Board Thread:Suggestions/@comment-26960607-20160703232744

Class Name: Cosmo

Role: Mage

Subrole: Hexer

Weapon: Siamese Twins [Dual Laser Gun. Directly named after a kind of Galaxy (Siamese Twins obviously)]

Description: A Human Space Explorer who will only fight when he needs to. He’s armed with 2 Laser Guns for Self-Defense and he can use these to dish out lots of damage with no problem. Cosmo may seem Broken but he also has this Overcharge Bar which will stun him if he uses his Abilities way too often. In a fight, he’d be ready to open fire from far away. He’s a pretty unique case by the way as he can’t be really carefree with his Abilities like most of the other fighters do. He also has a bit of complexity to him and can easily be defeated if stunned from far away then attacked on or whatever.

Attack Combo:

Hits with Left gun,

Hits with Right Gun,

Points both guns to center and pulls the trigger, creating a laser explosion (deals good damage and knockback),

Points both guns forward and fires 2 piercing beams (Non-Projectiles).

(All Attacks deal good damage and knockback although the 4th Attack has the weakest and the 1st and 2nd have the weakest damage but this is meant for Keepaway and isn’t meant to be his main damage output)

(Passive) Gadget Sensitivity: Cosmo’s Mana Regeneration is 3 Mana per Second but has an Overcharge Bar. Whenever he uses his abilities or his Attack Combo, the meter fills up and when it’s filled, he gets stunned and takes 5 Defense-Ignoring Damage. The Bar is back to being empty again. Whenever Cosmo gets stunned by the way, an electrical surge explosion happens at his body, which has a high stun rate but weak damage and the range of it is so small that the enemies have to be like touching Cosmo just to get hit (Abyss’ Critical Hit would be highly prone to this one).

(E) Beam Blitzer: Cosmo goes into a gun stance. Press E to go out of Gun Stance. While in stance, although Cosmo’s Speed is not lowered, his Defense is by .1. Any of Cosmo’s Shots don’t deal any knockback. The shots go wherever the cursor is pointing at.

Right Clicking has Cosmo fire with both guns. This can be spammed and has infinite range but deals weak damage and has the weakest stun rate ever. (Consumes 3 Mana. Gives 2 Overcharge)

Left Clicking has Cosmo fire a big strong laser beam that deals good damage and stun but can’t be spammed and doesn’t have Infinite Range (Range is 1.5x further than Nether’s Void Buster). (Consumes 20 Mana. Gives 20 Overcharge)

(Z) Laser Orbit: Cosmo overcharge the Siamese Twins and fires 2 spiraling Plasma Beam Orb at the direction the Cursor is pointing at. These deal multiple small hits and lower Attack & Defense by .2 for 5 Seconds. These have Infinite Range but can easily be spotted (duh! They’re both like ¾ the size of a dodgeball). (Consumes 20 Mana. Gives 20 Overcharge. 7.5 Second Cooldown)

<p class="MsoNormal">(X) P.N.F. Attack: Stands for “Plutonic Neptune Freeze” Attack. Cosmo uses the Siamese Twins to create a Freezing AoE. This Cold Explosion knocks enemies back with a .3 Speed Debuff for 7.5 Seconds. This uses up Overcharge instead of Mana if there is Overcharge (lowering the meter). The damage of this is not too shabby although it isn’t a good option for killing purposes. (Consumes 25 Mana or 25 Overcharge. 12.5 Second Cooldown)

<p class="MsoNormal">(C) U.T.D.: Stands for “Universal Transfera Device”. Cosmo teleports to a targeted area using 2 Sources. Where he’ll go depends on where the cursor is pointing at. This requires 25 Overcharge, Mana, or 10 Stun to perform and will use them up. It will always consume all of them if they have enough. Having only 1 of them will only make Cosmo teleport a shorter distance (only good approaching I guess), having only 2 of them will make Cosmo able to teleport further (good for escaping as well), and having all of the 3 will make Cosmo be able to teleport around the map (good for getting around the map). This ability can even be performed while stunned or staggered. (17.5 Second Cooldown)

<p class="MsoNormal">(V) Black Hole Generation: Cosmo creates a Concentrated Dark Orb in front of him by collecting Dark Energy. He then releases it all, creating a Black Hole at his spot which lasts for 5 seconds. Enemies coming in contact with this Black Hole get pulled to the center and constantly take damage (1 damage which DOESN’T ignore defense. Maximum damage this ability would deal out is probably around 25-30). Even though this ability is super destructive, it’s something really unbearable for the Overcharge Bear to handle, so Cosmo himself gets stunned and takes an additional 2 Defense-Ignoring Damage (making him take a total of 7 Defense-Ignoring Damage). His stun bar is automatically left at 99 (it takes 1 measly hit to knock him outcold). Oh by the way, this Ability has a 2.5 Second Windup (Material Concentration isn’t as quick as you think you know). (Consumes 50 Mana. 75 Second Cooldown) <ac_metadata title="Class Concept: Cosmo (Not the Fairly Odd Parents Kind)"> </ac_metadata>