So, I tried to make a showcase video about this class, but this is a convoluted mess. Don't get me wrong, the mod is interesting and fun to use, but the tooltips are mostly bullshit, abilities are redundant and range from rarely usable to dominating overpowered. But let me enlighten you with my findings so far:
Base Class: Charisma-based caster with often unexpected unarmed options You get one primary mutation and one secondary mutation at level one and later additional primary mutations You get the Uncanny Dodge Rogue Feature at level 1 (Use Reaction for half dmg 1/rnd)
Subclasses: (Basically there is "Physical Transcendents" and "The mixed bag of differently flavored casters") //some classes (Elemental and Bio at least) get some +[elemental]dmg (d4 or d6) to unarmed attacks at level 3 or 4. Useless for casters, but perhaps okayish is you plan for it.
Physical Transcendencies - Get a lot of fighting actions, ranged and melee (like charger feat etc.) as class options regardless of weapon Mind Dominion - Add some minor psychic dmg when injured Elementalist - Be a blaster sorcerer with fewer options (remedied through the mutations) Arcane Energies - Pretty basic and nondescript blaster caster, get alternative Eldritch Blast (more dmg but incompatible with invocations etc) Biokinesis - Some healing, some casting Flow Manipulation - get 1d10 on an ability check 1/SR Immortal Flame - Utterly unusable, since you project a constant "Flaming Sphere"-Aura that hurts everything around you (loot, allies, NPCs), so everything aggroes mit conversation
The REAL meat - Mutations: Primary: Mutant Revolutionary (Cyclops) - Cantrip: Ocular Blast (another Eldritch Blast Variant) and Commander's Strike (Cost: BA+Action, grant ally guidance + immediate attack action as reaction Mind over Matter (Jean Grey) - Cantrip: Telekinetic throw (toss things into other things as cantrip, 1d4 damage; not much damage but funny) Adaptability (?) - If you take damage, get resistance from that damage type afterwards. Resistance changes after each new damage type recieved Beast Mode (Well, Beast obviously, duh :D) - Get two attack skills one to bleed targets and one to leech life if you hit bleeding targets Archangel's Mercy (Archangel) - Get Flight as permanent movement option and a skill (Angel's Blood) to suffer damage to assist allies Blessing of the Goddess (Storm (someone was simping hard with this name)) - Get a "Healing Mist" Cantrip (AOE heal 1/combat, additionally makes targets wet), Lightning Immunity and an AOE 3d6 Lightning Strike at will that leaves a wet puddle. With the lightning and "wetness for everyone" theme here it is quite powerful, but plan for EVERYONE standing in electrified water constantly. Shadow Crawler (Nightcrawler) - Get a long range teleport as bonus action. Moon Vision (Moon Knight) - Get permanently active "See invisible" and get +100 to ranged attacks. (Yeah, you read that correctly, aside from rolling a one there is no chance to miss anymore at ragnge) Amphibious Trait (Toad) - Get poison immunity and a jump-skill (costs only movement, not actions) that poisons enemy at the target location and leaves a poison puddle. Golden Jubilee (Jubilee) - Shoot a fireworks rocket as cantrip that does 3d6fire damage in a decently sized AOE and looks pretty. Kitty Phase (Kitty Pride/Shadowcat) - Invisiblity at will (yeah, not what Kitty does but best alternative to breaking levels, mate) Juggernaut (Juggernaut, duh) - Get a powerful charge ability but be dazed the round after using it. Fool me Once (?) - This one I did extensive testing on.....and still have no fecking clue what it does Rescue Blink (?) - Switch places with an ally as cantrip at will Banshee's War Cry (Banshee) - AOE cantrip that debuffs enemies around you Ionic Converter (Sebastian Shaw) - When you are dealt magic damage of any kind, get 'Ionic Charges' with which you can retaliate Uncontrolled Chaos (Chaos) - Get a cantrip that costs Action+BA+5m of movement to cast. On a failed save the target takes 2 of each non-physical damage type (18dmg) and gets the acid arrow condition (1d4+4 acid dmg at end of their turn), on a succesfull save the target gets 1d4 of each non-physical damage type (yes, you read correctly, the damage is more if they make the save, so this ability is goor for a physical character that ignores charisma as casting stat) Armed Polarization (Magneto) - Cantrip to deal physical dmg in an AOE around you Touch of the Goblin Queen (Madelyne Pryor) - Cantrip to deal 1d6necro +2d6 fire to a target and in a small AOE around them, leaves a fire field, looks pretty Psi-Fear Blast (Psylocke, I guess?) - Cantrip to debuff enemies, no damage No More Mutants & Mutant Cure - Do not get a power. I have yet to grasp why a mutant class has *two* options to...not be a mutant, yknow...
