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My thoughts on Cleric in the livestream30/06/2017

135

Comments

  • I picture Meliadoul, Agrias Oaks, Wiegraff, Orlandu or Gafgarion using ranged holy sword moves that drain life/mana.

    FFT ftw
    lol at that signature.  :D
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Whether a "Tank/Mage" should be able to "throw" a fireball or lightning bolt, or will be able to, are two completely different things.

    As I stated, in one of the earliest pod casts, this was a question asked of the devs, and they specifically stated that the secondary classes skills would only "flavor" the primary classes skills, not add to them.  They even specifically stated that there would be no "fireball throwing tanks", and such.  

    As always, this is early development, and things are always subject to change.  But, for now, until they say otherwise, it is what it is.  

    Having said that, a Tank/Mage may be able to add elemental damage to it's primary abilities, like a "fire/ice/lightning barrier", or something.  Or, a augmented taunt may have some kind of ice damage added to it, as was described in your post. 

    But, if someone is picturing a Tank/Mage simply raising a hand, and casting a standard fireball then, as of now, no.


    Right. The secondary skills don't function exactly like they are primary skills, rather they augment the primary skills of our primary class. Which is why "throw" is in quotes.
    Nothing you've written changes anything I wrote.

    The sub-classes, significantly affects one's role.
    That doesn't mean a Mage/Tank will become as effective as a Tank/Tank.
    Nor will the Mage gain Tank abilities as primary abilities.
  • Dygz said:
    Uh hunh. Wait and see.
    lol Indubitably. 
  • One key Cleric ability the devs didn't mention in this Livestream which will certainly affect role, if the sub-class Clerics get it as an augment, is the ability to detect Corrupted.
  • Dygz said:
    One key Cleric ability the devs didn't mention in this Livestream which will certainly affect role, if the sub-class Clerics get it as an augment, is the ability to detect Corrupted.

    Corrupted as in PKs? I thought the initial idea shared was to make them detected by all players. Heh. 
  • Detected by bounty hunters, not automatically by all players.
    Clerics are supposed to have a specific ability to detect corrupted which includes PKs, but isn't limited to PKs.
  • Dygz said:
    That a Mage/Tank won't be as effective at tanking as a Tank/Tank is a different issue/topic than the assertion that sub-class won't affect role.
    Sub-class will significantly affect one's role.
    Exactly how I read it: X/Y archetypes will always be viable as X, but Y/X does not guarantee viability as X.

    Example: A Tank/Mage will be a viable tank in general. However Mage/Tank may only be viable in specific combat situations / group compositions; say as an offtank that kites mobs/adds at range. 
  • ArchivedUserArchivedUser Guest
    edited July 2017
    " In other words, after casting FireBall, why not increase damage reduction ? 
    Dygz said:
    A Tank/Mage should be able to "throw" a fireball or lightning bolt by using them as augments for Taunt. Tank/Mage should be able to augment Lasso with Ice Prison.
    And I'm expecting my Mage/Tank to be able to augment Fireball and Lightning Bolt with Taunt.

    A Tank/Tank is going to be the best tank.
    A Cleric/Cleric is going to be the best healer.
    But, adding Rogue to Tank means the Tank's role can be stealth and recon.
    Adding Mage to Tank, means the Tank's role can be detecting hidden rooms and passageways.
    How the character build maximizes their augments significantly affects their role.

    That a Mage/Tank won't be as effective at tanking as a Tank/Tank is a different issue/topic than the assertion that sub-class won't affect role.
    Sub-class will significantly affect one's role. "
    I hope it won't be exactly like this - it feels too basic.
    For Mage/Tank:

    I hoped for a Mage to possess Tanking-Capabilities and still a viable tank - similar to a tank, but  more versatility & less consistency 


    Where as a Tank/Tank,  more consistency, but minor versatility  .

    In other words, as opposed to a taunt, after casting FireBall, why not increase damage reduction ? 

