Board Thread:Suggestions/@comment-27026273-20161202145820

''"Throughout its travel, Rune has adapted and attempted vast arcane power from multiple regions, although it hasn’t tested its power. Now, Rune is ready to try those arcane powers in the battlefield." ''

Fighter Class: Rune

Subclass: Hexer

Weapon: Magus

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Description: Rune is a fighter that is reliant towards its arcane power to nullify enemies from various situations, causing Rune to have a large spread on game play. Due to Rune’s unique system, Relics, Rune can be vastly unexpected and have various combo uses depending on how Rune plays its Relics. However, Rune’s main reliance towards Relics causes Rune’s physical strength to be lackluster, making its damage substantially low.

Weapon Description: Magus is a sword, but is imbued with Relics, having the relics be surrounding Magus, having the Relic’s color be the same as the player’s torso.

Standard Attack Combo: Rune will do 4 attack combos’ some of which are consecutive hits:

1) Rune will swing Magus to the left, doing around 25-30 damage.

- Rune can hold this click to throw [Relics] like a projectile, doing 15-20 damage while depleting 3 mana.

2) Rune will swing Magus to the right while being slightly more diagonally up also doing 20-25 damage.

- Similarly, to the previous Standard Attack Combo, Rune can hold the mouse again to throw one 10-25 damaging [Relics], taking away 3 mana again.

3) Rune will use its left hand to create 3 miniature [Relics] to fire in front of Rune, doing a small explosion when on impact or at its maximum studs, doing 10-15 damage on each [Relics]

- Holding the Mouse will release one additional but larger [Relics] that will do 35-50 damage and have a duration of 2.5 seconds, in the cost of 5 mana.

4) Rune will finish off by a slash towards the ground with both hands, creating a line and doing 25-40 damage.

- If the slash hits that [Relics] from the previous Standard Attack Combo, then it will explode, doing additional 50-65 damage towards enemies who are too close.

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[New GUI/Bar] Relics – [Relics] are a GUI that show Rune on what specific elemental [Relics] Rune has chosen to use. Pressing [Arcane Switch] will be the input on which is processed to change to the outputted element, or simply pressing [Arcane Switch] will change the current [Relics] element. All these relics, except Hynix have a duration of 5 seconds.

These elements include various benefits but also contain flaws, they are (in order):

Flare

Destructive, explosive and dangerous. Flare is focused on upright offense and defeating the enemies with constant damage. Flare causes a decent circular area of the field to burn and set it ablaze.

 Benefits 

- Can do constant DPS

- Strengthens ability damage by an extra 20-45

- Focused on killing the enemy as fast as possible

 Flaws 

- Does very minor damage but has large consecutive damage outputs

- Small stud range

- Damage gets weaker if used 2+ times

Appearance

- Blood Orange/Fire like color

- Flame Symbol

- Ash Particles

- Flame Particles

Quaris

Supportive and bulky, Quaris focuses on survivability and helps Rune survive numerous dangers. Quaris unleashes AoE circular waves of water to push away enemies away from Rune every second.

 Benefits 

- Focuses on AoE pushing

- Can buff Rune’s defense by 20% per wave for 7 seconds

- Medium Range

- Has chances to heal Rune with 30-45 HP every defense buff

 Flaws 

- Little to no damage

- Duration of defense buff lowers if used frequently. -2 seconds if used under 5 seconds

- Lowers Rune’s attack

 Appearance 

- Blue

- 3 dewdrop Symbol

- Bubble Particles

Hynix

The buffer and CC Relic. Hynix is aimed to have Rune attack frequently while the enemies are vulnerable to Rune’s attacks. Hynix releases a thin electrical circular wave that electrifies enemies every second.

 Benefits 

- Large Range

- Causes enemies to become paralyzed, making them unable to move for 1.5 seconds.

- Buffs Rune’s damage and speed by 40% for 2 seconds

- Has a change to have Rune do 1 pure damage attack.

 Flaws 

- No damage whatsoever

- Lowers Rune’s defense by 25% for 4 seconds

- CC gradually gets weaker if constantly used. -0.5 seconds if used 2 seconds after the previous Relic was placed

- Has the shortest duration out of all the Relics having it be 3 seconds.

 Appearance 

- Yellow/Silver/Gold

- Thunderbolt/Lightning Symbol

- Zap Particles

Viral

DoT at its finest. Viral focuses upon depleting health from enemies while they’re still away from the Relic, having Viral be a suited finisher. Viral creates an acidic puddle under its relic that will harm enemies if stepped into it.

 Benefits 

- Does 10-25 DoT

- Lowers enemy defense and speed massively by 45% for 2 seconds

- Long DoT Duration, 7 seconds

- Can do 1 ignore defence DoT after 5 DoT damage hits.

- Rune is able to steal 150 HP and 25 Mana if Viral can kill an enemy

 Flaws 

- Is the only Relic that Rune can also be self-damaged with

- Small Range

- Increases enemy attack massively by 50% for 2 seconds

- Horrible main damage, 5-7 damage

 Appearance 

- Green/Brown/Purple

- Toxic Bubbles/Acidic Skull Symbol

- Green/Brown/Purple Bubble Particles

[Relics] starts with Flare, on which will then proceed downwards towards the list as shown above.

