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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.
Idea for new/extended artisan class.
Damokles
Member, Alpha One, Alpha Two, Early Alpha Two
Hello everyone, Damokles here again!
I was rereading Lord of the Rings and came upon the theme of runes again.
IS already once said a bit about Scribes and some of us played with the idea of them creating geographical maps, but here is my idea.
How about the idea of scribes being the runic enchanters ingame.
They could apply runes to armour or weapons.
Currently the idea (at least what we know of) is that players can buy enchantments at player stalls. There is also a differentiation between enhancement and enchantment.
Enhancements are done through the application of power stones, which add elemental damage, while enchantments add visual and proc effects.
And why should they stop there with the possibility? IS could implement that artisan classes could support the node settlement itself. A blacksmith could create better doors for the wallopenings, alchemists could create battlement defenses, where you push cauldrons of potions down the wall and scribes could enchant the settlement walls with runes, which increase their "hp" or add a second healthbar etc.
I was rereading Lord of the Rings and came upon the theme of runes again.
IS already once said a bit about Scribes and some of us played with the idea of them creating geographical maps, but here is my idea.
How about the idea of scribes being the runic enchanters ingame.
They could apply runes to armour or weapons.
Currently the idea (at least what we know of) is that players can buy enchantments at player stalls. There is also a differentiation between enhancement and enchantment.
Enhancements are done through the application of power stones, which add elemental damage, while enchantments add visual and proc effects.
And why should they stop there with the possibility? IS could implement that artisan classes could support the node settlement itself. A blacksmith could create better doors for the wallopenings, alchemists could create battlement defenses, where you push cauldrons of potions down the wall and scribes could enchant the settlement walls with runes, which increase their "hp" or add a second healthbar etc.
2
Comments
If I add sparkles... that's enchantment!
in the game warhammer online age of reckoning the runepriests could give rune blessing to any1 from their faction.
these runes gave them some stats (melee stats, caster stats, resistances etc) but it also gave the player a damaging ability like a singletarget with a slight cooldown to it, an AOE one and a dot version ofc.
they were also able to inscribe the ground with a larger rune that empowered any1 standing on it with quite a hefty buff to either healing or damage in several forms iirc?
it was a very interesting class and i enjoyed that for quite a bit. if i can do that again in ashes i might just do it in a heartbeat:)
your idea plus this would be great i feel<3
yea i shamelessly necro'd this^^
Medicine
Make the bounty Hunter a profession
Archaeology
Exploring (like geography)
Tailoring
Beauty/Barber
Driving/Navigate
Rider
and the list could go on and on
Maybe a bit more of an idea of what you had in mind would be good, but my initial thoughts on these are as follows...
Medicine - that would be alchemy. I don't see how you could make these two different professions while still both being viable.
Bounty Hunter - because you are hunting other players, this can't really be a profession.
Archaeology - this could be an interesting gathering profession, finding materials in the ruins of civilizations that we can manipulate, but can't reproduce. It would need to maintain itself within the established gather/processor/finisher paradigm, and gatherer is the only part in that I can see it fitting.
Exploring - I don't see how this could be a profession. Why would a player go looking for the services of a high level explorer?
Tailoring - I would assume this is the profession that would finish off all cloth items. I'm fairly sure it would be in the game already.
Beauty/Barber - don't see a reason why not, but I doubt there would be much of a need for this as a profession.
Driver - I could see people offering long distance travel to other players via 2 player mounts, and this could be expanded if multiple players are able to get on a wagon or cart, but again, I don't see it as a profession.
Rider - we'll all ride horses, so I'm not sure what this is about.
To me, there is a distinct difference between a skill that all players should have, and a profession that you chose to level up.
Exploring, driving and riding are things that I would consider skills. It would be awesome if we were able to level these up as a skill to get better at them, but I don't really see it as a profession that other players would seek out the services of, nor go out of their way to find a player with a higher skill - which is what I consider the baseline of what a profession should be.