    And a Tank/Mage, why not have the Tank have more emphasis on Elemental Abilities? Such as:

    A Tank/Mage can actually use Spells similar to the Mage, but instead of  using  a SpellBook ... the Sword will be used instead. And Each Ability / Spell used, will grant the Tank/Mage a Bigger Damage-Reduction increase & Aggro/Threat - Where as, the Mage/Tank will Never gain Aggro/Threat because the Primary is a Mage.

    i have a few other ideas - but just this one for now

    I truly want to see more diversity with this. But like the ideas nonetheless. 
    Most importantly, I'm hoping that these unique ideas would inspire some of Devs too. 

    (**After some thought, the Mage/Tank will gave Low-Moderate Aggro/Threat**)
  • Lols i butchered that . I fixed it though   :D
  • I don't really understand what you're saying.

    Any class can use any weapon. But, you can't Shield Bash if you don't have a shield.

    What you seem to be saying is that you want a Mage/Tank to be the same as a Tank/Mage. So, instead of there being 64 viable combos that are significantly different, there would only be, what ~37 viable combos?

    A Tank/Mage might be using spells that are similar to a Mage, but using a sword rather than a spellbook. Expect Fireball and Lightning Bolt to be able to augment the damage done by the sword of Tank/Mage - but, it won't be thrown similar to the way a Mage throws a Fireball or a Lightning Bolt.

    What ability do you think increases damage reduction? If it's an ability on the Tank hotbar, it's likely to be available as an augment - though I doubt the primary ultimates will be available as augments.
    If damage reduction is some form of Stamina bonus, that is more likely to be racial.

    A Tank/Mage will have more emphasis on Elemental abilities than any other Tank combo.
    The Mage Elemental abilities will augment the Tank abilities.
    So, the Tank will be able to add elemental effects to their Damage Reduction and Aggro/Threat abilities - if the latter are Tank abilities that can be placed on the hotbar.

    For a Mage/Tank, the Tank abilities will augment the Mage abilities.
    So, the Mage will be able to add Tank effects to their Mage abilities.

    Tank/Mage means that the character is primarily a Tank.
    Mage/Tank means that the character is primarily a Mage.

    We've been told that the Cleric sub-class is self-only heals, so it seems clear that a Tank/Cleric will not be the party healer. Which may not be the versatility you were hoping for, sure...
    You can't always get what you want...
    But if you try sometimes, well, you might find...
    You get what you need...
    :p



  • Azathoth said:
    I am not following the logic of a "peaceful" healer or a Cleric that doesn't deal damage. If you are playing a Cleric and you are on a battlefield and you are healing your side, you are doing damage. Being in the middle of a combat/siege and playing the peaceful Cleric while healing the war machine is not really a peaceful role.

    If you stood in the back and avoided direct conflict you could be considered as had taken a passive role, but not a peaceful one. If, like in real war, your soldiers came back to you at some sort of base camp to be healed, or you retrieved and removed the wounded from the battlefield maybe you could pull off a peaceful Cleric. Although, according to my argument that would still not be peaceful if any of those soldiers ever made it back to battle.

    I do however feel sorry for those that have truly become accustomed to said passive/healer roles if there is not an option in Ashes. If that does become the case, maybe it's time to take your God's will to the front line!

    The post that have indicated that the Cleric explained is for a play-test, that the weapon choice is default for the play-test, and that we are still really far out from any finalized character concepts have made the most sense to me in this thread.
    Peaceful as in I would rather PvEp and not PvP. @Dygzkindly explained while I was on holiday, there's a variety of ways to play Ashes that doesn't revolve around battlefield PvP/seige style gameplay.

    You may be bias on what it means to be full support. I did not mention that I want to sit in the back lines. Nor do I intend to. I just want my spell kit to be full support, heals, buffs, shields, etc. Just because my play style revolves around using support spells, doesn't mean my playstyle is passive. You can still be active while healing. The main draw for healers like myself is resource management in their playstyle. I've played dps roles and they aren't any different than healers. You tab target, use your spell rotation then auto attack between cooldown. How is that any less or more active than what a healer would do, if they choose to go full support?

    The reason healers are usually safe is not because of their own mechanics, is because they are in a group and a tank is drawing agro. Even an archer is technically "sitting in the backline passively shooting from afar". I take offense that people rip on healers for being "safe" and "passive" even though they are in the same shoe as mages/archers.

