Archétypes
Au début du jeu, les joueurs peuvent choisir parmi huit archétypes, qui définissent essentiellement le rôle d'un personnage.[2][3]
We're fairly similar to the holy trinity of class identity. I think that the way our primary archetypes and secondary archetypes, the combination of that creating these 64 different classes, it is a goal to blur the line between those identities, that standard Trinity that's present. I think additionally the way that we're developing classes is to be that rock-paper-scissors type of interaction, especially balance them around group vs. group dynamics or group dynamics; and... by utilizing the augment system allows for players to take skills outside of just the realm of their identity and into a different area.[4] – Steven Sharif
Icône | Archétype | Type.[5] | Rôle.[6] |
---|---|---|---|
Barde | Arcane | Support | |
Clerc | Arcane | Support | |
Combattant | Martial | Dégâts | |
Mage | Arcane | Dégâts | |
Rôdeur | Martial | Dégâts | |
Rogue | Martial | Dégâts | |
Invocateur | Arcane | Support | |
Tank | Martial | Tank |
Bard
Le Bard est un archétype dans Ashes of Creation.[8]
Un réel multiplicateur de force, le Bard entonne des chants de gloire et conquête, inspirant ses compagnons à une grandeur toujours croissante. Il connait des secrets et mots puissants, sachant en parlant donner de terribles cauchemars, ou convaincre les ennemis de devenirs amis.
Les Bards sont les supports qui rendent le groupe meilleur en tant qu'unité.[9]
Les Bards sont prévus pour amplifier les compétences de classe des membres du groupe ou raid. Cette amplification n'est pas juste pour les DPS, mais aussi pour les supports, les soigneurs, pour encaisser les dégâts ou se mouvoir. Les Bards sont souvent dépeint comme une classe musicale et bien qu'ils puisse l'être, nombreux bardes peuvent exister juste en racontant une histoire. Raconter une histoire sera l'outil principal par lequel les bardes interagissent avec l'équipe. Et cette histoire améliorera les capacités des joueurs à donner le meilleur. Très similaire au buff d'une équipe, mais vous ne le verrez pas comme le "bot à buff" que vous auriez pu essayer dans d'autres jeux, où ils ne sont bons qu'à buffer l'équipe, puis vous les virez et ils attendent dans un coin en revenant 30 minutes plus tard. Ces buffs seront en rapport avec leur façon de faire.[10] – Steven Sharif
Bard classes
Class | Primary | Secondary |
---|---|---|
Magician | Bard | Mage |
Minstrel | Bard | Bard |
Siren | Bard | Tank |
Song Warden | Bard | Ranger |
Songcaller | Bard | Summoner |
Soul Weaver | Bard | Cleric |
Tellsword | Bard | Fighter |
Trickster | Bard | Rogue |
Bard skills/abilities
Les Bards ont des capacités de combat, pas seulement des buffs.[11]
- Les bardes auront une grande variété de compétences parmi lesquelles choisir, comme les aspects de maitrise des mots, acteur et musical.[12]
- Les Bards fourniront des soins de proximité ou basés sur des proc à un bien moindre degré que les Clerics.[15]
- Les Bards ne seront pas la classe des "temps d'arrêt". Ça sera le rôle des espaces sociaux au sein des noeuds.[11]
- Les Bards auront une utilité en dehors des combats, tout comme les autres classes.[16]
- Restorer l'XP de repos ne sera pas une dans les utilités du barde.
