the Oppressive Arcanist
INT; Hallowed Order.
"I've never understood that name. Oppressive? Like, with the not-grantin-social-rights kinda thing?"
"Not social oppression. Physical. The air around him is...slow. Thick. As if time itself was congealing and centering around him. If you stay, your attacks must fight through the resistance. And if you try to run, you are swallowed by air and blinded by lights."
"'F he's a magick sort, wouldn't he want the opposite?"
"Oh yeah, he won't be able to do much to you when you're kept in close like that. But his friends will."
Level 1 Skill:
- Active Summon. Summons a magickal sphere that maims enemies in X range for 10 seconds. Y second cooldown.
- Toggle. Cripples all units (enemies and allies) in a short range of Vosko. Allies get an x% bonus to attack power.
- Passive. Any unit within X range of Vosko that moves away from him is blinded for Y seconds.
- Active Summon. Summons a Beacon of Power. It can be moved by Vosko, is invincible to normal damage, and has the "Beckon" ability. When "Beckon" is used, all enemies in X range are blinked to the Beacon, which then disappears. 180 second cooldown.
To clarify for Beckoning Beacon(I wanted this part outside of the skill text because it makes it look messier and more complicated than it really is): Beckon cannot be used for the first 5 seconds of the Beacon's existence. The Beacon stays summoned until destroyed (e.g. communion, not normal damage), 'Beckon' is used, or Vosko dies.
He's a controller. I like how range is a variable in three of his skills, it makes him a bit harder to predict. His main game is to keep enemies in melee - while he himself is bad at melee. So not a hero killer, but a hero manipulator. I think his skills really make sense and speak for themselves.