Board Thread:Suggestions/@comment-26953843-20170615193631

Role: Support

Sub-Role: Rusher (in terms of base movement mostly)

Description: Sacris is very agile and surprisingly adapt to the battlefield.They can rush around and support its allies at any time as needed, even in the most incorrigible situations. They also can hinder enemies somewhat to prevent further chaos. Sacris’s high mobility is what keeps it alive, and allows for help on two separate battles if needed. Obviously Sacris’ abilities are not suited for direct battle, and a lack of mana makes them a liability.

Weapon Name: Potentiam (A chest-high staff [with base on the ground] with some chiseled mineral adorned on the top.)

Posture: Unequipped: The staff is laid diagonally across Sacris’ back.

Equipping: Reaches with their right hand, and spins it once around before setting the base on the ground.

Idle: Stands with a slight turn to the back, and staff is vertical with base on the ground.

Moving: Staff is tilted forward somewhat, I guess.

Attack Combo:

1. A quick jab forward

2. Another with the base of the staff that deals light knockback.

3. Right slash.

4. Slams the top of the staff to the ground, creating a small AoE that deals damage to enemies and restores 2-5 Mana to allies.

[NEW FACTOR] Vigor: This is like an additional effect that Sacris can apply to allies. It acts like armor, and is added on the the normal HP Bar of the affected targets. It is shown in the GUI as a yellow color, and can be stacked on top of full HP, or otherwise is added on to whatever remaining HP there is for the target. Note that natural regeneration will overlap Vigor, until it is gone. [PASSIVE] Relieving Aura: All allies within 25 studs of Sacris receive slightly increased mana and health regeneration. Additionally, debuffs applied to Sacris will only be 60% as effective. (So 20% debuff would be only be 12% to Sacris)

[E] Ambrosia: When pressed used upon an ally, it will give them 10 Vigor at the cost of 2 Mana every quarter of a second, up to a maximum of 200 Vigor for a target. Can be used on any ally, as many times as needed. Pressing this key again can stop the transfer at any time. Sacris cannot use this on allies that already have Vigor remaining; they must have no Vigor to start with. [Z] Leap: Sacris jumps and aims the tip of the Potentiam downward, and then releases a magical shockwave that shoots Sacris a good distance in the direction Sacris is facing. The shockwave deals some damage and stun to enemies, and also increases movement by 10% for 9 seconds to any ally in the AoE. Consumes 15 Mana. Cooldown: 12 seconds.

[X] Bolt Line: Sacris fires a beam (about 20 studs or so long) that deals minor damage and heals allies slightly. Then Sacris rushes across the beam instantly and arrives at the end of the beam line creating a medium AoE that deals a tiny bit more damage and great knockback and gives only Sacris a 40% increase in movement for 4 seconds. Allies hit by the AoE receive a 10% increase in defense and movement for 10 seconds. Consumes 20 Mana. Cooldown: 10 seconds. [C] Encourage: Sacris fixes their staff into the ground by the base, and makes Potentiam pulse an AoE every second, which increases attack and movement by 2% each time. Sacris is unarmed and unable to retaliate at this moment, but has 35% increased movement for mobility, helping to dodge some attacks. Sacris’ mana regeneration is increased substantially during the effect of this ability. Lasts up to 10 seconds, but can be cancelled any time by pressing this key again. (Potentiam will fly to Sacris’ current location at the end of this ability.) Consumes 30 Mana. Cooldown: 22 seconds.

[V] Infusion: Sacris takes a moment to infuse Potentiam with a surge of energy, and raises it up with great dignity, releasing a large, bright AF AoE that gives allies a temporary 350 Vigor, and Sacris 200 Vigor. This will be on top of the current health of allies no matter what, meaning natural health regeneration won’t degrade it. This surge of Vigor lasts only a temporary 7 seconds (or if it is destroyed by regular damage of course), but it can be quite a game changer. Consumes 50 Mana. Cooldown: 49 seconds.

Strengths and Weaknesses

+ Great support for its allies.

+/- Very efficient in CC, but for small skirmishes, the abilities could be wasted.

+ Good mobility for quick and efficient relocation.

- Lack of great damage output.

- Lack of defense for themself.

+ Ultimate can turn nothing into something, I guess.

- Literally has no debuffs, so weakening the enemy team is futile.

Bonus Style Ideas:

War Monk: Imagine a person that throws buffs and stuff around, and also is decent with physical combat to annoy opponents in trying to single the healer out.

Valkyrie: A dark being with a light soul, allowing for a good mix of hexes and buffs. Also gets a more magical offensive to prove its worth, but loses high mobility and "amazing" healing, but hey. 