The Ashes of Creation website will be coming down Tuesday, June 24, 2025, at 7:00 AM PT for a database upgrade.
Estimated downtime is expected to be 4 hours with potential of up to 8 hours. We appreciate everyone's patience.
Estimated downtime is expected to be 4 hours with potential of up to 8 hours. We appreciate everyone's patience.
Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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: π Dev Discussion #71 - Spells & Abilities β
Hey guys,
I'm going to yap a bit about Cleric and how I would prefer design to be changed.
One of my favorite healing spells of all time - notably my favorite because of how dynamic it's usage was - was Restorative Swarm for World of Warcraft's Restoration Druid during Dragonflight expansion (https://www.wowhead.com/spell=391888/adaptive-swarm)
The skill was versatile. It's allowed to be cast on both enemies and friendlies. Depending on what target it is on, it will do DoT or HoT. Upon expiration it will jump to a new target which again could be an enemy or friendly.
The reason I want to bring that up as a favorite skill for this discussion is that it allowed for other skill interactions to exist. The playstyle was to cast Adaptive Swarm on CD - this eventually would lead to a critical mass of swarms out that would hop from target to target. You then would have a skill called Flourish (https://www.wowhead.com/spell=197721/flourish) that amplified and extended the effects of the swarms on friendly targets. This acted as your burst heal (though you had to prepare for the burst well in advance of it happening). I believe (but am tired of searching through Wowhead) that there was a skill that increased the amount of times your swarms would jump to a new target from the original cap of three.
This is something that I would *love* to see with Clerics. As it stands now, the only spell interactions that Clerics have is upgrading Burning to Conflagrating. The kit is misleading to those not experienced with healing in other MMORPG games in how effective yet simple it is. Their enjoyment comes from the overall power of the archetype where mine and others comes from challenging gameplay that results in a strong power.
The effectiveness is great. Clerics do a great job at keeping their party alive. The problem I'd like addressed is how simple the healing is. I've written about this before, but it feels as if we have Single Target Heal 1, Single Target Heal 2, AoE Heal 1, AoE Heal 2, DPS Skill 1, DPS Skill 2 and there is just no real rhyme or reason behind when you cast which one. The decision tree is Do I need to interact with my enemies or my team right now? If enemies, drop the AoE silence or judgment somebody. If friendlies, are there one or more people hurt? If one, cast my strongest single target heal that's off CD. If multiple, cast my strongest AoE heal that's off CD. Again - while effective - that is ridiculously boring to play.
Having something like Swarm where your effectiveness is determined by how well you are at planning ahead is a great way to make the gameplay more rewarding. Another skill idea that would fill this slot and is similar is a Heal Over Time ability that can then be converted to a stronger heal if a subsequent skill is cast on the affected friendly. Just brainstorming, but imagine putting Soothing Glow on a target and if they need a more urgent heal you can cast this new spell that consumes the remaining Soothing Glow and does a burst of radiance in a 3m radius around the target that heals for perhaps an increased effectiveness. That at least leads to some planning that will be rewarded rather than what we have now.
I think that gets my point across and I've already wrote way more than I anticipated here. If anyone has any discussion they want to have around this, please post in the A2 Cleric Subforum or ping me on Discord @PlasticLemons.
Thanks!
I'm going to yap a bit about Cleric and how I would prefer design to be changed.
One of my favorite healing spells of all time - notably my favorite because of how dynamic it's usage was - was Restorative Swarm for World of Warcraft's Restoration Druid during Dragonflight expansion (https://www.wowhead.com/spell=391888/adaptive-swarm)
The skill was versatile. It's allowed to be cast on both enemies and friendlies. Depending on what target it is on, it will do DoT or HoT. Upon expiration it will jump to a new target which again could be an enemy or friendly.
The reason I want to bring that up as a favorite skill for this discussion is that it allowed for other skill interactions to exist. The playstyle was to cast Adaptive Swarm on CD - this eventually would lead to a critical mass of swarms out that would hop from target to target. You then would have a skill called Flourish (https://www.wowhead.com/spell=197721/flourish) that amplified and extended the effects of the swarms on friendly targets. This acted as your burst heal (though you had to prepare for the burst well in advance of it happening). I believe (but am tired of searching through Wowhead) that there was a skill that increased the amount of times your swarms would jump to a new target from the original cap of three.
This is something that I would *love* to see with Clerics. As it stands now, the only spell interactions that Clerics have is upgrading Burning to Conflagrating. The kit is misleading to those not experienced with healing in other MMORPG games in how effective yet simple it is. Their enjoyment comes from the overall power of the archetype where mine and others comes from challenging gameplay that results in a strong power.
The effectiveness is great. Clerics do a great job at keeping their party alive. The problem I'd like addressed is how simple the healing is. I've written about this before, but it feels as if we have Single Target Heal 1, Single Target Heal 2, AoE Heal 1, AoE Heal 2, DPS Skill 1, DPS Skill 2 and there is just no real rhyme or reason behind when you cast which one. The decision tree is Do I need to interact with my enemies or my team right now? If enemies, drop the AoE silence or judgment somebody. If friendlies, are there one or more people hurt? If one, cast my strongest single target heal that's off CD. If multiple, cast my strongest AoE heal that's off CD. Again - while effective - that is ridiculously boring to play.
Having something like Swarm where your effectiveness is determined by how well you are at planning ahead is a great way to make the gameplay more rewarding. Another skill idea that would fill this slot and is similar is a Heal Over Time ability that can then be converted to a stronger heal if a subsequent skill is cast on the affected friendly. Just brainstorming, but imagine putting Soothing Glow on a target and if they need a more urgent heal you can cast this new spell that consumes the remaining Soothing Glow and does a burst of radiance in a 3m radius around the target that heals for perhaps an increased effectiveness. That at least leads to some planning that will be rewarded rather than what we have now.
I think that gets my point across and I've already wrote way more than I anticipated here. If anyone has any discussion they want to have around this, please post in the A2 Cleric Subforum or ping me on Discord @PlasticLemons.
Thanks!
Re: π Dev Discussion #71 - Spells & Abilities β
As a healer, the kind of ability i love the most is those who let me save someone by moving them at the last time and create great moment, for example in World of Warcraft :
- Priest skill "Leap of Faith" (https://www.wowhead.com/spell=73325/leap-of-faith) you give wings to someone and grab them to your position.
- Evoker skill "Rescue" (https://www.wowhead.com/spell=370665/rescue) you can select someone and then with a template you pick a position around you and then your character fly to the targeted player, grab him, and then fly to the location you picked.
Both of those ability let me save a few people in some epic ways (often people who were falling to their death).
I also think this could be a nice modifier on the Cleric "Wings of Salvation" skill.
- Priest skill "Leap of Faith" (https://www.wowhead.com/spell=73325/leap-of-faith) you give wings to someone and grab them to your position.
- Evoker skill "Rescue" (https://www.wowhead.com/spell=370665/rescue) you can select someone and then with a template you pick a position around you and then your character fly to the targeted player, grab him, and then fly to the location you picked.
Both of those ability let me save a few people in some epic ways (often people who were falling to their death).
I also think this could be a nice modifier on the Cleric "Wings of Salvation" skill.
Re: Feedback Tank Changes
These types of problems have persisted since this past summer.
Long before the Pre-Alpha2 phases.
At this point its a Dev issue. Akin to AGS Dev failings in New World.
Long before the Pre-Alpha2 phases.
At this point its a Dev issue. Akin to AGS Dev failings in New World.

