Board Thread:Suggestions/@comment-26960607-20160622101841

 Class Name: Fluke

 Role: Hexer

 Subrole: Mage

 Weapon: Golden Ben Watch (Worn on her Left Hand. Totally NOT huge)

 Description: Fluke is a Time Controller & Time Traveller. She isn’t really a fighter but in battle, she exploits time into her favor bringing out all sorts of shenanigans and chaos. It wouldn’t be much fun to fight her anyway due to her being able to Abuse Time in any way. The danger and how terrible this is shall always be overbearing. This is too Bloody much. At least Fluke herself has limitations and damn! Trying to use her own powers to her own favor is also too Bloody hard.

 Attack Combo: Right Punch, Left Punch, A random clock just falls in front of her (these 3 attacks are meant to keep enemies still), Takes out a Pocketwatch and whips it forward (Knocks enemis back and has decent reach but obviously can’t reach VERY far. It’s only a Pocketwatch after all).

 (Passive) Eon Limitation: 

 Time Freeze, Hourglass Curse, and Time Slow cannot be performed if one of them is already in effect (her own or another’s own). Death Timer, Hourglass Curse, and Time Freeze obviously cannot be performed if one of them is already in effect (her own or another’s own).

 In Boss Fights, Metronome Tempo won’t be dealing any 3 defense-ignoring damage (1 and 2 will still happen however), Stopwatch only returns 25% of the damage she took from those bosses back to them, Death Timer can only be used once, Time Freeze can only be used 3 times (Neflhelm is not affected this Ability at all), Synchronize doesn’t affect Bosses, and Hourglass Curse doesn’t work.

 In Juggernaut and when she’s a Juggernaut, Chronology Rewind will not switch back her health (I think her being able to Tracer herself back to spots would be enough suffering), Fastforward will not speed up her Health Regeneration, Stopwatch only returns 50% of the damage she took back to her enemies, Synchronize and Hourglass Curse as well as Death Timer will not work, and Time Freeze can only be used 3 times.

 In Juggernaut and when she’s an Attacker, Metronome Tempo will only deal 1 defense-ignoring damage for every tick (if 2 and 3 was there, damn taking the Jug down would be too easy), Stopwatch can only return 25% the juggernaut gives to her back, Synchronize will not work on the Juggernaut, Time Freeze can only be used twice, Time Slow can only be used 5 times, and Death Timer doesn’t work.

 (E) Arrow Crisis: Fluke fires a second hand, a minute hand, and hour hand. These are together and move as if they were telling time on a clock. Upon hitting an enemy (or terrain), they separate and the direction they go in depends on where they are pointing. The hands aren’t too shabby in damage, even when they split but they still only deal like chip damage. (Consumes 5 mana)

 (Z) Gear Shift: Fluke shifts the current Time Control Gears on her watch. When they get shifted, they’re just being tossed out as bigger gears (that appear to be made out of golden light) that hurt enemies when they get hit by them (it isn’t so powerful however). They’re just hurled out randomly so they’re not aimed (it’s like you just threw them away like garbage) since this isn’t meant to be an attack but rather something to make her change her abilities. Z alone changes her V ability while right clicking changes her Z ability and left clicking changes her X Ability. They can be switched even when they’re on cooldown however, the cooldown goes down 2x slowers (so for example, you switched an ability that’s currently under a 30 second cooldown with another ability. 30 seconds is more like 60 seconds). (Consumes 3 mana. 2.5 second cooldown)

 (X Abilities) 

 Cogwheel Grind: Fluke sends 2 gears spinning against each other forward. Upon hitting an enemy, those gears will grind the enemy in between them, dealing multiple hits and lowering their defense down by .25 for 10 seconds. (Consumes 20 mana. 17.5 second cooldown)

 Chronology Rewind: Fluke rewinds her own time, leaving off where she was 10 seconds ago. Aside from her location she left off with, it’s also her health but not her mana and abilities (As a heads up, this having "Tracer" written all over it was just a coincidence). (Consumes 20 mana. 17.5 Second Cooldown)

<p class="MsoNormal"> Scatter Sprocket: Fluke fires sprockets around her in 8 directions (front, back, sides, as well as diagonal but nothing else). These sprockets pierce through enemies, deal multiple hits, and lower their attack down by .25 for 7.5 seconds. (Consumes 17 mana. 17.5 second cooldown)

<p class="MsoNormal"> Breaker Clockwork: This is also known as "Time Stop". Fluke creates a small electrical-like time-stopping shockwave, that cancels any nearby attacks CURRENTLY being performed by enemies and deals 7 defense-ignoring damage. (Consumes 20 mana. 22.5 second cooldown)

