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Primary skills
Primary skills (class abilities) are based on a player's archetype.[4][5]
- A player may choose a secondary archetype when they reach level 25.[6][7] The player can then augment their primary skills with effects from their secondary archetype.[4][6][7][5][8]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[9]
- Class skills are not affected by the type of weapon that is equipped.[10]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[11]
Skill points
Players receive skill points at specific points as they level.[13] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[14][15][16][17]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[18] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[13]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[13] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[19]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[20][21]
- Augments do not cost skill points.[22] It was previously stated that certain augments will have more expense required on the skill point side.[23]
- It will not be possible to max all skills in a skill tree.[17]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[24]
Respeccing
Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[20][21]
- I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[20] – Steven Sharif
- Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[25][26]
- Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[20]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[28][29][30]
- The maximum number of skills a player can have on their action bar will be around 15-20.[31][32]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[34][28][30] For example: One Fighter will be different from another based on what active skills they have chosen.[32]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[34] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[24]
- There is no spellbook requiring memorization.[35]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[28] – Steven Sharif
Class augments
A player may choose a secondary archetype when they reach level 25.[6][7] Each secondary archetype offers four different schools of augmentation.[36][37][7][38] Each augment school affects a primary archetype's skills in different ways.[39]
- For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[7][39]
- When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[6] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[40][4][6][7][5]
- The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[40] – Steven Sharif
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[5]
- The progression system for augments is very similar to the class progression system.[41]
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[42]
- Augments do not cost skill points.[22] It was previously stated that certain augments will have more expense required on the skill point side.[23]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[23] – Steven Sharif
- Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[6]
Universal skills
Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[19][9]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[9] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[19]
- Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
- A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[19] – Steven Sharif
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[47]
- Universal skill progression may align with a player's passive skill tree.[9]
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[48][49][50]
- Dodging is a universal skill that is able to be unlocked by all archetypes.[19][9]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[48]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[50]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[49] – Steven Sharif
Active blocking
Active blocking is a universal skill that applies to all classes.[55][56][48][57][53][9]
- Active blocking is present in Alpha-2.[57][52][54] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[56][57][58][47][54]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[57] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[55]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[48][53]
- Sigils are better at actively blocking magical damage.[55]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[59] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[56]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[56] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[60][61]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[62]
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[63]
- The goal is to have special animations for parrying, blocking and evading.[64]
They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[64] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[65][63]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[66]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[67][68]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[69]
- There's also going to be effects that just stun the mount or stun you on the mount.[69] – Steven Sharif
- Summoner's summons will be able to use crowd control.[70]
- All archetypes will have their own versions of CC breaks.[71]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[72] The root effect is nature based.[73] | |
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[74] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[75][76][77] | |
Chains of Restraint | Cleric | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[78][79] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[80][81] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[82] | |
Fissure | Mage | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[83] | |
Grapple | Tank | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[84][85] | |
Imbue Ammo: Weighted | Ranger | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[86] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |
Quake | Mage | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[89] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90] | |
Slumber | Mage | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[91][92][93] | |
