Board Thread:Suggestions/@comment-26960607-20160603034631

Message From Me:

>If you haven't checked all the parts, I suggest you do:l

 -Part 1

 -Part 2

 -Part 3

 -Part 4

 >I've kinda spoiled a few stuff about the Final Form with this Class Concept but whatever. This one is something you guys wouldn't expect (every other form uses powers or can use deadly magic). Spoiler Alert: This one doesn't have any magic [like Hermoine (didn't enjoy typing that) and her Courage Medallion is not gonna assist her on this one like Midrit], she doesn't have a deadly weapon like a sword (like Meeka or Meka, whatever), and she doesn't have any powers (like Evitreesse). I also have to mention, she doesn't have any tech of any sort (like Mechanic & Trooper).

 >This has even more info than the previous one (*cough cough* Hermoine... *cough cough*)

 -

5th State (The Final One): Marquee (herself)

Role: Mage

Subrole: Fighter

Weapon: Rebelle (A Nerf-Like Pistol Gun which is even as big as an actual pistol. Held in her right hand)

Attack Combo: Smacks with Rebelle (knocks enemies back and causes a knockdown), Left Punch (knocks enemies back), right-handed elbow thrust (has her point the gun away from the enemy. Keeps the enemy still and deals like a 1 stud knockback) then is followed by a jump spin kick with her left leg (knocks the enemy back and also does a knockdown). (This is meant for Keepaway rather than Offensive Purposes)

(GUI) Stamina: What Marquee consumes when she uses Slick Evasion. This contains 100 stamina maximum and it regenerates like mana when she stands still. It renegerates way slower when she moves around however.

(E) Rebelle's Gun: Marquee goes into a gun stance. She’ll first load the gun with 25 Toy Darts, then 35 Nerf Darts, then 45 Nerf Disks, then Normal Water, then 35 Paintball Gun Ammo, then 30 Marbles, then then 15 Actual Darts, then goes back to Toy Darts. Some can be clicked, some have to be held, and some can be both.

Toy Darts deal 1-4 damage but have a quick fire rate. Deals little knockback. Stun rate is very tiny. This is like Pistol Gun ammo (moderate fire rate)

Nerf Darts deal 4-7 damage. These have a higher fire rate, deal slightly more knockback than the Toy Darts, and have a better Stun Rate. This is like Machine Gun Ammo (rapid click will work on this as it has a high fire rate).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Normal Water only deals about 0-3 damage but has a larger clip size and is unblockable. It’s a thin but very far reaching (but not infinite ranged) stream of water. You have to hold click on this one as clicking won’t work. This deals little-no stun and has very tiny knockback. The maximum liters in this clip size is probably long enough for you to shoot for 20 seconds. This is like Laser Ammo (a bit weak but longer lasting although this one is not infinite).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Paintballs deal varying damage which is any number from 1-10. The stun rate is high but not as high as the Ping-Pong Balls. Headshots give this a 32.5% (unlikely-moderate) chance of causing knockdowns for 4.25 seconds. This is like your Average Rifle Ammo (moderate but slightly better than a Pistol shot)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">The Marbles deal 6-13 damage. The damage varies as it comes in different sizes. Deals the most knockback (as it’s way better than the Nerf Darts). The stun rate on body shots is not too shabby but it’s amazing with headshots. This is like Cannonball Ammo (you can only fire 1 ball at a time but packs a punch).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">The Actual Darts deal around 8-10 damage. It has a 2.5& chance (very tiny) to ignore 50% of defense and has a 7.5% chance (possible but on very rare occasions) to pierce through enemies. Fastest bullet (beats Nerf Gun’s Speed) but doesn’t deal any knockback although it can stop enemies for a tiny bit. This is like Sniper Rifle Ammo (you can only fire 1 shot at a time but it’s flies really quick)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Z) Special Shot: Marquee points the gun forward and fires a special shot. These shots usually knock her back. The kind of shot it fires depends on what Ammo her gun currently uses.

