User blog:CatfishZealot/Sievert Class Tutorial

Introduction
Sievert is a Rusher / Mage class that is based on charging very fast and dishing out constant damage at the enemies. Unlike most other Rusher based classes, it can't as easily gain an advantage over enemies, with a relatively slow normal attack animation and abilities requiring time in order to reach full potention. However, it is not to worry, as often theses abilities will come with a worth it payoff.

Pros:

-High Mobility
Most of Sievert's abilities are mobility based, especially E + Z, and within mid rads range, has naturally higher speed. This helps Sievert join or run from fights smoothly.

-High Mana Regen / Capacity
Unlike most other classes, Rads have a higher limit than and but still fills the bar at the same rate. Alongside, Nuclear Winter.

-Constant Hits
Despite damage being constant, certain moves have a knockback on them, which helps keep enemies at a good range.

-Buffs / Debuffs
While there are no armor debuffs like most other Rushers, Sievert has mainly speed debuffs, which can help capitalize its mobility even more.

Neutral:

-Damage Output
While Sievert can deal high damage, it requires a lot more time in order to build up to full potential.

-Rads
While it self buffs, it also does self debuffs. Rest about rads mentioned.

Cons:

-Very Unstable
Aside from the self-debuffs, Rads eats HP once full, and when it comes to abilities, some require getting up close with lower defense. In turn, it's very easily for Sievert to die if not careful enough.

-Cooldown Sharing
Despite having easily more mana than most other classes, much like Nether, abilities share cooldowns, which, in turn, requires a fair amount of management before turning to opportunities.

[E]
Requires 100 rads, but is part of the meat of Sievert.

[Z]
Does a bit of damage, but good for initiation. Becareful, however, as it goes after anyone in reach. On the bright side, has a low cost and cool down time

[X]
Charging move. Travels a good distance, but is slow relative to other moves. However, is good to initate with if in a dangerous situation, as it also gives bonus defense and decent stun increase.

[C]
Similar to [X], but has a higher burst and knock back.

[V]
This is Sievert's highlight. Good for an initiation follow up, as it deal a good bit of damage, and gives near Obsidian levels of defense during its duration. Most of all, however, rad regen goes up tremendously, meaning it's easy to switch to

[E] +  [Z]
It's Nether's Precise Hit, but even better. Has no casting time, travels really long distance, and debuffs speed on hit.

[E] +  [X]
This is my favorite move because you become a human blender. The thing though, is that it has no knockback, costs a lot of mana to use thoroughly, and is overall risky. With its constant speed debuff, it's good for finishing off or chasing enemies.

[E] +  [C]
Meat. What can I say? Has nice cost, deals damage debuff, constant knock back, and overall good damage. Solid skill and amazing bread and butter, but the main problem is that it's not cancellable and you're locked in place, so you can't open with this skill on its own.

[E] +  [V]
=== Strange skill, but it deals piercing damage. However, due to its casting time and the fact it eats all rads, it's good if you need to flush rads or finish someone from a distance off, but it's situational. ===

Combos
Bread and Butter:

[Z] > [V] > [E] > [C] > [Z]

Bulldozing:

[Z] > [V] > [C] > [X] > [E] > [Z] + [E]

At high rads:

[E] > [Z] + [E] > [C]  + [E]   or [X]  + [E]   > [Z]  + [E]   > [C]  + [E]   or [X]  + [E]   > [V]  + [E]

Bouncing (High rads only):

[E] > [Z] + [E]  > [C]  + [E]  > [Z]  + [E]  > [X] > [V] > [X] > [E] > [Z]  + [E]  > [C]  + [E]

Finishing off:

[X] + [E] or [V]  + [E]