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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Class speculation - What we know so far
ArchivedUser
Guest
Recently Isaari asked our mighty god Steven a lot of questions in a Q&A. A lot of interesting questions were asked, but one of those that intruiged me the most, was the question/answer regarding classes, and that's what I'd like to speculate a tad about. Before following along, I suggest you go read it <a href="http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/">here</a>
Now, let's move on. We know there's going to be 8 different classes and that you'll be able to combine them. The classes are as following..
- Fighter
- Rogue
- Ranger
- Bard
- Cleric
- Mage
- Tank
- Summoner
Once you hit a certain level, you'll be able to pick a secondary class, that is going to specify the way you're going to play. By the looks of it you'll also be able to pick the class you are already playing, which means that picking a mage is not going to lock that choice once you have to pick again.
What I'm curious about, is what each combination will end up with, and I'd love to see what you guys think.
Here are some of my and FreddySwordd's ideas.
Cleric + cleric = priest
Tank/fighter + cleric = paladin
Rogue + rogue = Assassin
Fighter + Mage = Spellsword (already confirmed)
I'd love to see your suggestions!
Now, let's move on. We know there's going to be 8 different classes and that you'll be able to combine them. The classes are as following..
- Fighter
- Rogue
- Ranger
- Bard
- Cleric
- Mage
- Tank
- Summoner
Once you hit a certain level, you'll be able to pick a secondary class, that is going to specify the way you're going to play. By the looks of it you'll also be able to pick the class you are already playing, which means that picking a mage is not going to lock that choice once you have to pick again.
What I'm curious about, is what each combination will end up with, and I'd love to see what you guys think.
Here are some of my and FreddySwordd's ideas.
Cleric + cleric = priest
Tank/fighter + cleric = paladin
Rogue + rogue = Assassin
Fighter + Mage = Spellsword (already confirmed)
I'd love to see your suggestions!
0
Comments
- Ranger + Mage = Spellslinger
- Tank + Tank = Bulwark
- Fighter + cleric = Holy Sword (for reference and fun: <a href="http://euromaidanpress.com/2015/11/03/russian-orthodox-church-in-belarus-training-fighters-for-russian-world-in-special-camps/#arvlbdata">link</a>)
- Bard + Cleric = Holyvoice?
- Bard + Tank = Commander (Stands at the front and yells)
- Tank + Rogue = Frontrunner (wierd combo though)
- Ranger + Ranger = Quickshot
Tell me if you want more :)
I'll throw out some cool ideas for summoners and mages too cause mages are my favorite archetype usually
-Summoner + Mage = Elementalist, summons water/fire/lighting elementals
- Summoner + Fighter = Viking, Summons wolves
- Summoner + Rogue= Shadow ninja, fights with their own shadows
- Summoner + Ranger = Hunter, generic
- Summoner + Bard = .... Drum Major, leads their marching band into battle! (Yeah I dunno what this one could be lol)
- Summoner + Cleric = Angel, Can summon angel buddies
- Summoner + Tank= Death Knight type guy, Summons zombies. Pets are sent into the meat grinder to help tank.
- Summoner + Summoner = Apostle, granted their powers by the gods themselves. Can summon aspects of each god.
- Mage + Rogue = Alchemist, throws potions rather than actual magic.
- Mage + Summoner = Mentor, has an apprentice
- Mage + Fighter = Monk, Gains staff melee abilities along with the magic creating a mobile melee/ranged hybrid
- Mage + Ranger = Amazon, Looks like its throwing javelins but it's bolts of lightning (Think d2 amazon)
- Mage + Bard = Dancer, weaves arcane magic into it's dancing
- Mage + Cleric = Chronomancer, DoTs and can support allies through time travel and move speed, attack speed, rewind time(minor heals), time stuff etc.
- Mage + Mage = Psychic, Manipulates enemies, Lots of CC
- Mage + Tank = Earth Mage, can create walls to protect allies
- Tank + Mage = Dragon Knight
- Healer + Mage = Hydromancer, heals with water
That's enough for now.
