Board Thread:Suggestions/@comment-26960607-20180429042446

This is probably like the 3rd version of this Electricity Class Concept I made.

-

Name: Volt

Role: Mage

Subrole: Fighter

Weapon: Lightning Rod (An light saber-esque electric-shaped blade)

Description:

From a futuristic area, Volt comes in with an abundance of electricity to electrocute enemies to death. Volt excels at being able to fight from a distance and up close, giving out lots of stun and slows, and has some good agility. Unfortunately, Volt himself is too susceptible to stuns and tends to have a need to cool himself down after overworking himself.

Attack Combo:

-Left Swing

-Right Swing

-Swings upward then downward (two hits)

-Raises sword into the air and a small thundercloud appears at the tip of the blade. Volt then points the blade at a targeted area (which can’t be too far). The small cloud then sends lightning strikes at that area 5 times.

(Damage per Hit: 40-55. Stun: 1-3)

[GUI] Electricity: Volt uses electricity instead of mana (Max is 100).

[GUI] Overcharge: Located next to his Mana Bar and acts similarly to Proto’s Overheat (Full Meter is 100 Overheat).

[Passive] Electric Generator:

Volt uses Electricity aside from Mana. When Volt reaches Maximum Power Capacity, he stops gaining electricity. Overuse of power however can make him overcharge and at full overcharge, he take (10-25) stun, is forced to shut everything down, and cooldown before being able to move again (takes just as long as getting back up from a stagger).

<p class="MsoNormal">[E] Electro Buster:

<p class="MsoNormal">Volt switches to the Electro Buster. It’s always pointed at the direction of the cursor and changes Volt’s Basic Attack to a ranged one but halves his Mana Regeneration. Press Z again to switch back to the Lightning Rod.

<p class="MsoNormal">Uncharged shots fire small sparks that upon hit deal (17-35) damage and (0-1) stun. (Cost 1 mana)

<p class="MsoNormal">Charge for 1 second and Volt fires an electrical orb that deals (40-60) damage & (1-5) stun. (Cost 5 mana)

<p class="MsoNormal">Charge for 3 seconds and Volt fires an electrical beam that deals (90-110) damage & (5-10) stun. Volt can hold this max charge and fire it off later but doing so will halt power regeneration, halve stun degeneration, and halve overcharge cooldown. Volt starts to overcharge when this happens and will be forced to fire it before shutting down. (Cost 10 Mana)

<p class="MsoNormal">[Z] Recharge:

<p class="MsoNormal">Hold Z.

<p class="MsoNormal">Volt recharges power, regaining power 2x faster but while doing so has his attack, speed, & jump height is halved. In addition, he also takes 2x more stun when he gets hit while charging and his stun degeneration is halved as well. If he keeps recharging even though he has full power, he overcharges.

<p class="MsoNormal">[X] Paralysis Field:

<p class="MsoNormal">Toggle. While active, Volt’s overcharge cooldown is halted, stun degeneration is halved, and takes 2x more stun from any attacks that can deal stun.

<p class="MsoNormal">Volt emits a field of electricity, boosting his speed by 30% along with making his attacks lower speed by .1% by 1 second for every damage he deals which stack. Enemies in this field also take (5-11) damage constantly.

<p class="MsoNormal">[Electricity degenerates while active (Recharge can't counteract it). No Cooldown]

<p class="MsoNormal">[C] Static Transfer:

<p class="MsoNormal">Volt teleports to a targeted area really fast. He disappears and re-appears in a small electric burst. They each deal (40-55) damage and lower attack by 25% for 5 seconds (they stack). He gains overcharge based on the distance he teleports to (1 stud = 1 overcharge).

<p class="MsoNormal">(Consumes 10 Mana. 10 Second Cooldown)

<p class="MsoNormal">[V] Super Armor:

<p class="MsoNormal">Volt equips the Super Armor which boosts his speed by 10%.

<p class="MsoNormal">The super armor comes with thrusters under his feet which allows for greater jump height. Press Space again and hold it while in mid air can allow Volt to glide but will drain power every .1 second and make him overcharge.

<p class="MsoNormal">In addition, it absorbs half of the damage he takes.

<p class="MsoNormal">The armor can self-destruct however when Volt wants it to by pressing V again but will automatically happen if one of these things happen:

<p class="MsoNormal">-Volt gets stunned

<p class="MsoNormal">-The Armor absorbed too much damage as the maximum amount of damage it can take is 500.

<p class="MsoNormal">-If Volt has the Super Armor on but is about to die, the final hit will activate it.

<p class="MsoNormal">When the Armor is about to self-destruct, it does so briefly after activation (which is basically a delay as the armor takes a bit to arm itself before blowing up). The blast deals (250-300) damage, (about 50-ish) stun, along with blasting enemies back. Volt himself however, will be overcharged for doing this.

<p class="MsoNormal">The cooldown only activates when the Armor has blown up.

<p class="MsoNormal">(Costs no Mana. 60 Second Cooldown) <ac_metadata title="Class Concept: Volt (Reworked)"> </ac_metadata>