yrrzy
New member
Hero kit design based on a Guardian Angel type playstyle, flying and taking hits for allies
Gun would be a slower-firing weapon akin to Mina or Doorman's pistols.
Base health would be high, base movement speed would be low.

My thoughts for the abilities:
Repelling Hand
Becomes stronger the more hits you take in a short time, and provides a method of healing yourself directly, not really the focus of the kit but designed to synergise with it.
Combo it with Guardian wing to push attackers back from your ally, tank a big attack and turn that damage back on the enemy, etc.
Guardian Wing
The "get down mr president" ability, and the way you will do most of your protection-focused tanking.
Your goal is to draw attention (and therefore damage) away from your teammates and onto yourself, and this is your main tool to ensure that.
Feather Fall
A consistent form of airborne movement as a passive, this will immediately draw attention to you while you survey the battlefield and aid your allies.
The active component consumes all stacks, so you can't simply return to flapping about after engaging a less active form of air movement.
Expected use case is building a few stacks, getting airborne, then floating while you shoot to start building new stacks, getting into a cycle of this.
Divine Radiance
This ability is the epitome of the "look at me! look at me!" style of tanking, pulling the enemy's focus towards you and away from your team.
And the better you do your job, the longer you can do it for!
(You would of course be able to end the channel whenever you start taking a little too much damage for your liking, but if you can eke out that extra second it might be worth it!)
I designed this kit to be interesting to myself, but let me know what you think!
Gun would be a slower-firing weapon akin to Mina or Doorman's pistols.
Base health would be high, base movement speed would be low.

Repelling Hand
Knock enemies away in a cone, dealing spirit damage that scales with recently taken damage.
T1 - Increase cone range
T2 - Apply a slow to hit targets
T3 - Heal a portion of damage dealt
Guardian Wing
Target an ally, quickly dash to their position and place your body infront of them, taking damage in their place for 0.5s.
Any damage the ally takes in this period is redirected to you. You will remain positioned in front of them when the effect ends.
T1 - Increase max target distance
T2 - Grant target a temporary Barrier
T3 - This ability counts as a Parry
Feather Fall
Passive: Build stacks of Feather fall for damaging enemies.
Gain one extra air dash or double jump for each stack, consuming them on use.
Active: Consume all stacks to fall with reduced gravity
T1 - Increased fire rate while featherfalling
T2 - Faster cooldowns while airborne
T3 - Gain barrier when featherfalling
Divine Radiance
Hover in place, blinding enemies that look in your direction to everything except you.
Taking damage during this ability extends its duration, this damage is not mitigated in any way.
T1 - Restore health over time to allies in AOE
T2 - Allow movement control
T3 - Slow blinded enemies
Knock enemies away in a cone, dealing spirit damage that scales with recently taken damage.
T1 - Increase cone range
T2 - Apply a slow to hit targets
T3 - Heal a portion of damage dealt
Guardian Wing
Target an ally, quickly dash to their position and place your body infront of them, taking damage in their place for 0.5s.
Any damage the ally takes in this period is redirected to you. You will remain positioned in front of them when the effect ends.
T1 - Increase max target distance
T2 - Grant target a temporary Barrier
T3 - This ability counts as a Parry
Feather Fall
Passive: Build stacks of Feather fall for damaging enemies.
Gain one extra air dash or double jump for each stack, consuming them on use.
Active: Consume all stacks to fall with reduced gravity
T1 - Increased fire rate while featherfalling
T2 - Faster cooldowns while airborne
T3 - Gain barrier when featherfalling
Divine Radiance
Hover in place, blinding enemies that look in your direction to everything except you.
Taking damage during this ability extends its duration, this damage is not mitigated in any way.
T1 - Restore health over time to allies in AOE
T2 - Allow movement control
T3 - Slow blinded enemies
My thoughts for the abilities:
Repelling Hand
Becomes stronger the more hits you take in a short time, and provides a method of healing yourself directly, not really the focus of the kit but designed to synergise with it.
Combo it with Guardian wing to push attackers back from your ally, tank a big attack and turn that damage back on the enemy, etc.
Guardian Wing
The "get down mr president" ability, and the way you will do most of your protection-focused tanking.
Your goal is to draw attention (and therefore damage) away from your teammates and onto yourself, and this is your main tool to ensure that.
Feather Fall
A consistent form of airborne movement as a passive, this will immediately draw attention to you while you survey the battlefield and aid your allies.
The active component consumes all stacks, so you can't simply return to flapping about after engaging a less active form of air movement.
Expected use case is building a few stacks, getting airborne, then floating while you shoot to start building new stacks, getting into a cycle of this.
Divine Radiance
This ability is the epitome of the "look at me! look at me!" style of tanking, pulling the enemy's focus towards you and away from your team.
And the better you do your job, the longer you can do it for!
(You would of course be able to end the channel whenever you start taking a little too much damage for your liking, but if you can eke out that extra second it might be worth it!)
I designed this kit to be interesting to myself, but let me know what you think!