Board Thread:Suggestions/@comment-82.20.206.238-20170312175310/@comment-30507506-20170314212039

Ultimatex12 wrote: Since OP doesn't have a class.

Mage: Aurora

Subclass: Hexer

Weapon: Australis Borealis

Description: Aurora is a person who has more than the average vitality. Able to steal the health of of others, use several ranged attacks, and gets stronger the more health he has. This class excels at fighting those who can't hit him as he uses his full power. He is weak to rushers who could vanquish his aura.

Posture: The  Australis Borealis are simply orbs around his hands along with a spectre like body that doesn't follow him, but constantly is with him.

Standard Attack Combo: Like any other fist character, he punches. He punches for the first two. Sends a straight kick for the 3rd one. And finally, Aurora ends it with a roundhouse kick. These attacks all send out bits of aura dealing damage.

(Replaces Mana) New Bar: Aura. The Aura bar has a maximum of 2000, as it is double the health bar. It starts at 1000. It also regenerates at a faster pace than both the health bar and mana bar. Aurora can use the 1st 1000 without any consequences, but any more than that and he gets up to 500  damage. (Half the aura bar usage). His aura will deplete when he recieves damage.

Passive: Semblance. Aurora's stats depend on his aura, increasing and decreasing with 1000 being neutral. At full aura, all of his stats are +.2, at 1500 it is .1. At 500 it is -.05 and below 250 it is -.1.

[E]LifeDrain - Aurora starts draining the life of nearby enemies, and cancels their natural regeneration. This refills his aura if he is closer. Every time he deals damage he gets a small bit of health and aura. If he hits someone from afar, they won't regenerate for 5 seconds. However, he is prone to being stunned and loses even more aura on hit.

[Z] Vitality's Discus - Aurora starts forming a disk around his hand and raises it up in the air. The longer he charges it, the more powerful it will be, going faster and farther. This deals low damage and a small movement debuff as it's main use is just to hit people from afar. Cost 130 aura, and cooldown is 5 seconds.

[X] Auroic Flash - Aurora concentrates for 2 seconds before unleashing his power, blinding them for 3 seconds and providing a defense debuff of .1 for everyone affected. It also deals knockback and a bit of damage. Unlike the other powers, it cannot be charged. Costs 300 aura, cooldown is 15 seconds.

[C] Northern Lights - Aurora charges a ball of energy in his hand, and shoots out a bunch of needles like a minigun. The individual needle does little damage but it goes through defense. Costs 10 aura per needle. Cooldown is 0 seconds.

[V] Aura Shield - Aurora concentrates his aura around his body, giving him a .1 movement debuff but negates 80% of the damage coming towards him. Inititally costs 700 mana for five seconds, but can be kept up longer for a high cost. Health doesn't get lowered due to losing aura while this is activated. Debuffs are doubled however. Cooldown is 60 seconds.

Things that need to be fixed - Stats probably.

Different moves - Because I just thought of these.

Everything else - Because I was tired when I made this. orbs = abyss

other than that just what kind of theme or role does this class fufill?