Board Thread:Suggestions/@comment-26821588-20150801202421

''' Mage Class: Cinder '''

Subclass: Fighter

Weapon Name: Pyrhhos

Styles:

Arsonist - Cinder completely focuses on burning everything in sight to create an advantageous environment for himself and dealing tons of DoT to multiple enemies. Burn all of the things!

Valflame - Cinder goes further into the concept of inflicting burns and greater damage on individual enemies to quickly whither down anything in his path.



Description: Cinder is a skilled pyromancer who likes to set pretty much everything aflame. Cinder specializes in dealing constant damage with blazing flames and setting enemies on fire to deal even more constant damage. He additionally likes to set the terrain on fire to make hazardous areas for his enemies. He excels at withering down enemies quickly with constant damage. Unfortunately, he does not fare well with enemies capable of dealing great amounts of damage in short periods of time.



Posture: Cinder will start with his staff on his back, pulling it over his should with his right hand when he equips it. While idle, Cinder will hold the staff upward with the end on the ground with one hand. While moving, Cinder will hold the staff with both hands across his torso. The top of Cinder’s staff will emit ember particles from it. (Optional: Cinder will leave behind burnt footsteps and possible flames as well).



Standard Attack Combo:  Cinder will begin by swinging his staff to the right, leaving behind a flame trail from his staff. Then he will spin around, engulfing himself in a small pillar of fire for a second. Then, he will smash the top of his staff into the ground, creating a small burst of flames to deal are damage. Lastly he will stab the end of his staff into the ground, creating a small fissure that travels a short distance forward that causes magma to splash out. The magma could decrease speed by 0.1 for the enemies hit by it for a couple seconds.



[PASSIVE] Burning Passion - This adds a 20% chance of burning enemies with Cinder’s standard attack combo, which will deal constant damage to enemies for a short period of time. Cinder additionally gains an increase of 0.2 attack and 0.2 defense whenever he is in a field of fire or other sources of heat, but has a decrease of 0.1 defense when he isn’t in a field of fire. (20% chance of burn)



[E] Combust - Cinder creates a small ball of fire with 15 mana and fires it towards the area the mouse is pointing at. Once it comes in contact with a surface, the fireball will burst into various flames that cover the ground around it. These flames will spread on the cover more ground the longer they are active, increasing the AOE. Enemies with in the AOE will take constant damage from the flames and have a 25% chance of being burned with each hit, which will deal even more constant damage. The flames will die down and extinguish themselves after 5 seconds. (Consumes 15 mana, 5 second duration, 25% chance of burn)

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<p class="MsoNormal">[Z] Ember - Cinder will gather embers around the top of his staff, creating a ball of fire that grows the longer it is charging. By clicking the mouse, Cinder will fire the fireball in the direction the mouse is pointing. Based on how long Cinder charges, he will fire 3 different kinds of fireballs: small, medium, and large. Small fireballs can be fired immediately after you begin charging. They travel fast but deal low damage, have a 20% chance of burning the enemy if they get hit by it, only require 1/3 of the cooldown period to recharge, and consume a mere 5 mana. Medium fireballs can be fired after a short period of charging. They travel a bit slower than small fireballs, but deal moderate damage. They also have a 30% chance of burning the enemy, only go through 2/3 of the cooldown to recharge, and consume 10 mana. Large fireballs can be fired after a long period of charging, they travel slowly, deal good damage to the enemy. These fireballs will also explode on contact to deal AOE to nearby enemies. They have a 40% chance of burning the enemy, but they have to go through the full cooldown period after using it. Large fireballs also cost 15 mana to use. If Cinder is stunned or staggered while charging his fireball, the flame will become unstable and explode, dealing damage to enemies around him and forcing him to go through the entire cooldown period. (Consumes 5-15 mana, 12 second total cooldown)

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<p class="MsoNormal">[X] Hellfire - Cinder points his staff forward, releasing a hellfire pillar forward in the direction he is facing. Enemies hit by this hellfire will take good damage, have their defense decreased by 0.2 for a couple seconds, and have a 45% chance of being burned by the attack. This hellfire is capable of hitting multiple enemies along a straight line in the way. The hellfire will only stop once it hits a surface. (Consumes 25 mana, 20 second cooldown, 50% chance of burn)

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<p class="MsoNormal">[C] Bolganone - Cinder gathers energy into his hand from his staff and then thrusts his palm forward, creating a huge splash of magma straight from the ground a short distance in front of him. Enemies within the area of the huge splash of magma will be flung into the air a short distance and take good damage and have their speed decreased by 0.2 for a while. They will also have a 60% chance of being burned. The upwards burst of magma will fall back into the ground and create a wave that spreads outwards, carrying enemies with it to deal light constant damage and having a 10% of burning the enemy with each hit from the wave. (Optional: Bolganone will also leave behind a pool of magma that constantly damages enemies that stand in it for 5 seconds). (Consumes 45 mana, 40 second cooldown, 60% chance of burn, 10% chance of wave burn)

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<p class="MsoNormal">[V] Flare Fall - Cinder raises his staff into the air and gathers a bunch of fiery energy to create a flare. Then he will launch the flare into the air above him. The bright light from the flare will blind enemies around Cinder (optional: it might also deal very, very light damage from enemies blinded by the light). Once the flare reaches a certain height, the flare will burst into dozens of bits of flares that will arc down and fall to the ground, creating somewhat of a miniature meteor shower. Enemies hit by these flare bits will take good damage, good stun, and have a 100% chance of being burned from each flare bit. This may also create a storm of harmless embers in the process and cause the area around the Cinder to burst into flames like with Cinder’s Combust ability. (Consumes 60 mana, 50 second cooldown, 100% chance of burn)

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<p class="MsoNormal">[NEW STATUS AILMENT] Burned - Enemies that are burned will take consistent damage from the flames for a while. They will take 3-8 damage each second from the burn that will last 4-10 seconds. The damage dealt by stun is not affect by the enemy’s defense or Cinder’s attack. Being burned will also increase the enemy’s speed by 0.1, but decrease their defense by 0.1 for the duration of the burn. Enemies that die from a burn will have their corpse turn black and dissipate from being burned up, leaving ash particles behind. <ac_metadata title="Class Suggestion - Cinder"> </ac_metadata>