Well, thought I'd suggest a new class, seeing as there's a new forum. This is a concept class, but hopefully, if it gets balanced, I hope it can be implemented (doesn't have to be anytime soon though) This class is designed to replace the medic class on higher difficulties, as FA medics aren't usually used in higher difficulties, and the only reason medics seemed to be used at all instead of something else is because of surgical laser. The first tree is the recovery tree, and it is completely life based (the scientist does not use any energy in the tree at all). On the other hand, the destruction tree is entirely energy based, the scientist does not use life in this tree. The scientist's passive, energy transfer armor, benefits both sides depending on what it is set to, but the scientist is unable to use armor, therefore it is more open to attack. Scientist Passives Energy transfer armor: The Scientist has increased health regeneration outside of battle. This can be changed to having increased energy regeneration outside of battle. Battle represents any situation in which the scientist is firing his weapon or being hit. The scientist is unable to wear any other types of armor. Regen rate is +0.6 per second. Tree 1: Recovery Tier 1: Blood Transfusion The scientist links up with the target ally, transfusing blood between himself and the target. The scientist loses hitpoints while the target gains them. Single target toggle. No energy cost. No cooldown. Level 1: Transfers 10 hitpoints a second Level 2: Transfers 20 hitpoints a second Level 3: Transfers 30 hitpoints a second Ailment Control The scientist uses a few nanites from his suit in order to correct ailments in the target ally, or inflict them upon an enemy. Removes one stack of venom, open wound, or cripple from an ally, or inflicts the same to the enemy. Does not affect bosses. Level 1: 30 health cost and 15 second cooldown Level 2: 20 health cost and 10 second cooldown Level 3: 10 health cost and 5 second cooldown Tier 2 Vampiric Touch The scientist enhances his weapons so that they drain life from the targets that he hits based on a percentage of damage dealt to the target. The scientist sacrifices some nanites everytime he fires the weapon. 5 health cost, toggle. Level 1: Restores 15% of attack damage per shot Level 2: Restores 30% of attack damage per shot Resistance (Passive) The scientist has grown resistant to the effects of wounds, and is capable of sharing this with allies around him. Level 1: Reduces effects of ailments by 30% in 3 radius aura Level 2: Reduces effects of ailments by 60% in 6 radius aura Tier 3: Health Boost The scientist has adapted his nanites to extending the life of marines. Restores 150 health to all allies in a 8 radius, and additional life restored this way is temporarily added to the marine's life pool. Effect does not stack. 100 health cost, 40 second cooldown. Level 1: Restores 150 health in 8 radius. Extra health is stored as temporary hitpoints and last 15 seconds. This effect does not stack with itself. Tree 2: Recharge Tier 1: Energy Shock The scientist releases a large amount of electricity into the target area in 3 radius, stunning units, dealing damage, and slowing them down while they attempt to recover their movement speed. Also weakens the target's armor, causing it to take extra damage from attacks. 20 energy, 5 second cooldown. Level 1: 30 damage, 0.5 second stun, 5 second recovery time, -1 armor. Level 2: 60 damage, 0.5 second stun, 8 second recovery time, -1 armor. Level 3: 90 damage, 0.5 second stun, 10 second recovery time, -2 armor. Overcharge (Passive) The scientist augments his suit to increase his performance. This passively boosts his attack speed and damage. It also augments the performance of allies around him. Level 1: +10% attack speed and damage. 1 radius aura. Level 2: +15% attack speed and damage. 2 radius aura. Level 3: +20% attack speed and damage. 3 radius aura. Tier 2: Overclock The scientist floods his energy producing batteries, increasing his energy regeneration rate but taking damage over time. This ability automatically stops when the scientist is below 40% health. Toggle. Level 1: Restores an extra 2 energy a second. Loses 4 health a second. Level 2: Restores an extra 3 energy a second. Loses 5 health a second. Energize The scientist charges an enemy with a polarity. Enemies that die with a + polarity shock nearby enemies for damage while enemies that die wtih a - polarity stun nearby enemies. The polarity is determined randomly. 20 energy cost. 10 second cooldown. Level 1: 80 damage or 3 second stun. Level 2: 120 damage or 5 second stun. Tier 3: Insanity Shock The scientist uses an extremely high voltage current in a 4 radius specifically targetting the creatures' minds, shattering them and giving them a change to become enemies of their own kind for the duration. These creatures spread the effect to other creatures they attack and have a smaller chance of converting them on attack. Damages bosses but do not convert them. Damage stacks up to 3 times. 20 second duration, 40 energy cost, 40 second cooldown. Level 1: Deals 30 damage a second, 20% chance to convert. Enemies have a 10% chance to convert other enemies on attack.