I forgot to put this in the other post. I guess even if I put it in there, it'd be a lot for some few people to read, so why not make a second post. HEALER Cost: 25000 XP You are the Medic When you spawn, you can place down a beacon entitled "Totem". When people are near it, they will receive regeneration 2. They can be in a 5x5 area of it. You can craft multiple Totems with a cake and wood around it (Custom crafting, also you can get cake from the shop). You can place multiple ones. If an enemy breaks the one you spawned with, you will get it back. If they destroy the ones you crafted, you will not receive that one. They cannot be placed near a nexus. MUTANT Cost: 25000 XP You are the Failed Experiment (rip condom) Every 30 seconds, you can right-click your ghast tear entitled "Mutate". This will give you buffs depending on what time of the day it is. If it is day, you will receive resistance and speed for 10 seconds. If it is night time, you will receive night vision and regeneration for 11 seconds. Your powers are also quite contagious. You have a 37% chance of giving someone a debuff depending on what time of the day it is. If it is the day time, they will receive weakness 1 for 10 seconds. If it is night time, they will receive poison 1 and blindness for 8 seconds.
Nice ideas, but mine are a bit different. For your mutant I suggest for contagious buffs/debuffs they have a 70% chance to get a debuff and 30% chance to get a BUFF (Health I, Health II, Regen I, or Resistance I My idea for healer: Healer: Every 40 seconds you may activate your bone meal entitled Totem This will give all teammates around you in a 6x6 radius regeneration. You have to get kills before you can get a good regeneration effect. 0 kills, Regeneration I for 3 seconds 1 kill, Regeneration I for 5 seconds 2 kills, Regeneration I for 8 seconds 3 kills Regeneration II for 3 seconds. 4 kills Regeneration II for 4 seconds. 5 kills Regeneration II for 5 seconds (MAX) If you die you have to restart killing people.
These are bad :T. Healer is supposed to be a defensive class. You don't want to mix offense with defense in the front lines, do you? No m8. Also the mutant would be really bad then. Half of the reason I gave that redo to mutant was because it didn't get good buffs. It wasn't specific enough either. This gives it some more light.
Healer isn't supposed to be a defensive kit. But healer should be allowed to use its special in the nexus zone to help rushing.
I meant it as a support class, not defense. Also, if you mean take away the totem, then that just opens up a chance for it to be used by rushers, which I don't want. It's a supporting class.