Board Thread:Suggestions/@comment-16135352-20160224010921

Rusher

Sub Class:Mage

Description: A master of incredible DPS; Rapid's attacks all work when their respective buttons are held down. Rapid's attacks all deal a certain amount of damage each 1/15 of a second for 3 seconds, but the enemy must be in incredibly close range for such a thing to work. None of Rapid's attacks are "better" than each other, but more suited for fighting certain class types. The cooldown times are the same as you used them e.g. if you used them for a full 3 seconds then the cooldown is 3 seconds, if you used them for 2 the cooldown is 2, if used for 1 then cooldown 1, etc. All of Rapid's attacks do 1 damage per fifteenth of a second, and applies different debuffs or perks to help deal with specific class types. NONE OF RAPID'S ATTACKS ARE AFFECTED BY DEFENSE. Rapid's stats aren't in the traditional recording as other classes - when his attack is 1, he does 1 damage, when 2, he does 2, when 3, 3 is dealt, and so on.

EXTREME WEAKNESS: The moves seem overpowered due to their DPS and defense piercing, but remember that they can only be used in incredibly close melee range.

E - Hexer/Support - best used on Hexer/Support classes, this move (for damage and cooldown refer to description) has a perk in which 1/2 of debuffs applied to you will be blocked, and 1/2 of these blocked debuffs will be reflected unto the one who deals it. Perk only lasts while you're using the attack.

Z - Tank - best used on Tanks, as is the name. See description for damage and cooldown. This move's perk increases your damage by 1 for 0.5 seconds each time you get a successful hit, and the half-a-second resets if another hit is gotten and attack increases. This can power through a Tank's defense.

X - Rusher - See desc for damage and cooldown. This move's perk applies speed and attack debuffs onto your enemies each time a successful hit is made. Great for making it hard to get away for your opponent if they are a Rusher.

C - Mage - See desc for damage and cooldown. This move's perk makes you have a 1/2 chance to ignore burst attack damage. Perk only lasts while you're using the attack.

Z - Warrior - See desc for damage and cooldown. This move's perk makes 1/2 of all damage taken get reflected back to your enemy. Perk only lasts while using the attack.

I like the simplicity of this concept, and how each move is pretty much the same even though each one gives you the skills for fighting certain classes 