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Vesuvia - The Grenadier


NeverEatTheLemonsAlone
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Vesuvia combines deadly explosions with elemental influences to cause untold mayhem in enemy ranks as she flits elusively from place to place, leaving nothing but corpses.

Vesuvia is based around using explosives to deal high damage. Because of her damage potential, however, she's delicate and squishy, with low health, shields and armor, and a lot of her abilities have compensations or delays before they become useful, e.g. sacrificing health or having to deal damage to a target.


Stats:

Stat: Base (At rank 30)

Health: 100 (250)
Shields: 90 (300)
Armor: 50
Energy: 150 (225)
Sprint Speed: 1.1
Polarities: 4x"=", 2x"V"
Aura Polarity: "—"


#1: Shrikestorm

Vesuvia aggressively launches a spreading volley of small darts which embed themselves in enemies, dealing small puncture damage. After ten seconds, the darts explode, dealing high blast and heat damage to the original enemy and medium-small AoE blast damage afterwards. Upgrading would increase volley size (1, 2, 3, 4) and decrease the duration (10, 9, 7, 5). Costs 25 energy.


#2: Land Mine

Vesuvia places a land mine at her feet. After fifteen seconds it becomes primed, and any enemy who walks over it detonates it, dealing blast damage. Though allies won't detonate it, it does damage them if they're caught in the blast. You can place multiple land mines at once, up to three. Upgrading would increase the AoE and would decrease the priming time. Costs 50 energy.


#3: Sticky Grenade

Vesuvia lobs a grenade perhaps the size of an Antimatter Drop ball in an arc, and it bounces once, then sticks to whatever it hits. To activate it, shoot it. Once it takes 1000 damage, It explodes, dealing not only blast damage, but also taking the damage type from whatever weapon you shot it with a la Tornado. The grenade can also stick to enemies, at which point a single well-placed sniper shot can annihilate an entire group if said enemy joins up with others. Upgrading would decrease the amount of damage necessary to blow it up (1000, 750, 500, 300) and would increase the AoE. Costs 75 energy.


#4: Nanobomb Chain
 

Vesuvia throws a dart resembling a Shrike at an enemy. After one second, that enemy takes massive blast damage and sixteen more Shrike darts pop out, each one going in a different direction. If they hit, the same happens, e.g. the darts are embedded, then makes the enemy take high damage and split. The damage suffers a 20% reduction. Only twelve darts pop out of each enemy. If they hit, once again, a 20% damage reduction, this time only eight darts. Score a hit again? Another 20%. Six darts. Finally, with one more hit, the last 20%, now quite low damage, and four darts pop out. If they hit, they do very low puncture damage and don't split. So ends the ability. This is just in case people want other than the "AoE Explosion of Damage" trope, which a LOT of frames use. Just a bit more unique. Upgrading would increase the damage by a significant margin. Costs 100 energy.

 

Alternate #4: Self-Destruct

 

Vesuvia leaps into the air and closes all exhaust vents, at the same time forcing her reactor into overdrive and activating all auxiliary power supplies. After a few seconds of power buildup, she unleashes an enormous explosion, taking damage equivalent to a quarter of her health (to her health, not shields). In exchange for the damage, it deals massive, guess what, blast and heat damage, and as an interesting effect, if your allies shoot you while you prime for explosion, your explosion works like Sticky Grenade, dealing extra elemental damage. When the ability ends, you can't move for a couple seconds as you vent the excess heat. Upgrading would increase the AoE and the damage dealt. Costs 100 energy. This is for those people that would enjoy a straight-up traditional area nuke.

 

 

Alternate #1: Contact

 

Vesuvia sends out a trio of Shrike darts, which prime upon contact with the ground, sort of a spread triangle formation. When primed, if an enemy steps into that area, it becomes highly volatile and deals low blast damage to the enemy, knocking it down. Upgrading would increase the Shrike spread and the amount of enemies it can affect before fizzling out, 2/4/7/10. Lasts for 30 seconds with no mods. The explosion needs to charge after use like Tesla, for seven seconds, making it less likely to entirely stun-lock an enemy.

 

 

Alternate #2: Blast Shield

 

An aura of blast energy surrounds Vesuvia. If an enemy tries to melee her, they are dealt the damage they dealt and are staggered. Upgrading would increase the duration of the shield, 10/15/20/25 seconds.

 

 

Alternate #3: Energy Charge

 

A sort of synergy ability, Energy Charge makes all explosives detonated by Vesuvia have a secondary effect.

 

Shrikestorm (EC): When the darts are embedded in the enemies, they and all enemies around them are slowed by 20%.

Land Mine (EC): The land mine also bursts on shrapnel when it explodes, doing small AoE Slash damage with a 75% chance at Slash proc.

Sticky Grenade (EC): Not only does the grenade do the elemental damage of the last weapon it was hit by, it also does more damage the more you hit it, sort of like Antimatter Drop.

Nanobomb Chain (EC): The darts take on slight homing effects. Not to the point of shuriken, but enough to have a greater chance to hit.

Self-Destruct (EC): When you the ability ends, Vesuvia opens her vents very quickly and powerfully sucks in air, pulling enemies towards you in a radius of about 5 meters, knocking them down and dealing impact damage.

EMP Bomb (EC): Deals small magnetic damage and disrupts shields as well as doing increased damage on proxies.

Gas Grenade (EC): The gas cloud also deals corrosive as opposed to just toxic.

 

 

Alternate #1: EMP Bomb

 

Vesuvia tosses a grenade that instantly disable all alarms and sensor bars in the area, allowing for a little bit more stealth-oriented gameplay, just in case. Deals ~200 damage AoE to proxies.

 

 

Alternate #2: Gas Grenade

 

Vesuvia tosses essentially a torid-ball, spreading a cloud of poison damage over any given area for somewhere around 15 seconds.

Feedback is welcome, art coming as soon as I can get my hands on a scanner.

Edited by NeverEatTheLemonsAlone
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