Board Thread:Suggestions/@comment-28892766-20161029021927

in my world, we keep it "nonbinary-like" also warning, not vegan friendly. Role : Support

Subrole : Mage

Weapon : Geomace (Staff)



Description : Animist is able to summon monsters to aid itself in battle. Animist is a good support being able to heal and buff allies and its own monsters. Animist though can only summon a limited amount of monsters due to it's passive and the Summon bar. Each monster are able to do different things without Animist's control. Animist's main weakness is the lack of damage it can do on its own, it does very low damage with its weapon so it mainly relies on its abilities, therefore if Animist has low mana, it'll be in trouble also it lacks mobility and can be taken down quickly with fast classes. Animist is very capable of handling itself though with its summons and do very well in 1v1's though in team battles, its summons can split from eachother and not focus on one enemy so that leaves Animist vulnerable.

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Probable planned styles I have

Summoner : To get this, beat certain bosses, though I won't do this yet until more bosses are added. Has the power to summon smaller scaled versions of the bosses though I haven't thought of what it will do yet sense I don't plan on making it until more bosses are out.

Strider : Has different monsters and can mount on them and use their abilities, mainly focused to deal more damage and hexing, basically the opposite of regular Animist.

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Stats

Attack .8

Defense 1

Speed .9

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<p style="font-weight:normal;">Click Combo

<p style="font-weight:normal;">bonks head

<p style="font-weight:normal;">spins staff right side of animist which hits enemies 2 times

<p style="font-weight:normal;">thrusts forward two times

<p style="font-weight:normal;"> ---

<p style="font-weight:normal;">Passive - Beastmaster : Animist has a gauge called Summon next to the mana bar. The Summon gauge has a max of 100 and is filled up by summoning monsters and depletes when the monsters expire or die. When there isn't enough Summon gauge, Animist can't summon anymore until monsters expire or die. The damage Animist recieves from another Animist's monster is cut by half. Animist is immune to speed debuffs except for the ones that turn your movement speed to 0 (like Anubis' V for instance). Animist can only summon at a maximum of 3 monsters and their monsters can't regenerate health. Animist can damage its own monsters and it gives them a .1 speed buff.

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<p style="font-weight:normal;">Abilities

<p style="font-weight:normal;">E - Call Forth : Animist's Z, X, C, and V abilities become summon abilities where it is able to summon on monsters. When there isn't enough Summon gauge for monsters, the summon abilities besides Recall are shaded to indicate it is unusable.

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<p style="font-weight:normal;">Z - Howl  / Fairy : Animist Howls (idk y, but) doing moderate damage to enemies that are 30 studs within range of you and completely stops them from moving for a brief moment though guarding players aren't affected. Summoned wolves will also use Howl no matter where they are having the same effects. Mana 15, Cooldown 10

<p style="font-weight:normal;">Fairy : Animist opens a small jar (idk from its pocket) and releases a fairy. The fairy has fast small pellets and has good accuracy (not perfect tho) and shoots per 2.5 seconds. The pellets knock back enemies 5 studs backwards. When an enemy is within 25 studs of fairy, it will stop shooting and run the opposite direction until they're far away. Is mostly stationary, not moving. Has low defense, but is fast and has a 30% chance of dodging any type of attack and it will say "Miss". Is immune to all types of debuffs (can't be slowed, lowered in attack, or lowered in defense in any way). During grabbing and opening jar animation, lowers speed by .3. Mana 20, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">30 Health

<p style="font-weight:normal;">1 Attack

<p style="font-weight:normal;">.8 Defense

<p style="font-weight:normal;">1 Speed

<p style="font-weight:normal;">Duration : 20 seconds

<p style="font-weight:normal;">Summon Gauge Usage : 30

<p style="font-weight:normal;">

<p style="font-weight:normal;">X -  Cheer / Wolf : Animist increases attack and speed by .15 to itself, allies, and monsters that are within 30 studs of Animist for 5 seconds. Though this ability has a 3 second windup and during the windup, Animist dances and has a .3 speed debuff. Mana 20, Cooldown 10

