Class idea #3. This class is about switching between defense and offense at the right time. Speed: +++++ Jump: +++++ Regen: +++++ Laser Rifle. Ranged attack with a chance to light enemies on fire. 1.0 sec cooldown, 100% damage, 30% chance to inflict additional 150% damage over 5.0 sec, Moderate Knockback. Your regular, run-of-the-mill pew-pew laser. The damage averages out at 145% per attack, but this should be compensated by this damage being drawn over time, its inherent degree of randomness and it not stacking with itself, merely resetting the DOT counter instead (so if you get two burn hits in a row, the potential 4 seconds of fire damage from the first hit are lost). Works in combo with Safety Bubble (see below). Stacks with that item that ignites emenies. Dash. A forward lunge that grants immunity. 4.5 sec cooldown. Twin brother of Commando's dash. Safety Bubble. Energy field can block 95% of incoming damage and power abilities 1 and 4. 10.0 sec cooldown, 7.5 sec duration, 95% damage reduction. Once this field is up, 95% of incoming damage is ignored. However, if you shoot the Laser Rifle from inside the Safety Bubble, the beam is amplified and passes through all enemies, possibly igniting several of them. But here's the trick: each shot reduces this field's duration by two seconds. In other words, this ability can be used defensively, when you walk around almost invincible 75% of the time, or it can be used offensively to increase damage output drastically while giving close to no protection. Bubble Burst. Overloads the safety field and stuns everyone around. 10.0 sec cooldown, 150% AoE damage, Heavy Stun. Another ability to combo with Safety Bubble, it eats 6 seconds of the field's duration. While it doesn't have much in the damage department, it's supposed to be a tool to escape large crowds that will inevitably pile up due to not-so-great base speed of this class.