Board Thread:Suggestions/@comment-26821588-20160125184908

''' Tank Class: Gyro '''

Subclass: Rusher

Weapon Name: Fate’s Compass

Styles:



Description: Gyro is a strategist wielding a shield with spinning blades that you could consider a compass. Gyro specializes in deflecting and tanking enemy attacks and knocking them down so he can proceed to tear them to shreds. However, despite being able to inflict extremely high amounts of  hits in a blink of an eye, his damage per hit is rather low, and has a hard time landing numerous hits on a moving target.



Posture: When spawning, Gyro will have his compass on his arm like a shield would. While equipping, Gyro will assume his defensive posture. While idle, Gyro will hold his compass partially in front of him while his left arm is down and his legs are spread out a bit. While moving, Gyro will lower his compass down a little bit but retain a very similar posture.



Standard Attack Combo: Gyro will begin his combo by swinging his compass with his right hand horizontally to the left, then another swing horizontally to the right. Then he will jab his compass forward and keep it out there while it spins and rapidly damages enemies. Finally Gyro will raise his compass over his head, holding it with both hands before letting it crash down in front of him. He will let it spin in the ground for a bit where it will dig up sharp shrapnel that will rapidly damage enemies in front of him.



[PASSIVE] Lacerative - Each time Gyro inflicts damage upon an opponent, he will inflict a stackable debuff that decreases the enemy’s defense by 0.01 for a very short time. (Take note no “-Defense” icon will appear each time these debuffs are inflicted to prevent lag and spam). Additionally, each time Gyro uses a skill, his defense increases by 0.3 for the duration of the skill.



[E] Hinder - Gyro will raise Fate’s Compass and use it as a shield, causing the blades on Fate’s Compass to begin to rapidly spin. While Gyro is blocking, his mana bar will drain very slowly, but he will block all projectiles and reduce damage taken from attacks by half. Additionally, enemies that get too close to Gyro will take rapid damage from the spinning blades. Gyro will automatically be sent out of Hinder if he is staggered or stunned, but will not actually be stunned or staggered, but instead lose all the mana he currently has. Gyro needs at least 20 mana in order to use Hinder.



[Z] Devastate - Gyro will swing his compass forward as the blades begin to spin at extremely fast rates dealing rapid damage to nearby enemies, but will retract his jab after a second or two. However, his blades will remain spinning at extremely fast speeds. While his blade remains spinning, his standard attacks will deal additional rapid damage with each hit. After a while the blades will slow down and return to spinning at a slower pace. (Consumes 20 mana, 20 second cooldown, 10 second duration)

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<p class="MsoNormal">[X] Buzz Saw - Gyro will pull Fate’s Compass back and then throw it forward, sending it flying in an arc similar to that of a boomerang. Enemies hit by the flying compass will take roughly 3-5 hits of very light damage from the compass. It also inflicts very light stun on the enemy that is hit. Gyro cannot use his standard attack combo until his compass returns to him however. (Consumes 25 mana, 16 second cooldown)

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<p class="MsoNormal">[C] Abrasion - Gyro will bash his shield forward, staggering and moderately damaging any enemies hit by his shield. If the enemy’s stun bar is over 60, the enemy will be stunned instead of staggered. If an enemy is successfully staggered/stunned, Gyro will proceed to shred the enemy to pieces, putting the compass onto the enemy while the blade is rapidly spinning rapidly dealing light damage to the enemy, Gyro will only cease his attack once the enemy recovers from his stun or stagger, making Gyro inflict more damage to stunned targets instead of staggered ones. (Consumes 35 mana, 27 second cooldown)

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<p class="MsoNormal">[V] Crescent Edge - Gyro will raise his compass above his head while the two blades on it begin to spin extremely fast, creating very huge waves (similar to Vulca’s Fiery Wave) whose ends are attached to the spinning blades. Enemies around Gyro will constantly take moderate damage and have their attack decreased by 0.05 for each hit they take while in Gyro’s area of effect of Crescent Edge. After a couple seconds, Gyro will lower Fate’s Compass the giant waves will fade away. (Consumes 60 mana, 43 second cooldown, 3 second duration) <ac_metadata title="Class Suggestion: Gyro"> </ac_metadata>