Board Thread:Suggestions/@comment-26513974-20150819133430

Role: Fighter

Subrole: Rusher

Description

Frenzy is a melee class rusher/fighter that deals damage the more he fights, but in the cost of his own survivability.

The longer the fight lasts, the more damage he deals.

Weapon Name: Jaggered Gauntlets

Stats

Defense: 1.0

Damage: 0.9

Walkspeed: 1.1

Attack Combo

Frenzy swings to the left with his left.

Frenzy swings to the right with his right.

Does a forward kick.

Claps his fists together infront of him, giving 10-15 stun / Slams the ground with his fists, dealing AoE Damage. (Both are alternative combos)

Abilities.

Passive: Frenzied Rage

When Frenzy reaches 40 HP, he undergoes rage for 20 seconds, gaining 0.5 damage, 0.2 defense and 0.2 walkspeed.

When below 10 HP, Frenzy guards himself for 10 seconds, reducing all incoming damage by 90% and gaining 1.0 walkspeed.

[E] - Attacker's Guard

(Toggle Ability)

Toggle 1: Gains 0.2 bonus damage, reduces 0.1 defense

Toggle 2: Gains 0.3 bonus walkspeed, reducies 0.1 damage.

'''[Z] - Clubber! (10 Mana, 5s Cooldown)'''

Swings his fists 3 times, dealing 6-7 damage each swing and moving forward a short distance each swing. The third swing deals 10-13 damage and knocksback the enemy.

[X] - Challenge (25 mana, 15s Cooldown)

Gains 0.5 bonus damage, at the cost of 0.3 defense for 7 seconds. Deals 2-3 damage in a Frenzied aura per second for the same duration.

[C] - Terrifying Scream (40 mana, 12s Cooldown)

Screams infront of Frenzy, sending his enemies into fear, slowing them by 25% for 4 seconds.

During this time Frenzy can Mutilate them.

Mutilation: Deals 1-2 bons true damage per attack to mutilated enemies, increasing by 1 per attack, up to 5 bonus true damage.

Mutilating enemies grant Frenzy a short burst of Frenzied Rage for 2 seconds.

[R] - The Painkiller (50s Cooldown)

Frenzy removes his Gauntlets and attacks with his bare fists, making his enemies bleed for 2 health per second for 3 seconds.

(This mode lasts 10 seconds).

Meanwhile Frenzy ignores any form of movement reduction, at the cost of 3 health per movement reduction ignored. 