Board Thread:General Discussion/@comment-28349857-20180227032212

(clarifications are listed at the bottom incase a move isn't clearly defined)

PLEASE BE SPECIFIC IN YOUR CRITICISM/COMPLAINTS, it helps me hone and refine this class into something the community would like to see without being unbalanced

Name-Zephyr

Role-Hexer

Sub-Role-Tank

Overview-

A blind warrior who utilizes wind and air elements, as well as a shield. Zephyr deals constant damage from all distances, and has the power to repel any attacks and constantly keep enemies on their guard for his. Although he has great crowd control capabilities, he does not possess the power to defeat more than one enemy on his own, due to his nature of being a victim of blindness.

Click combo-

1st hit-Vertical swipe downwards on the opponent's left arm. (30-35 damage)

2nd hit-Diagional strike going up-left that slices the opponent's torso. (40-50 damage)

3rd hit-Curved Horizontal slash that targets the kneecaps of the opponent. (40-50 damage)

4th hit-A small push utilzing wind magic. (30-35 damage)

Passive-Blind Man's Boon

The person who was recently attacked by Zephyr's shield, or successfully blocked by it, will be marked. When out of Seeing Eye, this person will automatically become the only thing Zephyr can see, as well as a path that leads him to that person. Alternatively, when the shield is not equipped and placed on the back, all attacks that strike his back will be reduced by 60%, and nullifying all damage every 10th hit.

E-Seeing Eye

For as long as Zephyr wants, he can utilize air magic to get his surroundings and locate the enemy, although he is not allowed to attack in this mode. His defense will increase to 200%, although it will gradually lower if he stays in the mode too long. This move also changes some of his special abilities.

Z-Repel

Zephyr creates a barrier directly in front of him with his shield, and then utilizes air magic to harden some of the air around him and create a wall. This wall will block any attacks, and will eventually disappear after 30 seconds. It can also be attacked to disappear sooner. Cooldown is 10 seconds. Consumes 20 mana.

E+Z-Cancel

If Zephyr is struck while in Seeing Eye mode, or is about to be struck, pressing Z will cancel the move and deal the amount of damage it would've dealt back to the attacker, while also boosting his speed for 15 seconds. However, if an attack is successfully canceled, his defense will drop to 150% and will start to deplete faster. If an attack is not repelled, Zephyr will then suffer a 20% speed penalty, and be forced out of Seeing Eye mode. Cooldown is 10 seconds. Consumes 20 mana.

X-Aero Grab

Zephyr grabs an enemy directly in front of him, and then chooses what he wants to do with the enemy.

CLICK-Zephyr will slam the enemy into the ground, staggering them.

X-Zephyr will throw the enemy into the air, and proceed to chuck the shield at them for massive damage and stun,

E-Zephyr will throw the enemy a long distance.

Cooldown is 20 seconds. Consumes 25 mana.

E+X-Wind Assault

After a three second charge, Zephyr will create wind tunnels around him and dive straight towards the nearest marked enemy. If the attack is successful, the enemy will be suppressed inside the air tunnels for three seconds. If the attack misses, Zephyr will then suffer a 10% attack penalty, and the marked target will automatically become unmarked. Cooldown is 20 seconds. Consumes 25 mana.

C-Reciprocal

For 20 seconds, Zephyr will create a barrier of wind that will surround an enemy that is currently marked. The enemy will be unable to attack or move, however they can also not be attacked. While inside the barrier, they will be blinded, effectively swapping their eyesight with Zephyr's, allowing him to see. After 20 seconds, the enemy will be unmarked and will have their eyesight returned, as well as suffering a 30% attack debuff. Cooldown is 30 seconds. Consumes 40 mana.

E+C-Deoxygenation

All enemies within a 50 stud radius of a marked enemy will have the oxygen around them be tightened, no longer allowing them to breathe, for 10 seconds. This will deal consistant damage overtime. While in this radius, the enemy will suffer a 15% defense debuff and 15% walkspeed debuff. Cooldown is 30 seconds. Consumes 40 mana.

Every second, this attack will deal 20-25 damage.

V-Wrath of Unseeing Eyes

Zephyr will immediately teleport to the marked enemy, and proceed to then suppress them. While they are suppressed, Zephyr will control their body like a puppet utilizing air magic. The person they possess can't be attacked, however their attack will be lowered to 70%. After 30 seconds, the puppet will unleash a large air bomb, that will stagger ALL players, including allies, but won't do any damage. Cooldown is 90 seconds. Consumes 100 mana.

Clarifications

E will allow you to see, as if you weren't blind in the first place.

The "path" that guides you to the enemy is a blue line on the ground that safely leads you straight to the enemy, but it will NOT consider factors such as enemies that could get in the way.

Repel will not have a "block" mechanic like frigost's shield and grand's siege guard. it will instead just act as another object wall.

Cancel will have a small hitbox on a marked enemy's weapon that shows the longest point of their weapon. For example, if a marked Tempus attempts to attack you with their 4th click combo attack, the hitbox will shift upwards into the edge of the hitbox, allowing you to cancel the move and deal back the damage. this move will not inflict stagger/stun/off-balance/timelock if the move in question is a move that would do it originally if it landed

wrath of the unseeing eyes isn't actually as op as you might think, since you're utilizing your own weapon instead of their weapon to attack. basically, you're dealing even less damage to an enemy without the ability to be attacked back. think of it as spectre's phantom. also, you will go INSIDE the body of the enemy, and you will not leave an open body like spectre would, but rather just taking over the enemy. you can't inflict self-damage to a puppet. if you attempt to touch the stun wall with a puppet, you will not take any damage, but instead will just be stunned, and also look like a massive asshole.

deoxygenation will NOT prevent you from attacking, and if you escape the radius of the attack you will no longer suffer the penalty of deoxygenation.

reciprocal will not allow you to attack the enemy inside the barrier either, and any ranged attacks will immediately be reflected, and will deal damage to the person who attacked them even if they are an ally.

i understand it's not a very developed class concept, and honestly it's broken in a way that makes it hard to follow or use, but think of it more like a support class than a hexer or tank. the only reason it's considered a tank is because you can tank a ton of damage in seeing eye mode, and are invunerable to attacks while utilizing a puppet. basically, just a class that utilizes air.

inb4 aang joke 