2
Re: Feedback Tank Changes
The grit change is terrible, I don't have context on the other changes late game. You have to hit grit every 9.5 seconds to have some survivability.
That's 378.94 grits per hour, at this rate well get a hotfix tomorrow for 379 grits per hour because they want to round up.
I hope these changes come with a AOC branded wrist brace.
That's 378.94 grits per hour, at this rate well get a hotfix tomorrow for 379 grits per hour because they want to round up.
I hope these changes come with a AOC branded wrist brace.

5
5g tab disappeared after renouncing citizenship, along with materials
Description: I renounced citizenship on my character SubitoMezzoForte in Winstead on Lyneth. I had a 1g and 5g tab purchased. I cleared out my 3rd tab in anticipation of renouncing. Upon renouncing, both my 1g and 5g tab were gone. Along with the materials in the 2nd tab. If citizenship is not required to purchase these tabs, I'm assuming its a bug that the 5g tab vanished and was repurchased.
Re: Ashes of Creation β More Fantasy, Please! πβ¨
I mean... you are describing Biomes and seasons of Weather that are in the design but have not been introduced to Alpha 2 yet.

1
Re: Feedback Tank Changes
Vengeance. Before it was so bad even though it was a free skill it wasnt on my bar. So they massively buffed it and itβs still garbage and not going on my bar. Just rework this skill please.
Grit. Revert change back to how it was please. Itβs just another fortify now and we already have that skill. I now have to use this skill all of the time and itβs annoying.
Courage. Please revert to giving mitigation depending on how much you have. This change cost us a lot of our mitigation.
Magical mitigation. The tank kit provides almost 0 mitigation to magic. Most tanks wear plate and get 1 to 2 shot by mages with legendary weapon and enchanted armor. None of these changes addressed the core problem tanks have.
Physical mitigation. The tanks kit provides some physical mitigation through several skills. Even if you stack as much physical mitigation as possible you can tank like one mob in pve. Most mobs just do way too much damage.
Overall the tank felt bad before. Had trouble tanking mobs and 2 shot by anything that cast magic. Now the tank feels pretty much the same with a lot more button pushing.
Grit. Revert change back to how it was please. Itβs just another fortify now and we already have that skill. I now have to use this skill all of the time and itβs annoying.
Courage. Please revert to giving mitigation depending on how much you have. This change cost us a lot of our mitigation.
Magical mitigation. The tank kit provides almost 0 mitigation to magic. Most tanks wear plate and get 1 to 2 shot by mages with legendary weapon and enchanted armor. None of these changes addressed the core problem tanks have.
Physical mitigation. The tanks kit provides some physical mitigation through several skills. Even if you stack as much physical mitigation as possible you can tank like one mob in pve. Most mobs just do way too much damage.
Overall the tank felt bad before. Had trouble tanking mobs and 2 shot by anything that cast magic. Now the tank feels pretty much the same with a lot more button pushing.
Re: Feedback Tank Changes
1) Vengeance is better now, definitely agree, but still far from basic skill (other classes have basic skill that pretty much defines them -> tanks have vengeance). It could definitely do with more shield buff, but also some other modification giving either buff to you to reflect 0.x% of dmg or debuff to enemy that would heal you for x% of dmg. Some meaningful choices that would give you more survivability.
2) Grit spam is horrible. Better to have it toggle - when on more agro generation for other skills and attacks, off more dmg for other skills. Or if not definitely some more visiblity then small buff icon.
Haven't played tank that much, but realy want to, but it has been real struggle.
2) Grit spam is horrible. Better to have it toggle - when on more agro generation for other skills and attacks, off more dmg for other skills. Or if not definitely some more visiblity then small buff icon.
Haven't played tank that much, but realy want to, but it has been real struggle.