dans d'autres jeux, les Bards ont tendance à être du genre passif et ce n'est vraiment pas la direction que nous souhaitons prendre. Nous voulons que toutes les classes soient amusantes à jouer. Nous voulons que toutes les classes soient viable. Nous voulons que vous vous sentiez utiles: que chaque instant du jeu soit amusant; donc une grande partie de ce genre de choses sera basé sur les combos, sur des actions réactives entre votre groupe et le monstre que vous combattez, ou les joueurs que vous combattez. Il y aura beaucoup de mouvement entre le front et l'arrière garde pour permettre en quelque sorte d'aider et de faire en sorte que tous bénéficient d'un support quelque soit leur manière de faire. Vous ne serez pas assis à l'arrière à vous ennuyer en jouant passivement du luth.[17] – Jeffrey Bard
Les Bards peuvent choisir d'activer des buffs qui augmentent les capacités à tanker, esquiver, causer des dégats et soigner autour d'eux.[18]
- Certains buffs sont associés à la manière de jouer du Bard en combat: Si un Bard touche une cible avec un skill shot, les alliés à portée pourront bénéficier d'un buff temporaire en lien avec la capacité utilisée.[10]
Disons que le Bard utilise une arme, il a une épée de sortie et... effectue une attaque ressemblant à une excellente performance de gladiateur. Cela inspirera ses amis proches qui bénéficieront d'une augmentation de leurs dégâts critiques, et maintenant ils infligent des dégâts supplémentaires contre les cibles pour les prochaines 10 secondes ou 8 secondes. Donc, vous aurez besoin de rester actif. vous aurez besoin de vous soucier de votre positionnement, la relation entre la position du groupe par rapport à vous afin de vraiment accentuer ce que vous lui amenez.[10] – Steven Sharif
Cleric
Le clerc est un archétype dans Ashes of Creation.[8]
Dans un monde souvent semé d'embûches, le clerc ne manque jamais d'amis. Ils peuvent protéger leurs alliés de plusieurs façons et, si nécessaire, étouffer la vie des autres. En tant que maîtres de l'essence même de la vitalité, ils peuvent sentir ce qui est brisé et corrompu... Chaque filament de cette essence connectent toute chose et chacun d'un entre nous. Les clercs sont particulièrement sensibles aux filaments qui canalisent la vie et l'énergie vitale. En renforçant ces filaments, ils peuvent guérir et même ressusciter ceux qui ont été blessés. En les déchirant, ils peuvent voler l'énergie de leurs ennemis, retournant les pouvoirs de leurs ennemis contre eux au milieu du chaos général de la bataille.[21]
Cleric classes
Cleric skills/abilities
Restauration. Renforcement. Affaiblissement. Les prêtres maintiennent leur équipe dans la bataille en renforçant leurs capacités de combat et en maudissant leurs ennemis. Loin de simplement soutenir ses alliés par la guérison, un clerc est également capable d'utiliser une force destructrice face au danger..[21]
Les clercs contrôle la vie, et cela peut se voit au travers de leurs capacités utilitaires qui sont liées à la corruption.[22]
Capacités de combat du Clerc
Skill | Icon | Description |
---|---|---|
Barrier | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[23][24] | |
Bless Weapon | 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.[25][26] | |
Castigation | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[27][28][29][30] | |
Chains of Restraint | 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.[31][32] | |
Communal Restoration | 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.[33][34] This can overheal.[33] | |
Condemn | Stun target enemy for 3 seconds.[35][36] | |
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[37][38] | |
Defiant Light | 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.[39][40] | |
Deliverance | 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.[41][42] | |
Devotion | Launch an orb of energy into the air that will fall upon your target, healing them.[43][28][44][30] | |
Divine Censure | Hurls a radiant spear at the target, dealing damage.[45][28][46][30] | |
Divine Flare | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[47][48] | |
Divine Infusion | 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.[49][50][51][52] | |
Divine Light | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[53][28] | |
Flash Cure | Instantly heal target ally. This may be used during other ability activations.[54][55] | |
Healing Touch | Heal target ally in melee range for a large amount of health.[56][57] | |
Judgment | 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.[58][59] | |
Mend | 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.[60][61] | |
Radiant Burst | Heals allies around you in a wide area for a large amount.[62] Stacks up to 3 times.[28] | |
Regeneration | Bathe your target with restorative energy that heals them over time.[63][28] | |
Resplendent Beam | 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.[64][65] | |
Resurrection | Resurrects a dead ally with 25% health and 15% mana.[66][28][67][30] | |
Smite | 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.[35][68] | |
Soothing Glow | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[69][70] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[71][72] An ally is defined as any non-combatant player or non-mob NPC.[73] |
Capacités passives du Clerc
- None -
Fighter
Fighter is an archetype in Ashes of Creation.[8]
- The fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.[75] – Steven Sharif
- Fighters have a momentum mechanic that scales resistances and mobility proportional to damage taken and dealt.[76][77][78][79][80]
Fighter classes
Fighter skills/abilities
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.[81][78][79][80][82]
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.[83] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[84] | |
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.[85] | |
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) [86] | |
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.[87] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[88] | |
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.[89] | |
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.[90] | |
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.[91] | |
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.[92] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[93] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[94] | |
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.[95] | |
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.[96] | |
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.[97] | |
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.[98] | |
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.[99] | |
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.[100] |
- 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.[101] – Steven Sharif
Mage
Mage is an archetype in Ashes of Creation.[106][8]
- Mages are able to combine skills from different elements, along with non-elemental spells and weapon attacks to produce powerful synergies and combos.[103]