Tremoring Bellow | Tank | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[94] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[63][95]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[96]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[63] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[97]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[98][99]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[99]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[63] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[100]
Crowd control breaks
All archetypes will have their own versions of crowd control breaks.[71]
Skill | Icon | Origin | Description |
---|---|---|---|
Exert | Fighter | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[101] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[102] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[103] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[104] |
Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[107][108][109][110][111]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[107] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[107][112]
- Movement speed can decrease significantly depending on the type of ability.[107]
- Weapon weight can also affect mobility.[108]
- Készségek with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[107][112][113][114]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[112] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[115]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[115] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[116][117]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[121] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[67][68]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[67] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[68] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[72] The root effect is nature based.[73] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[122][123] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[124] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[125] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[126] | |
Exert | Fighter | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[101] | |
Form Of Celerity | Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[127] | |
Form Of Fluidity | Fighter | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[128] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |
Lunging Assault | Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[102] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[129] | |
Shield Assault | Tank | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[130] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[131] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[103] | |
Whirlwind | Fighter | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[104] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[132][133] An ally is defined as any non-combatant player or non-mob NPC.[134] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[136]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[136] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[138]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[139]
- Double-jumping has been considered as an option for player mounts.[141]
- Unreal Engine 5 mantling was demonstrated by the developers.[116][142]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[143][144][145]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[146][145]
- Tartók and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[147]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[148]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[143]
- Not all projectiles can be body-blocked.[144]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[144] – Steven Sharif
Interrupts
Abilities with a cast bar can be interrupted during the cast.[114]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[149][1][150][151] |
Animation cancelling
Animation cancelling will not be a combat mechanic in Ashes of Creation.[152][153]
- Players will be able to cancel channeled abilities.[152]
Combat stances
The use of weapon stances in game is likely.[154]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[155]
- RNG plays a role in both Pvp or PvE.[156]
- Action combat is far less dependent on RNG.[156]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[156] – Jeffrey Bard
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[157][158][159]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[159]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[160][161] and that they would not be one hit kills.[160]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[162]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[162]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[162]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[163]
Kaszt fejlődés
Ahogy egy játékos halad az archetípusa fejlődésében, lehetősége lesz egy másodlagos archetípust választani, amivel augmentálja az elsődleges készségek hatásait, a másodlagos archetípus hatásaival.[7][5] Ezt az összetételt nevezzük egyszerűen kasztnak.[7][164][165]
Ha egy Fighter a Mage-et választja másodlagos archetípusként, akkor egy Spellsword lesz belőle. Ez a kombináció augmentációkat tesz elérhetővé, amiket az elsődleges készségek készségfáján lehet alkalmazni. A Fighter-ek számára elérhető a Rush képesség, amitől megrohamoznak egy célpontot; amikor elérik az említett célpontot, sebezést okoznak, és eséllyel a földhöz vágják azt. A Mage's escape augmentációt alkalmazni lehet a Rush képességen, amitől rohamozás helyett a célponthoz teleportál a karakter; ezzel a töltési időtől megszabadulva.[5]
Az összes elsődleges készségfában megtalálható készség több augmentációs opcióval is rendelkezik majd a másodlagos fából. Ezt jelenti a vízszintes fejlődés.[5]
- Az elsődleges készségekre alkalmazott augmentációk alapjaiba véve megváltoztatják a készség működését - a másodlagos archetípus/kaszt identitásához igazítva a készség hatását.[42]
- A másodlagos archetípus nem ad további készségeket.[166]
A játékos skill pontokra tesz szert ahogy felszintez. Ezekkel fejleszti a készségfából a készségeit.[17]
- Nem lesz lehetőség a készségfában lévő összes készséget teljesen felszintezni.[17]
A kaszt fejlődés nem befolyásolja egy karakter szakmai fejlődését.[167]
Skills by archetype
Bard skills
Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[168][169][170][171]
- Q: Give us a hint on their mechanic please?
