Glorious Alpha Two Testers!
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.
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.
Comments
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you <strong>can </strong>choose fighter as your base class and fighter as your secondary. making you a ...... dont know yet :)
Dual Shielding! Relying mainly on threat generation and buff/debuff. Tanking at its most pure, maybe with a little combat with aggressive shield usage?
I eagerly sharpen my shield and prepare to back world bosses into corners!
Dual Shielding! Relying mainly on threat generation and buff/debuff. Tanking at its most pure, maybe with a little combat with aggressive shield usage?
I eagerly sharpen my shield and prepare to back world bosses into corners!
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Dual Shielding sounds awesome. Low damage but debuffs like stun on silence would be great for this. All attacks making more aggro than damage but maybe getting more armor thanks to the shields like a bonus when you use two. not 1+1 but 1+1+1 or so third 1 is the bonus from dual shield.
Also a Fighter>Bard would be cool. Buff up then go in like crazy, be cool if there was life on hit buffs so you also have some sustain.
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Right here.
IF melee combat is dynamic, visceral, and fun, that is. There have to be aggro management abilities. A choice of weapons to wield alongside shield would be great, too. I'd love to be able to wield a mace or a spear or a lance in addition to a shield. Also, I want shields to be big or at least have a choice between bigger/more defense and smaller/more mobility.
One thing I'm concerned about is whether crowd control will have a role in AoC and if so, how much, and who will be responsible for it. Stuns and cripples and chain leashes can belong to the tank or through the use of magic you can have stuns/dazes/hypnosis/freezing.
<ul>
<li>Tank/fighter: good damage as well as aggro management/defense.</li>
<li>Tank/cleric: heals and buffs for self and party as well as aggro management</li>
<li>Tank/mage: crowd control/mobility/defense magic and aggro management</li>
<li>Tank/ranger: unless weapon swapping is a thing I have no idea. I dearly hope that this game isn't making the mistake of thinking "ranger" means "ranged weapons." Otherwise "archer" would be a more appropriate name. Having said that I'm having a hard time envisioning this one other than just switching between dps and tank roles.</li>
<li>Tank/bard: suddenly putting away your sword & shield and whipping out a lute in the midst of battle is pretty stupid. The tank bellowing out battlesongs or singing scathing verses to insult enemies as she fights could be cool, though. I don't know how this could actually implemented in the game where sound/voice/animations are concerned, though.</li>
<li>Tank/summoner: summoning creatures that protect/buff allies or debuff/crowd control enemies could be pretty cool.</li>
<li>Tank/tank: The tankiest tank that ever tank-a-tanked!</li>
</ul>
EDIT: unordered list formatting could be a little better. :)
love melee, tank and dps. but...i prefer healing over all others if done right. the feeling of helping others overcome a mistake or an indomitable enemy is just...it's beyond satisfying. i guess kind of the same with tanking if you have the skills that can protect others (guard, can block projectiles and protect things behind you, etc.) skills like those. warhammer online had one of the best tank systems for players, could actively swap your guard around to nearby targets, put up shield and reduce the dmg allies behind you take...it was just...really well done.
I do have to wonder, however, what the Summoner will turn out to be. The idea of a pet class isn't the MOST intriguing or interest-piquing, but with another class bolstering its components and playstyle even I might look into giving it a shot!
Tank/Summoner or Tank/Ranger - Who use pets to help with tanking. Having a tank that hops on his pet (like a bear) to tank would be fun or swapping out tanking with a pet for a small amount of time.
Cleric/Summoner - Summons companions that help with healing would be fun.
– Fighter
– Rogue
– Ranger
– Bard
– Cleric
– Mage
– Tank
– Summoner
and you can “augment” the base class with a second class what combination of classes are people thinking of?
i personally am thinking of several classes atm; Tank>Mage , Mage>Summoner, Tank>Cleric or a ranger/cleric….
what are peoples thoughts?
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I'm curious how they differentiate these classes compared to games like FFXIV or GW2. I've played both so when someone says Bard, all I'm thinking is an bow wielding support dps class. But with a ranger or rouge, that would be more firmly placed in a GW2 setting with the classes ranger and thief. Of course, GW2 has specializations now that augmented the base classes, but regardless I really am curious to see how they take these classes and use a dual class system (which reminds me of the GW1 class system) to really separate themselves from the mainstays of the MMO genre now.
Depending on the final version of the game I'd consider playing a travelling bard as a pure support or semi-dps-heavy crowd control based class.
Otherwise I'd like some vampiric mage/draining classes. I always like those classes that outsustain others. Like an offtank, that also deals damage while healing oneself to be able to tank.
