Board Thread:Suggestions/@comment-28892766-20161029021927

Role : Support

Subrole : Mage

Weapon : Geomace (Staff)



Description : Animist has the ability to summon animals and monsters to aid itself and allies in battle. It also has a range of supportive abilities that affect even the summoned monsters. Though Animist is limited to how many monsters it can summon and also does very low damage with its own weapon and mainly rely on its summons (which are pretty dumb) and lack mobility.



Stats

Attack .85

Defense 1

Speed .9



Passive - Beastmaster : Animist has this gauge that sits next to the mana bar called the "Summon" gauge which maxes out at 100. Animist's summons fill up Summon gauge and if it fills up all the way, Animist can no longer summon anymore monsters until they dissapear or die. Has lower default attack and also has a immunity to slow debuffs except for abilities that take away all of its movement speed (for instance Anubis V). Also takes 50% lesser damage to other Beastmaster's monsters. Can only summon at a maximum of 3 monsters.



Abilities

E - Call Forth : Animist's Z, X, and C abilities become summon abilities where it is able to summon on monsters. When the Summon gauge is all the way filled, all of the Call Forth abilities are shaded to indicate it is unusable. It'll go back after the summoned monsters die or dissapear. When using a Call Forth ability, that cooldown will also affect the regular ability of the same letter.



<p style="font-weight:normal;">Z -  Screech / Fairy : A painful sound emits from you (idk y, but) doing moderate damage to enemies that are 30 studs within range of you and completely stops them from moving for a brief moment though guarding players aren't affected. If any wolves are summoned when using this, they will also use screech having the same affect. Mana 15, Cooldown 10

<p style="font-weight:normal;">Fairy : Animist opens a small jar (idk from its pocket) and releases a fairy. The fairy moves away from enemies that are 25 studs of it. Has low health, lacking in defense, but is fast as wolf. Fairy shoots at enemies 100 studs away from it and do 3 stud knock backs when its small fast magical pellets hits. Fairy instantly cancels shooting and runs from enemies close to it. has 30% chance of evading a hit (even V's) saying miss. Can't be staggered or stunned. Mana 15, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">30 Health

<p style="font-weight:normal;">1 Attack

<p style="font-weight:normal;">.8 Defense

<p style="font-weight:normal;">1 Speed

<p style="font-weight:normal;">Duration : 15

<p style="font-weight:normal;">Summon Gauge Usage : 30

<p style="font-weight:normal;">

<p style="font-weight:normal;">X -  Cheer / Wolf : Animist increases attack and speed by .1 to itself, allies, and monsters that are within 30 studs of Animist for 5 seconds. Animist dances which gives itself a .3 speed debuff while doing this and the buff takes effect after 3 seconds of dancing. Mana 20, Cooldown 10

<p style="font-weight:normal;">Wolf : Animist blows on a whistle (from idk, from its pocket) and a wolf jumps in and appears. Wolfs will follow you around and will chase, bite, and swipe at enemies that are within 30 studs from it, any further than that, it'll go right back to you. Wolfs attack fast. Can't be staggered. Mana 15, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">50 Health

<p style="font-weight:normal;">.85 Attack

<p style="font-weight:normal;">.9 Defense

<p style="font-weight:normal;">1 Speed

<p style="font-weight:normal;">100 Stun

<p style="font-weight:normal;">Duration : 15 seconds

<p style="font-weight:normal;"> Summon Gauge Usage : 30

<p style="font-weight:normal;">-

<p style="font-weight:normal;">C - Nurse / Golem : Heals itself, allies and monsters within 20 studs of Animist. Though has a 3 second windup and during this Animist's speed and defense stats lower by .3. Animist raises its hands into the air during the windup. Heals allies and monsters 10 - 15 points of health and also remove all stat debuffs. Mana 30, Cooldown 15

<p style="font-weight:normal;">Golem : Animist blows on a whistle and a hurtle of rocks fly to the side of Animist to create a big, tall golem. The golem is very slow, has decent attack and defense. It's fists when it attacks create a AoE and when being directly hit by this fists, does 1.3x more damage. Is territorial, any enemies within 50 studs will make Golem go towards that player. Golem is much like Obisidian, when getting hit, will decrease it's defense, but increase it's speed. Can't be staggered or stunned. Mana 30, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">100 Health

<p style="font-weight:normal;">1.5 Attack

<p style="font-weight:normal;">1.5 Defense

<p style="font-weight:normal;">.7 Speed

<p style="font-weight:normal;">Duration : 20

<p style="font-weight:normal;">Summon Gauge Usage : 70

<p style="font-weight:normal;">

<p style="font-weight:normal;">V - Thresh : Super powers all monster within 30 studs of Animist buffing their attack, defense, and speed by .25 for 5 seconds. Allies within 30 studs will recieve a .15 buff on all stats instead for 5 seconds. Heals only monster's health by 20. Mana 40, Cooldown 25

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<p style="font-weight:normal;">* comment what you think, is it 2 op? what do i need to change?

<p style="font-weight:normal;">* this was partially inspired by a class called "Muse" in rose online which had this pretty cool summon gauge limit winkwinkwinkwink  oh the nostalgia when i hear its music 

<p style="font-weight:normal;">'* when i say low, moderate, stuff like that, i mean attack stat wise. what would be moderate damage if animist has .85 attack? (rhetorical)' <ac_metadata title="Class Suggestion : Animist"> </ac_metadata>