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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: ๐ Dev Discussion - Archetype Vibe Check
Tanks feels useless from my point of view.
Mitigation has huge diminishing, instead of phys/mag attack.
So classes who has the highest skills damage scaling from phys/mag attack currently are strongest and more usefull in all situations pve and pvp (mage, bard).
Tank who uses auto attack in 90% of time feels very bad.
Currently TTK is pretty similar to the time when it was before rework, too small, where mages, bards, heals are the strongest.
About leveling.
My party were able to easy level without tank, just 2 bards and mage.
When i came as a tank, we were able to pull one plus mob , so leveling won't be too complicated in the party composition without tanks.
As tank in mitigation is pretty similar to other classes, it doesn't have many advantage in the defence.
Only 2 additional skill in defence grit and iron aura which also comes through diminishing
Shields are still very useless while using staming, as you can basically evade mobs and restore staming with passives. So better to make more damage while holding focus instead of shield.
Also played bard, and it's very easy and fun.
Mitigation has huge diminishing, instead of phys/mag attack.
So classes who has the highest skills damage scaling from phys/mag attack currently are strongest and more usefull in all situations pve and pvp (mage, bard).
Tank who uses auto attack in 90% of time feels very bad.
Currently TTK is pretty similar to the time when it was before rework, too small, where mages, bards, heals are the strongest.
About leveling.
My party were able to easy level without tank, just 2 bards and mage.
When i came as a tank, we were able to pull one plus mob , so leveling won't be too complicated in the party composition without tanks.
As tank in mitigation is pretty similar to other classes, it doesn't have many advantage in the defence.
Only 2 additional skill in defence grit and iron aura which also comes through diminishing

Shields are still very useless while using staming, as you can basically evade mobs and restore staming with passives. So better to make more damage while holding focus instead of shield.
Also played bard, and it's very easy and fun.
1
Re: Character Models
They Dunzenkell Dwarves look closer to EQ and EQ2 Dwarves - which makes a ton of sense considering Intrepid has so many employees from SOE/Daybreak. Especially in the Kickstarter days.Terranigma1 wrote: ยปThis is absurd. The issue with the in-game models is not that they don't look like Korean models but that they simply look deformed and any lack polish. A dwarf doesn't need to look handsome, but he should look like a dwarf and not like a shrinked human, as they currently do.

1
Re: Voice proximity
Arya_Yeshe wrote: ยปI would only have voice for party, nothing else
Yeah, I'm not a huge fan of proximity voice chat, either. As you say, makes sense for a party group, but outside that I've often just found it irritating.
I'd be one of those that would be instantly turning off Proximity Voice Chat if it was a setting.
Re: ๐ Dev Discussion - Archetype Vibe Check
I wanted to post a follow up to my earlier post with more detail around the concept that I brought up.
๐งโโ๏ธ Mage Class Breakdown โ Elemental Spectrum System (Concept)
This is a concept for a revamped Mage kit, built around a full elemental spectrum, progressive specialization, elemental charges, and combo-enhanced gameplay. The goal is to provide diverse playstyles for generalists and specialists alike, rewarding creativity and mastery.
Mage Spectrum Summary
Arcane is the core of all magic โ it connects to every element.
Elements closer to Arcane are easier to master and require fewer skill points.
Elements farther away (Fire and Ice) cost more to access and upgrade but offer high power and combo potential.
๐ Core Progression Rules
You gain Arcane abilities automatically as you level.
Each level grants (?) skill points to invest in elemental spells/abilities.
For Example, Skill Point Costs by Distance from Arcane:
๐ชจ Earth / ๐ช๏ธ Wind: 1โ2 pts
โก Lightning / ๐ง Water: 2โ3 pts
๐ฅ Fire / โ๏ธ Ice: 3โ4 pts
Investing more points in a spell/ability increases:
Damage, Crit chance
Radius, Elemental Charge generation
Cooldown reduction, AoE effects, etc.
Spells chain with other elements for bonus effects.
Using opposite-spectrum elements creates enhanced effects.
