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Are we looking at Classes wrong?
So let me get started by saying that some classes will be better than others.
But what about the combos we don't expect?
You'll notice on the kickstarter page in the archetype section it says clerics can sense injury, so let's say you go a Rogue Cleric would you be able to find wounded enemies while they were stealthied or at a distance?
Just wanted to start a discussion thanks for reading
But what about the combos we don't expect?
You'll notice on the kickstarter page in the archetype section it says clerics can sense injury, so let's say you go a Rogue Cleric would you be able to find wounded enemies while they were stealthied or at a distance?
Just wanted to start a discussion thanks for reading
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As for what abilities each class will have, and how they will interact with secondary class abilities, combos, or what have you, I honestly don't know. We've been given little information, outside a few limited examples. It's pre alpha, so I'm sure the devs are still working to figure it all out, themselves. I'm sure more information will come later, as always.
But i really believe Intrepied tries to make all classes unique and exceed in different areas. so yeah, maybe rogue+clerics are the best at finding other stealthed characters that are injured. But other class combos may have other unique benefits to play them. Like only Clerics will have heal skills, most likely
The KS page says that clerics can sense the broken and the corrupted.
I'm not sure that "broken" means wounded, but theoretically, for a rogue/cleric... the "sense broken" ability could augment a primary skill of the rogue. How great a distance that might be is unknown at this time.
The concept I'm hoping to see realized is a mage/tank hitting someone with a fireball that also activates Taunt.