- Players can focus exclusively on a single element, but this will reduce their ability to benefit from synergies and combos between different elements.[107]
- Passive essence is converted into useful forms and patterns under their direction, which can then take the shape of nearly anything imaginable! Mages can bend space, summon light, or set the very air ablaze – applying force in all its rawness, or in any shade of their elemental fury.[106]
- Mages tend to have the most direct relationship with The Essence compared to others.[106]
- Mages tend to have the most direct relationship with essence compared to others, and they manage that bond with a singular will... As a Mage’s connection to essence develops further, their power will continue to grow, unfold, and take shape.[106]
Mage classes
Mage skills/abilities
Skill | Icon | Description |
---|---|---|
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.[108] | |
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.[109] | |
Arcane Volley | Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[110][111] | |
Ball Lightning | Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[112][113][114] | |
Blink | Instantly teleport a set distance in the direction you are moving.[115][116] | |
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[117][118][112] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[119][120][121] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[112][122][123] | |
Elemental Empowerment | Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[124][125] | |
Fireball | Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[126] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[127] | |
Fissure | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[128] | |
Frostbolt | Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[129][130] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[131][132] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[133] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[134] | |
Quake | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[135] | |
Shell | Create a protective magical shell[136] around yourself that absorbs a large amount of damage before breaking.[137][138] | |
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.[139][140][141] |
Ranger
Ranger is an archetype in Ashes of Creation.[8]
Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.
- Q: Tank has resolve, Cleric has divine power, what does Ranger have?
- A: That's a very good question. It is the interaction between the Hunts and the Marks. That is something that we're going to be focusing in on a little bit more. Right now, that is still something that the combat team is working on for the Ranger class.[144] – Steven Sharif
- Q: Why was the minimum distance required removed for the Rangers ranged attacks?
- A: Originally when I was thinking about the Ranger, I had thought about introducing a minimum range requirement in order to offset its flexibility in combat and having them think a little bit more strategically about positioning on the battlefield. That became an un-fun experience when we playtested it and so we decided to remove it. Instead we may choose to play around with things like range too close affecting something maybe like accuracy. We haven't playtested with that. Or, we just might not incorporate it and instead let it live within the abilities you saw. An example of that with regards to the lightning ability having variable effects conferred at different ranges. That right now is the approach that we're taking.[145] – Steven Sharif
Ranger classes
Clase | Primario | Secundarios |
---|---|---|
Bowsinger | Ranger | Bard |
Falconer | Ranger | Summoner |
Hawkeye | Ranger | Ranger |
Scion | Ranger | Mage |
Scout | Ranger | Rogue |
Sentinel | Ranger | Tank |
Soulbow | Ranger | Cleric |
Strider | Ranger | Fighter |
Ranger skills/abilities
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[146]
- Some abilities require a bow to be equipped.[147][148][149][150]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[145]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[147]
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.[151] The root effect is nature based.[152] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[153] | |
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.[154] | |
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.[155] | |
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.[156] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[157] | |
Headshot | Deals 175% physical damage to target enemy.[158] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[159] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[160] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[161] | |
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.[162] | |
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.[163] | |
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.[164] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[165] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[166] | |
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.[167] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[168] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[169] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[170] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[171] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[172] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[173] | |
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.[174] |
Rogue
Rogue is an archetype in Ashes of Creation.[8]
The rogue is more physical disable oriented: Applying bleeds or snares or having precision damage that's situational. Being stealthy. That's how I view the rogue role... The rogue's like you don't see me, I'm coming in and boom I stab you in the back and I do extra damage because of it. Now you're bleeding and you're trying to snare away and walking away, and that's a rogue in my opinion.[75] – Steven Sharif
Rogue classes
Rogue skills/abilities
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[176]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[177]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[177]
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.[177] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | This does not render a player completely invisible.[178] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[179] |
Summoner
Summoner is an archetype in Ashes of Creation.[8]
- Summoners can shift their roles easily to fill gaps in a group's composition based on the role of the summon they are utilizing coupled with their choice of secondary archetype, which influences the role the summons perform best at.[181][9]
- Q: Summoner has been said to fill in the gaps in a party's role composition. What exactly does that mean in practice? Are they capable of speccing to be pure DPS, pure heals, or pure tank? Or instead are they supposed to be doing all three at a lesser level as needed?
