Board Thread:Suggestions/@comment-27026273-20151008123528

"Don't leave me... Please..."

Hexer Class: Outcast

Subclass: Rusher

Weapon Name: Sola Hal

Styles: 

Rejection - Outcast will focus on defense and will support allies by causing more deductions to opponents attack/defense/walkspeed then rather fight.

Abandon - Outcast will solely focus on being a solo fighter and will start offensively sneak behind players or use his curses to go offensive and fast paced to kill his enemies. All of his buffs will also not affect allies in this form of style.

Description: Outcasts are a who are ignored at first, but then quickly noticed as a deadly and unexpectively fast class who carries a heavy Medival Halberd that has been cursed with an ancient spell. Outcasts can be played evasively or defensively, depending on how you play. Outcasts are also noticed through how unexpected their curses are, as they're fast and have a small visual effect, making Outcast a very sleek class.

Weapon Description: Sola Hal is based off the Medival Halberds, as they are long and have a crescent blade in the shape of an axe and a spear at the end. The Handle is color customed with the first GUI, while the spear and crescent blade are with the second color custom GUI. Sol Hal will also have an orb at the back of the Sol Hal, which is the cursed object on the weapon that will inflict the curses on the opponents.

Posture: When spawning into the match, Outcast will have the Sola Halberd behind his back, diagonally left. Then Outcast will reach out for the Sola Hal with his left arm, then grab it with his right hand, then placing the Sol Hal between his left leg and torso, with his Left hand being more in front then his right. When walking, Outcast will put his left hand and right hand a bit more back, with the Sol Hal being in a vertically south-west position on the left side. When unequipping, Outcast will loosen his right hand and place the Sol Hal on his back with his left hand.

Standard Attack Combo: Outcast will first off jab the player with the spear of the Sol Hal 2 times, each making Outcast go foward, then following up with Outcast then spin and swing the Axe of the Sol Hal which will make Outcast go fowards, then finishing off with Outcast's will raise his Sol Hal up that will flash a small AoE that will damage opponents and give a 0.03 attack buff to Outcast for 2 seconds.

[Passive] Isolation: Outcast will have a 15% chance to deduct 0.04 defense to the opponents with his standard attack combo, as well as having Outcast recieve an additional 0.2 walkspeed and attack, but also have a deduction of 0.1 with Outcasts defense.

[E] Unexpected: Outcast will quickly aim to an opponent, which is aimed with the mouse, when selected before 4 seconds, Outcast will have his Sol Hal's Orb glow a color custom color. Then there'll be a quick line that will zip to the opponent that is placed to curse which will give the opponent additional 0.03 attack but a 0.05 defense deduction. After that there is no other visual effect, however opponents will know if Outcast has placed a curse, as the Orb will continously glow until the cursed player is killed or when Outcast uses his ''[Z]. ''Outcast can only have 4 seconds to place a curse, before having a cooldown of 10 seconds. Unexpected Curse also cannot overlap other curses.

[Z] Stalker: Outcast will raise his Sol Hal up for a few seconds, which will cause the cursed opponent to flash once, that will deduct 0.07 walkspeed and 0.1 defense for 20 seconds and will also make Outcast able to teleport behind the cursed opponent if one of the opponents stats overpass 1.3. [Consumes 30 Mana/Cooldown 25 seconds/Takes 3 seconds to press skill again to teleport]

[X] Endure: Outcast will endure societies harrasement, making Outcast have his additional attacks  being switched to defense, as well as have his Sol Hal's Spear glow and then jab the opponent, stealing additional 0.03 walkspeed and attack, all permanent. [Consumes 25 Mana/Cooldown 20 seconds]

[C] Insanity': Outcast will be fed up of society, and will go mentally insane and go through a rampage, which will cause Sol Hal's crescent axe and spear to glow dimmly, which will give additional 0.08' attack and defense, as well as ignore parry effects. Howeverm Outcasts stun resistance is decreased and damage taken when stunned will be doubled. [Consumes 40 Mana/Cooldown 55 seconds/Duration of Insanity 20 seconds]

[V] Mind Snap: Outcast will lose control of his Insanity skill. Outcast will first jab his Halberd to the ground at the left side of him, then will put both of his hands over his hands. Then he'll swing his hands down and then look up, which will create a distorted AoE of Outcasts mind. Outcasts Mind, when trespassed by the opponent, will deduct their defense and walkspeed by 0.2 as well as have their HP depleted by 5 every 3 seconds they stay within the field. Allies will not gain anything in the field. Also, Outcast will stay immobile for the whole duration, and Mind Snap can only be used when Insanity is still within duration. [Consumes 55 Mana/Cooldown 20 seconds/Can only be used when Insanity is on] 