    Also, I'm not against hybrid builds. I think they should be in the game because they meet a certain demand in the demographics. But my concern is that folks like me who want to play full support, would not have the option to do so. Which you and many others agree that this is a play-test and not the final product. I agree as well.
  • I agree more with @freespiryt on how the 2nd class will augment the primary than @dygz. I had the same interpretation when I listened to that Q&A. That's why I was worried if clerics are hybrids dps/heal because you can't augment that out of the class. Unless like someone mention (was it you?) that bard/cleric might be the go to full support. Though I understand that dygz might be getting some more information as he seems to be more connected to the live discussions, so I will not completely discount it yet until we see something more concrete.

    My vision on how mage/tank would work is

    fireball = augment with increase agro

    tank/mage would be something like

    taunt = augment with burning curse.

    I don't expect a tank to throw a fireball. Nor do I expect a mage to out agro a tank.
  • Right.
    Mage/Tank would have a Fireball with an augment that adds aggro
    Tank/Mage would have a Taunt with an augment that adds fire damage.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Dygz said:

    " ... What you seem to be saying is that you want a Mage/Tank to be the same as a Tank/Mage. So, instead of there being 64 viable combos that are significantly different, there would only be, what ~37 viable combos? ... "
    Why must only a few be viable ? Why not all of them be viable ? Sure at Launch, some might be unbalanced, but i hoped for all to become balanced & usable.

    Dygz said:

    " ... A Tank/Mage might be using spells that are similar to a Mage, but using a sword rather than a spellbook. Expect Fireball and Lightning Bolt to be able to augment the damage done by the sword of Tank/Mage - but, it won't be thrown similar to the way a Mage throws a Fireball or a Lightning Bolt.

    What ability do you think increases damage reduction? If it's an ability on the Tank hotbar, it's likely to be available as an augment - though I doubt the primary ultimates will be available as augments.
    If damage reduction is some form of Stamina bonus, that is more likely to be racial.

    A Tank/Mage will have more emphasis on Elemental abilities than any other Tank combo.
    The Mage Elemental abilities will augment the Tank abilities.
    So, the Tank will be able to add elemental effects to their Damage Reduction and Aggro/Threat abilities - if the latter are Tank abilities that can be placed on the hotbar.

    For a Mage/Tank, the Tank abilities will augment the Mage abilities.
    So, the Mage will be able to add Tank effects to their Mage abilities ...  "
    Fire, Water, Wind, Earth, Light, Dark, Ice, Lightning  etc ... Assuming that the Devs will implement these & other known elements - the Fire & Lightning Examples are just placeholders. And i didn't think a more ... " thorough description " was needed because its heavy-speculation. 

    (If anything, the Earth Element, may reasonably be used frequently )

    The damage reduction term was also a placeholder. As a whole, my vision of a Mage/Tank is for Spells to to have ... " Aftermath-Effects " after the Spell is used, Channel-Duration, and Activation-Duration

    ( in other words, Before, Present, and/or After .... based on the purpose of the ability )

    My idea of Race-Stats is just a Base-Number of Stat-Points that'll grow irregularly based on what you do & the type of Character you want to make, but still being viable - including a potential unusual-builds.
    Such as:

    ... lets say I want to make a Fighter/Mage.
    A fighter will naturally use the swords, but it can be inferred that the Secondary (Mage) will augment some abilities to deal additional elemental damage.

    But what else can this Secondary-Archetype Provide ? What if i want my fighter to be able to do some Basic-Magic abilities ?  But it'll be incorporated with Fighter's Weapon itself ; it'll be executed differently (video below )

    https://www.youtube.com/watch?v=1KxjGn30PDA

    In other words ...  in one hand will be my Sword, while in the other will be my Magic-Spells - it still defines the Archetype-Blends ... it just won't necessarily  be an Augment.

    (lets hope Left-handed Sword / fencing-combat will be incorporated ? ... maybe ambidextrous ?  :D )

    In short, whenever i think of these combinations - my imagination runs wild. But when i read this:

    Dygz said:
    " Mage/Tank would have a Fireball with an augment that adds aggro
    Tank/Mage would have a Taunt with an augment that adds fire damage. "

    I truly feel as though that imagination is " monochrome-ed " & so much more can be done with it. What other thoughts do you have on this ?