<p style="font-weight:normal;">Wolf : Animist blows on a whistle (from idk, from its pocket) and a wolf jumps in and appears. Wolfs follow Animist around. They will only attack if an enemy is within 100 studs of the wolves. The wolves will begin chasing the enemies and if Animist becomes out of reach somewhere around 125 studs, the wolves will teleport back. Wolves have low attack and defense, though is componsated by not being able to be staggered, speed, attacks fast (bites/swipes at enemies per 1.7 second) and is immune to attack stat debuffs. Works similar to Vulca where the lower it's health is, the stronger the damage and speed stats are. During grabbing and blowing whistle animation, lowers speed by .3. Mana 20, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">50 Health

<p style="font-weight:normal;">.9 - 1.3 Attack

<p style="font-weight:normal;">.8 Defense

<p style="font-weight:normal;">1 - 1.3 Speed

<p style="font-weight:normal;">100 Stun

<p style="font-weight:normal;">Duration : 20 seconds

<p style="font-weight:normal;"> Summon Gauge Usage : 35

<p style="font-weight:normal;">-

<p style="font-weight:normal;">C - Nurse / Golem : Animist heals itself, allies and its monsters within 20 studs by 10 health and also remove any stat debuffs on them. Though this ability has a 3 second windup and during that, Animist can't move during this and its defense decrease by .3. If any fairies were summoned during this, they heal as well, but except for 3 points of health and also go through the same windup time and have the same debuffs during this, but they have a bigger range when healing which is 50 studs. Mana 30, Cooldown 15

<p style="font-weight:normal;">Golem : Animist blows on a whistle and a hurtle of rocks fly to the side of Animist to create a big, tall golem. The golem is very slow, has decent attack and defense. It's fists when it attacks create a AoE and when being directly hit by this fists, does 1.3x more damage and Golem attacks every 3 seconds. Is territorial, any enemies within 50 studs will make Golem go towards that player. Golem is much like Obisidian, when getting hit, will decrease it's defense, but increase it's speed. Can't be staggered nor stunned. Is immune to slow debuffs besides ones that make speed go to 0 (for instance Anubis' V) and recieves 50% lesser damage from bullet type projectiles (i.e trooper and mechanic). During grabbing and blowing whistle animation, lowers speed by .3. Mana 20, Cooldown 2

<p style="font-weight:normal;">Stats

<p style="font-weight:normal;">100 Health

<p style="font-weight:normal;">1.5  Attack

<p style="font-weight:normal;">1.5 - 1 Defense

<p style="font-weight:normal;">.7 - 1 Speed

<p style="font-weight:normal;">Duration : 20 seconds

<p style="font-weight:normal;">Summon Gauge Usage : 50

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<p style="font-weight:normal;">V - Thresh / Recall : Powers up all of Animist's monsters (and itself) regardless of where they are increasing all of their stats by .25 and also increases their attack speed by 1 second for 5 seconds (only works on monsters) and heals all monsters health by 20. 40 Mana, Cooldown 25

<p style="font-weight:normal;">Recall : Animist recalls a monster by clicking on them (pressing V again will cancel) and gets a refund in 15 mana which the monster becomes 3 small balls then goes towards Animist. No Mana, Cooldown 3

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<p style="font-weight:normal;">why i added the "hurt your own monsters" to the passive

<p style="font-weight:normal;">1. it fits

<p style="font-weight:normal;">2. monsters have passives very similar to the vulca and obsidian classes in strife, so hurting them will give them the passive boosts

<p style="font-weight:normal;">3. makes things more strategic

<p style="font-weight:normal;">4. animist can heal them anyways so why does it matter at all

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<p style="font-weight:normal;">* comment what you think, is it 2 op? what do i need to change?

<p style="font-weight:normal;">* this was partially inspired by a class called "Muse" in rose online which had this pretty cool summon gauge limit winkwinkwinkwink  oh the nostalgia when i hear its music 

<p style="font-weight:normal;">'* when i say low, moderate, stuff like that, i mean attack stat wise. what would be moderate damage if animist has .85 attack? (rhetorical)' <ac_metadata title="Class Suggestion : Animist"> </ac_metadata>