Board Thread:Suggestions/@comment-86.152.69.40-20160102183408

Mage Class - Operative                                             Sub Role - Fighter                                       O         {Weapon} - Plasma Sniper (A futuristic sniper. The laser colour is determined by customisation.)                                          Description - Operative is a ranged sniper, picking off enemies from afar with barely any melee. Operative is able to avoid most melee combat through his E, effectively diminishing most threat. However, being caught off guard or stunned could lead to Operative's downfall. {Posture} - Upon spawning, Operative's weapon will be on diagonally on his back. Once equipped the sniper will be held infrount of Operative, with the left hand on the handle and the right hand on the grip underneath the barrel. When walking Operative will hold his gun closer to his body, pointing the barrel down to the left diagonally. When E is used the sniper will be in the same position as running. {Click Combo} - Operative will execute 4 basic melee attacks. {First Click} - Operative punches forward with his left hand. {Second Click} - Operative pulls back his left hand, back handing the opponents face. {Third Click} - Operative kicks the opponent in the pelvis area with his right leg. {Fourth Click} - Operative smashes the opponents face with the butt of his sniper. __________________________________________________________________{NEW BAR/GUI} - Like proto, Operative has an overheat bar instead of a mana bar. This goes up by a different amount for each Ranged attack. (Passive) - Tactical Escape - Each time Operative is hit his walk speed will increase by 0.05 for a few seconds. This can stack up to 6 times. (E) - Forward Roll - Operative rolls forward to escape enemies. Overheat Cost (How much overheat goes up by)- 0                                                     Cooldown - 10 seconds. (Z) - Snipe - Operative charges his sniper briefly and then shoots for medium damage. This lowers enemies walkspeed by 0.1 for a few seconds. Overheat Cost - 10                                                   Cooldown - 3 seconds. (X) - Frag Grenade - Operative throws a grenade doing medium damage to multiple enemies within it's blast radius. Overheat Cost - 20 Cooldown - 10 seconds. (C) - Laser sights - For the next 5 seconds Operative's damage will be increased by 0.3. Overheat Cost - N/A Cooldown - 20 seconds. (V) - Assassination - Operative charges his sniper for a few seconds, then executes a lethal shot that does 20 damage and decreases enemies walkspeed and defence by 0.3 for 5 seconds. Enemies below 30 health will die instantly. Buffs will not affect damage. Overheat Cost - 40 Cooldown - 45 seconds

By Kactussman/Neobluebookworm (Both me) Model is at my place "Neobluebookworm's Place Number 11" Not sure how to upload a picture ;p 