Deep Dive – Weapons

Every weapon’s identity revolves around their unique combat mechanic. True mastery of each weapon will rely on your understanding of their speciality.  For those that want to dive into the details, here’s a deep look into every weapon.  


Spirit Blade (Blades)

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Whenever you hit with a Blade ability you have a 50% chance to generate Chi.  When you have accumulated 5 Chi you have 5 seconds to consume them and cast the Blade Special ability “Spirit Blade”.  “Spirit Blade” grants a beneficial effect that causes your Blade attacks to deal additional damage, based on your Combat Power.

The duration of the beneficial effect provided by “Spirit Blade” can be increased by recasting the ability to consume new Chi. 1 Chi increases the duration by .5 seconds, 2 Chi by 1 seconds, 3 Chi by 2 seconds, 4 Chi by 4 seconds, and 5 Chi by 6 seconds.

If you do not or cannot cast “Spirit Blade” within 5 seconds of gaining 5 Chi you will consume all Chi and gain a heal over time effect that lasts 3 seconds and heals you for 7% of your maximum hit points each second.

Chi does not decay.

 

Rage (Hammer)

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You can store up to 100 Rage by attacking with a Hammer and by being attacked (even if you are not currently attacking with your Hammer). The Hammer meter can be filled twice. The first time the meter is filled it represents 50 Rage, the second time the meter is filled it represents 100 Rage.

Whenever you attack an enemy and you have less than 50 Rage, regardless of the results of the attack, you will gain an amount of Rage defined by the ability you attacked with. The exact amount of Rage gained can be found in the description of each ability.  Whenever you are attacked, regardless of the results of the attack, you will gain 1 Rage.

All of your Hammer Power attacks consume Rage when your Rage meter is full. The unique bonuses that are granted to your Hammer Power attacks only require that your Rage meter be filled once.

Rage does not decay.

 

Primal Wrath (Fist Weapon)

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You can store up to 100 Fury by attacking and healing with a Fist Weapon. Each set of empty beads on the Fury meter represents 100 Fury. The 6 beads on each side of the larger central bead are mirrored indicators.

Whenever you use any Fist Weapon ability, regardless of the results, you will gain an amount of Fury defined by the ability you chose. The exact amount of Fury gained can be found in the description of each ability. Once you have accumulated 60 Fury you can cast either of the two Primal Wrath abilities, if you have them equipped.

Casting either of the two Primal Wrath abilities will swap all of your equipped abilities for a new predetermined set of normally inaccessible abilities. These new abilities are more powerful than regular abilities, but you can only cast them until your Fury is spent. 20 points of Fury are consumed each second after a Primal Wrath ability is cast. When your Fury is depleted you will revert back to your normally equipped abilities. This means that you will always have at least 3 seconds of Primal Wrath, and up to 5 seconds with full Fury.

Fury does not decay.

 

Blood Offering (Blood Magic)

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Casting your Blood Magic abilities adds points of Corruption or Martyrdom, causing the meter to move to the left as you gain Corruption, and to the right as you gain Martyrdom.  Each of the two sides of the meter scale to a maximum of 100 points. Gaining points of Corruption while on the right side of the spectrum will reduce your level of Martyrdom, and gaining points of Martyrdom while on the left side of the spectrum will reduce your level of Corruption.

While on the Corruption side of the spectrum you deal increased damage, take self-inflicted damage when attacking, and have reduced incoming healing at specific Corruption point thresholds. While on the Martyrdom side of the spectrum you heal your target for an additional amount, take self-inflicted damage when healing, and have reduced incoming healing at specific Martyrdom point thresholds. Both sides of the spectrum have the same 3 important point thresholds. The first threshold is reached when above 10 points, the second threshold is reached when above 60 points, and the final threshold is reached when above 90 points.

Self-inflicted damage is dealt as a percentage of your maximum hit points. You take 1.5% self-inflicted damage above the first threshold, 3% self-inflicted damage above the second threshold, and 6% self-inflicted damage above the final threshold. Blood Magic Basic abilities only deal 33% of normal self-inflicted damage.

The Corruption and Martyrdom meters scale to 100, and have 3 important thresholds:

  • 0 to 10: Your Blood Magic abilities deal normal damage and healing.
  • 11 to 60: Your Blood Magic ability damage or healing is increased by 15.6%. Incoming heals are reduced by 20%.
  • 61 to 90: Your Blood Magic ability damage or healing is increased by 32.7%. Incoming heals are reduced by 50%.
  • 91 to 100: Your Blood Magic ability damage or healing is increased by 53.4%. Incoming heals are reduced by 95%.

Casting any Blood Magic ability will prevent Corruption or Martyrdom from decaying for 3 seconds. If a Blood Magic ability has not been cast for 3 seconds then Corruption or Martyrdom will decay by losing 4 points per second.

 

Controlled Chaos (Chaos Magic)

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Whenever you deal damage divisible by 8 with a Chaos Magic ability you generate between 2 and 4 Paradoxes. Your affinity with Chaos Theory allows you to bend probability and have a 30% chance to deal damage divisible by 8. Once 8 Paradoxes have occurred, a random powerful event triggers and your Paradoxes are consumed. The potential events are: Singularities, Enigmas, or Doppelgangers.

Singularities are randomly placed ground targeted area of effect attacks that deal high damage. A Singularity result will always place 3 random ground targeted areas. These explosions will knock down enemies hit by them for 3 seconds.

