What are Mutator Perks suppose to do?

Combat

Mutator Perks added

  • Weapon Perks
    • Flame Attunement - Attacks deal an additional 15% weapon damage as Fire. (Cooldown 2s)
    • Frost Attunement - Attacks deal an additional 15% weapon damage as Ice. (Cooldown 2s)
    • Arboreal Attunement - Attacks deal an additional 15% weapon damage as Nature. (Cooldown 2s)
    • Abyssal Attunement - Attacks deal an additional 15% weapon damage as Void. (Cooldown 2s)
  • Armor Perks
    • Flame Conditioning - After being hit with Fire DMG, gain 4% Fire absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
    • Frost Conditioning - After being hit with Ice DMG, gain 4% Ice absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
    • Arboreal Conditioning - After being hit with Nature DMG, gain 4% Nature absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
    • Abyssal Conditioning - After being hit with Void DMG, gain 4% Void absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.

Are these Mutator Perks for Enemy NPC or new perks for Players to obtain?

Yes.

Read that and think for a moment.

So this are new Perks for Players to obtain, right?

Says for each armor… Seems so.

Oh that is easy , they are supposed to be grinded for via adding even more rng on gear ( it clearly wasnt enough ) . Than they are supposed to be put in storage and than clicked 1 by 1 when the rotational week comes and calls for them .

Cant belive they still didnt make any wardrobe / set of gear saving / switching system. before introducing sets for EACH elemental resistance…i am so tired of clicking the gear 1 by 1 like an animal.

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