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How many abilities will an average max level character have?

nerdifiedgeeknerdifiedgeek Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
I'm very excited about Ashes and continue to be the more information that I hear. One thing that has always concerned me though is the route they go with character abilities. I know there is supposed to be different abilities based on the weapon you have equipped, and of course your class/subclass chosen. I've never really heard how many abilities it is expected this will come out to though. Is it going to be something more like GW2 where you have a single hot bar of abilities that can be hot swapped in combat based on the weapon you have wielded, or is it going to be something more like EQ2 where you have potentially 10 hot bars of abilities?

Thanks!
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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Closer to GW2.
  • xdefiancexdefiance Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Closer to GW2.

    Did they mention that at some point?
  • ElfstoneElfstone Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    From what I seen from the alpha 0 footage, it seems enough to fill one hotbar, but those skills can have different effects based on what you aspect into for your secondary class
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  • seaberseaber Member, Intrepid Pack
    "less than 30" is the current information
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  • grisugrisu Member
    When it comes to in combat skills, yeah Gw2 will be a better comparison Jeff mentioned a preliminary 6-10 aktive skills, but there will be a larger pool of skills per class that you can pick skills from for your hotbar.
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  • VeyrahVeyrah Member, Alpha Two
    has there been mention of a max amount of abilities equiped at a time?
  • VolgaireVolgaire Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    As long as I won't have to pay more attention to my skillbar than to the game I'm good :3
  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    It would be cool if we had ability chains.
    That way, we could make more variety with less base skills :D
    It would be also really cool if we could keep the base skills of our main class and then the synergised skills as well for the Class combo :D
  • seaberseaber Member, Intrepid Pack
    Damokles wrote: »
    It would be cool if we had ability chains.
    That way, we could make more variety with less base skills :D

    What do you mean ability chains?
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  • VolgaireVolgaire Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Seaber wrote: »
    Damokles wrote: »
    It would be cool if we had ability chains.
    That way, we could make more variety with less base skills :D

    What do you mean ability chains?

    Being able to perfrom combo's like use 2 abilities together and they work together with each other.
  • I really hope that there will be more than only 6 or 10 active skill, it's not a lot at all.
    I don't really like the chain abilities, but the only one I tried was Bless online, so it's probably a bad example. I think it takes too much time to be able to use the right skill with a chain ability. If you need a stun right now and you must make 2 other skills to use it, it breaks the responsiveness.
  • EdEaglefeatherEdEaglefeather Member, Alpha One, Alpha Two, Early Alpha Two
    Intrepid also mentioned something about there being a huge focus on Horizontal progression versus Vertical
  • ZaraZara Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    On hot bars something similar to this:
    gByIxXG.png

    Not sure about the skills overall
  • nerdifiedgeeknerdifiedgeek Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Personally I like a lot of abilities. I see some commenting that prefer the GW2 style with few abilities, but I see that as less skill and less diversification. If I'm a healer, I would want to be able to strategize my 12 heals over just waiting on the timer on my 2 heals
  • VirulentVirulent Member, Alpha One, Alpha Two, Early Alpha Two
    I think a primary bottom 12 skill bar and secondary side or bottom stacked bar is good. Anything more and it just becomes a mess on screen. I think it looks ridiculous for some mmos that have 70 different skills to manage.
  • ZaraZara Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    bchan wrote: »
    I think a primary bottom 12 skill bar and secondary side or bottom stacked bar is good. Anything more and it just becomes a mess on screen. I think it looks ridiculous for some mmos that have 70 different skills to manage.

    Yeah I think they say you can only use a limited amount of skills at the same time. So you have strategize what to use and when to use it
  • DalureDalure Member, Alpha Two, Early Alpha Two
    Yes same iT will be around 1 hotbar full of skills so max 10. What makes the classes so excited to make, is the fact you can augment this skills/abilities not only once with your subarchtype but with guildskills and metropolisbuffs and religion and much more. This will be our way of getting that skill you like the most, be the best iT can become:) oeh soooo excited. Lets go people.
  • AzryilAzryil Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I prefer having more skills available. not just for active combat abilities, but also raid utility, I find that having more in your toolkit give the designers more options on making more interesting encounters.
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  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    Aefrost wrote: »
    I really hope that there will be more than only 6 or 10 active skill, it's not a lot at all.
    I don't really like the chain abilities, but the only one I tried was Bless online, so it's probably a bad example. I think it takes too much time to be able to use the right skill with a chain ability. If you need a stun right now and you must make 2 other skills to use it, it breaks the responsiveness.

    Aion had a good chain system, where you could decide between two or three follow up skills, changing the dps and effects.
  • I hope it's not like GW2; that has too few. Around 10 would be nice.
  • kalilkalil Member, Pioneer, Kickstarter
    It would be very nice to know this. I am really looking forward to new info about the combat system!
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  • seaberseaber Member, Intrepid Pack
    edited April 2019
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including the skills available after a weapon swap which I think should be included.
    4xpcKXb.png
    *edited to hopefully be clearer
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  • LuckyGeekLuckyGeek Member, Alpha One, Alpha Two, Early Alpha Two
    Seaber wrote: »
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including weapon swap which I think should be.
    4xpcKXb.png

    Agreed, 10 is the magic number for me!
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  • seaberseaber Member, Intrepid Pack
    Seaber wrote: »
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including weapon swap which I think should be.
    4xpcKXb.png

    Agreed, 10 is the magic number for me!

    Not agreed. 10 is far too few
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  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    edited April 2019
    Seaber wrote: »
    Seaber wrote: »
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including weapon swap which I think should be.
    4xpcKXb.png

    Agreed, 10 is the magic number for me!

    Not agreed. 10 is far too few

    GW2 has pretty much 16 skills actually, if you count the second weapon too.
    And a rotation can have up to 55 steps xD
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I would say anything between 10 and 20
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  • cotukcotuk Member
    If we will have 30 skills per character, i want 10 to be available at any time. I prefer having different skill sets for different situations, not piano gameplay all the time.
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  • uthogeuthoge Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Damokles wrote: »
    Seaber wrote: »
    Seaber wrote: »
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including weapon swap which I think should be.
    4xpcKXb.png

    Agreed, 10 is the magic number for me!

    Not agreed. 10 is far too few

    GW2 has pretty much 16 skills actually, if you count the second weapon too.
    And a rotation can have up to 55 steps xD

    The elementalists have even more skills

  • seaberseaber Member, Intrepid Pack
    Damokles wrote: »
    Seaber wrote: »
    Seaber wrote: »
    ravudha wrote: »
    I hope it's not like GW2; that has too few. Around 10 would be nice.

    Gw2 has a minimum of 11, not including weapon swap which I think should be.
    4xpcKXb.png

    Agreed, 10 is the magic number for me!

    Not agreed. 10 is far too few

    GW2 has pretty much 16 skills actually, if you count the second weapon too.D
    If you include weapon swap then there is a minimum of 15 (I think). Additionally, I think skills behind weapon swaps should be included in the skill count, as I stated before. Skills locked behind the use of other skills would also be included if I did a full count, as well as things like dodge roll.
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  • nerdifiedgeeknerdifiedgeek Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Just seeing that GW2 screenshot with the hot bar makes me cringe if that's what we are getting lol It just looks so..basic and boring
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