Viper, Venoms and "DOTs"

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Viper, the job that has turned out to be nothing but a simple dual wielding DPS with no interesting mechanics or identity, all for the sake of the ongoing simplifications of jobs.

But, what if we can restore some of the job's "Venomous" fantasy by Layering some new mechanics without much affecting the simplicity of the Job? My suggestion is as follows..

Let the VPR afflicts Debuffs upon executing the Two-Handed attacks, based on the active Venoms at the time, here are the full details:

-For Single Targets-

Death Rattle will afflict the Target with Toxins based on the active Venom at the time of execution:
(Flankstung Venom, Hindstung Venom) will afflict the target with "Impairing Toxin", also the (Hunter's Coil) attack will afflict this Toxin directly
(Flanksbane Venom, Hindsbane Venom) will afflict the target with "Sightless Toxin", also the (Swiftskin's Coil) attack will afflict this Toxin directly.

Both Toxins are DOTs of 50 Potency that will last for 12 Seconds.

-For AOE Targets-

Last Lash will afflict All Targets with Toxins based on the active Venom at the time of execution:
(Grimhunter Venom) Will afflict the targets with "Sluggish Toxin", also the (Hunter's Den) attack will afflict this toxin directly.
(Grimskin's Venom) Will Afflict the target with "hefty Toxin", also the (Swiftskin's Den) attack will afflict this toxin directly.

Both Toxins are DOTs of 25 Potency that will last for 12 Seconds.

now the next part will be weird, but please bear with me:
All of the Toxins cannot be stacked and will keep replacing each other, meaning that the target(s) will continually have a single DOT active, and for Out of Range situations with a risk of the DOT falling off, each (Uncoiled Fury) attack will increase the currently active DOT by 5 Seconds.

now you are wondering, why should we have multiple DOT version if they cannot be stacked with each other? that's where our new ability comes into Play:

New Ability (Metamorph)
Cooldown:
30 Sec
Description:
Afflict the target and all enemies nearby with "Noxious Fang", which will act as a second DOT, and apply Status effects to all enemies based on the currently active Toxins.
Noxious Fang Potency: 35
Noxious Fang Duration: 15 Seconds
Applied Status Effect:
Impairing Toxin:
afflicts the target with "Paralysis" that will last for 8 Seconds
Sightless Toxin: afflicts the target with "Blind" that will last for 10 Seconds
Sluggish Toxin: afflicts the targets with "Slow" that will last for 8 Seconds
hefty Toxin: afflicts the targets with "Heavy" that will last for 10 Seconds

Now, even though the status effects will be useless on bosses and Hardcore encounters, i believe that the DOTs mechanic will add interesting gameplay elements that will contribute positively to the VPR Job Fantasy.

Thank you, And I would love to hear your thoughts.

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