Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Head Start
Not sure how this is not considered pay to win lol, 2 day headstart for a Game like ashes is wild

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Re: Build diversity
I love how Ashes of Creation is approaching build diversity. The combination of a primary and secondary archetype really opens up a lot of possibilities, 64 unique class combinations is no joke!
Just to clarify for anyone new: you choose your primary archetype when you create your character, and you unlock your secondary archetype at level 25. That’s when your full class is defined, like a Mage/Rogue becoming a Spellhunter, or a Fighter/Cleric turning into a Templar.
The fact that you can tailor your skills, augments, and even your playstyle based on your secondary choice makes me really hopeful for meaningful diversity. Can't wait to see all the creative builds people come up with!
I’m pretty well informed with the base plan but again if you can get every skill in a skill tree and you’re weapons don’t change anything but your combo finishers a mage/rogue will be the same as almost any other mage rogue. What I’d like to see is a skill tree that forks off or requires a certain amount of points into a skill before another skill unlocks. Say you want a melee mage. You would get a skill that added elements to your weapon attacks and maybe some passive that increase your attack speed then that would unlock were you could auto cast spells as you attack. This is a crude example and I know they kinda have that with the class mechanic but it’s where I’d like to see the skill tree go.
I get what you’re saying, and I think a lot of us feel the same. The current design does give room for flexibility, but if everyone can grab the same skills in a linear way, then yeah, you risk every Mage/Rogue feeling too similar.
Forking skill trees or deeper unlock conditions would really help add identity to builds. Like you said, having to invest into one theme (melee, elemental, ranged, etc.) before unlocking deeper, synergistic abilities would not only improve build diversity, but also reward player commitment to a playstyle. That kind of progression just feels more meaningful.
Let’s hope Intrepid leans into that direction as the archetype augments and class mechanics evolve during Alpha Two.

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Re: How is the game/combat on higher latency?
Hey Stev! Welcome to the community.
I’ve seen a few players testing from regions like South America and parts of Asia mention they’re playing with 150–220ms ping during Alpha Two, since servers are currently NA-based only. From what’s been shared so far, general gameplay (questing, gathering, movement) holds up decently at that latency, but combat responsiveness, especially for PvP and dodging telegraphs, can feel a bit delayed.
Since the game is still in development, network optimization is ongoing, and we’re expecting improvements as testing progresses. Intrepid has also mentioned plans for regional servers in the future, so things should get better over time.
If you enjoy exploring, crafting, and PvE and PvP without being able to dodge everything, I think 200ms is definitely playable for now. But if you’re focused on tight, reaction-based PvP, it might feel rough until servers closer to your region are added.
Hope to see you in the next testing phase!
Thank you! Do you, by any chance, know in what states are the current servers located?
Re: Looking for the best GPU to run Ashes of Creation
It takes a little time to load but besides that it's pretty good actually. I did a 10 hour stream of ashes this last weekend and mostly 60 fps, only struggled in between logging and initially when going into big areas.

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Re: Looking for the best GPU to run Ashes of Creation
A bit late to the post here, but just to temper your expectations, you won't be running at High with good native FPS with that CPU, no matter the GPU. The CPU is a real bottleneck for most MMOs, including Ashes.
My old PC is a 8700K CPU (overclocked) with a 1080 Ti GPU. So one generation older CPU, and the 9700KF is probably at best 10% faster. I have 32Gb RAM. Even on low settings the CPU struggles with many players in the area.
My newer PC has a 7800X3D CPU, and for a while I had to use my 1080 Ti GPU because my 4090 connector melted. Using the same graphics card on the two different CPUs was night and day performance wise. I could actually play on High even, on the 1080 Ti, but I did get some FPS dips, so I lowered to medium settings usually.
What is the brand and model of the PSU? For example, if it's one of the quality Seasonic-made models, I would trust it even at close to max watt loads. If not.. well, a lot depends on the quality of the PSU. It really makes a difference.
My old PC is a 8700K CPU (overclocked) with a 1080 Ti GPU. So one generation older CPU, and the 9700KF is probably at best 10% faster. I have 32Gb RAM. Even on low settings the CPU struggles with many players in the area.
My newer PC has a 7800X3D CPU, and for a while I had to use my 1080 Ti GPU because my 4090 connector melted. Using the same graphics card on the two different CPUs was night and day performance wise. I could actually play on High even, on the 1080 Ti, but I did get some FPS dips, so I lowered to medium settings usually.
What is the brand and model of the PSU? For example, if it's one of the quality Seasonic-made models, I would trust it even at close to max watt loads. If not.. well, a lot depends on the quality of the PSU. It really makes a difference.