Again though, maybe you have a different idea on these things than I do, or maybe you are condensing what I personally consider professions and skills down in to just professions.
My idea is this, professions and skills could be two different thing but they're not apart from each other, the basic thought about this is they help with a deeper customization of your character adding some special/extra abilities or putting it in other words, professions help to develop skills and or enhance the existing ones, and then you could get more and more specialized
for the thing that i enlisted a quick though could be this:
The profession medicine/anatomy/doctor (or whatever name you wanna call it) can give you the chance to use healings without depending on a healer, at the first levels you can apply first aids out of combat to yourself, then it can evolve to apply healings to other an that goes on until you learn field medicine where you can heal an ally or yourself in the middle of combat, or maybe you unlock a special skill where if you apply a potion or a healing effect on an ally it 10% more effective, stop bleeding faster or other stuff, of course you could not be as good as a full healer class but could be a good support when needed.
and then we can talk about specialization, in this case we could talk about the bounty hunter, if it becomes a profession, IS already have given us something like the evolution of the skills, when they said that the bounty hunters map will increase in accuracy the more you become pro-efficient in the bounty hunter, and if you think about it it has more sense that a profession give you a skill to track corrupted players more than just with a "title", well going back to the specialization stuff what i can think right now, its a bounty hunter specializing in certain types of "preys", again put the name you want but this could be:
BountyHunterSpecialization 1: Against magic casters (with skills that burns mana or divine power or mitogates some magic damage)
BountyHunterSpecialization 2: Against tanks (skills that let you ignore some armor)
BountyHunterSpecialization 3: Specialization in tracking (maybe this could focus in the parkour system)
Of course all of this would be limited and exclusive, meaning that, the character could only have...i dont know...maybe 2 professions, and each one can only specialize in a single branch of abilities leaving the others out of the possibilities...
Oh and i mentioned the rider and driver stuff because i can visualize this:
Yeah, everyone can ride, but if you decide to take a profession that takes this to another level maybe you could gain some extra speed and then maybe the specialization could go for normal mounts, aquatic mounts and aerial mounts, this makes the whole thing more exciting because if you choose the flying mount then you should be sure you will always have the option to ride one, and that is another way to limit the professions and skills
in the case of drivers/navigators this will focus on caravans like more speed or adding extra armor or a pair of archers on the top, this is just random stuff i could think of but i really think it could add an extra layer of spice to the whole experience.
If these things were all made professions that had a limit on how many players could opt to make use of, it wouldn't take long before the riding profession became a basic essential of group content - bearing in mind there is limited fast travel in Ashes - and to a large portion of the population, there will be none.
It would also be a given that most players would take the medicine profession if they wanted to take on group content as well. This would mean that if you are grouping, and the game limits you to two professions, you would basically have to take riding and medicine.
While you could then say that everyone could just use alts for other professions, that would greatly limit the number of bounty hunters and gatherers in the world, and would mean people would need an alt to run caravans effectively - which would inherently limit the safety of those caravans as the alt won't be as well geared, thus less able to defend.
Some of these ideas (medicine, bounty hunting,) are good ideas for some games, but not necessarily for Ashes. Some of the ideas (riding, exploring, driving) would be good as skills that all players can level up, without reservation.
And then there is Archaeology. I still think this could be a good gathering profession in Ashes, especially due to the games lore.
the idea of finding a cursed weapon/armour piece through archaeology sounds insane:O...or whatever else might come through it
runes and things could be prtty cool as specializations, imagine an alchemist specializing in poisons ("high grade ammo" for the potion launcher for example^^)
or a mason being able to do runes of power on buildings and stuff he makes (or just for guildcastles/nodes/castles)
i mean a mason could have more worth than just making and laying bricks that way right?:D
all the crafting proff's seem like they could have such specialization, i wonder how gathering and production proffs could be expanded on however.
also!
just something that came into mind, but imagine an enchanter specialising in curses on weapons and armour rather than just enchants, or blessings for that matter^^
(the idea that a curse draws from other stats to increase others or some kind of effect through that maybe?:D)