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I noticed that there is a WHOLE BUNCH of casting damage to be done in FE. All kinds of nasty "spells" under the Mutations catagory.
But I have not played yet so I dont know. Can a player forget all about rifles and pistols and sweet blades and instead go around casting things like Patient Zero and Sapping Sickness to get the job done? or do the long list of castable mutations only serve as a back up attack and not really to be relied upon exclusivly?
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I really don't see it as viable, at least in the lower levels. Who knows when you are higher up. Anyway, the skill requirements for many of them will leave you with little to know castables at lower levels, and little way to actually regen your Gamma.
oh, so your saying your Gamma (mana) bar does not fill up at a decent rate as to help you recast a mutation within a decent time? How bad is it then... if you cast and cast till your at zero Gamma do you have to wait for 5 minutes to fill up again, or do you have to consume some expensive items to get it back up?
nothing regens very fast, health/gamma/or stamina all regens very slowly without help. Food/drink buffs will help as well as first aid buffs among others.
nothing regens very fast, health/gamma/or stamina all regens very slowly without help. Food/drink buffs will help as well as first aid buffs among others.
There are skills and foods to replenish gamma.
nothing regens very fast, health/gamma/or stamina all regens very slowly without help. Food/drink buffs will help as well as first aid buffs among others.
There are skills and foods to replenish gamma.
well if you read my post you would have saw that i said that.
OK, there have been a few ok replies here talking about some of the sub-topics of Gamma regeneration etc. But what about the main thrust of my O.P.?
Does anyone have ANY experience with going around roasting MOBs with their crazy mutant mind skills?
Please share.
I don't know if this answers your questions or not but the developers inteded for mutations (magic) to be supportive from the start and not a primary way to dmg.
In beta there were a few people that tried pure Mutation builds.
You might want to search the fallen earth boards for their summaries.
I have no personal input, all my mutations were buffs.
I actually replied to this last night on the FE forums.
forums.fallenearth.com/fallenearth/showthread.php
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A straight mutation path is quite viable, really.
People need to understand how stats/skills work. You get 880 AP's to spend on stats/skills just through levelling. Stats cost 5 ap to raise, with a cap of 83, and skills cost 1 ap to raise, with a cap of ~152. You can do the math yourself. There is also bonus AP you can get through quests, 220 total, but people are realistically looking at ~100-150, because a lot are faction related and you'd have to do the faction wheel spin which would take quite a bit of time to do. You can then do the math yourself.
But let's use CHOTA as an example. CHOTA have access to the unique patho-transmission line, which are disease oriented. They have abilities to lower endurance, then have several which then DoT people. Playing around in beta, rifleman and pistoleers generally don't have a lot of endurance and hit points. Experimenting against a tech, I reduced his endurance by 16 with just the starting line of mutations, then did ~70 dmg with 2 abilities. His max hp at the time was 120, which then dropped down to 90, so he had 20 hps left after I unleashed just the patho-transmission line. That's also not counting the thermal line of dmg as well. The problem is that the range isn't that great, only about 20m.