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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.
Difference in the Order of Main Class/Subclass
So it's pretty obvious, with the Main Class/Sub Class system in place, that there should be a difference in the playstyle for e.g Fighter/Mage and Mage/Fighter Class combination. What I am curious about is, how large is this difference? Is it just a matter of small adjustments or is there a significant difference?
I would definitly prefer the latter option, as it would really make the choice of which class to choose as a main class matter a lot and would also be very fun to experiment with.
Let's say, for example, the Mage/Fighter and Fighter/Mage combo.
While the Mage/Fighter combo specializes in Mid-Range magical combat with auxilary skills like temporary speed boost or strength boost in case a monster gets to close for comfort and you have to deal with it with your trusty sword, the Fighter/Mage combo specialzies in Close Quarter Combat and uses auxilary magic skills to e.g change your damage type to and elemental damage type dependig on the enemy you face.
I think this is a very interesting concept and would like to know your opinion on this matter, and feel free to discuss the different class combinations.
I would definitly prefer the latter option, as it would really make the choice of which class to choose as a main class matter a lot and would also be very fun to experiment with.
Let's say, for example, the Mage/Fighter and Fighter/Mage combo.
While the Mage/Fighter combo specializes in Mid-Range magical combat with auxilary skills like temporary speed boost or strength boost in case a monster gets to close for comfort and you have to deal with it with your trusty sword, the Fighter/Mage combo specialzies in Close Quarter Combat and uses auxilary magic skills to e.g change your damage type to and elemental damage type dependig on the enemy you face.
I think this is a very interesting concept and would like to know your opinion on this matter, and feel free to discuss the different class combinations.
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Comments
For instance, primary Clerics can group heal, while secondary Clerics can only self-heal.
But we will have to see what the other limitations are.
I'm hoping to have a Mage/Tank, with Taunt augmenting Fireball.
Not sure if a Mage taunting somethinng during a raid would be a great idea, but definitly sounds interesting
Lol ya better have a good healer near by.
To piggyback off that, the devs have said that their plan are that secondary classes will not alter the primary classes role. The secondary class will augment, the primary.
For example. a Tank/Mage won't become a ranged dps, nor will a Rogue/Tank become a frontline defender.
A Tank/Mage may have added elemental damage added to his tanking skills. Or, a Rogue/Tank, may have some damage mitigation or taunt's added to his dps abilities.
For example, say you play a Fighter and decide to pick up the Mage subclass.
By default you have a charge attack called Rush that basically charges you across the battlefield to your enemy before stunning them.
By choosing the mage subclass you have the opportunity to augment the attack in different ways, there is maybe an option to add a freezing/slow effect once you reach your enemy or even augment it by crossing it with a Mages teleport ability which would mean you teleport across to your enemy instantly instead of charging across to them.
The effects from the Mage subclass enhances and changes your existing abilities rather than giving you new ones.
Now imagine that the Fighter chooses a Cleric subclass instead of Mage, he might gain the ability to use one of his strongest attacks and then heal himself over time for the damage that he did or maybe do some additional holy damage in addition to his standard melee attack.
The subclasses allow for a lot of customisation and very different feeling classes all whilst retaining the familiar main class.
I think is the best way to go about it. The more diversity there is the more exciting it will be as you choosing your primary and secondary roles. It also puts quite a bit of emphasis on researching before you actually begin because with so many possibilities, the possibility of choosing unwisely is quite high.
The ability to semi-permantly charm animals as summons perhaps?
Or summon snakes and vermin.