Board Thread:Suggestions/@comment-26960607-20180303110516

Class Concept: Viper

Role: Fighter

Subrole: Rusher

Weapon: Venomshank (Dagger. Viper wields two in hand)

Description:

Viper is a mercenary who possesses deadly poison that slowly will kill and weaken his/her opponent during their confrontation. While Viper has some forms of ranged attacks & mobility options, they’re mostly used as utility especially in case his/her targets have some nasty tricks up their sleeves. While Viper is good at one-on-one close quarter confrontation, his/her efforts with can be put in serious vain if his/her opponents can mitigate the effects of his/her weakening toxins.

Attack Combo:

-Stabs with right shank

-Stabs with left shank

-Swings right shank to the left

-Swings left shank to the right

(Damage: 30-50)

[Passive] Poisonous Toxin:

Viper’s damaging attacks can poison enemies.

Viper’s Basic Attack poisons enemies for 5 seconds and makes them constantly take (0-1 to 0-5) poison damage (the damage dealt is basically RNG. The numbers mentioned up there is what the damage range could be. The bigger the range, the more threatening the poison is).

[E] Throwing Shanks:

<p class="MsoNormal">Toggle E.

<p class="MsoNormal">Viper prepares to throw a Venomshank. Clicking now makes Viper throw a Venomshank which damages and poisons like Viper’s Melee Click Attack. The shank gets thrown at the direction of the cursor in a slight arc.

<p class="MsoNormal">(Cost 3 Mana per Throw)

<p class="MsoNormal">[Z] Acid Goop:

<p class="MsoNormal">Press Z to toggle.

<p class="MsoNormal">Viper imbues his/her Venomshanks with acidic goop. When the next attack that uses the shank hits something, the goop splashes onto the enemy which lowers his/her defense by 10% for 5 seconds. This debuff is separate from any poison effect.

<p class="MsoNormal">When the goop has splashed onto an enemy, there is no more goop left on the shank. The mana is consumed and the cooldown activates when the goop has been splashed onto an enemy.

<p class="MsoNormal">(Cost 10 Mana. 5 Second Cooldown)

<p class="MsoNormal" style="tab-stops:97.5pt">[X] Snake Fangs:

<p class="MsoNormal">Viper leaps a short distance forward and strikes both his/her Venomshanks into the enemy, dealing (60-100) damage along with poisoning an enemy for 5 seconds, making them constantly take (0-2 to 0-10) damage. The enemy also has his/her speed lowered by 10% for as long as this applied poison lasts. Any new poison added afterwards however will extend the duration of the Speed Debuff until they wear off.

<p class="MsoNormal">(Cost 20 Mana. 10 Second Cooldown)

<p class="MsoNormal">[C] Scorpion’s Tail:

<p class="MsoNormal">Viper stands still and throws one of her Venomshanks at the direction of the cursor but it’s not infinite ranged. The Venomshank throw however has a rope attached to it. Upon hit, it deals (40-60) damage and poisons the enemy for 5 seconds, making him/her take (0-1 to 0-5) damage constantly. The enemy also has his/her attack lowered by 10% for as long as this applied poison lasts. Any new poison added afterwards will extend the duration of the Attack debuff until they wear off.

<p class="MsoNormal">Viper can do one of three things when the roped shank is attached to something depending on what key is pressed.

<p class="MsoNormal">[Forward] Viper pulls himself/herself to where the shank is attached, whether it’d be an object or an enemy but will increase the mana cost by 10.

<p class="MsoNormal">[Backward] Viper pulls whoever was impaled towards him/her but obviously can’t pull objects like terrain or objects that are rooted in place (like Obsidian’s Obelisks) and will increase the mana cost by 10.

<p class="MsoNormal">[C] Viper pulls the Venomshank out of the enemy which can also be done while the shank hasn’t been thrown out to cancel the move and doesn’t exactly require any mana to perform.

<p class="MsoNormal">While the Venomshank is thrown out, Viper remains still. If the thing the Venomshank got attached to moves, it’ll kind of move Viper as well if it moves beyond the shank’s maximum range. If the roped Venomshank has hit something, mana is consumed and the cooldown activates but otherwise it won’t.

<p class="MsoNormal">(Consumes 20 Mana. 10 Second Cooldown)

<p class="MsoNormal">   [V] Stinging Swarm:

<p class="MsoNormal">Viper unleashes a swarm of poisonous bugs around him/her for 15 seconds. This swarm kind of covers him/her like a cloud of smoke. When an enemy is within the swarm cloud of a bug, the swarm gets on them too but will only last as long as Viper’s own swarm stays around. The swarm will constantly make the enemy take (1-5) damage and each hit poisons the enemy for 5 seconds which makes them take (0-1) poison damage constantly.

<p class="MsoNormal">This swarm stays around Viper along with where his/her cursor is pointing at but can’t go too far from him/her. It’ll also be around Viper’s shanks as well, even if he/she is throwing them. They only like to stay around things (with a health bar) however.

<p class="MsoNormal">(Costs no Mana but can only be activated if Viper at least has 30 Mana. 60 Second Cooldown) <ac_metadata title="Class Concept: Viper"> </ac_metadata>