Difference between revisions of "Feral Mode/Extra Notes"
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− | You have 10 Loadout and "10" Upkeep. These are hard caps which you cannot increase by any means. Additionally, items you equip have their Upkeep multiplied by 5 (approximately). You could equip a Water Flask (10 Loadout, 2 Upkeep), but not an item with 3 Upkeep or more. You may still equip multiple items if you can somehow get them small enough. While it is nice to be able to equip a Water Flask, the available Loadout and Upkeep are mostly there to allow you to equip items such as Sunglasses and Long Coat. | + | You have 10 Loadout and "10" Upkeep. These are hard caps which you cannot increase by any means. Additionally, items you equip have their Upkeep multiplied by 5 (approximately). You could equip a Water Flask (10 Loadout, 2 Upkeep), but not an item with 3 Upkeep or more. You may still equip multiple items if you can somehow get them small enough. While it is nice to be able to equip a Water Flask, the available Loadout and Upkeep are mostly there to allow you to equip items such as Sunglasses and Long Coat. There is an item, the Utility Harness, that lets a feral mode character equip more easily. Also Rod Trained ferals are given access to a great deal more access to gear and equipment then normal. |
Revision as of 18:38, 30 March 2014
Notable Feral Mode Changes:
1) Experience and Leveling up:
Feral Mode characters gain experience as a faster rate than Normal Mode. However do follow all the other level up requirements such as boss vials. While it would be exceptionally hard for most feral mode characters to collect the vials needed to summon a prime, they can take part in any prime fight to collect one.
2) Equipment:
You have 10 Loadout and "10" Upkeep. These are hard caps which you cannot increase by any means. Additionally, items you equip have their Upkeep multiplied by 5 (approximately). You could equip a Water Flask (10 Loadout, 2 Upkeep), but not an item with 3 Upkeep or more. You may still equip multiple items if you can somehow get them small enough. While it is nice to be able to equip a Water Flask, the available Loadout and Upkeep are mostly there to allow you to equip items such as Sunglasses and Long Coat. There is an item, the Utility Harness, that lets a feral mode character equip more easily. Also Rod Trained ferals are given access to a great deal more access to gear and equipment then normal.
3) Powers:
Whenever you master a power, you will be given every upgrade, divided evenly among all upgrades. As an example, if a power has four upgrades, Damage +2, Charge -200, energy -4, and Cooldown -400. If you master this power, then you will be given (PowerUpgrade/Number of Upgrades)*2, in this case, you'd get Damage +1, Charge -100, Energy -2, and Cooldown -200. There is a small bonus to this as well, currently hidden. If a power has only two upgrades, then you will get the full amount of both as if you took them both one time.
Because Feral Mode has you rely on powers exclusively, you will be able to master up to 13 powers by level 50 (instead of 11 as in Normal Mode). You can still Epic up to 5 powers just as you would in Normal Mode. This required a boss vial of the appropriate type as normal. Note: When you epic a power, you *do* get to choose the third upgrade you pick up. Epic upgrades are not random. You can still pick up Dedication powers as normal. As you progress in levels, Feral Mode grants 2 or more additional special powers, depending on which feral mode you pick. These powers are received at Epic power level automatically.
4) Vials:
Feral Mode limits Loadout to a great degree. As such, you will find it difficult to carry a Nanite Collector to collect builder nanites and infection vials, unless you are Rod Trained.
5) Crafting and Salvage:
Feral Mode characters, with the exception of Rod Trained ones, do not collect salvage easily, and cannot craft much beyond the most basic of gear.
6) Roles and Combat Skills:
Feral Mode characters do not train Roles as in Normal Mode. Instead, as you progress in level you will be given automatic combat skills that match your feral talents.
7) Combat Bonuses:
Feral Moders get a slight bonus to their powers when they upgrade them that goes above the normal equation spreading out the upgrade bonuses.
8) Aggro Penalty:
Feral Mode characters have a significant reduction to Aggro compared to non-Feral characters. In group combat, Normal Mode and All Natural Mode characters will be preferred targets over Feral Mode characters. Perhaps the Ferals you face in combat feel a bit of kinship towards you?
9) Feral Modes:
Feral mode has been given a very much expanded list of possible options to pick from. Everyone starts with Basic, but there is also Rod Trained, Destroyer, Ravager, Nurture, Alpha, Defender, Corrupter, and more being made fairly often. Each one brings with it a new set of combat skills, feral powers, and other bonuses, giving Feral Mode a good deal of adaptability.