Healing Factor (Wolverine) - Scaling heal at the start of your turn Silver Feet (Silver Surfer) - Jog faster, no opportunity attacs Agent of the X-Factor (many possibilities) - Get Insight expertise and speak with Dead Metallurgy (Magneto) - Get AOE cantrip that pulls enemies together, slows them and disarms them Mystiquel Arts (Mystique) - Get persuation and deception expertise Cable's Fable (Cable) - Get luck points basically Domino Effect (Domino) - get +4 on any and all skill/ability checks Elixir of Life (Elixir) - Allies get 1 round of Blade Ward when you heal them (resistance to physical dmg) and when you melee targets you heal yourself Nimble Hands (?) - Sleight of Hand boost Chaos Magic (?) - (not yet tested) Ice Spice (Ice Man) - You are immune to ice surface (yes, that's it) Sunspotted (Sunspot) - If you are in direct sunlight you deal additional radiant dmg The professor's guidance (Professor X) - Target gets fearless and bless buff Berserker's Rage (Beast?) - You basically get Barbarian Rage without bonus damage Girl's best friend (Emma Frost) - Cantrip to get resistance to all physical damage and immunity to get charmed Seismic Wave (Quake) - Topple enemies around you prone and daze them Strong Guy's resilience (?) - (not tested) Mutation Inhibitor Neclace & Fall of X - Again two options to *not* take any power. Don't ask me, I don't know either....
My personal conclusion: Some powers and combinations are utterly broken, some are useless, some are just gimmicky.
I personally would not manage to have a playthrough with that class alone. That being said, it can actually be amazing if you only take one level at level 2 to complement your build with strong cantrip options, combat skills or passives that benefit your playstyle.
As a Bard take Domino Effect (who am I kidding, always take Domino Effect) and a better dmg cantrip As a melee character you could benefit from healing factor and Beast Mode As cleric, take Rescue Blink and Elixir of Life etc etc
My current playthrough is with a Warlock (Dread Master/Dracolich) as party face, so I took Domino Effect and Touch of the Goblin Queen (since Eldritch Blast gets repetetive and boring if every Warlock and their mothers use it). Works as very nice addition to my concept.
What does Mutant Taskmaster do? I don't remember what it was called when I selected it, but I have the abilities Mutant Learned Attack and Mutant Learned Defense. I looked them up in the files and they come from Mutant_Taskmaster. My main concern is that Mutant Learned Defense seems to be disadvantaging me on lockpicking rolls. Luckily I have the always advantage gloves, but it's still annoying.
I don't see where the statuses are explained or why "defense" would affect a skill roll.
Huge potential, needs some refinement, a lot of abilities are very unclear on what they do, For example Girl's best friend, obviously referneces emma frost, but what does it do?
hii, found a bug maybe? with beast mode mutation, it says that you can use claws and bite while in beast mode, but you can actually use it even without beast mode (with armor on, it just changed animations, but it looks like it has same effect with armor on and off) dunno if its supposed to be that way or not
45 comments
Here
Don't get me wrong, the mod is interesting and fun to use, but the tooltips are mostly bullshit, abilities are redundant and range from
rarely usable to dominating overpowered. But let me enlighten you with my findings so far:
Base Class:
Charisma-based caster with often unexpected unarmed options
You get one primary mutation and one secondary mutation at level one and later additional primary mutations
You get the Uncanny Dodge Rogue Feature at level 1 (Use Reaction for half dmg 1/rnd)
Subclasses: (Basically there is "Physical Transcendents" and "The mixed bag of differently flavored casters")
//some classes (Elemental and Bio at least) get some +[elemental]dmg (d4 or d6) to unarmed attacks at level 3 or 4. Useless for casters, but perhaps okayish is you plan for it.
Physical Transcendencies - Get a lot of fighting actions, ranged and melee (like charger feat etc.) as class options regardless of weapon
Mind Dominion - Add some minor psychic dmg when injured
Elementalist - Be a blaster sorcerer with fewer options (remedied through the mutations)
Arcane Energies - Pretty basic and nondescript blaster caster, get alternative Eldritch Blast (more dmg but incompatible with invocations etc)
Biokinesis - Some healing, some casting
Flow Manipulation - get 1d10 on an ability check 1/SR
Immortal Flame - Utterly unusable, since you project a constant "Flaming Sphere"-Aura that hurts everything around you (loot, allies, NPCs), so everything aggroes mit conversation
The REAL meat - Mutations:
Primary:
Mutant Revolutionary (Cyclops) - Cantrip: Ocular Blast (another Eldritch Blast Variant) and Commander's Strike (Cost: BA+Action, grant ally guidance + immediate attack action as reaction
Mind over Matter (Jean Grey) - Cantrip: Telekinetic throw (toss things into other things as cantrip, 1d4 damage; not much damage but funny)
Adaptability (?) - If you take damage, get resistance from that damage type afterwards. Resistance changes after each new damage type recieved
Beast Mode (Well, Beast obviously, duh :D) - Get two attack skills one to bleed targets and one to leech life if you hit bleeding targets
Archangel's Mercy (Archangel) - Get Flight as permanent movement option and a skill (Angel's Blood) to suffer damage to assist allies
Blessing of the Goddess (Storm (someone was simping hard with this name)) - Get a "Healing Mist" Cantrip (AOE heal 1/combat, additionally makes targets wet), Lightning Immunity and an AOE 3d6 Lightning Strike at will that leaves a wet puddle. With the lightning and "wetness for everyone" theme here it is quite powerful, but plan for EVERYONE standing in electrified water constantly.
