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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Class customizing.
We all like the idea of the dual class synergy that will come with AoC (honestly). Now of course by now you've heard of the 8 classes that we start off with and will merge with, those being for those who don't know: Fighter, Ranger, Rouge, Tank, Mage, Summoner, Cleric, and Bard.
What i'd like to know is what you guys would like to combine and why? For example, I wanna make a Cleric/Cleric because they most likely would be a supper healer or shield/ward/bubble class that would make massive bubbles that would require a lot of the enemies attention to break through.
What i'd like to know is what you guys would like to combine and why? For example, I wanna make a Cleric/Cleric because they most likely would be a supper healer or shield/ward/bubble class that would make massive bubbles that would require a lot of the enemies attention to break through.
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Rogue is always my primary in every game so:
Rogue - fighter: Maybe a rogue with 2h weapons. For some quick and brutal strikes. Atleast thats my idea.
Rogue - Ranger: Combine a deadly strike and some ranged abilitys for kiting and getting closer maybe.
Rogue - Mage: Freezing the enemy and then backstab them as a rogue.
Maybe Rogue - cleric: for healing and be more sustainable.
Cleric-mage also seems interesting. Elemental-based healing would be super neat.
Also i get the feeling that bard is gonna have a silence of some sort so i think a mage-bard would be pretty scary too. I kind of hope they don't have a teleport/flash in the game for mage because then everyone is gonna play rogue - mage.
@Sherbam: bubble hields could also be cleric/Tank as tanks normaly get associated with shields
@klavuhn: Mage probably has a teleport, they gave an example of warrior/mage who can augment his "Charge attack" with mages "Teleport" to make the attack instant and skip the charge itself. HOw much of that was hypothetical and how much it was "yes that will be in the game" though i don't know.
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The only issue with that is its always the same problem. you have the god-healer and the god-dps that everyone want to bring em along. When you start mixing'em together, you have a mediocre mix of half bad healer/dps. Usually, every person in a group got a roll to fill so if you bring a average everything, well err idk..
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I don't know, bvut we have seen two types of shields already on the mage video. One was like a wall where enemies could not pass and the mage had a buble shield around herself, might be possible that there are more such thinks. We have also heard about two methodes of gap closing/creating namely charge attack and teleport so it is quit possible that other classes have similiar things that help them escape from a gap lcose.
This game design has more emphasis on traditional RPGs.
For example, how would a mage/tank work out? Maybe a greater focus on earth elemental spells or defensive wards, or just a focus on personal defense.
Maybe a rogue/summoner? Calling creatures for tracking, scouting, harassing, and the like.
I'd love to see Summoner/Clerics, calling down an angel to passively heal other party members and smite your enemies.
Though I'm particularly looking at fighter, mage, summoner, rogue, cleric. which all seem to have some unique combinations in them. I particularly love how this system is like Guild Wars 1 was with professions. Although it's a little different since the secondary class only influences how the first one acts, for example a cleric/tank might do something like shielding and bubbling instead of healing.
If I had to pick without seeing examples, if I was to be a healer it would be cleric/summoner otherwise fighter/mage (or the reverse of both). Though everything in between feels like an amazing prospect as well, many choices it's going to be hard to pick just one.
I love it.
[quote quote=19306]The devs are bringing MMORPGs closer to what the were always hoping to be.
This game design has more emphasis on traditional RPGs.[/quote]
Older games allowed you to hybridize and personalize your class build like crazy. WoW even allowed this; until the cataclysm that was Cata. Just slightly before the launch of Cata they'd released the ability to start looking at Gear Scores; once that happened the min-maxers really jumped on to the bandwagon and started streamlining "The" perfect build for every class. That led to Cata's streamlining of the classes so that, for instance, I couldn't play my Holy Priest anymore with a sideline of Shadow, which allowed for better mana management; I had to go fully into the Holy build, and try to glyph and then talent around what I'd had, prior to the launch of Cata.
Rift came out shortly afterward, and their class trees were amazing. Yay, I could hybridize again! Ended up playing a Chloro healer who was heavily invested in the Warlock chain, and that was amazing. People started coming into Rift, then, asking "What's the best build for XYZ?" which led to Rift's decision to create "Starter Builds" and "Recommended Builds" for their different classes; however, they left intact our ability to personalize and hybridize the classes.
Then along came GW2 who built on the foundation of GW1, sorta. In GW1 one could be a Mez/Rogue or somesuch combination, as you saw fit. In GW2 they just came out with a bunch of talents that you could tweak. I ended up building a highly non-standard Thief who could dice, slice, shred, and thoroughly dismantle her opponents, only to land behind them and have them die as they fell at her feet. It was brilliant and amazing, and based on bleeds rather than crit.
In short, once upon a time, game devs believed that their players had brains, and would like to exercise those brains to theorycraft their classes to be as personal and amazing as possible -- for the player. Then the masses (read, non-geeks, largely) started getting in to gaming, and devs decided to streamline things to make sure the LCD could pick up the game, have fun, and not have to work too hard at anything.
Intrepid is actually stepping back in time a bit, and as someone who's missed the personalization inherent in creating a highly viable non-standard build, I'm ecstatic to see it. I'm pretty sure we'll start getting inundated with "What's the best build for XYZ?" again, but I'm hopeful that people will look at the class system as an incredibly rich and diverse palette that allows them to build the character that works best for <em>that player</em>.
Now that I've said all the above, I know I'll play a Cleric cuz, ya know, HEALS! But I have no idea yet what her second class will be, since I don't yet know what all options are available. I can pretty much assure you, though, it won't be standard!
In ESO I built Maffre, a Sorcerer who wore plate and used a 2h weapon. She wasn't specifically a tank, but I *could* tank in some small measure with her. It was almost like a shamanistic build; she wore the armor and had the big weapon, but that girl could fling lightning around like crazy!
In all, a fun build, and I think your idea is highly viable.
I just like the thought of someone eventually getting close enough to you to kick your head in and then you just stealth out of danger like a rogue of you actually stand and fight like a fighter would much to the surprise of the enemy. Good thoughts.
But with so many players doing the same, i wonder if I should go tank/?.
I'll probably wait and see if they post the skills and augments. I'll do some theorycrafting first and then see what class combo is most interesting.
Tank - Cleric ( Might be more fun and still viable )
Anyway-just wil try to create a friar/monk < suppose it coulf be cleric+fighter or cleric+tank(since tank+ cleric-paladin):
- different def. buffs/ med. healing spells
- melee specialization: main weapon -quaterstaff
- parry / evasion / light armor
-Wisdom stat modificator for armor class/evasion (aka Dn'd analogue)
-mb skills like "closed mind"/"pure body"/ "deflect arrows" etc.