Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Hey OP please attach a poll
Lol I'm doing the same with Isuzu and bards. She doesn't have a sub class tree setup yet though, but I probably wouldn't have followed it anyway if she did. Like how Shiroe is specifically specced completely into support and mana regen.
I'll prob have a summoner alt though. Summoner has a cool design to it. I think some people are misunderstanding the class as a hybrid class because it's not. It will be able to do any role but you have to setup your build for it ahead of time. I'm pretty sure it was added to supplement the lack of tanks and healers while also adding a unique fun class.
I've been picking up things Steven has been saying through the developer updates and some people have such bad misinformation for certain things. xD
U.S. East
Got to say I think based on the "monumental effects" during sieges it would be pretty interesting to add semi-monumental effects such as a group of 3 mages (one a teleport main to initiate it) can use a kind of ultimate together where they can channel energy and teleport in a circle, with the smaller the circle for more range and more mages means more range, allowing for teleportation of groups of people to a destination for example ambushing a caravan or moving a group to defend an area.
In that regard, other classes could do the same such as special group buffs for a group of bards in a circle, etc.
Loving the content so far can't wait!
Having said that, I think Fighter/Summoner (Bladecaller) and Cleric/Summoner (Shaman) both sound really unique and interesting. I figure I would run an Empyrean Bladecaller or a Vek Shaman.
But really who knows. I'm an altoholic, so honestly, I'll probably play all 64 a dozen times over before all is said and done.
Other builds I will be curious to try on alts: First and foremost will come Shadowcaster & Shadowmancer... perhaps even Magician.
I wish more than anything (knowing full well it is not likely be granted) that the "holy trinity" of Tank/Healer/DPS were nudged to make room for dedicated "Support" roles and classes, as I feel this has always more accurately reflected my favorite playstyle - alas without such I'm left to tinker around and juggle between Healing / DPS to find what's most fitting among the magic-based roles featuring supportive utilities. I could thoroughly enjoy the entirety of my experimental and explorative gameplay up until the point of discovering players being shunned deemed unworthy by the super hardcore minmaxing elite pedantically reminding every player "that dps loss" rather than being appreciative of those who take pleasure in improving the party adventuring experience by lending their abilities for a slightly more unique and smoother ride than just MOAR DPS! THAT'S NOT ENOUGH DPS!!
Take "Bard" for example, in many games and likely starting out as an Archer might retire their arrow-slinging for party-bolserting and enemy-weakening song... this is the only Bard I would play. If the Bard's song(s) had effects which contribute to damage indirectly but no less than any other potential DPS member...
Necromancer depends heavily on minion/pet behavior - I'm fine if the undead disappeared/reappeared based on active combat, but should it play similar to titles where skills are underwhelmingly typical, like teeny tiny skeletal aimlessly "grabbing" from a ground-target location as Crowd Control - or inflict "disease" for DoT and call that "Necromancy" - I'd rather spare myself the disappointment. On the other hand, if I can summon undead minions that burst from the ground, physically grip enemys to bind, cling and get dragged for slow, bite and claw for DoT, or transfer increments of an enemy's lifeforce or vigor to a minion or ally... ANYTHING more impressive than Necromancy in other titles... I'll go full primary Necro especially if such a path ever offered unique quest opportunities to even subtly alter character appearance. Rotting skin, hollowed eyes, etc.
I get that all that is probably exceedingly difficult to achieve. Much of what's possible has most likely already been established or showcased at some point I might've missed, and I obviously don't know jack about coding or balance. But even just masking DPS roles with alternative / experimental / indirect playstyles would be unique enough to FEEL less restricted by the trinity...
Please tell me I wont be picking a fantasy combat archetype named after a motorized military vehicle.
Highsword? SPELLMANCER??
I'll probably go with Charlatan, so my main weapon can be a flower and off hand some scathing quips about your appearance.
don't like the class then don't play the class
With a spear of halbard?
Mage (Warlock/Sorcerer) - I usually pick mages in games but I usually like mage specialties that aren't straight damage(i.e. wizard/elementalist). I'm more into buffs and cc's, and using subtle tricks to my advantage. Still I dig ranged magic dmg (esp dots and aoes) so I'll probably go with this.
Summoner (Enchanter/Spellmancer) - Also really interested in summoner, we'll have to see how that plays out, had a lot of success with necro in Rift and I think that pet classes have a lot of fun subtle advantages with line of sight and management. If I could grab more buffs/cc's from bard that might be a win. If its overplayed I might shy away from it though. Idk that shouldn't matter but i can't help it
Bard (Songcaller/Magician/Trickster) - I don't normally play bards (mechanics and character wise) but I love support classes so I want to see how this turns out since its supposed to have a lot of active buffing which is really exciting for me. But if it ends up melee ranged I'll probably skip.
A tanky paladin type healer with a big swinging hammer might be fun with this sloppy no target style of game.
But if there's a absorb/buff/debuff/dot/drain/control build I'll be that for sure. I play control blue/black or white magic decks.
Some kind of life steal tank is also high up there for me.
That would be the plan. At least for the fighter one. Paladin I see more as mace or sword and shield