Addendum: VPR opener changes to accomodate damage buff and debuffs uptime. Execute another Dreadwinder combo after finishing your Ouroboros to do so.
@G0D5L4Y3R2 ай бұрын
Quazii with the best viper guide on KZfaq
@goliacktheshyguy92932 ай бұрын
I've been watching a few guide and breakdown for Viper and so far you're the only one where I understood most on the "why" I need to press those specific button! There is still some hard to understand but I think it will become easier when we can finally play it the 28 ^^
@zerratz28262 ай бұрын
Love this breakdown! Google doc included. It makes it way easier to visualise the job's flow for me.
@LucasRagnvindr2 ай бұрын
God I can't wait to play this class, fantastic video Quazii.
@lostinfrance98302 ай бұрын
This class looks totally dope 🙏 thx for the great rundown
@vagrant95382 ай бұрын
Great vidya! Thanks for the indepth and tooltip infos.
@MaestroKytes2 ай бұрын
I think one of the cooler things about Viper's weaponskills is how the Devs have created a fast job that can double weave as necessary. One thing that the fast melee jobs have trouble doing is double weaving on a shorter GCD, which is even worse if you have latency issues. So NIN, SAM, MNK all do not like to double weave. As you were describing the weaponskills, I was wondering how they were going to make the "Twin" oGCDs work. So if you look at the tooltips at the end, the skills that proc the "Twin" oGCDs actually have a much longer recast time, much like a BLM's Flare, but with the haste buff, they should drop very naturally down to a normal GCD window, perfect for double weaving.
@KevinHorrox2 ай бұрын
21:05 when you're talking about potencies.. I imagine any descriptive potency that is incorrect will be fixed for launch. however, as I understand the tooltips you show right now: Hunter's Coil gives Hunter's Venom which increases Twinfang Bite by 50. Twinfang Bite combo potency is 200, and the Hunter's Venom buff gives you an extra 50, for 250 potency. I don't know why they show the potency in this way, but I imagine that it's due to the design of using the buffs to indicate the next step in the rotation. Since most other jobs don't have a combo that provides a buff that increases the next combo action, their potency is just directly related to the combo potency, but because Viper is using an actual buff to denote the next combo action, the buff needed to provide something other than a glowing button. edit: Additionally, the oGCD combo potency denoted on their tooltip is because the *_other_* oGCD also provides the Hunter's Venom (or Swiftskin Venom) buff. So the oGCD that is immediately after its respective GCD is 250 potency, while the 2nd oGCD is 200 potency. Essentially, the GCD gives you an additional buff to the buff, to further encourage you to hit the correct oGCDs in the correct order
@Spiritchuckpvp2 ай бұрын
I would just consider most of the potency values in the tooltips we've been given for every job so far to not be final whatsoever, a good example of that is MNK: Leaping Opo + Leaden Fist = an "adjusted" potency of ~640 with Endwalker crit stat values Leaping Opo w/o Leaden Fist = an adjusted potency of ~500 Dragon Kick + Leaping Opo + Leaden Fist = an average adjusted potency of ~480 split between two GCDs. If this ends up going live, it would actually be a dps loss to use Dragon Kick at all. Do you know what this means? BOOTSHINE ROTATION! MONK IS SAVED!!!!!! I'M NOT COPING AT ALL!!!!!!!!!! 😭😭😭😭
@Dnies-hj4xk2 ай бұрын
Depending on build I guess but isn't it always a gain to damage buff up first then skillspeed 2nd? Much like samurai does in the opener? Yes you fit more gcds with the faster gcd but you miss out on the 10% pot buff for 3 attacks 1 gcd and 2 ogcd?
@demandred87532 ай бұрын
Is this google doc available as a read only?
@azrdd2 ай бұрын
I wonder if it would be possible to get enough SkS to actually fit a 3rd Steel Fangs combo in before needing to refresh Dread Fangs debuff. I hope "Fast Viper" will be an optional thing, like SAM. That would be awesome. (Seriously... give more jobs uses for haste than SAM/BLM -_- )
@Lunar_Yojimbo2 ай бұрын
🤔 interesting I am think how’s the DPS gonna be compare to samurai 😅 I’m samurai main just saying Will the job looks complex but when you try it probobly not my be worth a try 🤔 Thank you for info and explain viper mechanic have good days 🍻
@cavsfightingroom36922 ай бұрын
my head hurts lol
@KairuFreestar912 ай бұрын
I can see what they were going for but 3 minutes into explaining this I was already overwhelmed with how complex this class is going to be. I hated managing buffs and debuffs on mnk. I always was anxious about making sure it was up. I didnt have fun with monk until i stopped caring so much about buffs and debuffs. So it's pretty sad that vpr cares so much about keeping up buffs/debuffs. Trying to tell us to just "follow glowing buttons" is a massive reduction imo. Jobs shouldnt require a phd to play. Jobs should be designed simple and fights should be designed to be hard if they want to make the game harder again. Jobs not even out yet and im already hoping for a rework tbh.
@brandonabbott97012 ай бұрын
From what i've heard from other creators is that it sounds complicated but once you actually play it, it all makes sense and is pretty intuitive
@Auesis2 ай бұрын
It won't require a PhD. If you've played Reaper you would also see extremely wordy tooltips and skill names that frankly you don't need to care about. Eventually it comes down to "press reds, spend on greens, burst." Same with this job - the buffs and debuffs look more manageable than even Samurai. Just need to sit down and get a feel for how things flow together.
@bard_exe2 ай бұрын
Viper looks complex on paper but seems almost impossible to play wrong in practice. Every content creator has said this. Even Quazii: "Easy to play, but complex to master". Everything lights up and leads into the next step, and the timers might as well not be there because you'll be constantly refreshing them just doing your rotation anyway. Absolutely mastering and optimising the absolute heck out of it to be the highest possible DPS is something a very, very small percentage of players do, let alone are required to do. Low skill floor and high skill ceiling is how it should be; rewarding skill expression, effort and time put into learning and improving, etc. Jobs have been dumbed down a great deal in the last few years, and they're clearly aware of the issue that brings, given they want to focus on tackling homogonisation and class identity in 8.0. You won't need to master the job to do MSQ or roulettes, so unless you intend to play Viper in Savage or Ultimates, I wouldn't worry too much.
@Y-e-e-t2 ай бұрын
"I suck and can't play something so it should be dumbed down for everybody else that may enjoy it"
@KairuFreestar912 ай бұрын
@@Y-e-e-t nice bait, all im gonna say is i never said im not gonna play it and learn it, cuz i 100% am, i've wanted a dual wield class since rouge came out. it's been my philosophy since the early 2000s that player actions should always be simple and easy to do while boss fights and engagements are more complex and require you to learn the fights rather than brain dead repeat the same thing over and over. people who complain about the classes being to generic are more than likely not looking at the dungeons and the mechanics that we keep repeating in those.