- A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[168]
- Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[168][169][172]
- Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[173]
- Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[174]
- Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[169][170][175]
- Bards may be able to aid in the restoration of Mana.[176]
- Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[174] – Steven Sharif
- Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[177]
- Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[181][182]
- Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[170] – Steven Sharif
- Bards will not be the "downtime" class. This is the role of social spaces within nodes.[182]
- Bards will have utility outside of combat, like all other classes.[184]
- In other games, Bards tend to be a relatively passive way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[185] – Jeffrey Bard
Cleric skills
Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[186]
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[187]
- There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[188][189]
- There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[189] – Steven Sharif
Skill | Icon | Source | Description |
---|---|---|---|
Barrier | Alpha-2 | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[190][191] | |
Bless Weapon | Alpha-2 | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[192][193] | |
Castigation | Alpha-1 | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[194][1][195][196] | |
Chains of Restraint | Alpha-2 | Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[78][79] | |
Communal Restoration | Alpha-2 | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[197][198] This can overheal.[197] | |
Condemn | Alpha-2 | Stun target enemy for 3 seconds.[80][81] | |
Consecrating Wave | Alpha-2 | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[199][200] | |
Defiant Light | Alpha-2 | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[201][202] | |
Deliverance | Alpha-2 | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[203][204] | |
Devotion | Alpha-1 | Launch an orb of energy into the air that will fall upon your target, healing them.[205][1][206][196] | |
Divine Censure | Alpha-1 | Hurls a radiant spear at the target, dealing damage.[207][1][208][196] | |
Divine Flare | Alpha-2 | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[209][210] | |
Divine Infusion | Alpha-2 | Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[211][212][213][214] | |
Divine Light | Alpha-1 | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[215][1] | |
Flash Cure | Alpha-2 | Instantly heal target ally. This may be used during other ability activations.[216][217] | |
Healing Touch | Alpha-2 | Heal target ally in melee range for a large amount of health.[218][219] | |
Judgment | Alpha-2 | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[220][221] | |
Mend | Alpha-2 | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[222][223] | |
Radiant Burst | Alpha-1 | Heals allies around you in a wide area for a large amount.[224] Stacks up to 3 times.[1] | |
Regeneration | Alpha-1 | Bathe your target with restorative energy that heals them over time.[225][1] | |
Resplendent Beam | Alpha-2 | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[226][227] | |
Resurrection | Alpha-1 | Resurrects a dead ally with 25% health and 15% mana.[228][1][229][196] | |
Smite | Alpha-2 | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[80][230] | |
Soothing Glow | Alpha-2 | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[231][232] | |
Wings of Salvation | Alpha-2 | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[132][133] An ally is defined as any non-combatant player or non-mob NPC.[134] |
Fighter skills
The Fighter archetype includes maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield as well as debuffs that can reduce healing received on a target.[233][234][235][236][237]
Skill | Icon | Description |
---|---|---|
Battle Cry | Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[238] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[124] | |
Blood Fusion | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[239] | |
Brutal Cleave | Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [240] | |
Cataclysm | Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[241] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[82] | |
Exert | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[101] | |
Form Of Celerity | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[127] | |
Form Of Ferocity | While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[242] | |
Form Of Fluidity | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[128] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |
Lethal Blow | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[243] | |
Lunging Assault | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[102] | |
Maim | Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[244] | |
Overpower | Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[245] | |
Rupture | Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[246] | |
Whirlwind | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[104] |
- Q: What percentage of Fighter skills are templated attacks versus requiring a target?
- A: There's probably four or five abilities right now that require a single target and then I think the rest are either like on self or some template conal attack or something.[247] – Steven Sharif
Mage skills
Skill | Icon | Description |
---|---|---|
Arcane Beam | Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[248] | |
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[249] | |
Arcane Empowerment | Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[250] | |
Arcane Eye | Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[251] | |
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[252][253] | |
Ball Lightning | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[254][255][256] | |
Blink | Instantly teleport a set distance in the direction you are moving.[122][123] | |
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[257][258][254] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[75][76][77] | |
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[259] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[254][260][261] | |
Elemental Empowerment | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[262] | |
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[263] | |
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[83] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[264][265] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[266][267] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[268] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[269] | |
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[89] | |
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[270][271] | |
Slumber | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[91][92][93] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[272]
- Some abilities require a bow to be equipped.[4][273][274][275]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[276]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[4]
Skill | Icon | Description |
---|---|---|
Air Strike | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[72] The root effect is nature based.[73] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[277] | |