๐ Opposing Element Combos (Chained Effects)
Element Pair/Enhanced Effect
๐ฅ Fire + โ๏ธ Ice = Vapor Shatter โ massive burst damage on frozen burning enemies
โก Lightning + ๐ง Water = Electrified Mist โ AoE Shock with Slow
๐ช๏ธ Wind + ๐ชจ Earth = Dust Storm โ AoE blind, movement debuff
๐ Arcane + Any = Echo, Amplify, Split, or Modify spell behavior dynamically
๐ง Progression Design Philosophy
You start at Arcane, the neutral hub.
You branch left or right along the spectrum into elements.
The closer to Arcane, the easier to max out a spell/ability.
Creative rotation across elements = powerful combos
Specializing deep in one element boosts its raw power, crit scaling, and cooldowns.
๐ Example Progression Path
โLightning Arc-Weaverโ Build
Start in ๐ Arcane: Gain Echo and Spellstrike
Invest in โก Lightning (2 pts): Get Max Level Chain Lightning, Static Field
Take ๐ช๏ธ Wind (1 pt): Gain mobility and pushback
Invest more in โก Lightning to enhance Shock effects
Result: A crit-heavy mage who chains together lightning spells, blinks around, and zaps groups with AoE lightning arcs.
โก Elemental Charge System (Passive Mechanic)
Mages generate and consume unique elemental charges to empower combos, advanced spells, and echo effects. Maybe this replaces Deadly Finishers?
Generate Charges By:
Using elemental spells
Auto-attacks with attuned weapons
Arcane passives
Charge Consumption:
Casting empowered spells
Triggering combo effects
Arcane Echo / special spell chains
Charge Effects:
๐ฅ Fire โ Adds fire damage + burn proc chance
โก Lightning โ Increased crit chance and multiplier
๐ช๏ธ Wind โ Faster cast/attack speed + movement
๐ Arcane โ Reduced cooldowns, auto-repeat last spell
๐ชจ Earth โ Increased armor + CC resistance
๐ง Water โ Slow enemies + minor HP regen
โ๏ธ Ice โ Boost Chill/Freeze chance and duration
Example Charge Combo Uses:
Chain Lightning + 3โก + 2๐ง โ Electrified Mist (AoE shock + slow)
Frozen Lance + 2โ๏ธ + Arcane Echo โ Auto-recasts after freezing
Fire Wall + 3๐ฅ โ Longer wall + explosion when crossed
๐ช Spells by Element
Each element has:
โ 3 Single-Target Spells
โ 3 Multi-Target (AoE) Spells
โ 3 Enhancer/Control/Zone Spells
Note: These include adapted ideas from current Ashes spells. These are just ideas a lot of the existing spells should probably stay the same.
๐ฅ Fire (Aggression, Burn, AoE)
โก Lightning (Burst, Chain, Shock)
๐ช๏ธ Wind (Mobility, Push/Pull, Rapid Effects)
๐ Arcane (Pure Magic, Enhancer, Adaptive)
๐ชจ Earth (Stagger, Defense, Terrain)
๐ง Water (Soak, Flow, Debuff)
โ๏ธ Ice (Freeze, Slow, Shatter)
XanderSlaze wrote: ยปWhich archetype do you find the most fun to play? Why?
I enjoy playing the Mage the most. The core idea of combining spells from different elements to create powerful combos is satisfying, and chaining spells together for big damage feels great when it works. The gameplay loop of weaving Ice, Lightning, and Fire in rotation is fun, but the class still feels like itโs missing pieces.
I also enjoyed my limited time with Rogue and Bard. Rogueโs mobility makes it exciting in PvP, and Bard seems like it could be a very rewarding support role once it is more fleshed out.
Which archetype do you find the least fun to play? Why?
Tank is probably my least favorite, but thatโs more about my personal playstyle. I gravitate toward DPS and support roles, so Tank has never really appealed to me. My opinion here isnโt necessarily a reflection of the class design itself.
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Mage spell weaving is clearly part of the core design, and rotating through Ice โ Lightning โ Fire to enhance damage is fun. That said, the Mage kit feels like it lacks depth and variety.
While Frost and Lightning shatter combos exist, and Fire spells amplify damage over time, the class is missing entire categories of magic that would expand the rotation and offer more utility. Earth, Wind, and Water spells feel absent, and Arcane magic has little presence beyond early-level spells. Adding these elements would allow for more creative spell rotations, better utility, and new combo paths.
