Board Thread:Suggestions/@comment-27360914-20160206092105

---NOTE: I forgot to log in when I had posted & uploaded my class idea, "Ranger", so I can goof around and edit this, I will repost it.

Ranger - Class: Mage - Subrole: Hexer Ranger is a well-armed soldier equipping a Battle Rifle, and an akimbo of Tactical Machinepistols to battle. Ranger is very capable of wearing off any enemy armor in battle, though Ranger lacks escape abilities, and their passive will be useless in close combat, aswell as Ranger being passivley fragile.

ATK: 1.15 DEF: 0.85 Walkspeed: 1.1

Weapons: Falke - Falke is Ranger's Customized Battle Rifle, it is similar to the Belgian FN FAL Battle Rifle, making Falke Ranger's long distance combat weapon. Phobos and Deimos - Ranger's trusty akimbo pistols, they are both capable of selective fire, and are similar to German Glock Self Defense Sidearms, making them more of Ranger's short distance self defense.

https://gyazo.com/321a84ac0acce5616c7f893524a39fa1

https://gyazo.com/9a7565c2bba0c36d4b2ddfe0aba5ae29

https://gyazo.com/bc856273b15a6f2f65efd834b08f8317 Photos of Falke, Phobos and Deimos are still being edited & recycled from old weapon models I had built in the past. More Passive: Elite Marksman - This adds and replaces the mana bar, "Focus", you gain 2 focus per second as you are not being attacked, however, if Ranger is hit, they will lose 10 focus per hit. For each 10 points of "Focus", Ranger gains more accuracy in distances, if Ranger's Focus is 50 and below, it is likely they are to hit in distances of 150 studs with his Battle Rifle, 70 studs with Phobos and Deimos. Aswell as killing targets increases will increase Ranger's focus regen rate to 3 per each kill, and restores one magazine for Falke or Phobos and Deimos, depending on what you used to kill a target with.

New GUI: Falke Mags/P&D Mags - This changes Ranger's Combat, making his ammunition limited, with equipment beginning as: 5 Falke Magazines, 35 rounds each, 6 Phobos and Deimos Mags, 20 rounds each, taking two mags each reload. Reloading is automatic, but it takes a bit of time. Ranger, however, arcs up his gun from the left, and then ejects the magazine, anyone hit by it is damaged by 3 damage, and has reduced .05 walkspeed, aswell as 5 stun. Idle Stance: [Falke] Ranger has his left hand resting with the other raised while holding the rifle. [P&D] Ranger has both their guns raised, ready to aim at a target.

Equip Stance: [Falke] Ranger takes the rifle slinged on his back, aiming down for a few seconds, then doing Falke's idle animation. [P&D] Ranger unholsters Phobos and Deimos and are pointed toward the front of Ranger, and after a few seconds, turns to P&D's idle animation. Dequip Stance: [Falke] Ranger slings the rifle to his back when the player decides to unequip while holding Falke. [P&D] Ranger holsters the pistols to the sides of his legs Basic Attack Combo: [Falke] Ranger stabs first with his rifle bayonet dealing 7 damage then swings it back to bash a target with the rifle stock, dealing 7-8 damage, with 5 stun per each hit and a slight knockback, then overhead swings the rifle with the bayonet to deal 9 damage, and finally, knocks a target off by 5 studs using a kick, then fires a single round.(takes off one bullet from magazine) [Phobos & Deimos] Ranger hits a target with a pistol grip of phobos, then deimos, does a kick related to the use of Falke, then charges at a target up to 6 studs, if it hits, Ranger fires two pistol shots from both pistols. (Takes two bullets from the firing of both guns.)

E Ability: Switch - Switches from Falke to Phobos and Deimos. Giving completley new abilities for Ranger.

Z Ability: Engage Contact/Burst Fire:

[Engage Contact] Ranger uses his Battle Rifle to trigger the rifle and shoot at a target he pleases, this follows the cursor and the player is given 1.5 seconds before firing automaticaly, being deadly accurate at long distances with 100 focus, aswell as lowering enemy armor by .005 per each bullet hit, and note that Falke fires slowly. You are still mobile in Engage Contact, however, have reduced .5 walkspeed, you may switch off Engage Contact by pressing Z once more, going off turns up a cooldown of 3 seconds, you may stay in Engage Contact mode, but not reset once you run out of ammunition, you will only go out of this mode without pressing Z once again if you run out of magazines for Falke.

[Burst Fire] Ranger takes an aiming stance, however, reduced with .5 walkspeed, and that he fires Phobos first with a burst after clicking the left mouse, then Deimos on the second fire, the third will change Burst Fire to "Area Sweep", Area Sweep uses both pistols at the same time on a manner like Burst Fire, each burst fire/area sweep costs 3 bullets, Burst Fire only cools down after Area Sweep has been done, it is 15 seconds of cooldown. Each bullet does 5.7 damage. Accuracy of the bullets depends on your amount of focus.

X Ability: Paint them Red/Spray Tango: [Paint them Red]: Ranger marks a target with his scope and laser aim guide, alarming enemies with a big exclaimation point GUI with as the mark, then Ranger fires a special tracking bullet on the tracked target, crippling the enemy for 11 and scaling damage, .3 speed, and reducing their armor by .2, however, the bullet can be distrupted by hitting walls. Paint them Red cools down in 10 seconds. Accuracy of the bullets are not affected by focus. There is a 3 second delay before Paint them Red fires, and you may cancel it by simply pressing X once more if you wish not to waste a bullet and doubt it will hit.

[Spray Tango]: Ranger assumes the stance of a recoil persistent poise and is able to fire automatically for 4 seconds, at anywhere Ranger aims and left clicks, however, walkspeed is reduced by .5, the cooldown of Spray Tango is 10 seconds, each bullet does 5-7 damage, and scales with your attack. Accuracy of the bullets depends on your amount of focus.

C Ability: Barrage Point/Sprint

[Barrage Point] Ranger lights up an area with their laser pointer, after left clicking on an area you wish to barrage, a flare will drop from the sky, and after two seconds, off-map mortar fire from friendlies begin to barrage up to ten seconds, with two seconds being one shell hitting the ground randomly, dealing damage of 7-9, this scales with your attack value. Each time a mortar shell hits a target, it passively increases Ranger's attack value by .02, for 4 seconds, giving a total of .08 attack. Mortar Point's cooldown is 30 seconds.

[Tactical Sprint] Ranger gets a .4 extra walkspeed for 2.5 seconds, however, loses .2 walkspeed after the duration of sprint ends, and will reset back to normal once Sprint has cooled down, it's cooldown time is 10 seconds. Ranger loses .1 def when they sprint.

V Ability: Fire Up/Explosive High-Five

[Fire Up] Ranger is given a 15 second buff of .4 extra damage, each fifth shot in Engage Contact turns to a special HVAP round that adds a bonus .02 armor reduction against enemies each time it hits, totalling to 0.025, aswell as giving Ranger a bonus .1 walkspeed. However, after Fire Up and Ranger did not kill anyone during the buff, Ranger will permanently lose .1 ATK.

[Explosive High-Five] Ranger grabs a "sticky" spiked grenade, preferably latches it into an enemy's face by rushing to them dealing 3 damage after it is latched to the enemy, if Frag-Five does not hit a target within ten studs after rushing, then Ranger throws it infront of him. And if Ranger does find a target within 10 studs, he will stick it to them and slide away. The grenade fragmentation explosion causes 15 damage on standard and scales on attack. Frag Five takes 40 seconds of cooldown. Same goes for Fire Up. 