Bear Trap | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[278] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[125] | |
Camouflage | You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[279] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[280] | |
Headshot | Deals 175% physical damage to target enemy.[163] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[281] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[282] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[283] | |
Imbue Ammo: Barbed | Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[284] | |
Imbue Ammo: Concussive | Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[285] | |
Imbue Ammo: Weighted | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[86] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[286] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[287] | |
Mark of the Raven | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[288] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[289] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[290] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[291] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[292] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[293] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[294] | |
Vine Field | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[295] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[296]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[297]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[297]
If you're in a party and you have a Rogue that's available, they'll be able to use that utility skill to discover these random doors that might exist in a dungeon. Now the way we make it so that it's not essentially the same door every time and it's just a first time thing and every time thereafter where that door's at, is these locations are randomly spawned throughout different times of the day so they'll change essentially as you go into a dungeon at different times. So it'll be important and relevant for parties to make sure that they have a diversity of archetypes available to them. And in particular for the rogues case because they can find those hidden type doors and then have access to different types of loot tables based off of that.[297] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | This does not render a player completely invisible.[298] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[299] |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[300][301]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[3] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[300][301]
- Summoners will not be able to fuse with or be taken over by their normal summons.[300][301]
- In the case of siege summons the summoner does become the summon.[300][304]
- Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[305]
- Summoner summons are not the same as combat pets.[306]
- Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[307]
- The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[307] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[308]
- Summons can be leveled through the application of skill points to their active skill.[3]
- Summons will be able to use crowd control (CC).[70]
- Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[309]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[310][311]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[310] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[312][313]
- Animals.[313]
- Spirits.[313][314]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[308][314]
- Corpses (potentially).[313]
- Some summoners may summon multiple things.[313]
- Other summoners may only summon one powerful thing.[313]
- Certain summoners may only be able to summon effects and/or temporary energies.[313]
Növeli from a secondary archetype can be applied to a summon.[315]
- For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[315] – Steven Sharif
Tank skills
Skill | Icon | Source | Description |
---|---|---|---|
Absorption Field | Alpha-2 | A field of absorption.[316] | |
Aegis | Alpha-2 | Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[317] | |
Ancestral Bolas | Alpha-2 | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[74] | |
Grapple | Alpha-2 | Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[84][85] | |
Grit | Alpha-2 | Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[318] | |
Hatred | Alpha-0 | Single target that adds hate.[319] | |
Inciting Strikes | Alpha-2 | Slashes twice in a forward cone while adding additional threat.[320] | |
Indomitable Spirit | Alpha-2 | 30% increased max HP and 30% increased healing received.[321] | |
Lapvédelem | Alpha-2 | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[322] | |
Rush of Courage | Alpha-2 | You feel a surge of resolve - gain 100 Courage.[323] | |
Shake It Off | Alpha-2 | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[324] | |
Shield Assault | Alpha-2 | Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[130] | |
Slam | Alpha-2 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90] | |
Tremoring Bellow | Alpha-2 | Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[94] |
Combat targeting
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[326][328][329][330][331][332] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[326][333][334][335][336]
- Targeted skills require either a soft or hard locked target.[326][10]
- Soft locking is when the reticle moves over a valid target while in action mode.[337] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[10]
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[273][10]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[340][326][341][342][10]
- Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
- A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[343] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[344][333][345][99][346]
- Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[99] – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[347]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[348]
- Variables will change based on which version of a skill is chosen.[346]
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[99]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[98]
- As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[346] – Steven Sharif
Directional attacks
There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[350]
Cleaving
All weapons have a forward attack cone, regardless of being in tab or action mode.[335]
- The cone's arc and distance will vary based on weapon type.[335]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[335] – Steven Sharif
This is described as a weapon attack not an active skill.[335]
Továbbiak
Hivatkozások
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8
- ↑ Élő adás, 2017-10-16 (1:00:44).
- ↑ 3.0 3.1 3.2 Interjú, 2018-08-08 (22:27).
- ↑ 4.0 4.1 4.2 4.3 4.4 Élő adás, 2023-12-19 (1:20:41).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Élő adás, 2023-07-28 (1:04:27).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 Interjú, 2020-07-18 (1:05:04).
- ↑
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Élő adás, 2021-11-19 (50:38).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Video, 2022-09-30 (17:00).
- ↑ Élő adás, 2021-09-24 (1:18:06).
- ↑ 12.0 12.1 Video, 2023-12-19 (5:29).
- ↑ 13.0 13.1 13.2 Élő adás, 2023-07-28 (1:03:27).
- ↑ Interjú, 2020-07-29 (55:44).
- ↑ Interjú, 2020-07-19 (53:59).
- ↑ Interjú, 2020-07-18 (1:07:51).
- ↑ 17.0 17.1 17.2 17.3 Élő adás, 2017-07-28 (19:05).
- ↑ 18.0 18.1 18.2 18.3 Élő adás, 2020-08-28 (1:19:24).
