View Full Version : First! Marauder Mutations as primary weapon?
I read in the interview, that the Marauders will gain tempoary buffs, and weapons from mutations, and in every picture released with the marauders (January Newsletter 2007), the swordhand, and primary weapon of the marauder is a big fang.
Does this mean the Marauder will always have their main weapon displayed as a mutation, or will it only be when you "buff" yourself during combat?
Take a guess you got 50% chanse to be correct and thats about the same chanse as everyone else has :)
Rotgut_Eadsmasha
02-01-2007, 04:53 PM
I hope the mutation stays a weapon for as long as the player wants it to be. And as you level up you can be given new mutations or your mutant arm gains new ablities.
Nethunz
02-01-2007, 06:01 PM
From the way Paul discribed it Mutations seem to be temporary buffs on weapons.
If you look at the pictures the tier 3 looks like an axe where as the tier 4 looks more like a long sword.
just my 2 cents though.
Boulvae
02-01-2007, 07:53 PM
It might be buffs that last for only so long AFTER your out of combat more likely, but you'd also have to be limited to not being able to switch over to another mutation during the fight or atleast a special type of cool down. The whole mutation looks i'm seeing is basically gonna be down in what type of weapon you have is what the mutaion itself looks like for instance, a mace crab claw would look different then an axe crab claw and same with like a tenticle or something.
But i'm glad this type of thing was choosen for the maurader class so that he's actually iconic to tzeentch and he's not gonna be the pansy that he is in warhammer...he is giving me the impression that he's an aspiring chaos champion or maybe higher then that chaos he seems to be far more equiped then your average maurader.
.Stalker.
02-02-2007, 02:03 AM
I hope the mutations are really dependent on the type of weapon you weild, e.g. you wear an axe, your mutation looks like an axe etc. Furthermore would it be nice, if the mutations were in shape of the current weapon, I mean, every axe looks different, so you have some kind of individualisation here in having different shapes of mutations.
Insomnium138
02-02-2007, 04:48 AM
from listening to the newsletter it sounds like you buff yourself and another hotbar/action bar comes up with skills that get unlocked when you have a mutation. I have to agree with Boulvae I think depending on what weapon you are wield when you create the mutation will result in what kinda mutation itll be, I hope also that when you have different mutations that certain ones have a better chance of debuffing your enemy such as axes can rend and cause bleeding, and swords will have piercing damage and maybe maces will have a chance to stun a players. just some of my thoughts :p
Golgoroth
02-02-2007, 06:31 AM
From the way Paul discribed it Mutations seem to be temporary buffs on weapons.
If you look at the pictures the tier 3 looks like an axe where as the tier 4 looks more like a long sword.
just my 2 cents though.
Actually, I think the fellow with the axe is supposed to be tier 4… he looks more mutated, menacing and Chaos-like. Or maybe you've seen information that confirms the long sword guy as tier 4?
checkthis5000
02-02-2007, 06:48 AM
Actually, I think the fellow with the axe is supposed to be tier 4… he looks more mutated, menacing and Chaos-like. Or maybe you've seen information that confirms the long sword guy as tier 4?
I would say the guy with the more ornate belt buckle, the helm that covers his entire face, and the larger ring in his skin that actually makes him bleed is the Tier 4 guy.
I think the Tier 4 guy's arm is more of a mouth than a sword. Notice the long line down the middle with teeth on both sides. Sort of like a crocodile's mouth :p
Baron Khaine
02-02-2007, 07:56 AM
Well i've decided to switch from being a Empire Knight to a Chaos Marauder. I really hope that mutations are permanent depending on what weapon you have, not just in combat buffs. Also I hope your not limited to just arm mutations, I would love to have an eagle head instead of a human head, or have a tentacle arm that can still grip weapons, or wings that just make you hover above the ground. Anyway I hope they are permanent and not just buffs.
Golgoroth
02-02-2007, 09:51 AM
I would say the guy with the more ornate belt buckle, the helm that covers his entire face, and the larger ring in his skin that actually makes him bleed is the Tier 4 guy.
I think the Tier 4 guy's arm is more of a mouth than a sword. Notice the long line down the middle with teeth on both sides. Sort of like a crocodile's mouth :p
Yes, the helmet fellow is who I'm referring to. To clarify:
Higher tier Marauder:
http://www.warhammeronline.com/newsletter/images/2007/Marauder02.jpg
Lower tier Marauder:
http://www.warhammeronline.com/newsletter/images/2007/Marauder01.jpg
EngraDeathsword
02-02-2007, 05:24 PM
Just throwing ideas here, but I think the Marauder has mutations so he's not a weekling like in the table-top game.(Why do you think Archaon's Horde almost has no of them):cool:
Guivert
02-02-2007, 05:29 PM
Mutations aside, I hope they can use flails. It's pretty standard for the TT, and I loves me some flails.