    Dygz said:
    " We've been told that the Cleric sub-class is self-only heals, so it seems clear that a Tank/Cleric will not be the party healer. Which may not be the versatility you were hoping for, sure...
    You can't always get what you want...
    But if you try sometimes, well, you might find...
    You get what you need... "
    :p
    But like the enthusiasm ;)

     
  • ArchivedUserArchivedUser Guest
    edited July 2017
    With the dev design, all 64 will be viable.
    What you seem to be asking for, there will only be ~37 combos because Mage/Tank would essentially be the same as Tank/Mage.

    Fire and Lightning were just examples. I understood that.

    No clue what you mean by "aftermath effects" or why they would be relevant.

    The secondary abilities augment the primary abilities.
    That is what adds the diversity which leads to 64 combos rather than 37.
    The video you shared would seemingly result in ~37 combos - where there is no significant difference between a Fighter/Mage and a Mage/Fighter.

    We have racial stat progression in addition to racial base stats.

    A Fighter will typically use swords and be able to augment Fighter abilities with Mage abilities.
    Dunno what you mean by "basic Mage abilities".
    A Tank will be a Tank that is able to augment Tank abilities with Mage abilities.
    A class can use any weapon, so really depends on whether the ability is tied to a weapon, like Shield Bash, which requires a shield.

    One hand using a sword and other hand wielding magic spells is not the same thing as basic magic ability being incorporated in the Fighter's Weapon itself. You seem to be contradicting yourself.
    But, neither of those seem to be necessary.
    We will have to see, though.
    It may very well be that a Mage/Tank will need to have a spellbook in one hand and a shield in the other hand in order to use Shield Bash as an augment.
    But, I doubt that a Tank/Mage will need a spellbook in one hand in order to use Fireball as an augment.
    We don't gain the skills of the sub-class as if they are extra primary skills - rather we use the secondary skills as augments for the primary skills.

    What people feel and what is true may not be the same thing.
  • I really hope the base classes have "pure" roles (tank, melee/ranged DPS, heals, support, crowd control, etc.) since we can mix/match classes.  Let us create our own hybrids.
  • I am sure we have seen very little of the experimentation of what it will actually be. We are still a year or 2 away from release. The tip of the iceberg that you're seeing now, can change in the blink of an eye.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Dygz said:
    " What people feel and what is true may not be the same thing."
    What is "true" can be changed at any moment because its Pre-Alpha  :p
    Dygz said:

    "No clue what you mean by "aftermath effects" or why they would be relevant"
    in other words, a Buff granted after an ability is Finished ... one of those (potential) "buffs" being damage reduction  :p
    Dygz said:

    " We have racial stat progression in addition to racial base stats. "
    Sounds better actually - lets hope so  :)
    Dygz said:

    ' Dunno what you mean by "basic Mage abilities". '
    From my understanding, some classes might not have Magic-Spells to use, but rather only Magic-based Abilities
    (such as in this trailer that shows the Ranger launching a Fire-Attributed Arrow at 1:51
    https://www.youtube.com/watch?v=Ehx6mQ-EiW4&t=1s

    Since this MMO is set in a time where Magic plays a Huge Role in ... nearly everything. i was hoping to from some Classes having the chance to learn Basic Elemental-Magic Abilities & a Basic Healing Spell.

     But it'll never outshine the Mage's Magic or Cleric Healing Capabilities
    (not sure if i said this before on another Thread ? )
    Dygz said:
    " One hand using a sword and other hand wielding magic spells is not the same thing as basic magic ability being incorporated in the Fighter's Weapon itself. You seem to be contradicting yourself. "
    Yeah, expressing two different ideas - i never implied that they were they the same, Just how the Archetype-Hybrids can further elaborated. 

    Dygz said:
    " It may very well be that a Mage/Tank will need to have a spellbook in one hand and a shield in the other hand in order to use Shield Bash as an augment ... 