- ↑ 19.0 19.1 19.2 19.3 19.4 Élő adás, 2023-12-19 (1:49:56).
- ↑ 20.0 20.1 20.2 20.3 Élő adás, 2023-12-19 (1:46:12).
- ↑ 21.0 21.1 Interjú, 2020-07-29 (54:44).
- ↑ 22.0 22.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 23.0 23.1 23.2 23.3 Interjú, 2020-07-18 (1:07:06).
- ↑ 24.0 24.1 Élő adás, 2017-11-16 (30:02).
- ↑ Élő adás, 2022-09-30 (1:20:46).
- ↑ Élő adás, 2020-10-30 (1:06:53).
- ↑ Video, 2024-03-29 (47:19).
- ↑ 28.0 28.1 28.2 Élő adás, 2020-08-28 (1:24:29).
- ↑ Élő adás, 2017-05-03 (15:15).
- ↑ 30.0 30.1 Élő adás, 2020-03-28 (1:41:42).
- ↑ Élő adás, 2022-10-14 (57:45).
- ↑ 32.0 32.1 Élő adás, 2017-05-03 (17:59).
- ↑ Élő adás, 2022-10-14 (9:02).
- ↑ 34.0 34.1 Élő adás, 2023-02-24 (53:48).
- ↑ Élő adás, 2017-05-19 (43:09).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Élő adás, 2021-06-25 (1:05:01).
- ↑ Élő adás, 2018-02-09 (41:56).
- ↑ 39.0 39.1 Élő adás, 2019-12-17 (1:13:14).
- ↑ 40.0 40.1 Élő adás, 2024-01-31 (5:00).
- ↑ Élő adás, 2019-07-26 (1:09:22).
- ↑ 42.0 42.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑
- ↑ Interjú, 2018-05-11 (53:15).
- ↑ Élő adás, 2018-04-8 (PM) (20:45).
- ↑ 47.0 47.1 Élő adás, 2022-12-02 (1:05:08).
- ↑ 48.0 48.1 48.2 48.3 Élő adás, 2023-01-27 (1:06:02).
- ↑ 49.0 49.1 Élő adás, 2022-06-30 (51:17).
- ↑ 50.0 50.1 Élő adás, 2020-01-30 (1:34:12).
- ↑ Élő adás, 2020-06-26 (1:24:06).
- ↑ 52.0 52.1 Video, 2023-01-27 (35:51).
- ↑ 53.0 53.1 53.2 Video, 2022-12-02 (34:41).
- ↑ 54.0 54.1 54.2 Video, 2022-12-02 (16:55).
- ↑ 55.0 55.1 55.2 Élő adás, 2024-03-29 (2:38:15).
- ↑ 56.0 56.1 56.2 56.3 Élő adás, 2023-09-29 (1:12:16).
- ↑ 57.0 57.1 57.2 57.3 Video, 2023-01-27 (40:24).
- ↑ Élő adás, 2023-01-27 (15:22).
- ↑ Élő adás, 2023-01-27 (1:13:29).
- ↑ Élő adás, 2021-09-24 (1:22:46).
- ↑ Élő adás, 2020-06-26 (1:19:50).
- ↑
- ↑ 63.0 63.1 63.2 63.3 63.4 Élő adás, 2017-05-24 (45:12).
- ↑ 64.0 64.1 Élő adás, 2020-06-26 (1:50:01).
- ↑ Élő adás, 2017-10-16 (25:56).
- ↑
- ↑ 67.0 67.1 67.2 Élő adás, 2023-12-19 (1:16:19).
- ↑ 68.0 68.1 68.2 Élő adás, 2022-09-30 (51:28).
- ↑ 69.0 69.1 69.2 Élő adás, 2021-04-30 (1:08:10).
- ↑ 70.0 70.1
- ↑ 71.0 71.1 Video, 2023-12-19 (27:14).
- ↑ 72.0 72.1 72.2
- ↑ 73.0 73.1 73.2 Video, 2022-09-30 (15:28).