Another critical area needing improvement is AoE. Mages should excel at area control and multi-target damage, but right now the AoE spells we have are unreliable for pulling multiple enemies. Even though abilities like Blizzard, Chain Lightning, Cone of Cold, and Magma Field exist, they often feel too situational.
Cooldowns are long, damage is underwhelming, and many AoE effects are tied to conditional procs instead of being reliable core spells. As a result, pulling more than one enemy, even lower-level mobs, feels risky and inefficient. The Mage class fantasy of controlling the battlefield with devastating AoE is not fully realized yet.
Grinding as a Mage feels like Iโm stuck playing a single-target precision class, when it should be about weaving elemental AoE rotations that let me handle packs with confidence.
During group combat or grinding sessions, do you feel any core features or gameplay elements are missing or underdeveloped? If yes, please describe.
Archetype depth across the board feels underdeveloped. Right now, every archetype becomes a generalist by default because there arenโt enough meaningful choices in how to build your character.
For Mage specifically, the elemental rotation is fun but shallow. Thereโs little sense of progression or build identity. The game needs more spells and mechanics that expand elemental combos and let you craft a personalized rotation.
One idea could be that as you level, base spells unlock naturally. Gaining a level might allow you to choose a new offensive spell, while your skill points act as modifiers to enhance spell behavior. Unlocking a spell could open up related spells down branching paths. For example, choosing a Fire spell could lead naturally to Lightning and Earth spells, while accessing Water and Ice might require picking into that specific branch.
In group combat, fights often revolve around a small number of key abilities (like Rangerโs vine fields) to initiate engagements. Thereโs a lack of diverse area control tools available to other archetypes, especially Mages. Mages should be able to contribute with long-range siege spells that pressure entrenched enemy positions, create space, or force movement.
For example, if a group of 3-5 Mages channels together, they could cast a large long-range AoE siege spell increasing in power and casting speed the more Mages are involved. This would reinforce the Mageโs role in battlefield control and give them a clear utility niche in coordinated group play.
More reliable AoE denial tools and synergistic effects would help shift fights away from single-trigger all-ins and into more dynamic, layered engagements.
๐งโโ๏ธ Mage Feedback TL;DR โ What I Want to See
- โจ Add More Elements: Introduce Earth, Wind, and Water magic to expand rotation depth and combat identity.
- ๐ฎ Make Arcane Matter: Arcane needs more than just Arcane Volley โ give it impactful spells like black holes, illusions, or displacement magic.
- ๐ฅ Fix AoE Gameplay: AoE spells should be core tools, not add-ons. Reduce cooldowns, increase base damage, and let Mages confidently pull multiple mobs.
- ๐ช๏ธ Deepen Elemental Rotations: Reward skillful weaving of elements and sequencing, not just relying on one or two strong spells.
- ๐ Introduce Spell Progression Paths: Let players unlock offensive spells gradually through leveling choices โ Fire unlocks adjacent Lightning/Earth offensive spells, Water would unlock adjacent Ice/Wind spells.
- ๐งฑ Enable Group Siege Spells: Allow 3โ5 Mages to channel powerful long-range AoEs to break entrenched enemies or zone control space in large battles.
๐งโโ๏ธ Mage Class Breakdown โ Elemental Spectrum System (Concept)
This is a concept for a revamped Mage kit, built around a full elemental spectrum, progressive specialization, elemental charges, and combo-enhanced gameplay. The goal is to provide diverse playstyles for generalists and specialists alike, rewarding creativity and mastery.
Mage Spectrum Summary
๐ฅ Fire โ โก Lightning โ ๐ช๏ธ Wind โ ๐ Arcane โ ๐ชจ Earth โ ๐ง Water โ โ๏ธ Ice
Arcane is the core of all magic โ it connects to every element.
Elements closer to Arcane are easier to master and require fewer skill points.
Elements farther away (Fire and Ice) cost more to access and upgrade but offer high power and combo potential.
๐ Core Progression Rules
You gain Arcane abilities automatically as you level.
