Board Thread:Suggestions/@comment-28140663-20160513050211

Hexer Class : Aftermath

Subrole : Rusher

Weapon : Bane of the Past

Description : The guy responsible for Before and After advertisements. He can slim down enemies quickly should they give him a chance to land dozens of hits. He has crowd control and the highest potential burst damage out of any class. Should you be in a bad situation, you can expect to explode or be diced to nothing but dust. And, he can leave lethal damage sticking on his enemies for quite a long time. However, he is easy to ambush and can't dish out damage instantly at a moments notice.

Posture : Nether's posture minus void ball.

Combo : Two slashes left to right then a dashing lunge. 3-4 damage

Hit Rig : Attacks lose 2 damage total but adds a hit to the victim (cannot heal at very low damage) Hits will be activated by 3 seconds or by certain skills. Hits do 2 damage but do more based on how low defense is when hits are activated, and do more on certain skills. Hitting refreshes the timer for all people inflicted with hits.

(E) Cripple : Activate all hits for a 0.02 movement decrease each hit. Lasts for 12 seconds but damage dealt is only 1 instead of 2 and ignores low defense (0 defense still takes 1 damage regardless) Costs 10 mana

(Z) Quick Barrage : Dash forwards slashing multiple times along the way for 1-2 damage each and reducing damage by 0.05 for 8 seconds each hit. Doesn't reach that far. Costs 10 mana, cooldown of 6

(X) Cut Tornado : Turn into a slice tornado that does rapid and consistent damage 1-2 in a very large area especially vertically. Drains 3 mana per tick, cooldown of 14

(C) Detonate : Dash forwards, reducing speed and damage by .2 for 6 seconds. Goes 20 studs but hitting a player increases it by 10 studs, then convert all hits into an AoE that also adds 5 stun each. Costs 30 mana, cooldown of 27.

(V) Final Touch : Snare all nearby players, reducing defense by 0.4 until the move completes. Create an AoE that activates all hits for 3 damage not counting the lowered defense. Counting lowered defense shows this move as very dangerous. Costs 50 mana, cooldown of 65.

Strengths : -Strong against classes that rely on low HP, overtime damage, and relying on getting hit a lot without having any burst of defense. -Racks up on hits fairly quickly thanks to high crowd control, speed, and movement debuffs. -Insane burst damage that can overwhelm enemies who don't understand how Aftermath's passive functions or cannot do much to negate it. -Speed and power to lower speed makes a tough target to chase down -Can kill players when they least expect it (ex. after you die and abyss rests, your passive blows them up)

Weaknesses : -Cannot do much when ambushed or without any hits racked on their target. -May have a hard time finishing off enemies without the use of C or V -Lacks an emergency move, like a stun, stagger, or safe dash. -Burst damage that doesn't require setup can be fatal. 