<p class="MsoNormal"> Alarm Clock Ring: Fluke creates an alarm clock noise in front of her (this kind of reaches far but not REALLY far). This deals multiple small hits and each small hit gives very tiny knockback. Also has a high stun rate since it’s multi-hit (but that doesn’t mean that this ability always stuns. It doesn’t although it can stun but you’d have to do this more than once or something. Probably 5 or 10 times or whatever, idk). (Consumes 15 mana. 12.5 second cooldown)

<p class="MsoNormal">  (C Abilities) 

<p class="MsoNormal"> Pinion Gyration: Fluke makes 2 gears spin around herself for 10 seconds. These gears go around Fluke clockwise but they spin themselves counterclockwise. When enemies get close, they take multiple hits of tiny damage (doesn't knock them back however. Oh by the way, the gears aren't even that huge). (Consumes 20 mana. 17.5 second cooldown)

<p class="MsoNormal"> Fastforward: Fluke fastforwards time for 10 seconds. The only thing she fastforwards is her own mana and health regeneration as well as those of her own allies. (Doesn’t Consume Mana. 30 second cooldown)

<p class="MsoNormal"> Pendelum Stroke: Fluke makes a Grandfather Clock Pendulum appear in front of her. It swings forward, knocking enemies back as well as staggering them and lowering their attack by .2 for 7.5 seconds. (Consumes 30 mana. 22.5 second cooldown)

<p class="MsoNormal"> Metronome Tempo: Fluke create s a Metronome that emits a Time Energy for 10 seconds. During that time, enemies nearby take 1-3 defense-ignoring damage for everytime it swings (since Metronome’s are meant to help synchronize music, you can actually hear the sound of everytime it swings). (Consumes Consumes 27 mana. 32.5 second cooldown)

<p class="MsoNormal"> Stopwatch: Fluke activates a Stopwatch for 10 seconds. After those 10 seconds, all the damage enemies have racked up will be returned to them but only the ones they’ve dished out (so if 1 enemy gave her 10 damage while the other gave 20, they each will not get 30 damage given back). (Consumes 20 mana. 30 second cooldown)

<p class="MsoNormal"> (V Abilities) 

<p class="MsoNormal"> Synchronize: Fluke uses chronological time energy to synchronize nearby enemies’ health to her health (so for example, Fluke has 50 HP remaining. Her enemies will also have 50 HP Remaining). (Consumes 50 mana. 60 second cooldown)

<p class="MsoNormal"> Time Freeze: Fluke freezes time for 10 seconds. All enemies will be frozen during that time. The entire map will be under an icy blue field. Let me also mention that durations of effects are also paused (so for instance, Trooper fired an XV Bullet at a Frigost and you froze time. The Defense Debuff from XV Bullet is still on Frigost. This thing applies to any type of effect, buff, and debuff. Everything is paused). No, the Round’s Time is not frozen by this. (Consumes 50 mana. 90 second cooldown)

<p class="MsoNormal"> Hourglass Curse: Fluke uses a Magic Hourglass. For 15 seconds, her own health as well as those of her enemies and allies will be fully restored but so it seems. After those 15 seconds however, they’re back to their health before this Magic Hourglass got triggered with the damage they’ve taken when the Hourglass was activated (so basically, if they have 75 HP Remaining but took 25 damage during the Hourglass going down, they have 50 hp remaining). (Consumes 50 mana. 90 second cooldown)

<p class="MsoNormal"> Time Slow: Fluke slows down time in the entire map for 10 seconds. Enemies’ speed will be halved during that time. The speed of their movements and also the speed of their attacks. Durations are also slowed (durations are also affected. They only last longer since everything else is moving slower). No, the Round’s Time isn’t slowed by this. (Consumes 50 mana. 75 second cooldown)

<p class="MsoNormal"> Death Timer: Fluke puts down a Deadly Timer on herself. This timer is on 30 and when it reaches zero, whoever this has dies automatically if they have 50 health or lower as this deals 50 defense-ignoring damage. She can pass this onto enemies by attacking them. Once you passed this onto an enemy, that enemy cannot give it back to you but someone else can and this rule also applies to Fluke herself. Another Rule about passing this Timer to other enemies by the way is that it won’t happen if you hit more than 1 enemy at once (after all, it’s only 1 Timer. Splitting it would be rigged af). One who already has a Death Timer cannot have another Death Timer (gee, it would be so rigged if you had 2 of them on you. GG when they’re set off as you’d get insta-kill) (Consumes 75 mana. 90 second cooldown) <ac_metadata title="Class Concept: Fluke (Just Needed To Get This Out Of My Head. Obviously has ZERO Guarantees of being added in)"> </ac_metadata>