Each level grants (?) skill points to invest in elemental spells/abilities.
For Example, Skill Point Costs by Distance from Arcane:
๐ชจ Earth / ๐ช๏ธ Wind: 1โ2 pts
โก Lightning / ๐ง Water: 2โ3 pts
๐ฅ Fire / โ๏ธ Ice: 3โ4 pts
Investing more points in a spell/ability increases:
Damage, Crit chance
Radius, Elemental Charge generation
Cooldown reduction, AoE effects, etc.
Spells chain with other elements for bonus effects.
Using opposite-spectrum elements creates enhanced effects.
๐ Opposing Element Combos (Chained Effects)
Element Pair/Enhanced Effect
๐ฅ Fire + โ๏ธ Ice = Vapor Shatter โ massive burst damage on frozen burning enemies
โก Lightning + ๐ง Water = Electrified Mist โ AoE Shock with Slow
๐ช๏ธ Wind + ๐ชจ Earth = Dust Storm โ AoE blind, movement debuff
๐ Arcane + Any = Echo, Amplify, Split, or Modify spell behavior dynamically
๐ง Progression Design Philosophy
You start at Arcane, the neutral hub.
You branch left or right along the spectrum into elements.
The closer to Arcane, the easier to max out a spell/ability.
Creative rotation across elements = powerful combos
Specializing deep in one element boosts its raw power, crit scaling, and cooldowns.
๐ Example Progression Path
โLightning Arc-Weaverโ Build
Start in ๐ Arcane: Gain Echo and Spellstrike
Invest in โก Lightning (2 pts): Get Max Level Chain Lightning, Static Field
Take ๐ช๏ธ Wind (1 pt): Gain mobility and pushback
Invest more in โก Lightning to enhance Shock effects
Result: A crit-heavy mage who chains together lightning spells, blinks around, and zaps groups with AoE lightning arcs.
โก Elemental Charge System (Passive Mechanic)
Mages generate and consume unique elemental charges to empower combos, advanced spells, and echo effects. Maybe this replaces Deadly Finishers?
Generate Charges By:
Using elemental spells
Auto-attacks with attuned weapons
Arcane passives
Charge Consumption:
Casting empowered spells
Triggering combo effects
Arcane Echo / special spell chains
Charge Effects:
๐ฅ Fire โ Adds fire damage + burn proc chance
โก Lightning โ Increased crit chance and multiplier
๐ช๏ธ Wind โ Faster cast/attack speed + movement
๐ Arcane โ Reduced cooldowns, auto-repeat last spell
๐ชจ Earth โ Increased armor + CC resistance
๐ง Water โ Slow enemies + minor HP regen
โ๏ธ Ice โ Boost Chill/Freeze chance and duration
Example Charge Combo Uses:
Chain Lightning + 3โก + 2๐ง โ Electrified Mist (AoE shock + slow)
Frozen Lance + 2โ๏ธ + Arcane Echo โ Auto-recasts after freezing
Fire Wall + 3๐ฅ โ Longer wall + explosion when crossed
๐ช Spells by Element
Each element has:
โ 3 Single-Target Spells
โ 3 Multi-Target (AoE) Spells
โ 3 Enhancer/Control/Zone Spells
Note: These include adapted ideas from current Ashes spells. These are just ideas a lot of the existing spells should probably stay the same.