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[Passive] Elemental Mastery - Every [Relics] placed will have Magus be able to have a chance to randomly do a slash that does the same element to the [Relics] in its Standard Attack Combo, but is however weaker than the original damage of the ones on [Relics].

[E] Arcane Switch – Rune will create a miniature [Relics] with its free hand, having Rune choose which [Relics] Rune wishes to function with. After waiting 0.5 seconds with the [Relics] Rune wishes to use, Rune will break the miniature [Relics] and generate a small aura that will inform enemies on what [Relics] Rune has chosen.

[Consumes 5 Mana upon choosing/Cooldown 5 seconds]

[Z] Materialization – Rune will place the chosen [Relics] in front of it, having it spawn by piercing it out of the ground, creating a wave of the [Relics] element.

- Rune can use this constantly as it has no cooldown, however [Materialization] has a maximum capacity of 5 [Relics] in total.

- [Materialization] can gradually become weaker if spammed.

Example; Rune using [Materialization] once every 3 seconds while Rune using [Materialization] once every 1.5 seconds will do more damage than the 1.5 second Rune, as the [Relics] will have a power decay in that 1.5.

- [Materialization] will also cost 5+ Mana if used frequently in under 3.5 seconds.

[Consumes 5 Mana/Duration of Relics is in GUI Section]

[X] Runic Siphon – Rune will slowly swing its free hand in front of it to the right, creating a glowing but transparent [Relics]. Upon this, the [Relics] that have been placed will release all its waves or damage at once, returning to Rune early and give back 2 Mana on each placed [Relics] in the process.

- [Runic Siphon] has another effect, as if placing a [Relics], the relic will be buffed to steal 4 Mana on each enemy that it hits with its AoE wave or DPS/DoT field.

- [Runic Siphon] will however, cause [Materialization] cost 15 mana on each placement.

- In relation with the Flare and Viral [Relics] its DPS or DoT does not give Rune the mana, only the field that give the DPS/DoT will steal the mana.

[Consumes 20 Mana/Cooldown 15 seconds/Duration 15 seconds]

[C] Vex Enhancement – Rune will cause its Magus to glow for a short period and then aesthetically release the aura, causing Magus to become sharp, increasing Rune’s attack. Additionally, the chosen [Relics] will give Rune’s Magus an additional buff.

Flare

- On every 4th slash Magus does, Magus will ignite itself with flames for 2 seconds, doing DPS to the enemy.

- Killing an enemy with [Vex Enhancement] still active will cause the duration of [Vex Enhancement] to increase by 3 seconds.

Quaris

- Whenever Rune gets healed 50+ HP, Magus will give Rune additional 15% defense for 5 seconds on each slash.

- Getting a debuff by one stat will cause the other stat to increase by the same amount the debuff gave to Rune, but the duration of the increase is halved to the original debuff.

Hynix

- Every 2nd slash will cause an electrifying CC shock to the enemy with Magus.

- If Magus CC’s 4 times, Magus’s attack animation speed is greatly increased by 75% for 3 seconds.

Viral

- Whenever Rune does below 25 damage, Magus will engulf itself with toxic, causing each slash to do DoT for 3 seconds.

- Doing below 15 damage will cause Rune’s attack to buff by 45% for 4 seconds and also double the DoT damage.

[Consumes 40 Mana/Cooldown 30 seconds/Vex Enhancement Duration 15 seconds]

[V] Transcendent – Rune will jab Magus into the ground straight in front of Rune. Clasping both hands quickly, Rune will slam both hands to the floor, causing the [Relics] imbued in Magus to be released, unleashing a temporary new [Relics], Transcendent.

Transcendent

The strongest Relic, Transcendent both damages, supports and debuffs enemies with an AoE Field and an AoE wave. Transcendent unleashes waves of pure waves that heal Rune, while the field damages and debuffs the enemies.

 Benefits 

- Transcendent heals Rune with 100 HP every wave

- Does both DoT and DPS

- Buffs Rune’s Attack and Speed by 25% for 5 seconds

- Debuffs Enemy Defense by 20% for 5 seconds

- Large AoE Range

 Flaws 

- Short Duration, 2 seconds.

- Does not carry the CC in Hynix in Transcendent

- Decays in damage/buff/heal if used again in under 1.7 seconds

- Costs more mana than the normal [Relics], 7 Mana.

 Appearance 

- White

- 2 Feather as the symbol

- 1 Magus Outline Sword in the middle

[Vex Enhancement] Buff 

- Every time Rune’s Standard Attack Combo unleashes a Relic, all of the Transcendent Relics in the Standard Attack Combo will stay on the field instead of only 1 Normal Relic staying in the field for 7 seconds.

- Rune’s 4th Standard Attack Combo’s Extra Slash will now create an AoE wave that will explode all the remaining Transcendent Relics from the previous Standard Attack Combos, healing Rune with 20 HP on the miniature Transcendent Relics and 50 HP with the mediocre Transcendent Relic.

- Additionally, the explosion will also buff Rune’s attack by 20% for 7 seconds and debuffs enemy speed by 15% for 4 seconds.

[Consumes 30 Mana/Cooldown 50 seconds/Transcendent Relic Duration 15]  