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For me it would make sense that it was either mage+summoner = druid or fighter+summoner = druid, mostly depending on how they interpret "summoning". Since druid are basicly shapeshifters, so they don't summon anything. On the otherhand you could say they "summoned" the spirit of the wild, you see what I'm getting at :)
They all great except I think they should try and come up with a better name for a class than: Tank
Maybe call it a Guardian or a Defender? I always thought the term tank in an MMO is used to refer to the <strong>role</strong> of a class (and not the name of the class itself) that absorbs large amounts of damage and (often) is able to divert enemy aggro onto themselves.
Seems strange to have a class with that name... What do you guys think?
I’ll throw out some cool ideas for summoners and mages too cause mages are my favorite archetype usually
-Summoner + Mage = Elementalist, summons water/fire/lighting elementals
– Summoner + Fighter = Viking, Summons wolves
– Summoner + Rogue= Shadow ninja, fights with their own shadows
– Summoner + Ranger = Hunter, generic
– Summoner + Bard = …. Drum Major, leads their marching band into battle! (Yeah I dunno what this one could be lol)
– Summoner + Cleric = Angel, Can summon angel buddies
– Summoner + Tank= Death Knight type guy, Summons zombies. Pets are sent into the meat grinder to help tank.
– Summoner + Summoner = Apostle, granted their powers by the gods themselves. Can summon aspects of each god.
– Mage + Rogue = Alchemist, throws potions rather than actual magic.
– Mage + Summoner = Mentor, has an apprentice
– Mage + Fighter = Monk, Gains staff melee abilities along with the magic creating a mobile melee/ranged hybrid
– Mage + Ranger = Amazon, Looks like its throwing javelins but it’s bolts of lightning (Think d2 amazon)
– Mage + Bard = Dancer, weaves arcane magic into it’s dancing
– Mage + Cleric = Chronomancer, DoTs and can support allies through time travel and move speed, attack speed, rewind time(minor heals), time stuff etc.
– Mage + Mage = Psychic, Manipulates enemies, Lots of CC
– Mage + Tank = Earth Mage, can create walls to protect allies
– Tank + Mage = Dragon Knight
– Healer + Mage = Hydromancer, heals with water
That’s enough for now.
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Most of them I would agree with, but some of them seem to take to much from the sub class. A caster who becomes a meele who uses the pets just for support would make the choice of a caster class in the first place uninteresting. So things like Death Knight and Ninja should be with the melee class as main class.
Maybe change things up for this,
Summoner + Rough= Shadow summoner, summons shadow deamons or beast.
Rough + Summoner = Ninja summons 2+ shadows that help him fight
Summoner + Tank = Necromancer summons undead minions and uses death/dark magic spells
Tank + Summoner = Deathknight summons undead helper that tank for him or maybe even have a live steal or live link to lessen the damage on the Tank itself.
Also if we have a cleric, will there be a vast and interesting Religion or even more then one religion in the game? And I don't mean something like copy past the bible in the game but a complete own pantheon with gods and devils?
Also if we have a cleric, will there be a vast and interesting Religion or even more then one religion in the game? And I don’t mean something like copy past the bible in the game but a complete own pantheon with gods and devils?
[/quote]
I think it was in the recent Q&A they revealed that theres gonna be a number of gods/deties, how they affect the game remains to be revealed though :(
Having magic be somewhat/somehow rooted in some form of religion might be interesting, basicly making cleric lore be tied to the god of light (or something similar).
I also agree with the rest of your post, it wouldn't make much sense if getting a subclass changed your way of attacking. Ranged should remain ranged, melee remain melee etc. Otherwise it might limit some peoples choices since you gotta change gear completely.
I think it was in the recent Q&A they revealed that theres gonna be a number of gods/deties, how they affect the game remains to be revealed though <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f641.svg" />
Having magic be somewhat/somehow rooted in some form of religion might be interesting, basicly making cleric lore be tied to the god of light (or something similar).
I also agree with the rest of your post, it wouldn’t make much sense if getting a subclass changed your way of attacking. Ranged should remain ranged, melee remain melee etc. Otherwise it might limit some peoples choices since you gotta change gear completely.
[/quote]
Sounds great, hopefully they make more than the classic good do bad got thing and give us some neutral natural deities like the elements, or birth and death and all the other things. This would be great to have a big pantheon of gods.
i never thought about the gear, if we have the classic gear types, light leather and plate this would change your whole equpment, from a light caster armor to a heavy Tank armor and from a ranged weapon like a wizard staff or wand to a sword or ax. This would either take a long preparation time that not many would like to do or a lot of gold. Bot are options players don't really like.