๐ฅ Fire (Aggression, Burn, AoE)
Single-Target Spells:
Firebolt โ Fast projectile, applies Burn
Ignite Lance โ Pierces, applies Vulnerability
Combustion Spike โ Detonates Burn for burst damage
Multi-Target Spells:
Flame Surge โ Cone burn + fire ground effect
Scorched Ground โ AoE DoT zone
Meteor Crash โ Large impact + knockdown
No-Target (Enhancer/Zone Control):
Searing Veil โ Burns attackers
Burn Amplifier โ Boosts damage on burning enemies
Fire Wall โ Zone denial wall that burns enemies on contact
Firebolt โ Fast projectile, applies Burn
Ignite Lance โ Pierces, applies Vulnerability
Combustion Spike โ Detonates Burn for burst damage
Multi-Target Spells:
Flame Surge โ Cone burn + fire ground effect
Scorched Ground โ AoE DoT zone
Meteor Crash โ Large impact + knockdown
No-Target (Enhancer/Zone Control):
Searing Veil โ Burns attackers
Burn Amplifier โ Boosts damage on burning enemies
Fire Wall โ Zone denial wall that burns enemies on contact
โก Lightning (Burst, Chain, Shock)
Single-Target Spells:
Lightning Strike โ Direct zap, crit heavy
Thunder Needle โ Pierces with Shock buildup
Overcharge Bolt โ Consumes charges for massive damage
Multi-Target Spells:
Arc Flash โ Bounces to multiple enemies
Ball Lightning โ Static orb AoE
Shockwave Pulse โ Radial burst + stun
No-Target:
Conduction Link โ Buff alliesโ damage
Static Overload โ Crit boost based on missing HP
Lightning Field โ Zone that shocks all who enter
Lightning Strike โ Direct zap, crit heavy
Thunder Needle โ Pierces with Shock buildup
Overcharge Bolt โ Consumes charges for massive damage
Multi-Target Spells:
Arc Flash โ Bounces to multiple enemies
Ball Lightning โ Static orb AoE
Shockwave Pulse โ Radial burst + stun
No-Target:
Conduction Link โ Buff alliesโ damage
Static Overload โ Crit boost based on missing HP
Lightning Field โ Zone that shocks all who enter
๐ช๏ธ Wind (Mobility, Push/Pull, Rapid Effects)
Single-Target Spells:
Wind Lash โ Piercing wind slash
Shear Gust โ Push + interrupt
Cutting Draft โ Quick attack, cast speed buff
Multi-Target Spells:
Cyclone โ AoE pull + slash
Gale Burst โ Shockwave knockback
Typhoon Ring โ AoE ring around caster
No-Target:
Swift Step โ Dash + invuln frames
Wind Veil โ Reduces ranged damage
Gust Wall โ Pushback wall; blocks projectiles
Wind Lash โ Piercing wind slash
Shear Gust โ Push + interrupt
Cutting Draft โ Quick attack, cast speed buff
Multi-Target Spells:
Cyclone โ AoE pull + slash
Gale Burst โ Shockwave knockback
Typhoon Ring โ AoE ring around caster
No-Target:
Swift Step โ Dash + invuln frames
Wind Veil โ Reduces ranged damage
Gust Wall โ Pushback wall; blocks projectiles
๐ Arcane (Pure Magic, Enhancer, Adaptive)
Single-Target Spells:
Spellstrike โ Raw magic bolt, ignores resists
Null Ray โ Reduces target resists
Phase Pierce โ Teleport strike
Multi-Target Spells:
Arcane Cascades โ AoE arcane bombardment
Spatial Rift โ Pulls enemies to center
Prismatic Barrage โ Multi-element burst
No-Target:
Arcane Echo โ Repeat next spell at 50%
Mana Pulse โ Restores elemental charges
Reality Warp โ Short-range blink + immunity
Spellstrike โ Raw magic bolt, ignores resists
Null Ray โ Reduces target resists
Phase Pierce โ Teleport strike
Multi-Target Spells:
Arcane Cascades โ AoE arcane bombardment
Spatial Rift โ Pulls enemies to center
Prismatic Barrage โ Multi-element burst
No-Target:
Arcane Echo โ Repeat next spell at 50%
Mana Pulse โ Restores elemental charges
Reality Warp โ Short-range blink + immunity
๐ชจ Earth (Stagger, Defense, Terrain)
Single-Target Spells:
Stone Lance โ Armor-penetrating projectile
Quake Fist โ Stagger + short stun
Earthen Shards โ Burst damage with bleed
Multi-Target Spells:
Seismic Slam โ AoE knockdown
Boulder Toss โ Ranged AoE, interrupts
Rockslide โ Rolling AoE line attack
No-Target:
Stone Skin โ Reduces physical damage taken
Grounded Mind โ Grants stability/resist CC
Earth Wall โ Impassable terrain to zone enemies
Stone Lance โ Armor-penetrating projectile
Quake Fist โ Stagger + short stun
