Board Thread:Suggestions/@comment-26506958-20150724171851

Orage is a Hexer Class (sub-role fighter) that uses electricity to penetrate enemy defenses, leaving them vunerable to even the weakest of attacks. While Orage can rip apart defenses, it cannot do much damage itself and relies on its abilities.

Weapon: Fulgtrui- A double-edged sword that resembles a lightsaber (pictures at the bottom)

Damage: 0.75

Defense: 1

Speed: 0.9

Basic Attack Combo: First: Orage swings Fulgtrui from right to left, followed by a clockwise spin. Then, Orage stabs forward with Fulgtrui, reducing enemy defense by 0.01. Finally, Orage throws Fulgtrui like a boomerang, further reducing enemy defense by 0.01.

Passive: Wattage- Orage has a new bar called Energy which replaces the mana bar.The higher the energy bar, the more damage Orage can deal. If Orage has 100 energy, its Damage becomes 1.0 for 15 seconds. Also, Orage's basic attack requires 2 energy per use.

E: Counter- Orage enters a counter stance for 1 second. If it is attacked during this timeframe, it counters the attack. If it is not attacked during this time, it loses 0.15 on all stats. If the attack Orage counters is a projectile, (Graviga, trooper/vulca shots, etc.) Orage lets loose a bolt of lightning that damages the attacker and reduces their defense by 0.1. If the attack is a melee attack, (basic attacks, glacier shield, etc) Orage stabs forward with Fulgtrui, dealing damage and slowing the enemy by 0.1 as well as reducing their defense by 0.15.

Z: Shock Slash- Orage slashes at the enemy, dealing damage and reducing their defense by 0.075 for 15 seconds. This attack has a short cooldown and can be used consecutively, with the cooldown increasing for every successful hit. If the user wait the time of the next cooldown as well as the last cooldowns, the cooldown is reset to the intial hit. (So if Hit#1 is 0.5 sec. and Hit#2 is 1.5 sec., user waits 2 sec. to reset the cooldown back to 0.5 sec.)

Energy: 5

Cooldown: Hit# 1= 0.5 seconds) Hit#2=1.5 seconds) Hit#3= 2.5 seconds) Hit#4= 5 seconds) Hit#5+ = 7seconds  ))

The time to wait if hit #5+ is to go back to 0.5= Hit#5 cooldown+Hit#4 cooldown+ Hit#3 cooldown+ Hit#2 cooldown+ Hit#1 cooldown

Stun: 5

X: Electric Field- Orage stabs fulgtrui on the ground, then takes it out, creating an electricity field that deals minor damage to opponents inside for 7.5 seconds. This field also reduces defense by 0.5 for every second the enemy is inside the field (for a maximum of a 3.5 defense reduction)

Energy: 30

Cooldown: 15 seconds

Stun: none

C: Upgrade- Orage sheathes Fulgtrui, charging it with electricity. After this is done, Fulgtrui gets a longer blade as well as a more powerful attack for 15 seconds. For every attack Orage lands, the opponent gets its defense reduced by 0.02 for every hit, as well as receiving more damage from Fulgtrui. The closer the enemy is to Fulgtrui, the more damage they receive (with the end of the blade doing as much damage as Fulgtrui without the upgrade). During this phase, Orage cannot use any abilities and basic attacks use 3.5 energy for every attack.

Energy: 20

Cooldown: 30 seconds

Stun: none

V: Electrocute- Orage creates a ball of lightning, which chases the nearest target to the mouse, then the nearest targets to the initial reciever. This does moderate damage to enemies and also reduces enemy defense by half the % of their existing HP (so 100 HP= 50%> target's defense is reduced by 50%/ 50 HP=25%> target's defense is reduced by 25%) meaning, the more HP the target has, the more defense they lose.

Energy: 40

Cooldown: 45 seconds

Stun: 15

Pictures:

Fun fact: I got this idea from the Masked Man in Mother 3.

Feel free to criticize (It would mean people actually read my ideas) and tell me if this is too OP, UP, or balanced. 