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Toy Darts) Marquee fires 3 shots in a row (and they follow each other), when the first hits, so do the other 2 with the last one causing a lot of knockback. When Marquee fires, each shot knocks her back a little (Consumes 3 Ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Nerf Darts) Marquee fires 3 shots going in 3 directions. These shots deal less knockback than to the Toy Darts but cause Knockdowns. When Marquee fires, this knocks Marquee back far. (Consumes 3 ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Nerf Disks) Marquee fires 3 shots that spin together 3 times. Each shot deals knockback (even weaker than the Nerf Darts) but with the last one causing a knockdown. (Consumes 9 Ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Water) Marquee fires a strong pressured shot of water. This shot knocks enemies down and deals decent knockback. This doesn’t have infinite range however. This shot knocks Marquee back by like 3 studs. (Consumes half of the current water remaining)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Paintballs) Marquee fires a shotgun of paintballs (range is only like in front of her. IT’S NOT WIDE). The stun rate on this is really high (but doesn’t really stun) and the damage is a lot the closer the enemy this. The further the enemy is, the less likely that they’ll get knocked down. (Consumes 5-10 Ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Marbles) Fires 4 shots in succession, sending marbles forward from small to large. After that is a huge marble. These marbles deal increasing damage, stun, and knockback. The bigger marbles usually have a higher knockdown rate. This does not have infinite range however as it's affected by Gravity. (Consumes 5 Ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Actual Dart) Fires 3 Very Quick Shots that spiral and have infinite range. That shot deals 5 defense-ignoring damage for each dart that hits. It only causes a Knockdown and nothing else (no stun and no knockback) and it does keep an enemy still for a split second. (Consumes 3 Ammo)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(X) Slick Evasion: Marquee does a dodge to avoid an attack or to get out of the way.

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Just pressing X will make her spin, making her dodge physical attacks. (Consumes 10 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing X then tapping forward, backward, left, or right once makes her lean (forward or backward depending on what way you pressed). (Consumes 20 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing X then tapping forward or backward twice makes her roll. (Consumes 25 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing X then tapping sideways makes her do a cartwheel. (Consumes 10 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing X then jumping makes her do a flip, jumping over stuff. (Consumes 10 mana)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing forward or backwards also will make her jump forward (forward makes her do a front flip and backwards makes her do a backflip). Pressing sideways will make her do an aerial cartwheel. (Consumes 20 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing X twice makes her duck but not for a long time though. (Consumes 10 stamina)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing forward while she ducks makes her slide forward (Consumes 10 stamina).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing sideways makes her roll to the side (Consumes 10 stamina for each time you do it).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing backwards makes her do back handsprings (press backwards constantly to do it repeatedly but it will consume her stamina for each time she does it). (Consumes 10 stamina at the start then 5 for stamina for each time you do it again).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(5 second cooldown)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(C) Grappling Hook: Marquee uses a Grappling Gun with a lot of reach. It takes measly 1 hit while the Grappling Hook is still going for this ability to get cancelled. She’ll always end up knocking something down.

<p class="MsoNormal" style="font-size:14px;line-height:22px;">When this hits terrain, she’ll pull herself to that area but also knock herself down (won’t hurt her however). (Pulling terrain to you is not possible because that’s just silly)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">If it’s an ally, she’ll get pulled to that ally, although she’ll knock that ally down (won’t deal damage). If she pulls an ally to her, she knocks herself down (won’t deal damage).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">If it’s an enemy, she’ll get pulled to that enemy and knock that enemy down (will deal damage to the enemy). She can also pull that enemy to her by clicking, and will knock that enemy down instead of herself (will deal damage to the enemy).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pointing diagonally upwards then clicking will make the hook get stuck on a flying drone then she swings forward, knocking enemies down in the way (obviously will deal damage to the enemies).

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(Consumes 23 mana. 15 second cooldown)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(V) Sky Bloons: Marquee rises up by hold onto a lot of balloons. If she gets hit, she’ll let go the balloons and get knocked down. She can control the direction she’s flying at using normal walking keys (Arrows & WASD) but at the highest possible height this can react, it will then go down slowly and slowly. Clicking will make her let go of the balloons.

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Pressing C again will make the balloons turn into a platform for Marquee to stand. She goes on top of it then stands on it (you can just walk around on it and jump off whenever you like). This platform of balloons can be popped if attacked (you have to hit every balloon). This platform stays in the sky for 10 seconds, afterwards, it’ll slowly go down and the balloons fly up 1 by 1, until there are balloons in such a lesser number, that Marquee will fall as they cannot support her anymore. A platform with no one standing on it will instantly disappear as every balloon will just fly away instantly. You can only get 1 platform at a time. (Consumes 50 mana. 45 second cooldown)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">-

<p class="MsoNormal" style="font-size:14px;line-height:22px;">(A Unique Status Ailment only She can Inflict herself) Knockdown: You get knocked into the floor, most likely sitting then you get back up, not wasting any time or waiting for your senses to be back. (This is something Proto is NOT immune to. It ain't a Stun nor a Stagger)

<p class="MsoNormal" style="font-size:14px;line-height:22px;">Marquee's Fatal Flaw: Her "kit" (set of abilities) is really complex and proves even more learning than understanding how Hermoine's Spells work (didn't enjoy saying that). <ac_metadata title="[Part 5 (Last Final Part Of The Concept)] Class Concept: Marquee [The 5th &amp; Final Form] (I Sense An Anticlimax With This One)"> </ac_metadata>