- ↑ 74.0 74.1
- ↑ 75.0 75.1
- ↑ 76.0 76.1 Video, 2023-05-31 (12:12).
- ↑ 77.0 77.1 Video, 2023-04-28 (17:50).
- ↑ 78.0 78.1 Video, 2023-07-28 (20:50).
- ↑ 79.0 79.1
- ↑ 80.0 80.1 80.2 Video, 2023-07-28 (29:23).
- ↑ 81.0 81.1
- ↑ 82.0 82.1
- ↑ 83.0 83.1
- ↑ 84.0 84.1 Video, 2023-03-31 (9:55).
- ↑ 85.0 85.1 Video, 2023-01-27 (10:27).
- ↑ 86.0 86.1
- ↑ 87.0 87.1
- ↑ 88.0 88.1 88.2
- ↑ 89.0 89.1
- ↑ 90.0 90.1
- ↑ 91.0 91.1 Video, 2023-04-28 (17:22).
- ↑ 92.0 92.1
- ↑ 93.0 93.1 Video, 2023-09-29 (11:23).
- ↑ 94.0 94.1 Video, 2023-01-27 (7:28).
- ↑ Élő adás, 2018-02-09 (28:17).
- ↑ Élő adás, 2019-11-22 (1:06:25).
- ↑
- ↑ 98.0 98.1 98.2 98.3 98.4 98.5 98.6 Podcast, 2018-08-04 (1:11:05).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 Élő adás, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 101.0 101.1 101.2
- ↑ 102.0 102.1 102.2
- ↑ 103.0 103.1
- ↑ 104.0 104.1 104.2
- ↑ 105.0 105.1 Élő adás, 2021-02-26 (27:41).
- ↑ Video, 2021-02-26 (6:17).
- ↑ 107.0 107.1 107.2 107.3 107.4 Élő adás, 2023-07-28 (1:02:23).
- ↑ 108.0 108.1 Élő adás, 2022-06-30 (46:30).
- ↑ Élő adás, 2021-07-30 (31:22).
- ↑ Interjú, 2021-06-13 (4:12).
- ↑ Élő adás, 2021-05-28 (1:13:05).
- ↑ 112.0 112.1 112.2 Élő adás, 2022-12-02 (59:47).
- ↑ Élő adás, 2020-04-30 (1:17:13).
- ↑ 114.0 114.1 Élő adás, 2017-05-08 (43:30).
- ↑ 115.0 115.1 Élő adás, 2024-03-29 (2:01:57).
- ↑ 116.0 116.1 Élő adás, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 118.0 118.1 Élő adás, 2022-10-14 (48:45).
- ↑ 119.0 119.1
- ↑ Élő adás, 2020-06-26 (1:30:40).
- ↑ 121.0 121.1 Élő adás, 2022-06-30 (49:42).
- ↑ 122.0 122.1
- ↑ 123.0 123.1 Video, 2023-04-28 (4:40).
- ↑ 124.0 124.1
- ↑ 125.0 125.1
- ↑
- ↑ 127.0 127.1
- ↑ 128.0 128.1
- ↑
- ↑ 130.0 130.1 Video, 2023-01-27 (5:07).
- ↑
- ↑ 132.0 132.1 Video, 2023-07-28 (24:03).
- ↑ 133.0 133.1
- ↑ 134.0 134.1 Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 136.0 136.1 Élő adás, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Élő adás, 2018-05-04 (51:57).
- ↑ Élő adás, 2017-12-15 (1:35:38).
- ↑ Élő adás, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ 143.0 143.1 Élő adás, 2023-12-19 (1:52:02).
- ↑ 144.0 144.1 144.2 Élő adás, 2023-12-19 (1:20:09).
- ↑ 145.0 145.1
- ↑ Interjú, 2020-03-27 (15:20).
- ↑ Élő adás, 2023-10-31 (1:30:52).
- ↑ Élő adás, 2023-12-19 (1:17:45).
- ↑ Alpha-1 screenshot.
- ↑ Video, 2021-02-09 (0:37).
- ↑ Élő adás, 2020-07-31 (1:14:26).