Earthen Shards โ Burst damage with bleed
Multi-Target Spells:
Seismic Slam โ AoE knockdown
Boulder Toss โ Ranged AoE, interrupts
Rockslide โ Rolling AoE line attack
No-Target:
Stone Skin โ Reduces physical damage taken
Grounded Mind โ Grants stability/resist CC
Earth Wall โ Impassable terrain to zone enemies
๐ง Water (Soak, Flow, Debuff)
Single-Target Spells:
Aqua Blade โ Rapid slicing projectiles
Drench Jet โ Soaks, increases shock chance
Tide Spike โ Delayed spike under enemy
Multi-Target Spells:
Drench Burst โ AoE soak + slow
Hydro Stream โ Pushback line attack
Rising Flood โ Lifts and floats enemies
No-Target:
Aqueous Form โ Movement speed and evasion buff
Healing Mist โ Group HoT
Puddle โ Proc slippery ground slows and debuf enemies
Aqua Blade โ Rapid slicing projectiles
Drench Jet โ Soaks, increases shock chance
Tide Spike โ Delayed spike under enemy
Multi-Target Spells:
Drench Burst โ AoE soak + slow
Hydro Stream โ Pushback line attack
Rising Flood โ Lifts and floats enemies
No-Target:
Aqueous Form โ Movement speed and evasion buff
Healing Mist โ Group HoT
Puddle โ Proc slippery ground slows and debuf enemies
โ๏ธ Ice (Freeze, Slow, Shatter)
Single-Target Spells:
Frostbolt โ Chill application
Ice Needle โ High-velocity shard, crits frozen targets
Frozen Lance โ Freeze if Chilled
Multi-Target Spells:
Cone of Cold โ AoE cone, freezes chilled enemies
Hoarfrost โ AoE Chill
Blizzard โ AoE slow + damage
No-Target:
Glacier โ Adds slow to attackers
Frozen Core โ Chill + Freeze chance boosted
Ice Wall โ Blocks movement, chills on contact
Frostbolt โ Chill application
Ice Needle โ High-velocity shard, crits frozen targets
Frozen Lance โ Freeze if Chilled
Multi-Target Spells:
Cone of Cold โ AoE cone, freezes chilled enemies
Hoarfrost โ AoE Chill
Blizzard โ AoE slow + damage
No-Target:
Glacier โ Adds slow to attackers
Frozen Core โ Chill + Freeze chance boosted
Ice Wall โ Blocks movement, chills on contact
Re: Voice proximity
I desperately hope that by the time Ashes releases, the speech-to-text implementation that Amazon-related MMOs use is cheaply available to them as a plug-and-play feature.
I always object to proximity voice chat because it makes for disjointed conversations, higher possibilities of annoyance and griefing/toxicity, and a separation between players who just always auto-mute it outside of party, and those who think it is good for getting vibes/meeting people.
Voice-to-text, especially if you can set it to default to /say equivalent, brings all the groups together, solves the accountability 'problem', enhances RP options, and helps deal with people who abuse 'the ability to make other people hear random garbage'.
I don't actually care how they implement it really, but I'd switch to considering it 'good' if this was in, and I'd almost bet that there would be less need to worry about instantly turning off the proximity VOIP.
I always object to proximity voice chat because it makes for disjointed conversations, higher possibilities of annoyance and griefing/toxicity, and a separation between players who just always auto-mute it outside of party, and those who think it is good for getting vibes/meeting people.
Voice-to-text, especially if you can set it to default to /say equivalent, brings all the groups together, solves the accountability 'problem', enhances RP options, and helps deal with people who abuse 'the ability to make other people hear random garbage'.
I don't actually care how they implement it really, but I'd switch to considering it 'good' if this was in, and I'd almost bet that there would be less need to worry about instantly turning off the proximity VOIP.

1
Re: ๐ Dev Discussion - Archetype Vibe Check
Good things about the Cleric
Number 1: Thank god for being able to self-cast all my abilities. This is one of the things I hate the most in many MMORPGs, Tera is one of them where you can't self-cast your own heals and you have skills only used for alliesโฆ so good job!