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Re: Looking for the best GPU to run Ashes of Creation
Depending on where you live you can check BestBuy several times per day and maybe score a 50 series nvidia card. It seems smaller areas have a better chance because many of the cards will make you pick up in store only, so make sure you put your zip code and store in. I scored a 5070ti a few weeks ago by clicking the "see details" and going through the short process and getting it into cart for store pick up. I also had a 5070 in my cart for $550. As of right now, there are 6 or 7 5070's with "see details" in my area.
Obviously you'd need a power source upgrade but honestly you are kinda due for one anyway. Find a nice EVGA or Seasonic gold rated (10+ yr warranty) and on sale.
Obviously you'd need a power source upgrade but honestly you are kinda due for one anyway. Find a nice EVGA or Seasonic gold rated (10+ yr warranty) and on sale.
Re: Build diversity
I love how Ashes of Creation is approaching build diversity. The combination of a primary and secondary archetype really opens up a lot of possibilities, 64 unique class combinations is no joke!
Just to clarify for anyone new: you choose your primary archetype when you create your character, and you unlock your secondary archetype at level 25. That’s when your full class is defined, like a Mage/Rogue becoming a Spellhunter, or a Fighter/Cleric turning into a Templar.
The fact that you can tailor your skills, augments, and even your playstyle based on your secondary choice makes me really hopeful for meaningful diversity. Can't wait to see all the creative builds people come up with!
I’m pretty well informed with the base plan but again if you can get every skill in a skill tree and you’re weapons don’t change anything but your combo finishers a mage/rogue will be the same as almost any other mage rogue. What I’d like to see is a skill tree that forks off or requires a certain amount of points into a skill before another skill unlocks. Say you want a melee mage. You would get a skill that added elements to your weapon attacks and maybe some passive that increase your attack speed then that would unlock were you could auto cast spells as you attack. This is a crude example and I know they kinda have that with the class mechanic but it’s where I’d like to see the skill tree go.
Re: (Opinion) Rangers / Physical Classes Are Too Limiting
After recent ranger changes i actualy dropped it as a main and leveling up a rogue focused on ranged combat and it already feeling so much more ranger than the ranger we currently have, The current iteration of ranger feels and plays like a spell casters (Everything has cast times and everything make you walk it literaly mage gameplay) it doesnt play at all like a ranger where then rogue with a shortbow feel so much more like a ranger
honestly after playing rogue (lvl 13 so far) this would be my request for rangers
1 - Change disengage to be like the agile passive feint that doesnt need a target however if they have a target within 15m of them using the skill have them fire an arrow off mid back flip for like 70% dmg and gain guile
Give it a passive option: If the skill crits regain a charge
Passive 2 : Gain guile when used (20% evasion)
2- Change Vine field to rogue caltrops (i dont see why they both cant share this skill it makes sense and both works well) the aoe root ranger currently have feel a bit sluggish with the cast time and a little too strong in large scale this would bring ranger in line in zerg v zerg and allow u to give them power elsewhere to make up for the change (You can keep the nature theme but just have it function the same as caltrops)
passive option: Disables dodging/mobility skills while in caltrop field can still block though
3 - Range skill with exception of 1 or 2 should allow pretty much full movement feeling like your playing with toggle walk on the whole fight as a ranger feels bad and make it feel like a mage playstyle and not ranger) So please give us more snappy short cast skills that dont hinder movement at all or very little and keep 1 or 2 like snipe where it a long cast that hits hard but the majority of ranger skills should be relativly quick or atleast mobile while using them
4 - tbh a couple of melee skill options would feel nice too liek rogue has a couple of ranged skills but mostly melee ranger should be the reverse mostly ranged with a couple of melee, rogue kick would actualy be a nice one to give them aswell just a quick trip skill for melee so they can get distance again for example
5 - Range bonus would be nice for class fantasy could have a passive in skill tree that gives +10m range or something with bows
honestly after playing rogue (lvl 13 so far) this would be my request for rangers
1 - Change disengage to be like the agile passive feint that doesnt need a target however if they have a target within 15m of them using the skill have them fire an arrow off mid back flip for like 70% dmg and gain guile
Give it a passive option: If the skill crits regain a charge
Passive 2 : Gain guile when used (20% evasion)
2- Change Vine field to rogue caltrops (i dont see why they both cant share this skill it makes sense and both works well) the aoe root ranger currently have feel a bit sluggish with the cast time and a little too strong in large scale this would bring ranger in line in zerg v zerg and allow u to give them power elsewhere to make up for the change (You can keep the nature theme but just have it function the same as caltrops)
passive option: Disables dodging/mobility skills while in caltrop field can still block though
3 - Range skill with exception of 1 or 2 should allow pretty much full movement feeling like your playing with toggle walk on the whole fight as a ranger feels bad and make it feel like a mage playstyle and not ranger) So please give us more snappy short cast skills that dont hinder movement at all or very little and keep 1 or 2 like snipe where it a long cast that hits hard but the majority of ranger skills should be relativly quick or atleast mobile while using them
4 - tbh a couple of melee skill options would feel nice too liek rogue has a couple of ranged skills but mostly melee ranger should be the reverse mostly ranged with a couple of melee, rogue kick would actualy be a nice one to give them aswell just a quick trip skill for melee so they can get distance again for example
5 - Range bonus would be nice for class fantasy could have a passive in skill tree that gives +10m range or something with bows
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