- ↑ 152.0 152.1 Élő adás, 2019-11-22 (1:09:37).
- ↑ Élő adás, 2017-05-17 (1:05:11).
- ↑ Élő adás, 2019-06-28 (1:19:00).
- ↑ Élő adás, 2017-05-30 (16:25).
- ↑ 156.0 156.1 156.2 Élő adás, 2018-12-06 (48:52).
- ↑ Élő adás, 2020-10-30 (1:15:59).
- ↑
- ↑ 159.0 159.1
- ↑ 160.0 160.1 Interjú, 2018-10-21 (9:10).
- ↑ Interjú, 2018-10-20 (3:25:31).
- ↑ 162.0 162.1 162.2 Élő adás, 2018-09-27 (34:49).
- ↑ 163.0 163.1
- ↑ Ashes of Creation class list.
- ↑
- ↑ Élő adás, 2017-05-03 (50:50).
- ↑ Élő adás, 2020-07-31 (1:31:11).
- ↑ 168.0 168.1 168.2
- ↑ 169.0 169.1 169.2 Élő adás, 2023-04-07 (1:05:57).
- ↑ 170.0 170.1 170.2 Podcast, 2021-04-11 (13:30).
- ↑ Élő adás, 2018-01-18 (45:52).
- ↑ Élő adás, 2022-12-02 (1:04:16).
- ↑ Interjú, 2020-07-19 (1:00:04).
- ↑ 174.0 174.1 Élő adás, 2018-04-8 (PM) (46:11).
- ↑ Élő adás, 2020-07-25 (58:38).
- ↑ Video, 2024-03-29 (55:06).
- ↑ 177.0 177.1 Élő adás, 2019-06-28 (1:21:02).
- ↑ Élő adás, 2022-12-02 (1:26:47).
- ↑ Élő adás, 2018-04-8 (PM) (1:18:37).
- ↑ Élő adás, 2017-07-28 (40:15).
- ↑ 181.0 181.1 Interjú, 2021-06-13 (8:33).
- ↑ 182.0 182.1 Élő adás, 2017-05-17 (1:06:19).
- ↑ Élő adás, 2022-01-28 (1:09:26).
- ↑ 184.0 184.1 Élő adás, 2017-05-19 (39:55).
- ↑ Élő adás, 2017-06-01 (22:58).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Élő adás, 2017-05-26 (19:03).
- ↑ Élő adás, 2023-07-28 (1:24:11).
- ↑ 189.0 189.1 Élő adás, 2023-07-28 (1:07:30).
- ↑ Video, 2023-07-28 (19:50).
- ↑
- ↑ Video, 2023-07-28 (14:03).
- ↑
- ↑
- ↑ Video, 2020-11-01 (0:33).
- ↑ 196.0 196.1 196.2 196.3
- ↑ 197.0 197.1 Video, 2023-07-28 (16:02).
- ↑
- ↑ Video, 2023-07-28 (17:32).
- ↑
- ↑ Video, 2023-07-28 (22:12).
- ↑
- ↑ Video, 2023-07-28 (7:34).
- ↑
- ↑
- ↑ Video, 2020-11-01 (1:09).
- ↑
- ↑ Video, 2020-11-01 (0:51).
- ↑ Video, 2023-07-28 (18:26).
- ↑
- ↑ Video, 2023-07-28 (25:36).
- ↑
- ↑ Video, 2023-05-31 (16:58).
- ↑
- ↑
- ↑ Video, 2023-07-28 (10:03).
- ↑
- ↑ Video, 2023-07-28 (23:28).
- ↑
- ↑ Video, 2023-07-28 (15:15).
- ↑
- ↑ Video, 2023-07-28 (5:16).
- ↑
- ↑
- ↑
- ↑ Video, 2023-07-28 (12:04).
- ↑
- ↑
- ↑ Video, 2020-11-01 (0:55).
- ↑
- ↑ Video, 2023-07-28 (9:22).
- ↑
- ↑ Interjú, 2023-09-10 (9:52).
- ↑ Video, 2024-03-29 (3:50).
- ↑ Interjú, 2023-09-10 (16:56).