    We don't gain the skills of the sub-class as if they are extra primary skills - rather we use the secondary skills as augments for the primary skills. "
    I'd always figured that:

    Primary = Role { DPS, Heals, Tank = the Trinity} & default weapon , which can be changed if desired 

    Secondary = Ability Influence, emphasis on overall combat-style, potential unlocked abilities and "Augments"
  • Atama said:
    I really hope the base classes have "pure" roles (tank, melee/ranged DPS, heals, support, crowd control, etc.) since we can mix/match classes.  Let us create our own hybrids.
    This is how I feel XD .
  • @Dygz
    Hmmmm....seems that "We'll see" didn't take too long, to come to fruition.  Your proceding posts seem to agree with my preceding one.   :p

    I agree more with @freespiryt on how the 2nd class will augment the primary than @dygz. I had the same interpretation when I listened to that Q&A. That's why I was worried if clerics are hybrids dps/heal because you can't augment that out of the class. Unless like someone mention (was it you?) that bard/cleric might be the go to full support. Though I understand that dygz might be getting some more information as he seems to be more connected to the live discussions, so I will not completely discount it yet until we see something more concrete.

    My vision on how mage/tank would work is

    fireball = augment with increase agro

    tank/mage would be something like

    taunt = augment with burning curse.

    I don't expect a tank to throw a fireball. Nor do I expect a mage to out agro a tank.
    I think Dygz likes to debate, just for the sake of debating, sometimes.  I'm guessing that he knew where I was coming from, but was using analogous correlation to assert that Tank/Mages could "throw" fireballs, like a primary Mage character.  If my guess is correct, the problem with analogous correlation is, if the person you're communicating to see's the correlation the same way you do, or not.

    For example, the way you described a Tank/Mage using a taunt with a "burning curse", would, in my mind, show an enemy spontaneously combust into flame, as the tank shouts a taunt at it.  Though the end result may be the same as throwing a fireball, it's not procedurally the same.  Which, to avoid confusion, I say that "throwing" is not the same as an augmented taunt causing flame damage.

    Dygz plainly asserting that Tank/Mages can "throw" fireballs, may lead to someone thinking that a Tank/Mage, or Fighter/Mage, would have a similar playstyle as what @Eragale linked in his post (the Genesis character). 

    That, or Dygz just came to his senses after a good night's sleep.  Either, or.  :)
  • Can someone provide with me with link to that stream? I never used stream/twitch and I feel kinda lost. Everybody is talking about it and I don't know what were the contents of it.
  • @freespiryt
    Actually, I was already editing even before you posted your reply - as you'll see if you page up.
    You wrote as if you were disagreeing with me, but on my second read through, I realized that you weren't disagreeing with me... you just seemed to have an issue with my use of "throw". Which was in quotes for a reason.
    So...it's really you who likes to debate - phrasing an agreement as if it were a disagreement.

    Throwing is different than "throwing".  The quotes are there for a reason.
    May have been too nuanced for you. That's fine.
  • I think Dygz likes to debate, just for the sake of debating, sometimes.  
    I would agree.

    I remember making the case (when arguing p2w) that it's possible to get the mounts early on in game, like lvl 5 (as reference by the Q&A by the devs). And that lvl. 5 is possible within the 2 day headstart of the game (from experience of playing many many games, lvl 5 is usually reach within the 1st day of gameplay). 

    Dygz came at me saying I was making an assumption and I don't know if it would be possible to reach lvl.5 within the headstart OR get a mount by lvl.5.

    He later told someone (in another post a few days after) who was curious about when they would be getting a mount in game that "it's possible to even get it at lvl 1 depending on how the devs implements it" (paraphrase).

    I really had to facepalm myself, as he clearly showing double standard when he wants to debate me vs trying to help other people. I wonder if he realizes this himself. I didn't say anything after cause it felt like I would be starting random beefs with people for no reason, but since you brought it up, I thought I would just share one of my personal experiences.

    Though dygz also is helpful as he defended my position in this post. Though I wonder if he only defended me to debate the other person, or did he genuinely cared about me? XD
  • ArchivedUserArchivedUser Guest
    edited July 2017
    Kasyee said:
    Can someone provide with me with link to that stream? I never used stream/twitch and I feel kinda lost. Everybody is talking about it and I don't know what were the contents of it.
    I provided a link below to an early twitch stream.  Pertinent convo starts at about the 5:10 mark.  It's was just one of many times the subject was discussed, as it was a popular point of emphasis by the community.




