, what ones?

  1. Cleric!

    20.0%
  2. Monk!

    60.0%
  3. Sniper!

    60.0%
  4. Bard!

    60.0%
  5. Hunter!

    100.0%
  6. Berserker!

    60.0%
  7. Tribesman!

    20.0%
  8. Knight!

    40.0%
Multiple votes are allowed.
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  1. Naughty__Nova

    Naughty__Nova Member

    Joined:
    Jun 14, 2018
    Messages:
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    Ratings:
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    Hey there!
    My name is Danni, I've been on brawl for a good three years or so now, but only just joined the forums, specifically so that i could share my ideas for new CTF kits, i'd love it if you gave me some feedback, or told me your ideas! Catch you on CTF. (also! Please, if you think they need tweaks, comment! And don't forget to vote on the poll!)

    1. The Cleric
      The Cleric's class load out is for a balance between defensive and offensive capability. With full iron armour, and a diamond chest plate, cleric gets two steaks maximum. The cleric's weapon of choice is an iron axe with knock back one named the "Cleric's Mace." Cleric has a class ability called "Hold position." When activated (With a gold ingot in your hotbar) This gives you slowness 2, weakness 1, and resistance 4. This ability would be used for either defending a given area or doorway, or for going up against large crowds of enemies. The Cleric's symbol is a golden axe.
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    2. The Monk
      The monk class carries no weapon, and minimalist armour, only leather boots, chest plate (Dyed yellow) and gold leggings. His strength comes from his permanent buffs, Resistance 3, Strength 6, speed 1, fire resistance and night vision. His "Weapon" Is a stick with knock back 2 and sharpness 1 called the "Bo staff." Monk is also immune to debuffs, blindness, weakness, slowness, poison, etc. This is to counter things like ninjas and chemists. On the other hand, this means you can't buff him with Chemist. Monk Gets 4 steak maximum. (or another character i'm going to suggest down the line.) The Monk's symbol is a stick.
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    3. The Sniper
      Sniper wears mostly chain mail, his chest plate is green leather. The sniper doesn't carry a melee weapon, his bow has knock back three, and he has speed one, this is purely to help him escape any close combat he may find himself in. As the sniper's name may suggest, he specialises in long-range pick offs. "But Danni!" I hear you cry. "We already have the archer and the elf! What makes this one so special?" Well, let me tell you! The sniper's "Compound bow." fires arrows at higher velocity, and with no fall, they deal 5 hearts true damage, regardless of armour, two shots at any other kit is enough to kill. The downside? His bow takes an entire two seconds to charge, preventing him from bow spamming, his bow also needs to be fully drawn before he can fire. The sniper's counter would obviously be close combat, if you can corner him you'll kill him for sure. The sniper's symbol is an arrow.
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    4. The Bard
      Bard's speciality is in supporting allies. His class ability is passive, all allies in a given radius (Eight blocks, marked with musical note particles.) Get speed 1, resistance 1, and regen 1. The Bard carries a simple iron sword. His armour is all pink leather, with an iron chest plate. Bard gets three steaks. Any enemies caught in the same radius also get the opposite effects, slowness 1 and weakness 1. The Bard would focus heavily on communication, and be best used if travelling in large groups, you'd want an assassin or ninja to target him. The bard's symbol is a jukebox.
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    5. The Hunter
      A very stealthy class, but unlike assassin and ninja, the hunter has no way of moving quickly, instead he relies on guerrilla tactics and patience. The hunter has VERY low armour, simply a black chest plate and leggings, and chain boots and helmet. The hunter has a diamond sword with sharpness 2, and permanent slowness one, but he can sprint, unlike the dwarf. Hunter will go invisible after staying still for three seconds. The hunter also has a fishing rod called the "Hunter's hook." If you are hooked with this rod, you are pulled towards the hunter and given slowness 2, and blindness, but this also makes the hunter visible again, however, after the hunter has hooked, he cannot use it for another 20 seconds, to prevent spamming. Hunter would NOT be used to take on crowds, and is mainly a defensive stealth play style, lurking in an area where attacking enemies may come from to pick them off. The hunter's symbol is a piece of flint.
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    6. The Berserker
      Made to punish, the berserker's Iron sword with sharpness 1, the "Broadsword" Gives enemies slowness and weakness one when he hits them, this combination of debuffs is akin to "Crippling" Them. Berserker wears brown leather and chain mail leggings, all with Protection 1. After landing 8 hits with his broadsword the Berserker goes berserk automatically, you don't activate it like with pyro. When berserk the berserker gets speed three, strength three and regen two for ten seconds. but once berserk is over the berserker gets weakness and mining fatigue three, he's exhausted. Berserker is for making pushes past enemy lines, clearing the path for things like heavies, medics, ninjas and chemists. The berserker gets 3 steak. Berserker's Symbol is a leather hide.
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    7. The Tribesman
      Something of a mix between elf and chemist, the Tribesman's "Blowpipe" Weapon fires arrows when right-clicked, these arrows deal random debuffs to the person getting shot. To prevent spam, the tribesman, like the elf, can only carry maximum 8 darts, but he creates a new dart every two seconds. The tribesman's stone sword has the same effect as his blowpipe, giving a random debuff every hit. (Wither and blindness are not included in the tribesman's selection) Tribesman wears all leather armour, dyed red. The monk and the assassin would hard counter tribesman, as he only gets more powerful the more debuffs he gives, so if you kill him instantly, or don't get debuffed, he's considerably weaker. Tribesman doesn't get steak, he gets 3 level 2 healing potions. Tribesman's symbol is a red mushroom.
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    8. The Knight.
      Lastly on my list we have the knight! The knight wears iron helmet and chest plate, with chain leggings and iron boots, all his armour has protection one. The knight wields an iron sword. If the knight is blocking, and he hits right-click while blocking, the knight will preform a "Shield bash." Moving the knight forward 3 blocks, anybody hit by this dash will get knocked back five blocks, blinded, and paralysed for 1 second, this is being "Concussed." The knight is also immune to any ranged attacks, elf, archer, tribesman, engi turret Etc. (Not chemist pots though, they still count.) As you may guess, he was made to counter these classes. The knight gets 4 steak. After bashing, the Knight cannot perform another bash for 10 seconds. The knight's symbol is an iron chest plate.
     
    • Creative Creative x 2
    • Like Like x 1
  2. DeadRhos

    DeadRhos Minimum Brain Size

    Joined:
    May 17, 2015
    Messages:
    789
    Ratings:
    +621
    These are cool! I really like hunter :open_mouth:
     
    • Agree Agree x 2
    • Like Like x 1
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