Board Thread:Suggestions/@comment-153.107.192.210-20170501013457

​A Magician's Trait with unlimited toys 

Mage Class: Lichen

Subclass: Fighter

Weapon Name: Ouroboros

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Description: A magician with a nomadic recreation. Its vast pool of offensive, defensive and supportive magic can cause Lichen to be versatile in all spreads making it an exceedingly well jack of all trades. However, Lichen's playstyle is focused on ranged and timed attacks due to its passive, henc to this, Lichen is heavily dependant on being away from the target to do its initial damage, and has no escape manuever when being confronted by melee.

Weapon Description: Ouroboros is a manifesto of all magic, being a tome when unequipped but then once opened it shatters and imbues itself into Lichen, causing it to be barehanded.

Click Combo: Lichen does 4 attacks.

Lichen starts off with a release of a normal magic orb, which will lightly push opponents back

After, Lichen begins to release another normal magic orb, which doesn't push opponents back

Immediately after the second attack, Lichen claps both hands together, causing the area that the second attack was before to have the orb reappear and release a shock of magic.

Lichen finishes by releasing a fire elemental magic orb towards that reappearing orb, causing it to do another shock, before disappearing.

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Passive - Rushed Alchemy: Lichen will use a quarter the amount of mana that is used on its skills if its mana is lower than 25 and its cooldown is reduced by 5 seconds [20 Mana = 5 Mana]. However, the skill's base damage is lowered by 20 while debuffs and buffs/heals are lowered by 5% than its original amount.

E - Ouroboros Study: Clear all thoughts of mellowness and proceed to channel mana. Lichen causes itself to become a threat when being staggered or stunned, as when it gets stagger or stunned it releases a shockwave of magic, causing opponents to be pushed back and gain mirrored damage on how much Lichen has tanked when using the skill.


 * Example: Ouroboros Study's duration is 30 seconds due to that it releases an elemental wave of magic stored inside Lichen to be released when staggered or stunned, doing ​Initial Damage Taken / 2

​* ​If unable to be staggered or stunned while being hit with Ouroboros Study, then it'll not release the shockwave, but rather reset.

​Cooldown 5 seconds after Duration or when used

Z - Elemental Blitz: Lichen casts a spell on which a random ball of elementals will be fired. Upon hitting the ground it will create an AoE field with DPS. The elementals Lichen can summon are:


 * Fire, creates a burning radius that will do DPS outside the AoE for 3 seconds


 * Ice, creates a field of icicle stalagmites that will constantly fall down for 2 seconds


 * Acid, creates a toxic puddle that will prevent opponents from healing or gaining HPS for 3 seconds


 * Zap, creates an electrifying field that gives opponents 10 stun per sec, while being suppressed, lasting for 1 second.

The elementals are varied through the amount of HP Lichen has, 1000-700 gives Ice, 699-400 gives Fire, 399-100 gives Zap and 99-1 gives Acid.

​Uses 15 Mana - Cooldown 10 seconds

X - Ward: Lichen raises both its hands up which causes a ring of magic to circle around Lichen and allies that are within the radius having their defense be raised by 20%. When being hit while having this ring of magic around Lichen, it causes Lichen's mana to increase by the amount of damage given to Lichen divided by 2 [Damage Received / 2], while also raising Lichen and ally's defense by an additional 2%.


 * Duration of the Ring of Magic is 5 seconds

​Uses 30 Mana - Cooldown 25 seconds

C - Arcane Veil: Lichen slams the ground, causing arcane to explode out of Lichen's hands. In doing so, the arcane pierces through opponents, not pushing them back and not even doing damage, but will cause their defense to become brittle of 10% defense deduction for 5 seconds, while the general arcane has caused Lichen and allies that are near to heal 5% per deduction, 5% considered as 0.5 x current HP / attack pecentage [5% or 0.5 x HP / Attack] 


 * As an example, you had 500 HP before Arcane Veil was used and had 115% due to Commander, whilst only one opponent was hit by the deduction, therefore the formula is (10% [1.0] x 500) / 115%, which would give 43HP, which is weak


 * However, let's compare the top and this one with same attack and only one opponent as well, but with a twist of having 200HP instead of 500, having it be ​(10% x 200) / 115%, giving 174HP in total, causing Aurora Veil to be a last minute saviour.


 * Now consider having 2 opponents being hit, causing it to be ​(20% x 200) / 115% , having it be 348HP in total, and will get gradually higher depending on how many opponent's defense have been pierced.


 * The limit of defense pierces however is 3.


 * Allies are also viable on getting this heal, however the total heal rate is then halved by 2 again, saying that (20% x 200) / 115% = 348HP from the previous example and then dividing that by 2 again, causing allies to receive 174HP as shown by the first example.

​Uses 35 Mana - Cooldown 30 seconds

V - Spellbind: Lichen claps both its hands together and raises both of them upwards. In doing so, a giant magic orb will slowly proceed downwards, doing constant base 5 damage when doing so. Once half reaches towards the ground, which would approxiametly take 2-3 seconds, the magic orb then explodes, doing base 150 damage .


 * Prior to the explosion, it then releases a non damaging shockwave which acts like a nullifier and will cause all cooldowns on opponents to be activated


 * The amount of the cooldown differs on how close the opponent was to the generic impact and includes the nerfs on Rushed Alchemy as well.


 * So in formula, it would be ​Orb Damage + Cooldown / Studs ​causing the studs to decrease in value the further away it is from the initial blast.


 * As an example, let's theorize that you are 10 studs away from the initial orb and we are using Vulca, where Fiery Wave's cooldown is 7. This would mean (​150 + 7) / 10 ​​on which you will get 16 seconds nullified, causing Fiery Wave to be using its cooldown at its maximum state.


 * Now, let's say that you are now 150 studs away from the initial orb. Reapplying the same formula from the previous example but changing the stud, ​(150 + 7) / 150 ​will give a 1.04 second nullify, causing Fiery Wave to be used again after 1 second.

​​Uses 50 Mana - Cooldown 45 seconds 