Number 2: Having a reduced self-healing mechanic absolutely sucks, my heals should heal me for the same amount it heals my allies so I love that in Ashes I can keep myself alive just as well as I can keep others alive! Good job!
Number 3: The damage potential currently on the clericโs kit with burning and conflagrating effects is great, I've seen players complain about it having low damage that's simply a lack of knowledge aka skill issue. Having the ability to complement your damage with a good CD reduction or elemental Weapon build using the weapon procs and keeping that target burning feels great as an offensive option for the Cleric. Most of Cleric kit should be all about Healing so again, good job!
Finally: Having strong hitting single target healing skills feels awesome, I hate in other games like GW2 when healing is all about AoEs, while some AoEs is good I love that the Cleric has the highest single target healing potential. Good job!
The visuals vfx, skill icons, and theme also look great, so good job on that front!
========================================================================================
Bad things about the Cleric
Theres two things that fucking SUCK about Cleric: Having NO mobility and the lack of defensive skills and counters to heavy CCs and things like mana drain
The ONLY CC break available is with a Wings of Salvation passive which is already a terrible design but also Wings of Salvation is the only thing close to what we could call "mobility" and this is terrible!
Theres no skills that you can really defend yourself other than minor shields and healing that can be countered with Wounded stacks and theres just no counterplay to rogue's mana drain
Please make Wings of Salvation an actual mobility skill, allow it to be used without a Target like a forward dash that travels the full distance when no target is selected, give us at least one mobility skill that is usable
As for defensive skills missing, I'll suggest two skills from Albion as some great additions to the Clericโs kit:
Number 1: a Bubble shield that knocks back players that touch the shield that come in contact with it - this is one of the most fun abilities I've seen on a healer you can protect yourself from melees or you can use it to run and push someone away and isolate a player for group play
and use this to FIX the CC Break issue make this skill a self CC Break/Immune to CC skill as an actual extra CC Break option that is viable, currently theres a HUGE unbalance between the amount of hard CCs that pretty much every class has, and Cleric being the only support only has one terrible CC break available, we get pulled by a tank and CC locked to death all the time this skill would be a GREAT addition to our defensive kit:

Demonstration: https://i.gyazo.com/c3f8ac73bc51ec9e787cf6c57225024d.gif
Number 2: a long cast rooted AoE healing skill that while you are standing there casting you will knockback enemies and this needs a decent radius to be effective:

Demonstration: https://i.gyazo.com/ec1bcdc12cb7252b896235cbdde7dc3c.gif
========================================================================================
Extra feedback:
1 - Theres a GAME BREAKING bug with the Cleric thats been present, and reported ever since the Pre A2 tests which is our cast skills get Stuck in animation and we can not let go when we are getting hit by multiple basic attacks, this is the most annoying when a ranger is hitting you and applying status effects, we are casting Deliverance and can NOT let go of the skill we get stuck having to commit the full cast length, please fix this
2 - Shields are pretty much useless, passive block chance is almost non-existent theres no point equiping a shield
3 - We need more Passive abilities, Cleric build is very boring we can get 95% of everything in the skill tree because theres just not enough options compared to classes like Bard or Rogue
Number 1: Thank god for being able to self-cast all my abilities. This is one of the things I hate the most in many MMORPGs, Tera is one of them where you can't self-cast your own heals and you have skills only used for alliesโฆ so good job!
Number 2: Having a reduced self-healing mechanic absolutely sucks, my heals should heal me for the same amount it heals my allies so I love that in Ashes I can keep myself alive just as well as I can keep others alive! Good job!
Number 3: The damage potential currently on the clericโs kit with burning and conflagrating effects is great, I've seen players complain about it having low damage that's simply a lack of knowledge aka skill issue. Having the ability to complement your damage with a good CD reduction or elemental Weapon build using the weapon procs and keeping that target burning feels great as an offensive option for the Cleric. Most of Cleric kit should be all about Healing so again, good job!
Finally: Having strong hitting single target healing skills feels awesome, I hate in other games like GW2 when healing is all about AoEs, while some AoEs is good I love that the Cleric has the highest single target healing potential. Good job!
The visuals vfx, skill icons, and theme also look great, so good job on that front!
