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.
Tanking
SirChancelot
Member, Alpha Two, Early Alpha Two
I love the overall archetype class design that they're going for, and I know they have said that a tank archetype will be able to tank no matter what secondary class he chooses.
But does anyone know if any other classes if they choose a tank secondary will be able to tank?
For example a rogue/tank being able to do a Dodge evasion type build for tanking. Or a summoner focusing on tanky summons?
Or will the tank primary be the only tanking option?
But does anyone know if any other classes if they choose a tank secondary will be able to tank?
For example a rogue/tank being able to do a Dodge evasion type build for tanking. Or a summoner focusing on tanky summons?
Or will the tank primary be the only tanking option?
1
Comments
x/Tank probably will not be able to main tank sufficiently because they won't have Tank abilities; only Tank augments.
I throw the guild leader aspect in because I would LOVE to be able to theory craft with more than just "I TANK, YOU HEAL TANK, YOU PLAY GUITAR, ZUG ZUG". I want to feel rewarded for exploring several options with raid design.
Obviously this is pure speculation but not something outside the realm of possibility. This would be very COOL and would give more purpose to certain classes. I also don't see this as overboard. Tank seems to be shaping up as a very viable pvper in both aoe damage and CC capabilities so why not share the love with tanking. Intrepid...the power....is YOURS. (Captain Planet for those of you young kids who don't care about the Earth haha).
A Tank/Rogue will be using Tank abilities to tank with some Rogue augments to help evade.
A Rogue/Tank will be using Rogue abilities to evade with some Tank augments to help tank.
The Nightshield would be main tank.
The Shadow Guardian would be off-tank.
Spellshield would be main tank.
Spellstone would be off-tank.
It's the Primary Archetype which dictates the combat role; not the Secondary Archetype.
x\Tank does not have Tank abilities.
It's not necessarily totally impossible but you shouldn't expect an x\Tank to main tank.
You could probably survive some group content without a Tank\x. Especially if you have several x\Tanks in the group.
Of course, even with that there may be content that is designed in such a way that only a primary Tank can deal with it, but we'll have to see what Intrepid come up with.
You keep saying they don't have tank abilities but what are you expecting? All the augments need to do is add more threat/hate generation and more survivability (probably in exchange for more some damage)
With those two changes a x/tank could do the same job, just differently.
And as someone else said, if they aren't getting some degree of tank capability, then that will probably always be ignored as a secondary...
Secondaries cannot fulfill primary roles because the don't have primary abilities - they have primary augments and augments are not as powerful as abilities.
Not with that attitude...
This is my personal feedback, shared to help the game thrive in its niche.
The defeatist... you can't do it because "Primary roles" attitude. You gave up before you even tried it.
Who knows what crazy ass builds will be possible.
This is my personal feedback, shared to help the game thrive in its niche.
I don't need to change the ability, just the flavor to change the role
Example
A rogue has a fan of knives ability.
A rogue/tank generates threat with any knife ability. Now every time he spams fan of knives he is generating AOE threat too.
That could literally be all that augment does.
Another augment could lead to increased dodge/evasion every time they cast something, or as long as they keep moving?
I mean half the tank archetype abilities just have this generates threat tacked on the end... Why not make that part of the augments?
^This^
In the context of a small group, like 2-3 friends questing together, it might be enough to make things go smoothly. Or enough to give the hardiness to survive the attack of another player.
In a full group context it might be a nice tool to take charge of an unexpected add without stressing to much about it, or protect another member of the party until the main tank regain the aggro. Splitting groups of mobs by pulling some off the main tanks and dealing with them first/last as the group decide.
X/tanks won't turk ther jerbs.
She was great at dropping trains on bots and gold farmers, which was my original intention for her. I found that she was a decent tank under limited circumstances...particularly against smaller bosses. When she had the vampiric rage buff (returning part of the damage she did as healing on herself), she could solo all kinds of things.
So I agree with @Vhaeyne that innovative experimentation might allow a player to discover all kinds of interesting possibilities. And there isn't any particular reason that you have to share your discovery with others!
Primary Archetype determines the class role. Secondary archetype adds "flavor".
A Rogue/Tank could generate some threat but not as much threat as a Tank/Rogue - not as much threat as any Tank/x.
Which is why Tank/Rogue would be main tank while Rogue/Tank could be an off-tank.
You're asking "why not make that part of augments" when I already explained to you that augments are purposefully designed to not be as powerful as abilities.
Doesn't mean you can't try. Just because you try something doesn't mean it's possible for it to work.
Bruh. There's so little information on augments and secondary effects, that you saying it's not possible with such black and white conviction carries almost zero weight. This is all speculation until more information about it comes out...
As far as my opinion goes
If tank/x is the only option for a tank
and cleric/x is the only option for a healer
Their party builds are going to get very stale very fast. Opening it up to where x/tank or x/cleric can tank and heal would be an excellent move.
Keep in mind I'm not saying every x/tank should be a good option... Example I don't think a Bard/tank should be able to tank anything, that's very out of wheelhouse and doesn't make sense lore wise.
The bard/tank grabs the mob by the hand and force it to dance with him, the rest of the party slash and throw spells at it on every forcefully imposed spin !
And nothing taunts as much as a kazoo, we all know that.