Magestorm Hub: Vote for Our Newest Arena Class
- ู ุดุงุฑูุฉ ูุฐู ุงูู ูุงูุดุฉ
- ูุณุฎ ุงูุฑุงุจุท
- ู ุดุงุฑูุฉ ุนูู X (Twitter)
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Magestorm Hub is expanding its roster and wants the community to help choose the fifth playable class. This announcement details three unique candidates: the illusion-based Mystic, the defense-shattering Sorcerer, and the nature-wielding Animist. Each class is designed for high-impact arena combat, and player feedback is essential to determine which archetype will join the game next.
tell us what you think
๐ง New class ideas: we want your thoughts!
We're thinking about adding a fifth class. Here are three candidates. Every one of them can fight: this is an arena game, so each has real damage for deathmatch and FFA, not just tricks.
๐ญ Mystic: the illusionist duelist. Decoys, blinks and mind attacks.
๐ Sorcerer: the destroyer. Breaks walls and shields, stacks damage over time, curses.
๐ฟ Animist: the nature caster. Roots, thorn walls, healing groves and summoned beasts.
๐ญ Mystic: fights with misdirection
Hard to pin down, punishes anyone who chases its decoys, strong finisher. Weak to area damage that pops all its decoys at once. Great for scouting and flag runs.
Lv1 Mind Lance: fast, accurate mind bolt. Its bread-and-butter attack.
Lv2 Mirror Image: a decoy keeps running for 6s; hitting it hurts the attacker a little.
Lv3 Phantom Edge: spectral blade, extra damage on anyone who just hit one of your decoys.
Lv4 Blink: short teleport forward, leaves a decoy where you stood.
Lv5 Blur: for 8s, 1 in 4 projectiles pass through you.
Lv6 Mind Rend: mind damage through walls, stronger if the target is moving.
Lv7 Confound: the target's aim drifts for 2s.
Lv8 Hall of Mirrors: 3 decoys burst out and explode when hit.
Lv9 Shatter Mind: heavy hit, double damage on a confounded target.
Lv10 Vanish: 3s of near-invisibility; your next attack hits harder.
๐ Sorcerer: unmakes defences
Tears down walls, shields and buffs, and wins long fights with stacking damage over time. No healing and little mobility. Great for breaking a turtled base or shrine.
Lv1 Unmaking Bolt: a hit plus damage over 4s; stacks up to 3 times.
Lv2 Crumble: heavy damage to a spell wall; spells pass through it for 2s.
Lv3 Hex of Frailty: the target takes 15% more damage from everyone for 6s.
Lv4 Wither Ray: a short beam that hurts more the longer you hold it.
Lv5 Dispel: strips a buff from an enemy or a debuff from an ally.
Lv6 Rot Field: decaying ground for 6s; hurts and weakens healing.
Lv7 Sunder: heavy bolt that smashes through walls and keeps going.
Lv8 Curse of Ruin: all damage over time on the target ticks twice as fast for 4s.
Lv9 Null Zone: for 5s, no walls or shields can be cast in the area.
Lv10 Annihilate: cashes in every stack on the target as one big burst.
๐ฟ Animist: controls the ground
Roots enemies in place and punishes them while they're stuck. Heals allies who stand in its groves, and fights alongside summoned beasts. Fire is its weakness. Great for holding shrines and flag rooms.
Lv1 Thorn Shot: a spread of 3 thorns; strong up close.
Lv2 Snaring Roots: roots enemies in an area for 1.5s (they can still cast).
Lv3 Briar Wall: a thorn wall that hurts anyone who touches it.
Lv4 Grove: a ring for 8s where allies regain health and mana.
Lv5 Summon Wolf: a spirit wolf hunts the nearest enemy for 15s.
Lv6 Barkskin: you or an ally take 20% less projectile damage for 6s.
Lv7 Strangling Vines: damage over 4s and half speed; fire breaks it.
Lv8 Living Wall: a hedge that blocks projectiles, heals allies beside it and regrows.
Lv9 Stampede: a wave of spectral beasts down a corridor that knocks enemies back.
Lv10 Ancient Guardian: a treant that slams nearby enemies for 20s.
Ive been thinking about this, This is what I came up with - ๐ Riftweaver: tears reality apart
A pure damage dealer that builds fractures with accurate hits, then detonates them for devastating burst. Wields Rift damage: violet-white cracks of unstable space. No healing and little defence. Weak to sustained pressure and enemies who break line of sight before the finishing blow. Great for offensive pushes and punishing clustered enemies.
Lv1 Rift Shard: fast, narrow bolt; applies a fracture for 5s, stacking up to 3 times.
Lv2 Faultburst: explosive projectile; consumes fractures on its main target for extra damage.
Lv3 Splinterfan: a spread of 5 shards; deadly up close, applies only 1 fracture per target.
Lv4 Recoil Step: a short backward dash to create firing distance; cannot pass through walls.
Lv5 Rift Lance: charged piercing shot; hits enemies in a line and applies a fracture to each. Stops at walls.
Lv6 Aftershock: a bolt leaves a glowing crack where it strikes terrain; the crack explodes after 0.8s.
Lv7 Convergence: marks a small area that collapses after 1s; heavy damage, stronger against fractured enemies, consuming their fractures.
Lv8 Overfracture: for 5s, Rift Shard and Rift Lance apply 2 fractures per hit instead of 1.
Lv9 Sundering Star: a slow, unstable orb that explodes on impact; heavy splash damage and detonates fractures on a directly hit enemy.
Lv10 Worldsplitter: after a visible 1.2s wind-up, unleashes a massive line of Rift damage; consumes fractures for bonus damage. Cannot move while charging, and the blast stops at walls.
cool class lets tag so he can add this one into his classes folder =]
somewhere in between a manetalist and magician .... lies the RiftWeaver!
thats a great slogan haha im curious to see the bosses vision of the next class
Discord sent us an expired image link.
Awakening parts of my imagination unused for a long time ๐
ya thats part of these old games that were lost in newer days, why idk
Looking forward to introducing this gen to real PvP xD The Magikal kind!
The Riftweaver story starts like this ---๐ Riftweaver: Born from the Breaking
When thirty years of spellfire weakened the barriers between worlds, hairline fractures began appearing across Magestormโs battlefields. Most mages tried to seal them. A reckless few reached inside.
Those who survived returned wielding something that was neither fire, lightning nor voidโbut the violent pressure of reality trying to stitch itself back together. They learned to mark their enemies with tiny fractures, then tear those wounds open in a devastating cascade.
Now called Riftweavers, they enter battle with one terrifying belief:
โEverything breaks. We simply choose when.โ