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Bad things about the Cleric
Theres two things that fucking SUCK about Cleric: Having NO mobility and the lack of defensive skills and counters to heavy CCs and things like mana drain
The ONLY CC break available is with a Wings of Salvation passive which is already a terrible design but also Wings of Salvation is the only thing close to what we could call "mobility" and this is terrible!
Theres no skills that you can really defend yourself other than minor shields and healing that can be countered with Wounded stacks and theres just no counterplay to rogue's mana drain
Please make Wings of Salvation an actual mobility skill, allow it to be used without a Target like a forward dash that travels the full distance when no target is selected, give us at least one mobility skill that is usable
As for defensive skills missing, I'll suggest two skills from Albion as some great additions to the Clericโs kit:
Number 1: a Bubble shield that knocks back players that touch the shield that come in contact with it - this is one of the most fun abilities I've seen on a healer you can protect yourself from melees or you can use it to run and push someone away and isolate a player for group play
and use this to FIX the CC Break issue make this skill a self CC Break/Immune to CC skill as an actual extra CC Break option that is viable, currently theres a HUGE unbalance between the amount of hard CCs that pretty much every class has, and Cleric being the only support only has one terrible CC break available, we get pulled by a tank and CC locked to death all the time this skill would be a GREAT addition to our defensive kit:

Demonstration: https://i.gyazo.com/c3f8ac73bc51ec9e787cf6c57225024d.gif
Number 2: a long cast rooted AoE healing skill that while you are standing there casting you will knockback enemies and this needs a decent radius to be effective:

Demonstration: https://i.gyazo.com/ec1bcdc12cb7252b896235cbdde7dc3c.gif
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Extra feedback:
1 - Theres a GAME BREAKING bug with the Cleric thats been present, and reported ever since the Pre A2 tests which is our cast skills get Stuck in animation and we can not let go when we are getting hit by multiple basic attacks, this is the most annoying when a ranger is hitting you and applying status effects, we are casting Deliverance and can NOT let go of the skill we get stuck having to commit the full cast length, please fix this
2 - Shields are pretty much useless, passive block chance is almost non-existent theres no point equiping a shield
3 - We need more Passive abilities, Cleric build is very boring we can get 95% of everything in the skill tree because theres just not enough options compared to classes like Bard or Rogue

2
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
While I definitely see your point and agree with both of its parts, I somewhat disagree with its application to even the promised Ashes crafting.To be fair that is because most PvP games just dumb down the crafting/sourcing aspects to the point where nearly everyone can do them.
I don't think we want PvP dumbed down to the level that they tend to dumb down crafting 'so that the PvErs can do everything in the game too'. That hasn't worked out well for any of my preferred games so far...
With full trade and proper markets, all any singular players needs to do to craft is to go buy some stuff. All any single players in the crafting chain needs to do is to go do their singular (maaaybe 2-3) profession. At its core both of those things are kinda dumbed down, cause they do not require much thought.
Will the overall process be less smooth than if the server was full of pro artisans? Sure. But it'll still work well enough for people to progress. Or, at least, I assume it would, cause even though the base lvl of material acquisition in L2 was just "farm mobs on a specific class", I don't really see that as too much different from "just cut trees as a specific artisan profession" or "process rocks as a specific artisan profession".

1
Re: Necromancer - Class and boss mob Idea
Sweet, sweet Inspiration - for possible, undead Beings which may or may not being able to get controlled or summoned by a Necromancer.
Even in the good, old Game of Gothic -> which is about to get a Remake which People and Fans ardently await and which is said to come in early 2026,
similar such Skeleton(mages) exist -> which are an ACTUALLY scary, flying half-Body in the Air - throwing and casting their lethal Stuff at you.
I hope the class has fun ways to acquire summons. I find it lame AF when you just level up and it's like...
" here you can now summon skeleton mages.."
Let the player decide which summons are mages or construct them differently from a selection of various skeletal parts the player acquired through their adventures. Parts that act as catalysts, engravings on the bones like a magical conduit and even weapons/tools and armours for them to equip.
I might be theory crafting too much now
Re: Voice proximity
I love VOIP in a lot of cooperative / team based games. In Ashes it would be the first thing I would turn off.