Board Thread:Suggestions/@comment-98.169.177.45-20151215014419

[Hexer Class] - Eminence

Substitute Mage Class

[Weapon]: Hypnosis - A normally sized, golden analog clock with a handle on the top, attached to several golden chains, each chain attached to another. Hypnosis is used more like a whip or a nunchuck in battle. The handles of the analog clock will be determined by the primary color.

A deadly hypnotist who constantly uses hypnotising with a golden analog clock attached to golden chains. Eminence focuses on luring the enemy towards Eminence against their own will, then constantly damaging them with standard attacks after, making Eminence a true anti-runner class. Ranged classes and players who are weak will be no match for Eminence. However, classes who have a high DPS or mobility will mark Eminence's downfall, as Eminence has no runner potential.

Posture: When spawning, Eminence will have the Hypnosis wrapped around the waist from the golden chains. When equipping, Eminence will grab a golden chain, unloosen the 'belt' of the golden chains, and swing it around a bit before finally grabbing the long chain with both hands. The chain is very long, as the golden analog clock will be dragged along the ground, and when landing on the ground, the analog clock will be slammed towards to the ground and creating a tiny shockwave. When unequipping, Eminence will wrap the golden chains around the waist, and attach one chain to another one to clip it on.

Standard Attack Combo:

Eminence's Hypnosis will have a longer attack rate, but the range is more longer than average classes.


 * Eminence will swing the Hypnosis to the left, damaging enemies in front of Eminence.


 * Eminence will swing the Hypnosis to the right next, damaging enemies in front of Eminence again.


 * Eminence will spin the Hypnosis in a spiral in front of Eminence, constantly damaging enemies in front of Hypnosis.


 * Eminence will finally slam the Hypnosis's analog clock to the ground, creating a tiny shockwave that damages nearby enemies, and lightly knocks back enemies.

[Passive]: Asunder - Having an enemy block one of Eminence's attacks will add 50 stun to Eminence instead of staggering Eminence. In addition, Eminence will be more resistant to other Eminence's Hypnotize by needing to be hypnotized in a closer range, damage to them during Hypnotize will be decreased, and the 'reel-in' will be slightly slower.

[E]: Hypnotize - Eminence will spin the Hypnosis around forward in a clockwise direction, creating a glow (depending on the primary color) while it is spinning. Enemies who are within a considerable distance and are looking at Eminence during this ability will be suddenly walk towards Eminence and be dealt light damage every two seconds. The enemy's vision will distort in the player's primary color. Enemies cannot use abilities that render them immobile or dash forward, and standard attacks lunges will be canceled. In addition, enemies will have a 0.1 damage debuff during Hypnotize. Once the hypnotized enemy comes upon contact of Eminence's Hypnosis spinning, the enemy will take normal damage in a faster rate. Once Eminence stops Hypnotize, hypnotized enemies will recover from the damage debuff and have damage to them stop, then will recover after a few seconds. Eminence can use abilities during Hypnotize. During Hypnotize, small amounts of mana will be consumed constantly. (Consumes 5 mana per second, hit every 2 seconds, hit every 0.75 seconds upon contact of the Hypnosis during Hypnotize.)

[Z]: Chain's Coil - Eminence will spin the Hypnosis around quickly on top of Eminence, then throws the analog clock forward. The analog clock will be thrown a considerable moderate distance, and will go in an arch-like path. If the analog clock manages to snatch an enemy, the chains will wrap around the enemy, and Eminence will yank the chain, bringing the enemy to Eminence's current position. If the analog clock doesn't catch an enemy, Eminence will pull the chain along the ground for a few seconds before getting the analog clock back, damaging enemies lightly who are nearby the chains during this time. Both attacks for Chain's Coil will go into full cooldown, whether or not it misses. (Consumes 20 mana, 15 second cooldown.)

[X]: Hypnotic Spiral - Eminence will spin around with the Hypnosis for a few seconds, spinning the chains and the analog clock as well. When Eminence spins, Eminence will go forward while spinning, similar to Obsidian's fourth attack. Enemies who are currently being hit by the Hypnosis while Eminence is spinning will be damaged lightly in a normal rate while being pulled into the center. After spinning for a few seconds, Eminence will yank the chains, bringing the analog clock to Eminence, and then whip it, making the analog clock rise up in altitude, then fall to the ground, creating a light shockwave that deals light damage. (Consumes 30 mana, 18 second cooldown, lasts 4 seconds, 9 hits in total (including the analog clock slam).)

[C]: Paralysis - Eminence will yank the chain to grab the analog clock after. Once grabbing the analog clock, Eminence will go immobile and point the analog clock forward, creating translucent, primary-colored soundwaves. Enemies who are hit by the shockwaves will have their walkspeed suddenly be depleted (by having it be halved constantly under a quick amount of time), rendering them unable to move after. Enemies who are unable to move will also experience the decrease in distance between some lunges or dashes. After a few seconds, the enemies will return back to their normal statistics. After using this ability, Eminence will slightly throw the analog clock, which will return Eminence back to its original position. (Consumes 35 mana, 22 second cooldown.)

[V]: Anesthetize - Eminence will throw the chain, making the analog clock be thrown upward to Eminence's position. After that, Eminence will spin the chains around, making the analog clock spin around. All the enemies in the map will be suddenly walk to Eminence's position, but the reel-in speed will depend on how close the enemies are, making far-away enemies can outrun the reel-in. After a few seconds, Eminence will adjust the position of the spin/chains that makes the analog clock hit nearby enemies in a considerable range, staggering them, dealing moderate stun, and dealing critical damage to them. After this attack executes, the reel-in effect will cease until Eminence uses this ability again. (Consumes 55 mana, 45 second cooldown, 3 second charge.) 