Board Thread:Suggestions/@comment-27857184-20160226021610

Hexer/Mage

Description

A researcher who discovered the secrets of space and adapted it to be used in combat, he uses two guns named Gemini, in order to stop his enemies in place and pick them off one by one. He uses a spatial energy in order to fuel his Geminis. He uses a new invention called Spatial rifts in order to maneuver the battlefield. Caught without spatial rifts can be instant death to an Astral.

Weapons:

The guns are small thick pistol-like guns that are grey with black backs and a black handle. They have 2 holes that the energy released from and has a glowing aura through the holes when spatial energy is full. They have a small glow on the ammo pack that diminishes as spatial energy decreases. He has a small hole on his back chained with a belt that creates an X across the back and the hole glows blue.

When spawned, Astral has nothing but the hole on his back. When equipped the hole glows very bright as the guns materialize in his hand and he holds them back towards the ground while still. He holds the up above his shoulders when moving. When jumping both guns are brought down to his sides while he propels and same for landing.

Basic attack:

1 shot from the gun on the right, and one shot from the gun on the left. He then shoots air quickly by slinging the guns from his sides to the ends shooting 6 shots across his chest in a wide arc. Each shot is blue and looks like a plasma shot from mechanic but thinner and no aoe. Each Shot takes 3 Spatial Energy and the last taking 5.

Passive

Overcharged

All of Astral's shots decrease movement by .1 for 10 seconds and stack. New Bar Spatial Energy, this bar gives .1 when filled and does not passively increase. Each time Astral shoots and lands 10 shots on an opponent, he gains a spatial rift He can possess up to 15 and are used in his skills

E- Recharge

Astral uses 1 spatial rift to replenish 20 Spatial energy. Button can be held to place Spatial rifts, halting all player who step on them for 5 seconds, and can be used for skills. If you have no rifts you can sacrifice 10 hp for 40 spatital energy

Cooldown 5 seconds Costs 1 rift

Z- Starlight sendoff/StarLight Barrage/Starlight Judgement

Astral opens a spatial rift and shoots 8 shots through it then it closes. The move changes to StarLight Barrage and at mouse click, 8 spatial rifts open around the clicked player and all shots are fired back dealing less then normal attack damage. If Universal Judgement is active then This skill cost 60 Spatial en every and all rifts, Astral unloads 15 shots into a spatial rift and then spatial rifts repeatdly open in the air each shooting a shot and moving at mousepoint untill 15 shots are fired or rifts run out, shots deal normal damage, however .5 movement reduction instead of .1 for all of them that hit.

40 Spatial Energy Cooldown 10

X- Galatic Shower/ Meteor Shower

Astral makes his back glow causing a Spatial rift to open above him and shoots 3 times with his geminis and small particles to drop out, increasing movement in it by .3 and decreasing defense of all enemies in the shower by .2. If Universal Judgment is active, then Astral charges his geminis and shoots into a rift in the sky, then the rift reopens at mouse point, 5 second later Astral points toward to mouse causing the rift to relase a big red shot dealing multi-hit damage untill it explodes on the ground dealing 10 pure damage and causes stun.

Spatial energy cost 70 cooldown 10 takes 6 rifts

50 Spatial Energy Cooldown is 30 Lasts 15 seconds Cost 3 Spaital rifts

C- WormHole Movement

If Astral is standing above a Spatial rift, he can teleport to the last rift touched, decreasing movement by .1 Spatial rifts are destroyed on travel and go in order of placement. If universal judgment rifts explode when teleported through, causing stagger and cost 20 Spatial energy to travel through.

Spatial energy Cost 10 No cooldown

V- Universal Judgement

Focuses on his Geminis causes them to glow red his normal combo changes along with some skills. His normal combo changes. He shoots once with his Geminis, then opens a spatial rift in front of him and shoots in it quickly then it opens above him shooting all shots above him in a cone, then ends with him charging a shot and shooting into a rift, then the rift appearing behind an opponent releasing the big red shot, if it hits it halts movement for 1 second. Once this is finished the Geminis turn blue and Astral loses .3 walkspeed  all rifts and spaital energry, place rifts are still on the ground

Costs 0 Spatial energy and 0 rifts 