Nerve_V_
04-17-2007, 04:26 PM
Guivert, if they do make flails, they should be Tier 4 :P So deadly flails are o.o;;
sm|te
04-17-2007, 04:37 PM
And this topic shows why I'm going to be playing a marauder.
Gemini
04-17-2007, 11:14 PM
I have two ideas about how I would like the mutations to work with the primary weapon, but I'm sure Mythic could and very likely will come up with something way better.
Simply make the mutations have special bonuses to stats/damage/whatever that are partially based on your weapon. So maybe a crab claw is really good for damage, and you have a high damage weapon with a str bonus, the mutation would get an extra bit of damage from the weapon and maybe add a couple to the str bonus. If that makes any sense at all...
Have certain weapon types allow for certain types of mutations. Certain mutations would be global, no matter what, but maybe a couple would only work if you have a flail(i love flails), and another could only work if your wielding an axe or a sword or whatever.
Thoroar
05-12-2007, 09:09 AM
Just my two cents...
I think the higher tier marauder picture shown is Tier 3.
Because they said that Chaos NEEDS helmets, and why would they wait till tier 4 to give the marauder a helmet?
arngrim
05-30-2007, 10:32 AM
Either way they will be badass, that is all I need.
Jesper
06-04-2007, 07:43 AM
as far as classes are revealed, lots of them needs some kind of "built up stuff" (Grudge, righteous fury, waagh, etc) to do more complicated /powerfull actions.
I suppose that you start combat normally (IE: with 2 weapons) and after some bashing you'll have enough "chaos thing" to mutate, gaining this way new more powerfull abilities. I suppose dmg will be based on your weapon anyway.
Baron Khaine
06-05-2007, 07:06 AM
Mutation's as weapon's is not going to be in. Paul said this in the Marauder Video, if anyone was listening they would have picked up on it. "The Marauder has a row of button's with all his mutation's on, when he pick's one another row of button's come's up with attack's for that mutation."
The way I see Marauder's working is 2 way's. They can either go for a WoW Druid approach where you have a row of button's along your hotbar, you activate one, you get that mutation, that bring's up another hotbar with attack's that relate to this specific mutation.
The other way I see it working is that you have to build up "Tzeentch Point's" by fighting your enemies. When you reach so many you can activate a certain mutation. The bigger the mutation the more "Tzeentch Point's" you will need to activate it. When your point's fall below the amount that you have spent, you lose that mutation. So that Marauder's would change and warp in combat, but out of combat they just look like regular human's.
StashVG
06-10-2007, 09:34 PM
Paul did say that the mutations were temporary. So, I imagine out of combat, ya look more human (still a little deformation & greying due to being Chaos).
But imagine trying to drink beer while both your arms are still mutated. It would be hard to brage in the Pub bout the previous battle if you were still full mutated. And we, Marauders, are suppose to be that grp - the fully destructive melee class in combat & the braging, beer drinking, of the flesh class out of combat.
Zeetchmen
06-11-2007, 04:40 PM
I want WoW druid-esque mutations! :(
I'd think the second method that Baron Khaine mentioned would be more reasonable. As far as I can tell, you don't get something for nothing from the Chaos gods, so going into battle and bashing in some heads to be allowed to mutate would be much more logical than it being an on-and-off switch, like WoW Druids.
They look very cool with the mutated arm and the offhand-weapon, but what really concerns me is that they have so few armor. You shouldn't be able to see plucks of chesthair on a light tank!!
Still waiting on how they will look like in the game to pick my class.
Baron Khaine
06-12-2007, 05:27 AM
They look very cool with the mutated arm and the offhand-weapon, but what really concerns me is that they have so few armor. You shouldn't be able to see plucks of chesthair on a light tank!!
Still waiting on how they will look like in the game to pick my class.
They aren't a light tank, they are Chaos Melee DPS, and for all we know they may have some mutation's that affect there armour value.
Werewolfalpha
06-25-2007, 07:15 AM
Yeah, kinda seeing these guys as the "Rogue" class. High DPS, prolly dodge, high agility, but they cant take alot of damage, just dish it.
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