    Hope that helps some.

  • ArchivedUserArchivedUser Guest
    edited July 2017
    lmao
    My point being that we don't know if we will be able to level during headstart without Nodes.
    We especially may not be able to level Animal Husbandry in a way that would allow us to gain mounts during headstart.
    Typically, we have access to everything during a headstart.
    In Ashes, we don't have access to Nodes during headstart, so we don't know how that will limit our ability to level. We may not be able to reach Level 5 during headstart without Nodes.

    Also, the devs said that later in the game, after enough people have invested enough in Animal Husbandry, newbies may be able to get mounts at Level 1, rather than needing to wait until level 5.
  • Dygz said:
    @freespiryt
    Actually, I was already editing even before you posted your reply - as you'll see if you page up.
    You wrote as if you were disagreeing with me, but on my second read through, I realized that you weren't disagreeing with me... you just seemed to have an issue with my use of "throw". Which was in quotes for a reason.
    So...it's really you who likes to debate - phrasing an agreement as if it were a disagreement.

    Throwing is different than "throwing".  The quotes are there for a reason.
    May have been too nuanced for you. That's fine.
    LOL  I love you, @Dygz.  No matter what side of a debate we may stand on, I usually find your post both informative, as well as entertaining.  Not meant to be condescending, but honest truth.

    Yes, I went back, and read your edited remark.  I'll have to disagree with  your disagree, reason being stated clearly in my post, citing all that "analogous" stuff.  Would be redundant to post it again.  

    As a matter of fact, I did catch your "air quotes", but, as stated previously, it's usually best to spell out exactly what you mean, lest some miss subtly phrased "nuances".  See, I can use air quotes, too.    :p
  • @Dygz
    You should try debate.org 
    It's a site I have frequented for many years, as I too have a love for debating. 
  • @Dygz

    I see we agree now. The "throw" did throw me off (pun intended) as I did not see the quotes in the first read through. I did read your subsequent post and it seems there is no real disagreement to be had here on augments.

    I see your point, but isn't it an assumption that the method of achieving an ingame mount is tied to the progression of a node? What if an NPC was outside the starting area, giving new players a free mount if they completed XYZ?

    JK, I'm just teasing you. :)
  • ArchivedUserArchivedUser Guest
    edited July 2017
    I think Dygz likes to debate, just for the sake of debating, sometimes.  
    I would agree.

    I remember making the case (when arguing p2w) that it's possible to get the mounts early on in game, like lvl 5 (as reference by the Q&A by the devs). And that lvl. 5 is possible within the 2 day headstart of the game (from experience of playing many many games, lvl 5 is usually reach within the 1st day of gameplay). 

    Dygz came at me saying I was making an assumption and I don't know if it would be possible to reach lvl.5 within the headstart OR get a mount by lvl.5.

    He later told someone (in another post a few days after) who was curious about when they would be getting a mount in game that "it's possible to even get it at lvl 1 depending on how the devs implements it" (paraphrase).

    I really had to facepalm myself, as he clearly showing double standard when he wants to debate me vs trying to help other people. I wonder if he realizes this himself. I didn't say anything after cause it felt like I would be starting random beefs with people for no reason, but since you brought it up, I thought I would just share one of my personal experiences.

    Though dygz also is helpful as he defended my position in this post. Though I wonder if he only defended me to debate the other person, or did he genuinely cared about me? XD
    lol Don't get me wrong, @Shirikuryu.  I don't mean to say that I think @Dygz is being willfully untruthful, or deceptive.  I think he believes in what he posts.  

    Having said that,  I also believe he sometimes communicates in a way that "he" understands the context of what he saying, while presuming that others understand EXACTLY where he's coming from.  Which, in turn, results in a lot of "back and forth".  Just a theory, on my part, though.  Dygz can most assuredly speak for himself, in that regards, and may disagree with my sentiments.
  • ArchivedUserArchivedUser Guest
    edited July 2017
    @freespiryt
    I did spell out exactly what I meant:
    A Tank/Mage should be able to "throw" a fireball or lightning bolt by using them as augments for Taunt. Tank/Mage should be able to augment Lasso with Ice Prison.
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