I also hope the game won't be a holy trinity type of game. Having that tank, that healer, that mage is kinda lame - keep it open, keep it fresh.
PeaCe
I'd hope we could swap both primary and secondary class lol but i know that his highly unlikely
Warrior-- Then you can pick sub classes off that-- beserker, paladin, guardian
Magic user- Then you pick subclasses off that - bard, druid, necromancer
Theif- then you pick subclasses off that. --ranger, rouge, assassin
( just examples )
You start off with the skills from either warrior, magic user, or thief, and then you pick your subclasses and expand your ability repertoire. Who knows you might also want to mix between a tank type hero and support type
Seems promising.
1. Will corruption augment these in anyway? Even if it is only in a thematic form say if I pick fighter/cleric or fighter/mage, would I be a spellblade or maybe a dark Knight type depending or corruption level?
2. Will we be able to further augment the class by quests? Say I'm a summoner/mage? Will it be strictly elemental? How about a necromancer? Ranger/summoner only beasts or would I be able to get a dragon/wyvern?
3. What effect will weapons have? Dual wielding, if available, will if only be specific weapons? If I'm a fighter/fighter can I use two handed weapons only, fist weapons a possibility? Mages relegated to tomes or staffs; will there be wands?
4. Please have class specific quests and armor, I know that takes a lot of development but really pushes the immersion.
In terms of what I'm hoping will be in...
I'm hoping I can have a dragon as some type of summoner. And see some kind of visual representation of growth in that summon whatever it may be? O.o and maybe an ability to fuse temporarily with your summon? That would be neat as well... And maybe Dark Knights? Yeah its an edgelord statement but c'mon - health/mana drain and darkness themed abilities; maybe a scythe? lol
But c'mon dragons please!!!
If there is another form of ingame corruption we will encounter in a character affecting way sounds interesting. Let's see where augments can come from in the end.
Dual wielding will be a thing and it seems you will be able to equip different weapons with the same class. Going with this I ASSUME it will change some, or even all available skills.
I actually don't want class specific armor, I wish to be able to equip whatever I want. With the "crafting will be immense and it's own big chapter"-statement I hope there will be some deeper customization, visually as well as mechanically speaking.
If I want to put on those pelts to disguse myselfe in the wild I want to do that as a ranger as well as a stalker or even a warrior. Who the heck runs around in a clunking armor to go hunting for rabbits? ; >
Zekece
I would also like to see some type of ranged healer, assuming cleric will be more melee....
More realistic, a bow-wielding hunter/mage for extra saucy ranged magic goodness
Another aspect of this game that im looking forward to, wanting to play a damage oriented summoner, is to know more of the summoning mechanics. I would like to see flexibility and a wide range of creatures... like 3 summon slots (which are all out at the same time, making it a hard class to play, leaving a squishy character behind them), tank/dps/debuff sort of thing and force the player to scavenge the land or special node dungeons to find more creatures and replace the ones he has on those slots (to only have one per type would be interesting, it would force the player to choose wisely).
Additionally, it would be cool if the summoner could also ride some of these creatures! I know that the team must have a fixed idea of what they want for their classes but I do hope they consider making it a high micromanagement, hard-to-use class.
I would be very interested in tank mechanics to be revelead as well as the role of the tank. Traditionally in MMOs the tank role is vital role in the PVE aspect of the game, but not so much in the PVP aspect of the game.
By mechanics I do not simply mean does the tank wear X,Y,Z weapon combinations and armor combined with skill usage. But how will the dual-class variation offer different approaches to tanking. Will it for example be different from the FFXIV way of doing it, and be more akin to a PoE way of doing it?
My experience is mostly from World Of Warcraft and FFXIV, therefore I am experience with a layout where the base classes have different flavours thus amounts to a different experience for the player playing the tank, and to their party-members. Hence some tanks are mobile, some tanks deal a lot of damage, some tanks can take a lot more damage than other tanks, and some tanks provide more group utility.
The key objective has however always remained the same, the tank characters’ role is to generate threat/hate/aggro from NPCs and take the main portion of the damage dealt. Conversely this is also what makes a tank somewhat obsolete in PVP circumstances as the tanks main mechanic is taking a beating, sure a lot of tank classes in various games has had some form of PVP viability, take a guardian druid or a blood death-knight for flag carrying for example. However these are instances where the focus is shifted from other more vulnerable players, to the tank due to foreseeable use of mechanics.
Thus I am aching to see if this paradigm of the tank class will be challenged in a way where the tank can be useful in both instances. For example where the tank must hold the door so to speak so the village will not be raided.
This is just one of the topics I am interested in, I could go into various paragraphs about positioning, armor/magical armor, mitigation, AoE tanking, and so forth. But I think that would do better in a tanking thread.