Board Thread:Suggestions/@comment-26960607-20160708174854

Message From Me:

This was a Class that is not so lethal and was poorly made. Now for me to remove the "Poorly Made" Part. Since this is a "Not So Lethal" Class, I might scrap it if things go pretty bad.

Link To Original Post: http://strife-official.wikia.com/wiki/Thread:23590

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Class Name: Cinch

Role: Mage

Subrole: Fighter

Weapon: Stick (Yes, just a tree branch... Nothing special)

A Non-Fighter who is just a normal human. Cinch makes use of Normal Objects to put fights into his Favor. He mostly focuses on keeping his distance and fighting from far away. His damage output is pretty good although he can't end enemies quickly with it but makes up for it by being able to put the pressure on enemies and wearing them out really easily. Cinch can bring up a challenge even though he isn't so dangerous. His only few problems are that he can be easily screwed up by Melees if he doesn't have any Escape Plans ready and he doesn't have anything to inflict Debuffs with to his enemies.

Attack Combo:

Swings Stick to the Left,

Swings to the Right,

Does an Overhead,

Throws Stick forward.

[He only uses 1 hand for this. Really Quick to Perform (can be spammed so feel free to rapidly click with your finger as it'll work :D) but deals very weak damage (1-5), little to not stun (1-2 at maximum), and mostly doesn't give knockback (can happen but it's really rare but the knockback dealt itself is not even that much). Whenever an enemy is hit, the Stick breaks (so each combo can only hit 1 enemy).]

(Passive) Normality: Cinch naturally has 1 Speed. Debuffs given to Cinch will be reduced by .1 but the duration remains the same. (Effects such as )

(E) Slingshot: Cinch takes out his Slingshot. Press E to Cancel this Ability. Click to Shoot. He fires a shot that deals good damage but he can only fire 1 shot at a time. Headshot have a slightly high stun rate but they are affected by Gravity however as he aims the shots slightly upward (making it go in a bit of an arc). While he has his Slingshot equipped, he can't use his Other Abilities but his Speed is only lowered to .9 (still has good mobility). (Each Shot Consumes 3 Mana)

(Z) Item Throw: Cinch throws the current "Item" in his hand. What the item is depends on what he has Picked Up using his X Ability. They're mostly thrown at where the Cursor is pointing at. Here are the "Items":

Water Balloon: Water Balloons deals weak damage (1-5), no knockback, and no stun but they can be thrown far and can make enemies lose Mana. The amount however makes use of this Equation: Damage They've Taken x 2. When they hit something, there's a small watery explosion (small AoE). (Consumes 5 Mana. 2.5 Second Cooldown)

Paper Plane: Paper Planes deal slightly more damage than the Water Balloons (3-7) and can be spammed but deal very weak knockback (1 Stud), little to no stun (1 at Maximum), and are very inaccurate (esp. when spammed. They can't be aimed to focus on 1 direction). (Consumes 3 Mana. No Cooldown)

Glue Bottle: Glue Bottles are similar to a Water Balloon, only that they deal even weaker damage (2-4) and can't be thrown very far but has a larger splash area. It deals no knockback but the unique thing to replace about that is that it leaves a puddle of glue on the ground for 5 seconds (obviously huge due to the large splash. The Bottle doesn't explode by the way, it's just on the floor). When enemies step on it, they get stuck until the glue dries up (meaning, after 5 seconds). They can't get off the Glue by any means except by Teleportation. This Item is mostly lobbed at targeted terrain & grounds where the cursor is but don't burst when it hits enemies while it's in midair. (Consumes 10 Mana. 7.5 Second cooldown)

Rubix Cube: Rubix Cubes deal good damage (4-8) and moderate knockback but it can't be thrown that farm, it isn't so quick to throw, and can't deal any Stun. The reason why this doesn't deal any stun is because when it hits an enemy, Cinch transfers stun from his Stun Bar to the Stun Bar of the enemy he has hit. The amount depends on the damage the Cube did to the enemy it hit. (Consumes 10 mana. 7.5 Second cooldown)

Dodgeball: Can be thrown far, deals lots of damage (6-10), has a high stun rate (around 7 or 10), and deals a lot of knockback but it can't be thrown that quick and can be reflected away by any sort of physical attack (and even back to him if done correctly). When it hits something, it bounces. (Consumes 20 Mana. 5 Second Cooldown)

Baseball: Baseballs have Infinite Range (although it's affected by Gravity so it does go down like Tundrus' Snowballs), deal a lot of damage (8-10), and has a high stun rate if you hit the enemy in the head but it deals weak knockback, hitting the enemy anywhere else would not give a lot of stun (only about 1-5), plus it can't be thrown quickly due to some Wind-Up Time. (Consumes 20 Mana. 10 Second Cooldown)

(X) Pick Up: Cinch picks up an Item. Whatever item he has picked up is what he'll use for his Z Ability. The items he can pick up go in this Order: Water Balloon, Paper Plane, Glue Bottle, Rubix Cube, Dodgeball, Baseball, back to Water Balloon and repeat. (Consumes 5 Mana. 2.5 Second Cooldown)

(C) Snack Break: Cinch eats a Snack which restores Health and Restores Mana. The amount of Health Restored and Mana Gained varies and can either be 3, 5, 7, or 10 but it can also be nothing at all. Sometimes Cinch gains both effects, sometimes it's only 1 of them, and sometimes it's only one of them. (Doesn't Consume Mana. 25 Second Cooldown)

(V) Skateboard Dash: Cinch hops on his skateboard then dashes forward. He has .5 speed while riding the skateboard and don’t worry, he can still jump. Left Clicking makes Cinch rush forward, dealing damage and going through enemies safely. Right Clicking makes Cinch perform a trick in the air, dodging attacks. Press C again to stop riding. This doesn’t consume mana per second but it takes 1 hit or crashing into something or someone to make him fall of his skateboard and take damage as well as getting staggered. Cinch can only ride the Skateboard for 25 Seconds maximum. (Consumes 2 Mana for Each Second Cinch has been riding the Skateboard. 7 Mana is Consumed whenever Cinch Dashes or performs a Trick. A 45 Second Cooldown is Triggered when Cinch stops riding the Skateboard) 