Freeze / Thaw / Evaporate / Rain
Corporeal ?
– Rogue (Stealth/luck)
– Fighter (Damage)
– Ranger (Speed/accuracy)
– Tank (Defense)
Etheric ?
– Bard
– Cleric
– Mage
– Summoner
Midnight/Midwinter - cold/wet (freeze) Summoner ?
3am/Imbolc - cold (mind/air) Rogue ?
6am/Spring - cold/dry (fracture) Bard ?
9am/Beltaine - dry (body/earth) Fighter ?
Noon/Summer - hot/dry (burn) Cleric ?
3pm/Lughnasa - hot (soul/fire) Ranger ?
6pm/Autumn - hot/wet (shock) Mage ?
9pm/Samhaine - wet (spirit/water) Tank ?
<a href="https://document.li/4VTq">PDF Class Combo Names</a>
Most of these are speculation, especially with relation to the summoner, but assuming the summoner deals with spirits mostly, then I'd think the layout makes sense.
[/quote]
Depends how they define ..'summoner'
DAoC Enchanter/Spiritmaster?
Fighter/Summoner = L2 Temple Knight?
Need more information on classes :-/
Example
Tank basic skill stop or taunt with a summoner secondary would summon spikes or shield bubble to control agro, This goes for all the other classes as long as you have the skill from your main class you can see what you would summon if you pick summoner as your second class even Bards with a shout skill to slow enemies would summon a shock wave to push enemy's with that shout.
What we really want to know is what a summoner primary would summon we dont know what the basic skills are for summoner and so we cant really judge the Pros and Cons. WHAT we all want to see is a summoner that can stand alone in PvE and support all other roles depending on how you build.
What is the role of a summoner?
A- Summoner brings a bound creature to fight for them while they cast skills for that creature or from the creature.
B- Summoners cast skills that summon a set creature to attack/ defend/ or support for a set turn before disappearing.
C- Summoners summons a chosen creature and modifies it with skills building that creature to suit the role they need at the time.
D- Summoners can summon from a pool of creatures as their skills to act as a party to achieve the goal.
The only legit hints we have about summoners are how Steven said, what you summon would depend on your race, as in Cave Dwarfs might summon golems but the Island Dwarf would summon water Elemental s.
Also the live stream said that summoners might be able to group together in siege fights to summon something, This would imply that summoning is a processes so if 10 summoners work together they can summon a Giant but if 3 of the summoners have a summon promote skill and the other 4 have a rage skill they could summon a Cyclops with blood lust as a team.
– Summoner + Fighter = Warlock
– Summoner + Rogue= Shadow Maker
– Summoner + Ranger = Death Hand
– Summoner + Bard = Death Song
– Summoner + Cleric = Invoker
– Summoner + Tank = Cerberus
– Summoner + Summoner = Demonologist
– Mage + Summoner = Conjurer
– Fighter + Summoner = Blood Sword
– Rogue + Summoner = Dark Blade
– Ranger + Summoner = Black Arrow
– Bard + Summoner = Dark Poet
– Cleric + Summoner = Witch Doctor
– Tank + Summoner = Blackguard
– Summoner + Summoner = Demonologist
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Maybe for Fighter/Summoner or Summoner/Fighter
Fighter primary with the skill cleave that does damage in a fan augmented with a summoner skill will summon a wave of swords during the cleave skill attacking multiple times.
But I want to see the abilities first and also the art for the races. I will live in the node that is hardest to reach so it won't be attacked but I will spend all my time on the road as a traveling merchant.
If I had a mini army that can protect me while I explore and do quest that would be perfect.
More than being attacked, you'll have to hope your node isn't shut down as other nodes expand.
But, if you're a traveling merchant always on the road... you don't need to worry about maintaining a node.
For that I feel summoners would be best for growing a node quickly if you can summon efficiently and do multiple quest at the same time your node could progress faster then others.
Far off nodes would also be really good for people wanting to be merchants finding a recourse that others need early but far away and you would make the market price whatever you want.