Shadow Crawler (Nightcrawler) - Get a long range teleport as bonus action.
Moon Vision (Moon Knight) - Get permanently active "See invisible" and get +100 to ranged attacks. (Yeah, you read that correctly, aside from rolling a one there is no chance to miss anymore at ragnge)
Amphibious Trait (Toad) - Get poison immunity and a jump-skill (costs only movement, not actions) that poisons enemy at the target location and leaves a poison puddle.
Golden Jubilee (Jubilee) - Shoot a fireworks rocket as cantrip that does 3d6fire damage in a decently sized AOE and looks pretty.
Kitty Phase (Kitty Pride/Shadowcat) - Invisiblity at will (yeah, not what Kitty does but best alternative to breaking levels, mate)
Juggernaut (Juggernaut, duh) - Get a powerful charge ability but be dazed the round after using it.
Fool me Once (?) - This one I did extensive testing on.....and still have no fecking clue what it does
Rescue Blink (?) - Switch places with an ally as cantrip at will
Banshee's War Cry (Banshee) - AOE cantrip that debuffs enemies around you
Ionic Converter (Sebastian Shaw) - When you are dealt magic damage of any kind, get 'Ionic Charges' with which you can retaliate
Uncontrolled Chaos (Chaos) - Get a cantrip that costs Action+BA+5m of movement to cast. On a failed save the target takes 2 of each non-physical damage type (18dmg) and gets the acid arrow condition (1d4+4 acid dmg at end of their turn), on a succesfull save the target gets 1d4 of each non-physical damage type (yes, you read correctly, the damage is more if they make the save, so this ability is goor for a physical character that ignores charisma as casting stat)
Armed Polarization (Magneto) - Cantrip to deal physical dmg in an AOE around you
Touch of the Goblin Queen (Madelyne Pryor) - Cantrip to deal 1d6necro +2d6 fire to a target and in a small AOE around them, leaves a fire field, looks pretty
Psi-Fear Blast (Psylocke, I guess?) - Cantrip to debuff enemies, no damage
No More Mutants & Mutant Cure - Do not get a power. I have yet to grasp why a mutant class has *two* options to...not be a mutant, yknow...
Secondary:
Healing Factor (Wolverine) - Scaling heal at the start of your turn
Silver Feet (Silver Surfer) - Jog faster, no opportunity attacs
Agent of the X-Factor (many possibilities) - Get Insight expertise and speak with Dead
Metallurgy (Magneto) - Get AOE cantrip that pulls enemies together, slows them and disarms them
Mystiquel Arts (Mystique) - Get persuation and deception expertise
Cable's Fable (Cable) - Get luck points basically
Domino Effect (Domino) - get +4 on any and all skill/ability checks
Elixir of Life (Elixir) - Allies get 1 round of Blade Ward when you heal them (resistance to physical dmg) and when you melee targets you heal yourself
Nimble Hands (?) - Sleight of Hand boost
Chaos Magic (?) - (not yet tested)
Ice Spice (Ice Man) - You are immune to ice surface (yes, that's it)
Sunspotted (Sunspot) - If you are in direct sunlight you deal additional radiant dmg
The professor's guidance (Professor X) - Target gets fearless and bless buff
Berserker's Rage (Beast?) - You basically get Barbarian Rage without bonus damage
Girl's best friend (Emma Frost) - Cantrip to get resistance to all physical damage and immunity to get charmed
Seismic Wave (Quake) - Topple enemies around you prone and daze them
Strong Guy's resilience (?) - (not tested)
Mutation Inhibitor Neclace & Fall of X - Again two options to *not* take any power. Don't ask me, I don't know either....
Some powers and combinations are utterly broken, some are useless, some are just gimmicky.
I personally would not manage to have a playthrough with that class alone.
That being said, it can actually be amazing if you only take one level at
level 2 to complement your build with strong cantrip options, combat
skills or passives that benefit your playstyle.
As a Bard take Domino Effect (who am I kidding, always take Domino Effect) and a better dmg cantrip
As a melee character you could benefit from healing factor and Beast Mode
As cleric, take Rescue Blink and Elixir of Life
etc etc
My current playthrough is with a Warlock (Dread Master/Dracolich) as party face, so I took Domino Effect and Touch of the Goblin Queen (since Eldritch Blast gets repetetive and boring if every Warlock and their mothers use it). Works as very nice addition to my concept.
I don't see where the statuses are explained or why "defense" would affect a skill roll.
dunno if its supposed to be that way or not