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Spliffed
04-12-2007, 01:45 PM
curious as to how a mutation will par with weapons seeing as it is a skill (of some sort) it must be given a base dmg and a max dmg depending on the players lv.

what im curious about is when the max lv is attained will the mutation hit its breaking point there and be stuck at that dmg set forever.

im curious abou this because in all mmos just hitting the max lv doesnt mean you have the best gear attainable yet kind of like WoW and having max lv set armor/weps like nightslayer for rogues reqs lv 60 but isnt half as good as bonescythe wich requires lv 60 but is consider a vouple tiers above.

also an idea would be the marauder gets weapons and when he mutates the weapon mutates along with his body to sort of add to the dmg of the mutation and things.

sorry if this sounds confusing to any im just kinda spitting it out as i go.

Baron Khaine
04-12-2007, 01:55 PM
I'll just quote myself from the "Marauder..." thread for starter's

Think of the Marauder as WAR's version of WoW's Druid. It can assume any number of mutations or "form's", to suit any situation (This information can be found in Paul's video on the Marauder, in which he clearly state's "The Marauder will have a row of button's, that activate your mutation's, you will then get another row with attack's for that mutation", does everyone else seem to miss this?). This means that when you press the "Crab Claw" mutation button, your left or right arm will turn into a huge crab claw and you will then get a new set of attack's for that mutation, but you will loose some of your old attack's (Like when you used a form in WoW, your action bar would be replaced with one that had attack's specific to your current form). There will be various mutation's, some of which will affect only one arm, which mean's that Marauder's will be able to use swords and axe's just like anyone else, and still have attack's that use those weapons.

Other's however will affect both your arm's, giving perhaps 2 mutation's of the same type (The dual crab claw's that Paul mentioned in the Marauder video), or perhap's you can have say a "Stabby Mutation" and a "Club Mutation" at the same time, with a hotbar that has attack's for both of those on.

Marauder mutation's will be "Temporary". Now this is the only real area of speculation for the Marauder imo (other than what Mutation's we will get ofc). What does temporary mean? Does it mean that we have to build up a sort of Rage Bar (WoW Warrior style), and can then spend these Rage Point's on using our mutation's, but they are only temporary, so will go away after a certain time or after the rage bar drop's below a certain point. Or does it mean that they are just on a simple timer? We won't really know until information has been revealed on the Marauder.

Mutation's will more than likely get more powerful as you do, with new mutation's being unlocked as you level (Some through specialisation points no doubt (WAR Version of WoW Talent's)).

Hope that clear's things up for you.

Now then, as for hitting max level and the damage ending there, no I don't think so. There will be way's to increase the damage of your mutation's, gear more than likely, either through rewards or drops from City Raids.

As said above, the Marauder will mutate just as the WoW Druid change's form's, and will therefore be able to boost the damage by boosting his base stat's.

Also, WAR is more about skill than it is gear. Gear will play a part, but it will not dominate pvp like it does in WoW.

Don't worry, we Marauder's will cover the field's of the North with the blood of thousands of Empire cronies, no matter what damage we do.

Nerve_V_
04-17-2007, 04:23 PM
Although I have no proof, I am convinced that the Marauder's will have a "package" or talent tree where they can specialize in "weapons" where they can learn the basic mutation, and then have it increase with level, rank, tier, etc from that "package"

Maybe they'll have a package that is "buffs" and "reduced mutation time" :D Interesting how Mythic can go with Marauders