- A: It depends on the summon that they bring out. They will have a variety of summon options and they will have supporting abilities that enhance the role of that particular summon, or that can hybridize the role of that summon based on the ability they cast on the summon or support by attacking- by casting on the target either. So is something that is flexible based on the summoner; and then when you choose a secondary archetype as your total class, that- as a primary summoner- that will influence which category your summons perform best as a role. So if you go with a secondary archetype for your class selection that's more DPS oriented this summons from a role category perspective will be a DPS summons. You'll still have the flexibility, but it won't be as strong as if you had chosen a support or a tank role and the summon benefits you would have as a result of those secondary choices.[181] – Steven Sharif
- Q: Will Summoners want to build different stats when playing as either a DPS, healer, or tank role?
- A: Yes. It is important that Summoners understand the role they're trying to hybridize into, as that decision might influence the types of stats they want to spec for.[182] – Steven Sharif
Summoner classes
Summoner skills/abilities
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[183][184]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[186] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[183][184]
- Summoners will not be able to fuse with or be taken over by their normal summons.[183][184]
- In the case of siege summons the summoner does become the summon.[183][188]
- 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.[189]
- Summoner summons are not the same as combat pets.[190]
- 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.[191]
- 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.[191] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[192]
- Summons can be leveled through the application of skill points to their active skill.[186]
- Summons will be able to use crowd control (CC).[193]
- 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.[194]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[195][196]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[195] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[197][198]
- Animals.[198]
- Spirits.[198][199]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[192][199]
- Corpses (potentially).[198]
- Some summoners may summon multiple things.[198]
- Other summoners may only summon one powerful thing.[198]
- Certain summoners may only be able to summon effects and/or temporary energies.[198]
Augmentation from a secondary archetype can be applied to a summon.[200]
- 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.[200] – Steven Sharif
Tank
Tank is an archetype in Ashes of Creation.[8]
- Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[203] – Tradd Thompson
All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[204][205]
- The best tanks are going to be Guardians, but tanks with other secondary archetypes will also be viable.[204]
- Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
- A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[204] – Steven Sharif
- The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[206]
- Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[206] – Steven Sharif
- Tanks in general will have some control over encounters but will likely not have total control.[207]
- Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
- A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[208] – Steven Sharif
- Depending on their choice of secondary archetype, tanks are able to favor damage dealt over defense.[209]
- Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
- A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[210] – Steven Sharif
Tanks will have different build options:[211]
- Tanks will not be forced to have a shield but it will definitely be a viable option.[211] – Jeffrey Bard
Tank classes
Class | Primary | Secondary |
---|---|---|
Argent | Tank | Bard |
Guardian | Tank | Tank |
Keeper | Tank | Summoner |
Knight | Tank | Fighter |
Nightshield | Tank | Rogue |
Paladin | Tank | Cleric |
Spellshield | Tank | Mage |
Warden | Tank | Ranger |
Tank skills/abilities
Skill | Icon | Source | Description |
---|---|---|---|
Absorption Field | Alpha-2 | A field of absorption.[212] | |
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.[213] | |
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.[214] | |
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.[215][216] | |
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.[217] | |
Hatred | Alpha-0 | Single target that adds hate.[218] | |
Inciting Strikes | Alpha-2 | Slashes twice in a forward cone while adding additional threat.[219] | |
Indomitable Spirit | Alpha-2 | 30% increased max HP and 30% increased healing received.[220] | |
Protéger | 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.[221] | |
Rush of Courage | Alpha-2 | You feel a surge of resolve - gain 100 Courage.[222] | |
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.[223] | |
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.[224] | |
Slam | Alpha-2 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[225] | |
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.[226] |
Voir également
Les références
- ↑ Ashes of Creation Kickstarter.
