Board Thread:Suggestions/@comment-27026273-20150928140824

"You think you can escape from me?!"

Mage Class: Arcmarkers

Subclass: Support

Weapon Name: Fulgur Arcum and Thunder Dagger

Description: Arcmarkers are what you call futuristic bowmasters who are too stubborn to use guns. They specialize on electrical shocks with tazer arrows from the Fulgur Arcum and a balance out with a Thunder Dagger for melee. The size of the dagger is roughly the same size of Vulca's gun. His weakness is that the Thunder dagger can only withstand a certain amount of durability, thus making Arcmarkers completely in danger if the dagger breaks and if opponent is too close. Also, the Arcmarker is severely relied to precise accuracy [Lag = R.I.P Arcmarker], also with the high amount of mana his skills need and no mana passive, Arcmarker would be considered as a hard class to play. Despite from that, they are the second most stun abusing class.

Strife Starting Stats (SSS): As they specialize in long range, the Arcmarkers have high attack. However their defence is extremely weak.

Attack: 1.2

Defense: 0.7

Walkspeed: 1

Posture: The Arcmaker, when unequipped, has the bow on his hand and the dagger on his leg, similiar to Vulca's unequipped posture. Then the Arcmarker will put both hands on the Fulgur Arcum while he slightly bends his knees. When equipped idle the Arcmarker will have the same animation of him equipping the Fulgur Arcum. His running animation consists of him running with the same both hands on the Fulgur Arcum.

Standard Attack Combo

The Fulgur Arcum: The Arcmarker will shoot one bow then spin to shoot another arrow and then charge up to release 2 [1 second charge] to 5 [5 second charge] arrows each homing to the nearest player, then the Arcmaker will shoot below him making him fly backwards away from opponents. Each arrow  MUST  be aimed with the mouse.

The Thunder Dagger: The Arcmaker will jab the player, following with 3 consecutive slashes with a finale of the dagger being thrown at the opponent. The dagger will self home itself back to the Arcmarker

[New Bar] Durability: This bar shows how long the Thunder Dagger can be used before it breaks. When bar for the dagger goes to 0, the dagger will automatically disappear as it broke. Full bar is 100% and each successful swing will take off 5%. Some skills will also remove an amount of Durability.

[Passive] Lightning Eye: This passive allows the Arcmarker to perform 10% more Red color damage chances [Critical?] on the Fulgur Arcum or 10% more attack damage for the Thunder Dagger

[E] Weapon Switch: Arcmarker put his Fulgur Arcum on his back and sheath out his Thunder Dagger when melee come near.

Fulgur Arcum Skills:

[Z] Tazer Blast: Arcmarker will throw a tazer arrow underneath him which will cause the arrow to blow up and emit electric shots within the range of 10 meters. Will only hit once. [Consumes 20 Mana/Cooldown 10 seconds]

[X] One Isn't Enough!: Arcmarker will shoot 10 to 15 tazer arrows in the air, approximately 5 to 10 meters away from the Arcmarker. When the arrows hit the ground, they will emit a shock explosion doing splash damage to opponents. [Consumes 60 Mana/Cooldown 25 seconds]

[C] Thunderstruck: The Arcmarker will place 20 hidden delayed tazer arrows under the surface. When trampled on the arrow will explode with electricity and the arrows will fly straight up giving a large stun amount. Decreases opponents defense by 0.05 by each arrow the opponent gets hit. Be warned however as the trap can accidently be set off by the Arcmarker and allies too. [Consumes 65 Mana/Cooldown 30 seconds/Duration of trap 45 seconds]

[V] Killer Shock: With the Fulgur Arcum, the Arcmarker will release 5 piercing and homing tazer arrows each going to a different player, reducing defense by 0.5 every pierce. The tazer arrow will then finish by exploding a huge 15 to 20 meter range electric shock each doing a 75% stun increase. Skill can be charged up to create maximum explosion.''' Max charge hold 10 seconds. [Consumes 100 Mana/Cooldown 65 seconds] *Please note that this skill will be Cooling Down''' at the start of a strife game.*

Thunder Dagger Skills:

[Z] Swift Massacre: Arcmarker will do 5 combo slashs making him go foward a bit. Cannot control direction when used, can only go one direction. [Consumes 5 Mana/Cooldown 7 seconds/Durability taken 5% each hit successful]

[X] Dodge and Throw: When the Arcmarker is parried, he will jump backwards and throw the Thunder Dagger to the legs, causing the opponent to trip. Can only be used when parried  [Consumes 5 Mana/Cooldown 7 seconds/Durability taken 10% if successful]

[C] How Stunning!: The Arcmarker will knock the opponents head with the hilt of the dagger causing the opponents stun increase by 90% to 50% depending on the durability. Cannot be used if Durability is below 30%. [Consumes 10 Mana/Cooldown 15 seconds/Durability taken 5% if successful]

[V] Bow and Dagger?: The Arcmarker will strap the dagger on an unused tazer arrow and then shoot the Thunder Dagger Arrow to the player. The arrow's direction depends on where you put your mouse. This skill cannot be used if Durability is below 50%. '''Head is a 90% HP take/Body is a 50% HP Take/Legs and Arms is a 30% HP Take and the NECK is a 1 hit Kill. [Consumes 25 Mana/Cooldown 40 seconds/Durability Take 50% if successful]''' 