Board Thread:Suggestions/@comment-27450786-20160702164918

Aberrant is a lunatic who has spent years trying to find all of sorts of methods in order to gain "invincibility". Though they have not yet reached their goal, after years of experiments and self-inflicted damage they have become more resistant to damage as well as losing the ability to feel pain. At a cost Aberrant became unstable - a few hits is enough to knock them out. Aberrant must focus on landing off hits in order to be able to release stun so that they can remain conscious and for the extra resistance they have to actually pay off.

Role - Tank

Sub-role - Mage

Weapon - Perforators - a set of spikes impaled through each of Aberrant's arms

Stats - damage 1, defence 1.5, speed 0.9

Click combo - Aberrant first jabs forward quickly with the right perforator for low damage, quickly followed by another fast jab from the left perforator. Next Aberrant leaps forward by 5 studs, slashing both perforators downwards for moderate damage. The combo is finished off with an uppercut with both perforators for moderate damage; while this is performed Aberrant remains stationary. Pressing E after landing off a full click combo will cause the next click combo (only a single 4 part combo, no more) to release small static bursts - the first 3 parts of the combo release 2 stun and debuff enemy attack by 0.04 and the final uppercut releases 4 stun and debuffs enemy attack by 0.08 (the damage debuffs only stack up to 0.2 in total)

Passive - Analgesia - Aberrant has naturally higher defence and cannot receive defence debuffs, apart from when they are stunned when their defence will be lowered to 1 for 6 seconds. However at a cost their stun bar only goes up to 50.

E - Lapse release - after performing any ability, bar the ultimate, or landing off all hits with their click combo Aberrant has 2 seconds before Lapse release can be used. Pressing E in that 2 second time will temporarily change the ability recently used into a new ability that focuses on releasing stun.

Z - Puncture jab - energy will build up on the right perforator; while it builds up Aberrant is left immobile. When the energy is fully charged, Aberrant will jab forward and deal low damage to any opponent hit (roughly 8). This ability can also be charged for different periods of time, the longer Z is held the longer energy will build up before Aberrant releases. The time charged will affect the damage: 0.5-1 seconds - 8 damage, 1-2 seconds - 12 damage, 2-3 seconds - 16 damage, 3-4 seconds - 20 damage. Additionally the time spent charging will affect the amount of stun released from deviant shock after using lapse release - there are 2 seconds for lapse release to be used after a successful puncture jab is landed off. Cost - 15 mana, Cooldown - 10 seconds

Z (after lapse release) - Deviant shock - after using lapse release following a successful puncture jab the Z ability will change to deviant shock. Upon activation, an orb will travel from the right perforator for 30 studs growing until it explodes (it will explode automatically if it comes into contact with a player), dealing minor damage in a 10 stud radius. The explosion will release stun from Aberrant depending on the seconds puncture jab was charged for: 0.5-1 seconds - 10 stun, 1-2 seconds - 15 stun, 2-3 seconds - 20 stun, 3-4 seconds - 25 stun. Cost - 10 mana, Cooldown - none but there is a 10 second time for this ability to be used

X - Impalement - similarly to the third part of the click combo, Aberrant will dash forward by 5 studs with the perforators slashing down. This time if an enemy is hit they will be impaled by the perforators and lifted up - during this both Aberrant and the impaled enemy have 0 speed and cannot use any of their abilities (Other than Aberrant being able to use Lapse release and then Shock treatment). The enemy will be impaled for 2 seconds, during which an orb of energy will grow at the perforators. If Aberrant doesn't successfully use lapse release within those 2 seconds the orb will explode, dealing minor damage to the impaled enemy (subsequently dropping them back down) but also inflicting 15 stun to Aberrant. If lapse release is used successfully the orb will stop growing and Aberrant will gain the ability shock treatment (the opponent will remain impaled). Cost - 20 mana, Cooldown - 16 seconds

X (after lapse release) - Shock treatment - during this the enemy is still impaled and the same effects on movement and abilities are applied. Each time this ability is used a small stun shock will be released, damaging the impaled opponent for a small amount and this will lower Aberrant's stun by 3. Up to 8 shocks can be used before the time for this ability to be used runs out. Once used, the impaled player will be dropped and movement and ability usage will become normal. Cost - 3 mana per shock, Cooldown - none but there is a 10 second time for this ability to be used

C - Rupture dive - Aberrant will jump directly up into the air by 10 studs, their walk speed is set to 0 which prevents them from moving mid-jump. Aberrant will lift the perforators upwards when at the full height of the jump and then Aberrant will quickly come back down, slashing the perforators downwards. If the attack doesn't hit an enemy, Aberrant will automatically receive 15 stun. If Aberrant does manage to land off the attack on an enemy below them, moderate to high damage will be dealt to the opponent and they will be staggered. Additionally Aberrant will have 2 seconds to use Lapse release; a failed lapse release has no effects other than not offering Aberrant a new C ability. If used successfully, lapse release will give Aberrant a new C ability - Stun orbs. Cost - 25 mana, Cooldown - 22 seconds



C (after lapse release) - Stun orbs - This ability will remain in place for 20 seconds. Each time Aberrant uses C, a small stun orb will be shot out at high speed (about the same as Trooper's shots). Each orb will deal minor damage, 5 stun and a 0.02 speed debuff (stacks up to 0.3) to an opponent. Additionally each shot will lower Aberrant's own stun by 2. During the 20 second time frame of this ability up to 20 orbs can be shot at a maximum rate of 1 every half a second. Cost - 2 mana per orb, Cooldown - none but there is a 20 second time frame for this ability to be used



<p class="MsoNormal"> V - Resilience blast - Aberrant will stand in place, unable to move, as particles build around each of the perforators. After 2.5 seconds Aberrant will thrust their perforators upwards and an explosion travelling fast in a sphere shape will be released. Aberrant will be able to move again once the explosion has occurred. The explosion will deal double the current stun Aberrant has to any opponents hit and the damage is a base 15 plus half of the current stun Aberrant has (For instance, if Aberrant has 40 stun - half of 40 is 20, so 20 plus 15 would be 35 damage). Cost - 50 mana, Cooldown - 60 seconds

<p class="MsoNormal">Feel free to give criticism and suggestions for improvement :3

<p class="MsoNormal"> <p class="MsoNormal"> <ac_metadata title="Class Idea - Aberrant"> </ac_metadata>