- ↑ Entrevue, 2020-07-18 (1:05:04).
- ↑
- ↑ Podcast, 2018-05-11 (25:58).
- ↑ Entrevue, 2020-07-29 (49:53).
- ↑ Group dynamics blog.
- ↑
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Archetype breakdown.
- ↑ 9.0 9.1 Direct, 2018-01-18 (45:52).
- ↑ 10.0 10.1 10.2 Direct, 2018-04-8 (PM) (46:11).
- ↑ 11.0 11.1 Direct, 2017-05-17 (1:06:19).
- ↑ Direct, 2019-06-28 (1:21:02).
- ↑ Direct, 2017-07-28 (40:15).
- ↑ Direct, 2018-04-8 (PM) (1:18:37).
- ↑ Direct, 2020-07-25 (58:38).
- ↑ Direct, 2017-05-19 (39:55).
- ↑ Direct, 2017-06-01 (22:58).
- ↑ Entrevue, 2020-07-19 (1:00:04).
- ↑ Vidéo, 2020-11-01 (0:14).
- ↑
- ↑ 21.0 21.1 Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Direct, 2017-05-26 (19:03).
- ↑ Vidéo, 2023-07-28 (19:50).
- ↑
- ↑ Vidéo, 2023-07-28 (14:03).
- ↑
- ↑
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6
- ↑ Vidéo, 2020-11-01 (0:33).
- ↑ 30.0 30.1 30.2 30.3
- ↑ Vidéo, 2023-07-28 (20:50).
- ↑
- ↑ 33.0 33.1 Vidéo, 2023-07-28 (16:02).
- ↑
- ↑ 35.0 35.1 Vidéo, 2023-07-28 (29:23).
- ↑
- ↑ Vidéo, 2023-07-28 (17:32).
- ↑
- ↑ Vidéo, 2023-07-28 (22:12).
- ↑
- ↑ Vidéo, 2023-07-28 (7:34).
- ↑
- ↑
- ↑ Vidéo, 2020-11-01 (1:09).
- ↑
- ↑ Vidéo, 2020-11-01 (0:51).
- ↑ Vidéo, 2023-07-28 (18:26).
- ↑
- ↑ Vidéo, 2023-07-28 (25:36).
- ↑
- ↑ Vidéo, 2023-05-31 (16:58).
- ↑
- ↑
- ↑ Vidéo, 2023-07-28 (10:03).
- ↑
- ↑ Vidéo, 2023-07-28 (23:28).
- ↑
- ↑ Vidéo, 2023-07-28 (15:15).
- ↑
- ↑ Vidéo, 2023-07-28 (5:16).
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-07-28 (12:04).
- ↑
- ↑
- ↑ Vidéo, 2020-11-01 (0:55).
- ↑
- ↑ Vidéo, 2023-07-28 (9:22).
- ↑
- ↑ Vidéo, 2023-07-28 (24:03).
- ↑
- ↑ Vidéo, 2023-07-28 (24:16).
- ↑ Vidéo, 2024-03-29 (8:05).
- ↑ 75.0 75.1 Podcast, 2021-09-29 (28:30).
- ↑ X.com - Combat Momentum is an archetype resource made specifically for the Fighter!
- ↑
- ↑ 78.0 78.1 Vidéo, 2024-03-29 (3:50).
- ↑ 79.0 79.1 Entrevue, 2023-09-10 (16:56).
- ↑ 80.0 80.1
- ↑ Entrevue, 2023-09-10 (9:52).
- ↑ Direct, 2017-12-15 (1:00:36).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2024-03-29 (1:56:56).
- ↑ Vidéo, 2023-04-28 (20:57).
- ↑ 103.0 103.1 Direct, 2023-04-28 (57:01).
- ↑ Vidéo, 2023-04-28 (34:21).
- ↑ Vidéo, 2023-04-28 (35:45).
- ↑ 106.0 106.1 106.2 106.3 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ Direct, 2023-04-28 (1:01:25).
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (22:13).
