Maestra the Storm Countess-Tempest Temptress in a Teacup

Name: Maestra the Storm Countess. Maestra
was an LLC scientist who worked on revolutionary technology which would allow
for the control of the magnetic poles of a planet. She was angered with her
superiors who only wanted to use her breakthroughs to get higher profits. So
she defected from the LLC and joined the Jennerit before the coup de tat
conducted by Rendain. She was made a countess after sharing her breakthroughs
in magnetic weather manipulation. A tragic accident during one of her tests
caused her body to stop aging, but warped her mind. She now fights with the
Battleborn as a psychotic storm manipulator and seeks to conquer the ultimate challenge,
wreaking havoc on Rendain’s Jennerit Imperium.

Health: 940

Shields: 300

Role: Attacker/Controller/Disruptor/Easy

Weapon: Portable Magnetic System:
Maestra’s primary attack unleashes shards of ice at enemies’ rapid fire. Her
secondary attack unleashes a thunderclap which damages multiple enemies.

Ability 1: Magnetic Well: Maestra
unleashes a vortex in an area which pulls enemies towards the center and deals
35 damage per second for 6 seconds.

Ability 2: Aerial Suspension: Maestra
suspends an enemy in the air for 8 seconds. While suspended, the enemy takes
reduced damage and cannot activate abilities beyond basic attacks.

Ultimate: Avatar of Storms: Maestra
surrounds herself with ice, wind and lightning to become a living embodiment of
the storms. She gains increased movement speed and periodically discharges
blasts of energy dealing 120 damage per discharge to surrounding enemies. Lasts
for 6 seconds.

Talent: Favorable Winds: Whenever Maestra
hits more than one enemy at a time with an attack or ability she gains 30% increased
movement speed for 5 seconds.

Augmentation Paths: Storm Caller and Force
of Nature.

Storm Caller Level 1: Magnetic Well’s
duration is increased. +2 seconds.

Level 2: Ice shards now slow enemies. +3
second slow duration.

Level 3: Aerial Suspension now deals
damage overtime to enemies. +21 damage per second.

Level 4: Magnetic Well’s cooldown time is
reduced. -20% cooldown time.

Level 5: Whenever Magnetic Well or Aerial
Suspension ends, there is a chance they will leave behind a localized storm
originating from where they were cast. +45 damage per second for 4 seconds.

Level 6: Teammates passing through
Magnetic Well are hastened. +30% haste.

Level 7: Dealing damage with the
thunderclap adds one second to enemy cooldowns each time you use it. Enemy
abilities must be on cooldown for this augment to work.

Level 8: Ice shards deal bonus damage to
enemy shields. +20% damage to shields.

Level 9: Aerial Suspension can now be used
on teammates, but ability usage is not restricted.

Level 10: Avatar of Storms no longer
discharges, but it constantly deals damage to nearby enemies each second and
has its duration doubled. +100% duration.

Force of Nature Level 1: Ice shards can
now be charged to release a much larger shard which fragments when it hits
enemies. +50% damage and blast radius to surrounding enemies.

Level 2: Magnetic Well’s damage is
increased. +25% damage.

Level 3: When Aerial Suspension ends, the
enemy is slammed into the ground and stunned. +2 seconds stun duration.

Level 4: Hitting enemies with the
thunderclap restores 75 shield energy per enemy hit. 7 second cooldown.

Level 5: Hitting the ability button again
while Magnetic Well is active will cause it to explode, dealing 150 damage.

Level 6: Enemies hit with ice shards are
weakened, they deal less damage. -10% enemy damage output for 5 seconds.

Level 7: Aerial Suspension’s cooldown time
is reduced. -20% cooldown time.

Level 8: Increase the movement speed bonus
of Favorable Winds. +35% increased movement speed.

Level 9: Enemies who are able to escape
Magnetic Well have damage dealt to them amplified. +15% amplify damage for 3
seconds.

Level 10: At the end of Avatar of Storms,
the ability releases one last discharge which deals double damage over double
the range.