Board Thread:Suggestions/@comment-26308094-20151127101037

Mage Class: Trisolaris

Sub-Class Role: Hexer

Weapon Name: Parabolis

Description: Trisolaris is an offensive-defensive hybrid class who fights with a highly-reflective glaive and 3 balls of plasma. With multiple sources of damage, Trisolaris can either deal a lot of damage in a short time or slowly deal damage over time. Trisolaris has abilities that either cause him to directly attack with his plasma orbs or scorch enemies from a range with them while keeping them back with his glaive which deals good knockback with his normal combo attacks. However, Trisolaris’s abilities are not effective in close quarter combat.

Posture: Trisolaris spawns in with his glaive on his back. When equipping his weapon, Trisolaris pulls his glaive over his back holding it with both hands and 3 plasma orbs will materialise out of thin air above him, heading downwards and stopping at torso level. When idle. Trisolaris has the tip of his glaive pointing upwards with the back end resting on the ground, his plasma orbs will rotate horizontally around him if he is in Stable Era and will fly around him in any direction if he is in Chaotic Era. When moving, Trisolaris lowers his glaive to make it point towards his left side.

Clicky Combo: Trisolaris swings his glaive to the right, then raises it above his head and slash downwards vertically, following up with a smack with the flat side of the blade of his glaive, dealing high knockback, finishing the combo with his plasma orbs. If he is in Stable Era, the orbs will increase the speed of rotating around him by a lot and dealing damage to enemies near him multiple times while sucking them in slightly. If he is in Chaotic Era, the plasma orbs will position themselves in front of him in a triangle and rapidly rotate, damaging enemies in a cone multiple times with their heat but dealing low damage each time.

[Passive] Celestial Aegis - Every time Trisolaris gets damaged, a tiny portion of the damage dealt (emphasis on tiny) and some stun (no emphasis on tiny this time) will be reflected back onto enemies. The damage dealt though being low and having a maximum, is not affected by defense. If Trisolaris gets staggered by an enemy, instead of having a bit of damage and stun reflected back, Trisolaris’s palsam orbs will fuse into his glaive and the glaive will blaze brightly and the enemy who staggered Trisolaris will be slightly damaged and staggered. Additionally, the plasma orbs rotating around Trisolaris will deal a bit of damage and knockback every time an enemy touches it, but the orbs will disappear Trisolaris gets staggered/stunned and will dim themselves and enter a 1 second cooldown every time they deal damage to an enemy.

[E] Era Switch - Trisolaris has two modes, Stable Era and Chaotic Era, Stable Era being his initial mode. When in Stable Era, the plasma orbs will rotate horizontally around him. Trisolaris will also have increased mana regeneration when in Stable Era along with 1.1 damage, 1,1 defense and .9 walkspeed. When in Chaotic Era, the orbs will rotate around him in any direction in an erratic manner and will sacrifice knockback for more damage and stun. Abilties will have modifications when Trisolaris is in Chaotic Era. Trisolaris’s stats in Chaotic Era are around 1 walkspeed, .9 defense and 1.3 damage, with slight and random changed every 5 seconds within a margin of .1. The plasma orbs in Chaotic Era will also gain a significant increase in speed.

[Z] Flare - Trisolaris spins his glaive vertically in front of him. The 3 plasma orbs will blaze brightly, rotating in front of the glaive in the same direction with a slow initial speed, which then quickly accelerates. Trisolaris will deal rapid damage to enemies in a large cone in front of him while the orbs are spinning, dealing low damage at first which increases as the orbs accelerate. Enemies caught in the attack will have their walkspeed and damage decreased for a short time. (half second startup, 1 second acceleration, 2 second duration at full speed, consumes 20 mana, 12 second cooldown) [Scorching - Trisolaris spins his glaive horizontally above him. The 3 plasma orbs will warp to the most recently hit enemy and rotate around him instead. The damage dealt is increased and so are the debuffs when compared to Flare]

[X] Gravitational Pull - Trisolaris positions his plasma orbs around him in an arc, enemies around him will get pulled towards him and be dealt slight damage every second. Affected enemies will be inflicted with a .3 walkspeed debuff while in the aoe. Trisolaris can attack with his normal combo during this ability but cannot use other abilities until it ends. (consumes 20 mana, 14 second cooldown, 4 second duration) [Syzygy - Trisolaris positions his plasma orbs in a line facing foward, enemies in front of him will get pulled towards him while being inflicted with good damage every second. Affected enemies will be inflicted with a .5 walkspeed debuff while in the aoe. Trisolaris cannot attack or use abilities during this ability. The aoe is larger that Gravitational pull but it only affects enemies in front of Trisolaris. (2 second duration)]

[C] Bolide Blueshift (or Radiant Redshift- Trisolaris points his glaive forward, the plasma orbs will then turn blue and shoot forward at a supersonic speed, producing a sonic boom. Enemies directly hit by the plasma orbs will be inflicted with heavy stun and damage. Enemies hit by the sonic boom, which has a large hitbox, will be staggered and knocked back a considerable distance and receive a .2 defense debuff. The orbs then return to Trisolaris, dealing slight damage and knocking enemies towards Trisolaris. (consumes 30 mana, 22 second cooldown)

[V] Armageddon - Trisolaris stabs his glaive into the ground, the plasma orbs then rotate horizontally above his head before colliding with each other at the same time, merging into one orb. Enemies near Trisolaris will be sucked towards the orb for 1 second before it goes supernova and explodes, piercing enemies with rays and reducing all stats of enemies by a lot. After the supernova ends, 3 plasma orbs will form from the supernova remnants. (consumes 45 mana, 55 second cooldown)  