Board Thread:Suggestions/@comment-27026273-20160115115254

"Encore? Of course you would want that~"

Support Class: Siren

Subclass: Mage

Weapon Name: Aequor

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Description: Siren are those that use the power of their voices to manipulate opponents, as well as use it to take formidable control on water to offensively drown or help allies be washed away from danger. Siren however, is unable to use the water control to itself, thus making Siren rather difficult to run away from a bad situation. Siren also is lackluster upon damage, thus being reliant on manipulation or allies to do the damage for it. However, Siren can as easily force opponents to back-stab their allies, as Siren can use it's voice to control other opponents freely.

Weapon Description: Siren wields Aequor, a harp that was made in the ocean. It's strings consists of Primary Color 2 whilst the outer design or the structure on what the harp is shaped like a large horse shoe, except on the end of each edge it has a wave ripple type of design. The color is Primary Color 1.

Posture: Siren upon spawning, shall have Aequor between the right leg and torso, before grabbing it with the right arm and then going into idle. Siren's idle position consists of holding Aequor with the right arm underneath Aequor, whilst the left arm is holding the side of Aequor. Walking will consist of Siren removing the left arm off Aequor and will instead have the right arm hold Aequor inwards, meaning that Aequor will be close to the torso. Unequipping Aequor will have Siren place i back to it's position of where it was spawned.

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Standard Attack Combo: Siren will start off by strumming Aequor to the right, creating a musical chord around Siren. Then Siren will strum Aequor again to the left, creating 2 musical notes that will fire straight forward. Afterwards, Siren will spin 5 times, constantly strumming Aequor, creating 2 ribbon like musical chords around Siren that will push opponent away. Finally, Siren will jump up a bit and swing it's left arm to the left by a fair bit, creating a moderate musical chord shockwave.

[Passive] Aquatic Concert - On every successful Encore, Siren is able to gain additional permanent 0.2 defense until the victim perishes. Also, if Siren is getting inflicted by damage, then Siren is able to summon the victim with Encore to quickly dash towards Siren and then knock back the opponent by pressing [E] again.

[E] Encore - Siren shall choose a victim with the mouse and then lure them towards Siren. Upon successfully choosing a victim with the mouse, Siren shall sing, on which will create a small musical chord around their head. Manipulating them.

The manipulated victim is liable upon:

- Being unable to damage Siren

- Doing damage towards their allies

- Giving the victim's opponent additional 0.1 attack upon damage inflicting

- Used as a skill extender

- Giving the victim's opponent additional 0.4 attack if they use V against them

Siren cannot choose another victim. But is however, able to choose again once it's victim has perished.

[Z] Visage Tide - Siren shall swing it's left arm across Aequor and then towards the direction of the floor, on which will create a small, fast and straight wave that will constantly push back and damage opponent. Allies however will be pushed inwards and closer to Siren.

If there were any opponents that were inflicted by Siren's [E], then the opponent will be pushed inside as well.

[Consumes 15 Mana/Cooldown 20 seconds]

[X] Ocean Blues - Siren shall become immobile and then start strumming Aequor. Upon 2 seconds, Siren will spin and then swing it's left arm across Aequor, causing 4 musical chords to emit out of the left arm. The 4 musical notes will then circle around Siren and then expand, which then the 4 musical notes will then glow brightly. Finally, then notes will rapidly spin and then explode, causing the inside of where the notes were to turn blue and then fill with water. This isolated "ocean" will give Siren additional 0.3 walkspeed and defence, whilst giving opponents and allies a deduction of 0.5 walkspeed. Siren's [Z] and [V] changes if used inside this ocean.

- [Z] changes into a rapid current that will shoot opponents and allies upwards, constantly damaging opponents.

- [V] changes into removing the ocean by creating it into a whirlpool, constantly damaging opponents within it.

Opponents that are inflicted with [E] will do nothing additional towards this skill

[Consumes 30 Mana/Cooldown 50 seconds/Duration of Temporary Ocean 10 seconds]

[C] Deep-sea Lullaby - Siren shall stay still, start strumming Aequor and then sing, materializing chords to create a bubble of musical chords. Opponent that are within this bubble are submitted to slowly gain 2 Stun upon each second as well as 0.3 deduction towards their walkspeed and attack if they stay within the bubble, as a sign of the drowsiness they're gaining from staying in the bubble. Upon getting stunned in the bubble will instead have the stun be extended by an extra 5 seconds, as well as extra 2 seconds on each additional gain on their stats. Allies within the bubble will instead fall asleep immediately, except receive additional 0.4 defense, whilst getting healed by 5 HP every second.

If there were any opponents that were inflicted by Siren's [E], then the opponent shall not fall asleep nor get stunned, but shall instead sing along with Siren, causing the bubble to expand to the opponent that has [E] unless they surpass the maximum range of the bubble, on which will burst and will have the skill fail.

[Consumes 30 Mana/Cooldown 35 seconds/Duration of Bubble 10 seconds]

[V] Atlantis - Siren shall spin, become immobile and then swing it's left arm across Aequor's strings, creating a melodic tune. Upon this, a circular tsunami shall form around Siren and then start expanding to the maximum range. Allies that are hit by the tsunami shall be pushed inwards to Siren, whilst opponents will be taking constant damage while being severely pushed away from Siren. After the tsunami has submerged and if Siren is still immobile, Siren will be able to press either [X] or [C] to perform a chain skill act.

If there were any opponents that were inflicted by [E], then the opponent shall receive double damage, but will however gain additional 0.2 walkspeed for 10 seconds.

[Consumes 45 Mana/Cooldown 40 seconds] 