- ↑
- ↑ Élő adás, 2017-12-15 (1:00:36).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Élő adás, 2024-03-29 (1:56:56).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (22:13).
- ↑ 254.0 254.1 254.2 Video, 2023-09-29 (11:29).
- ↑
- ↑ Video, 2023-04-28 (7:15).
- ↑ Video, 2023-04-28 (9:22).
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (11:22).
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (15:35).
- ↑
- ↑ Video, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (6:15).
- ↑ Élő adás, 2023-05-31 (1:10:42).
- ↑ 273.0 273.1 Élő adás, 2022-09-30 (49:16).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Interjú, 2018-05-11 (16:32).
- ↑ Élő adás, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 297.0 297.1 297.2 Élő adás, 2020-07-25 (42:49).
- ↑ Élő adás, 2022-01-28 (1:12:27).
- ↑ Élő adás, 2017-05-03 (49:39).
- ↑ 300.0 300.1 300.2 300.3 300.4 Élő adás, 2023-03-31 (1:22:21).
- ↑ 301.0 301.1 301.2 301.3 Élő adás, 2017-05-19 (10:06).
- ↑
- ↑
- ↑ Élő adás, 2017-05-26 (43:20).
- ↑ Élő adás, 2023-02-24 (1:27:22).
- ↑ Élő adás, 2020-10-30 (1:21:14).
- ↑ 307.0 307.1 Interjú, 2022-01-14 (42:18).
- ↑ 308.0 308.1 Élő adás, 2020-07-25 (1:41:46).
- ↑ Élő adás, 2021-01-29 (1:21:01).
- ↑ 310.0 310.1
- ↑
- ↑ Interjú, 2021-06-13 (13:11).
- ↑ 313.0 313.1 313.2 313.3 313.4 313.5 313.6 Élő adás, 2018-04-8 (AM) (0:58).
- ↑ 314.0 314.1 Élő adás, 2018-04-8 (PM) (11:27).
- ↑ 315.0 315.1 Élő adás, 2018-04-8 (PM) (24:11).
- ↑
- ↑ Video, 2023-01-27 (9:54).
- ↑ Video, 2023-01-27 (5:21).
- ↑ Élő adás, 2017-10-16 (21:48).
- ↑ Video, 2023-01-27 (6:41).
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2022-09-30 (17:03).
- ↑ 326.0 326.1 326.2 326.3 326.4 326.5 Élő adás, 2023-04-28 (53:58).
- ↑ Video, 2023-05-31 (11:20).
- ↑ Élő adás, 2023-04-07 (49:45).
- ↑
- ↑ Élő adás, 2021-08-27 (1:16:04).
- ↑ Élő adás, 2021-06-25 (22:34).
- ↑ Élő adás, 2017-11-16 (30:45).
- ↑ 333.0 333.1 Élő adás, 2021-06-25 (27:43).
- ↑
- ↑ 335.0 335.1 335.2 335.3 335.4 335.5 335.6 Élő adás, 2020-08-28 (1:15:39).
- ↑ Élő adás, 2020-04-30 (1:09:51).
- ↑ 337.0 337.1 337.2 Élő adás, 2023-12-19 (1:15:00).
- ↑ 338.0 338.1 Élő adás, 2021-03-26 (59:21).
- ↑ Élő adás, 2021-06-25 (26:11).
- ↑ Élő adás, 2023-12-19 (1:18:49).
- ↑ Élő adás, 2022-09-30 (52:33).
- ↑ Élő adás, 2022-09-30 (48:10).
- ↑ Élő adás, 2023-08-31 (2:22:01).
- ↑ 344.0 344.1 344.2 344.3 Élő adás, 2022-09-30 (41:06).
- ↑ 346.0 346.1 346.2 346.3 346.4 346.5 Podcast, 2018-08-04 (1:07:59).
- ↑ Élő adás, 2023-01-27 (1:11:07).
- ↑ Élő adás, 2020-08-28 (1:12:50).
- ↑
- ↑ 350.0 350.1 Élő adás, 2021-03-26 (1:11:25).
- ↑