Enigmas are beneficial effects that will be cast on a random nearby enemy. They provide the enemy with minor buffs, but if you purge these effects from the enemy or if you defeat the enemy you will gain much more powerful versions of these effects for you and your entire team. The following potential Enigmas can occur:

  • Potency Enigma: Increases your team’s critical power.
  • Avoidance Enigma: Increases your team’s evade chance
  • Reciprocity Enigma: Deals damage back to your team’s attackers based on the defender’s Combat Power.
  • Wellness Enigma: Finds the average of your team’s health as a percentage of your current hit points divided by your maximum hit points, sets everyone to this average value (healing the most hurt players and hurting the most healthy players), and then heals everyone again for an additional 15% of their maximum hit points (players without a team will be healed for 20% of their maximum hit points).

Doppelgangers are alternate versions of you from a parallel universe that will appear to assist you in combat. Two Doppelgangers will always appear when this result is rolled. Doppelgangers have 3 abilities they will attack enemies with. Dissonance is a single target attack that hits targeted enemies once for a high amount of damage.  Dissipation is a single target channeled attacked that hits enemies 5 times for a low amount of damage per hit. Cacophony is a targeted area of effect attack that hits up to 6 enemies once for a moderate amount of damage. All Doppelganger ability damage is based on your Combat Power.

Chaos Paradoxes do not decay.

 

Thermotics (Elementalism)

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Casting your heat generating abilities adds heat, causing your meter to move to the right. Casting your cooling abilities removes heat, causing your meter to move the left. The exact amount of heat gained or removed can be found in the description of each ability.

The Thermotics meter scales to 100, and has 3 important thresholds:

  • 0 to 25: Your Elemental abilities deal normal damage.
  • 25 to 50: Your Elemental ability damage is increased by 8.7%.
  • 50 to 75: Your Elemental ability damage is increased by 17.4%.
  • 75 to 100: Your Elemental ability damage is increased by 34.8%.

Your Elemental Basic and Power abilities visually change to represent your higher heat upon reaching 50 heat, and will revert to their original visual effects after dropping below 30 heat.  The visual changes do not affect damage or functionality. If you reach 100 heat, your heat generating abilities are silenced until you fall to 80 heat or below. Casting cooling abilities at 100 heat will immediately reduce your heat drastically and allow you to cast heat generating abilities again (with the added benefit of dealing the maximum damage with your cooling abilities).

Your heat level decays over time automatically at all times. When at 25 heat and below you lose 1 heat per second, between 26 and 50 you lose 2 heat per second, between 51 and 75 you lose 3 heat per second, between 76 and 100 you lose 4 heat per second, and out of combat you lose 5 heat per second in addition to the loss for your current heat threshold.

 

Heavy Munitions (Shotgun)

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Whenever you activate most Shotgun abilities you consume at least 1 shell. When 6 shells have been consumed all of the Shotgun abilities you have equipped will be swapped off the ability bar and replaced by Shotgun Reload abilities. You must use one of the Shotgun Reload abilities before you can use your Shotgun abilities again. The types of shells offered to you are randomized.

The more Shotgun abilities you have equipped on the ability bar the better chance you have to load shells that are advantageous for your current situation. There are 4 types of Shotgun Reload abilities: Anima-Infused Shells, Dragon’s Breath Shells, Depleted Uranium Shells, and Armor-Piercing Shells.

  • Anima-Infused Shells heal you for 3% of your maximum hit points when you hit an enemy.
  • Dragon’s Breath Shells inflict a damage over time effect on the enemy when you hit that escalates with each stack of the detrimental effect you apply, up to 6 stacks. The damage dealt by the damage over time effect is based on your Combat Power.
  • Depleted Uranium Shells hit for additional damage on every hit from a Shotgun ability. The damage dealt by the additional hit is based on your Combat Power.
  • Armor-Piercing Shells have a 50% chance to apply Exposed with a 3 second duration when you hit.

Shotgun shells are reloaded at a rate of 1 per second when out of combat from the most recently used type.

 

Chamber Roulette (Dual Pistols)

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Whenever you activate most Pistol abilities your chambers roll to a new combination. If the combination’s colors match, your chambers will lock into this combination for 3 seconds and you will deal additional damage when your Pistol abilities hit. At the start of any combat you will always automatically roll a white match. The bonus damage for a blue match is higher than that of a white match, and the bonus damage of red match is higher than that of a blue match. All Pistol damage bonuses are based on your Combat Power.

The bonus damage that you deal while matched is not dependent on the barrels being locked, and the damage bonus granted by the chambers matching applies for the entire duration of an ability cast. This means that if your lock is about to end, you can cast an ability with a noteworthy channel time to continue benefiting from a match’s damage bonus even when the lock is not present.

When combat ends your chambers will reset to a white match.

 

 

Grenades (Assault Rifle)

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Whenever you activate Assault Rifle Power abilities you have a chance to get a grenade. 3 point Power abilities have 37.5% chance to get a grenade and 5 point Power abilities have a 65% chance to get a grenade. Grenades will cook for 6 seconds before they explode. After a grenade has cooked for 3 seconds it is fully cooked and has reached full power. At any point during a grenade’s 6 second duration you are able to activate Assault Rifle abilities that consume grenades.  All Assault Rifle abilities that consume grenades gain a bonus effect if the grenade is fully cooked. All Assault Rifle Special abilities that consume grenades have a 4 second cooldown.

If a grenade detonates before it is fired then you will take 15% of your maximum hit points as damage and up to 6 enemies in a 5 metre area around will take minor damage.


In addition to all this, please also note that passive abilities and even certain items can affect the way Specialities work!  We can’t wait to see the combinations you come up with!