Board Thread:Suggestions/@comment-25052422-20150917200724

Sub-Role - Rusher
Wisp is a powerful living spirit, caged inside an amulet and used as a weapon that can read the owner's mind. It possesses the power to curse an enemy with ancient tribal magic. The owner itself wears an amulet (which is used to summon Wisp) and a buckler (which is used for self-defense). Upon death, Wisp transforms into a cursed spirit and escapes the chains of the amulet for an amount of time and haunts the murderer that had killed it's owner using a variety of spells that focus on damage to try and finish off the murderer.

Strengths & Weaknesses
Wisp is an over-all balanced class that can take on most classes, because of the curses it can cast on them, yet it's weakness is that the owner is slow, and mobile classes can take it down easier, and dodge most of it's attacks. Wisp is best when fighting less mobile classes, as it is easier to chase them as Wisp, and aim at them with spells. Wisp's weakness is mobile ranged classes. The owners' curse and spell cooldowns are mediocre, while Wisps' are low, and the mana rate is relatively high, and that's because the owner needs to always have a curse up so he could not be overwhelmed and have nothing to do while enemies keep bashing him, Wisp, however, needs the low cooldowns so it could kill the murderer that murdered his owner as fast as he could before it gets locked inside the amulet.

Wisp.png
Defense - 1.1

Damage - 0.9

Movespeed - 0.8

The owner's buckler gives it extra defense, while also defending itself from attackers. Wisp is one with the owner, controlling the brain of the owner so it could read it's commands, while also draining some energy from the owner, thus, the owner is weaker and moves slower. Since Wisp is controlling the owner, it is also helping it by sending waves of spirit into the owner's veins, increasing the mana regeneration.

Wisp2.png
Defense - 1.4

Damage - 1.1

Movespeed - 0

Wisp is spectral which makes it harder for him to get hit. As much as strong Wisp is, Wisp cannot move. Wisp must use spells to move.

Animation
The equipping animation goes as follows: Owner reaches for the inactive amulet, owner activates said amulet, owner pulls out Wisp from the amulet, Owner lets Wisp levitate on it's hand.

The basic combo for the owner goes as follows: Owner swipes the buckler to the left, owner bashes the buckler forward, owner kicks forward (if hits, opponent looses 0.1 movespeed for 3 seconds. does not stack), owner headbangs the opponent (if hits, opponent looses 0.1 defense for 3 seconds. does not stack). The owner's attacks pack a punch, as they are mixed with Wisp's spiritual power, so they knockback the opponent more.



The basic combo for Wisp goes as follows: Wisp swipes left, Wisp swipes right, Wisp shoots a beam at the opponent from it's middle eye, Wisp reaps the opponent, hitting with both blades on each side (decreases defense and movespeed by 0.1 for 3 seconds. does not stack).

Abilities
As explained before, the owners' and Wisps' cooldowns are lower than usual and the mana regeneration is higher than usual, so the skills are revolved around that. The owner's skill set is mainly built for cursing the enemy, while Wisp's skill set is mainly built for killing the murderer of the owner fast.

Passive - Spirit - Wisp has a special bar called Spirit which is used instead of mana to cast it's spells. Once Wisp is summoned, it's remaining mana is used as health, and it drains 5 mana per second, until Wisp returns to the amulet. Owner also has a Spirit bar. Once full, owner can command Wisp to use one of it's spells (by pressing E) on the opponent. the bar regenerates slower than their mana regeneration. When owner dies, the target gets cursed. Wisp can only be hit by the cursed target but can't damage other targets. The opponent looses 0.1 of each stat until wisp returns to the amulet.

E - Call Forth / Spirit Dash - Owner commands Wisp to cast a spell on it's opponent. The spells are the same as Wisps' spells. Only works when Spirit is full. / Wisp dashes to a location, getting closer to the opponent (because Wisp can't move). Does not use Spirit. [Cooldown - 2 seconds]

Z - Cripple / Soul Shards - Owner curses the opponent, making it lose 0.2 movespeed and damaging it based on how much movespeed it has for 3 seconds. Every 0.2 movespeed - 2 damage. only works every 0.2 movespeed. [Cooldown - 10 seconds. Mana - 35] / Wisp shoots out many projectiles out of it's middle eye, shooting out 5 every second for 3 seconds. [Cooldown - 6 seconds. Spirit - 15]

X - Shrink / Mana Link - Owner curses the opponent, shrinking it's weapons, making it deal 0.2 less damage for 5 seconds, cancels out the ability the owner is channeling and silencing the opponent for one second. [Cooldown - 15 seconds. Mana - 40] / Wisp lashes out a spiritual link, if it hits, Wisp gains 0.2 damage, the opponent looses 2 mana per second and Wisp gains 1 mana per second for 10 seconds. Wisp also gains 0.2 damage. [Cooldown - 5. Spirit - 20]

C - Nightmare / Snare - Owner curses the opponent, making it think the owner is it's worst nightmare, making the opponent lose 0.2 defense and snares the opponent once the effect starts and ends. Lasts 4 seconds. [Cooldown - 8 seconds. Mana - 30] / Wisp pulls the opponent by it's feet towards itself and snares it for 4 seconds. [Cooldown - 8. Spirit - 40]

V - Haunted - Owner channels ancient tribal magic for 3 seconds, then releases a big circle that haunts all opponents in it. The opponents can not leave the circle, take 2 damage every second and lose 0.1 of each stat every 2 seconds for 6 seconds. At the end of Haunting, targets are instantly stunned, trying to regain themselves after the horrors they have seen. Wisp does the same, but instead screeches and casts it after one second. At this time, Wisp cannot go below 10 mana, can move freely and gains 0.2 damage. [Cooldown - 30. Mana - 40. Spirit - 60]

BONUS DUCKS!
The buckler at the top left and the amulet at the bottom right. The buckler and the amulet are both shaped to look like Wisp. When not used, the amulet glows dim, when in use, the amulet lights up. The amulet and Wisp can be colored depending on the main color. The buckler is colored depending on the secondary color. Go nuts!

This is my first time on the forums and my first time making a class suggestion, so don't go mad at me because something seems wrong. :)

Cheers! 