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Hello! This is a Class suggestions area. Feel free to contribute your ideas here!

There are two Class suggestions pages. The other one, which focuses on brief descriptions, is found Here.

Party Pirate Suggestion

Class name: Party Pirate. Weaponry: Guns and Melee. Biome: Party Biome!

Passive-The Pirate's Way: Grants the ability to use both guns and melee. Whichever you want!

Ability 1-Disco bombs: Use to launch bombs like the Fae Trickster's glitter bombs, but do more knock-back then damage.

Ability 2.1(melee)-Coconut Slicer: Increases melee attack speed by 25 for 7 sec.

Ability 2.2(guns)-Cannonworks: your guns become a cannon with fireworks, shooting one firework every 5 sec. for 15 sec. The fireworks go in a strait line, about 50 blocks or so, until they hit something. They do a massive explosion that deals decent damage but focuses on destroying blocks and pushing back enemies.

Ultimate-Microphone Roar: roar into a microphone, dealing large amounts of knock-back(about 10 blocks) and lot of damage(75% ranged and 75% physical).

Hunter Suggestion

Class name: Hunter. Weaponry: Guns. Biome: N/A

Passive-Natural Reflexes: Damage received is converted into +1% speed boost per hit, up to +35% speed.

Ability 1- Flaming Dart:

Fire a flaming dart that deals 70% magic damage instantly and 50% magic damage over 5 sec. Close range, but can pierce though unlimited enemies.

Ability 2- Magnetic Pulse: All ranged attacks home in on near by enemies and do +10% magic damage then before for 10 sec.

Ultimate- The Hunter's Mark: Places a mark on all near by enemies that weakens them for 20 sec, allowing you to do +80% magic damage on them.

Coffe elemental Suggestion

Class name: Coffe elemental. Weaponry: Staff. Biome: N/A

Passive-Wakey wakey!: Whenever you kill an enemy you can perform a ritual close by by holding F, similair to the hub teleport. After holding F for about 2 seconds they get resurrected and help you out in battle and taunts other enemies for 10 seconds. After this period they die and cannot be resurrected again.

Ability 1-Sugarless: Fires a projectile which when it hits anything (except for grass) turns into an AoE which slows enemies movement by 60% and attacks by 30%. The AoE dissapears instantly, and the effect stays on targets for 4 seconds.

Ability 2-Overhyped: Creates an short-lasting aura around the Coffe elemental which gives 50% movement speed and 50% attack speed to allies and itself. The aura lasts for 2 seconds, and the effect stays 3 seconds after leaving the aura. These 3 seconds are boosted with an additional one for every other player within the aura.

Ultimate-Coffokalyps: Spawns a huge pool of coffe around the current position of the elemental, damaging and slowing enemies in it. While in the pool, enemies will take damage from Sugarless in addition to the attack slow. The slow from the two abilities does not stack. The pool of coffe does not follow the Coffe elemental and stays for 20 seconds.

Healing Gunner Suggestion

Class name: Healing Gunner. Weapon: Gunslinger Gun. Biome: N/A

Passive: Heal Shot Hitting an ally with a basic attack will heal them based on the damage of your gun.

Ability 1: Heal Beam Creates a beam that heals an ally based on your lasermancy and 75% of your gun damage per second

Ability 2: Friendship/ Concentrated Heal Hitting an enemy with this will cause them to help you fight for 20 seconds, and then they will die(excludes bosses and Colossus.) Hitting an ally with this will heal them for 300% of your gun damage instantly.

Ultimate: Heal aura Creates an aura on the ground that heals allies for all of your gun damage for 20 seconds so long as they are in the aura. People in the aura also receive a 20% boost to their attack speed, attack damage, gun damage, and movement speed.

Plasma Spy

Class name: Plasma Spy. Weapon: Throwing knives(?)/melee. Biome: (possibly neon city, but class is already made for it so it would be kind of inconvenient)

Passive: Spy Eyes: Allows you to see enemies through walls. (It also gives you immunity to plasma(?)

Ability 1: Neonic Grapple: Hold down to swing a grappling hook then release to let it fly. When the hook lands, you instantly move towards it.

Ability 2: Plasmic blades: Your weapon becomes covered in plasma, giving you +5% energy every time you hit an enemy and +5% energy every time you are hit (includes plasma, but not lava and regret water). It lasts for 10 seconds.

Ultimate: For your eyes only: Blinds the enemy, sending them attacking and running around randomly. Also puts you in stealth while this is going on. It lasts for 12 seconds.

Aqualyte

Class name: Aqualyte. weapon: staff. Biome: I was thinking of sea of Tranquility/Regret

Passive: Poseidon's gift:

Increases your speed and gives you unlimited jumps while in liquids. The sea of regret's damage is reduced to a total of 25% instead of 35%.

Ability 1: Water toss:

Throw a water ball affected by gravity that does 75% of your magic damage and consumes 15% of your energy. Can be thrown continuously.

Ability 2: Horde of Bubbles:

Unleash a horde of 15 bubbles that go after random enemies, dealing 25% magic damage each (if there are 4 or less enemies the damage is down to 15%)

Ultimate: Tide Rider:

Summons a huge tide to take down near by enemies, dealing 125% magic damage and some knock-back.

Paladin

Passive: Heart lifter: Gives a buff that increases all stats by 5%

Ability 1: Paladin's strike: A quick slash that consumes energy when used. Can be held down for continuous use. About 2 swings per second, meaning 10% energy consumed per second. Does your normal physical damage per swing.

Ability 2: Boastful Shout: Taunts all enemies to fight you and increases your defense by 50%.

Ultimate: Holy will: Heals your allies fully and gives them 1+ flask. You remain dead for 10 seconds, but receive all your health back and your agro is maxed to nearby enemies.

(Special Thanks to those who have worked on these)

Nimbomaster

Class name: Nimbomaster Weaponry: Staff Biome: Clouds

Passive: Featherweight: Either gives 3 more jumps or falls slower than other classes.

Attack: Shoots a cloud at an enemy. About the same fire rate as the Fae, but slower, with damage slowly surpassing the Fae's as it levels up.

Ability 1: Gale Force: Summons a gust of wind that damages enemies, while pushing them away. Can destroy blocks.

Ability 2: Hurricane: Shoots a ball of compressed air. When it hits something, it explodes in an initial blast, then sucks enemies into it, doing DOT. Initial hit and DOT can damage blocks.

Ultimate: Storm Front: The Nimbomaster summons a storm cloud at the height of a just summoned Eis-Crom Cone, then shoots lightning bolts at nearby enemies. 5 lightning bolts are shot, doing AOE damage, as well as destroying blocks.

Costumes: Storm Summoner and Zephermancer. Storms and light breezes in the design.


Ranger

weapon: Bow

Passive: Natural Synergy - Each attack on an enemy increase the damage it takes from all sources by 5% for 5 seconds (stacks up to 3 times)

Ability 1: Spreadshot - Fire a fan of arrows piercing through enemies (40 energy)

Ability 2: Acrobatics - Flip backwards leaving a spike trap (lasting 3 seconds) that roots enemies that pass over it for half a second (75 energy)

Ultimate: Summon Familiar - Summon an animal familiar to fight by your side (100 energy)

notes:

- Familiar persists until death (no duration)

- Draws aggro

- Reacts to player used abilities 

-- Spreadshot causes them to do an aoe attack

-- Acrobatics gives a short duration invincibility


Costumes change familiar skin (example; a turtle/parrot for a pirate costume)

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