- ↑ 112.0 112.1 112.2 Vidéo, 2023-09-29 (11:29).
- ↑
- ↑ Vidéo, 2023-04-28 (7:15).
- ↑
- ↑ Vidéo, 2023-04-28 (4:40).
- ↑ Vidéo, 2023-04-28 (9:22).
- ↑
- ↑
- ↑ Vidéo, 2023-05-31 (12:12).
- ↑ Vidéo, 2023-04-28 (17:50).
- ↑
- ↑ Vidéo, 2023-04-28 (11:22).
- ↑ Vidéo, 2023-04-28 (14:55).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (15:35).
- ↑
- ↑ Vidéo, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (6:15).
- ↑ Vidéo, 2023-04-28 (17:22).
- ↑
- ↑ Vidéo, 2023-09-29 (11:23).
- ↑ Vidéo, 2023-12-19 (45:04).
- ↑ X.com - This Kaelar Ranger is ready to explore Verra!
- ↑ Direct, 2023-12-19 (1:14:40).
- ↑ 145.0 145.1 Direct, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑ Direct, 2023-05-31 (1:10:42).
- ↑ 147.0 147.1 Direct, 2023-12-19 (1:20:41).
- ↑ Direct, 2022-09-30 (49:16).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Entrevue, 2018-05-11 (16:32).
- ↑
- ↑ Vidéo, 2022-09-30 (15:28).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2017-05-17 (40:07).
- ↑
- ↑ 177.0 177.1 177.2 Direct, 2020-07-25 (42:49).
- ↑ Direct, 2022-01-28 (1:12:27).
- ↑ Direct, 2017-05-03 (49:39).
- ↑
- ↑ 181.0 181.1 Direct, 2022-09-30 (1:14:20).
- ↑ Direct, 2024-02-29 (1:24:13).
- ↑ 183.0 183.1 183.2 183.3 183.4 Direct, 2023-03-31 (1:22:21).
- ↑ 184.0 184.1 184.2 184.3 Direct, 2017-05-19 (10:06).
- ↑
- ↑ 186.0 186.1 Entrevue, 2018-08-08 (22:27).
- ↑
- ↑ Direct, 2017-05-26 (43:20).
- ↑ Direct, 2023-02-24 (1:27:22).
- ↑ Direct, 2020-10-30 (1:21:14).
- ↑ 191.0 191.1 Entrevue, 2022-01-14 (42:18).
- ↑ 192.0 192.1 Direct, 2020-07-25 (1:41:46).
- ↑
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 195.0 195.1
- ↑
- ↑ Entrevue, 2021-06-13 (13:11).
- ↑ 198.0 198.1 198.2 198.3 198.4 198.5 198.6 Direct, 2018-04-8 (AM) (0:58).
- ↑ 199.0 199.1 Direct, 2018-04-8 (PM) (11:27).
- ↑ 200.0 200.1 Direct, 2018-04-8 (PM) (24:11).
- ↑ Vidéo, 2023-01-27 (13:23).
- ↑ Blog: Bulwark on the Battlefield - Tank Alpha One Preview.
- ↑ Vidéo, 2023-01-27 (19:05).
- ↑ 204.0 204.1 204.2 Direct, 2023-01-27 (1:12:20).
- ↑ Entrevue, 2018-05-11 (51:11).
- ↑ 206.0 206.1 Direct, 2022-10-14 (20:02).
- ↑ Direct, 2023-01-27 (1:24:16).
- ↑ Direct, 2023-01-27 (1:26:12).
- ↑ Direct, 2023-01-27 (1:25:32).
- ↑ Direct, 2023-01-27 (1:28:24).
- ↑ 211.0 211.1 211.2 211.3 211.4 Direct, 2017-05-26 (32:59).
- ↑
- ↑ Vidéo, 2023-01-27 (9:54).
- ↑
- ↑ Vidéo, 2023-03-31 (9:55).
- ↑ Vidéo, 2023-01-27 (10:27).
- ↑ Vidéo, 2023-01-27 (5:21).
- ↑ Direct, 2017-10-16 (21:48).
- ↑ Vidéo, 2023-01-27 (6:41).
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-01-27 (5:07).
- ↑
- ↑ Vidéo, 2023-01-27 (7:28).