Dygz wrote: » Elo wrote: » In a way, it might be more interesting if class x/x (tank/tank, mage/mage, etc) was not an option, forcing you to diversify. Not gonna happen, but just pondering... There's still at least 4 different ways to play a Tank/Tank and at least 4 different ways to play a Mage/Mage, etc. Many ways to diversify even when you double-down on Archetype.
Elo wrote: » In a way, it might be more interesting if class x/x (tank/tank, mage/mage, etc) was not an option, forcing you to diversify. Not gonna happen, but just pondering...
Dygz wrote: » It makes no sense for the Secondary Archetype and secondary role to be more important than the Primary Archetype and primary pole.
Dygz wrote: » Primary Archetype determines your primary role and Secondary Archetype allows you to have a lesser, secondary role.
Dygz wrote: » But... you can create lots of variations of a Primary Archetype with customization via Secondary Archetype augments, along with Racial, Social, Religious and Node augments and gear and Weapon Skills.
bloodprophet wrote: » Not you Ironhope keeps throwing it around.
bloodprophet wrote: » As to the first point they devs have a vision let them fill it.
Azherae wrote: » If Brood Wardens can't actually tank most content, don't expect any serious meta-freedom in this game.
pyreal wrote: » Azherae wrote: » If Brood Wardens can't actually tank most content, don't expect any serious meta-freedom in this game. I'm just looking forward to the game that is Stephen's vision. I have found that some of the best things are the realization of one person's passion. I have also found that working around and through constraints add to the enjoyment, challenge, and ultimately the overall experience of an undertaking.
Azherae wrote: » If a Rogue's Active Skills are evades and smokebombs and similar, and a party is marching through an open area with strong enemies, fighting for exp, and the Tank is doing a good job at tanking and therefore holding attention all of the time... what did you need the Rogue for? If they 'didn't take Backstab' and 'didn't take heavy Bleed related skills' and let's say the enemy is spiders or anything with so much health or so relatively 'little' health that poison/attrition skills, even if taken, don't matter.
Azherae wrote: » Why is that Rogue there? It's a valid build of Rogue, possibly, but this isn't a question about balance, valid builds, etc. It's entirely 'what did they mean about the strong suggestion to take every Archetype?', unless they mean for one or two skills that either 'are always available to the Archetype' or 'every member of the Archetype is expected to unlock'.
Azherae wrote: » The opposite situation happens with a DPS Cleric, and I mean full 'mace swinging Templar who basically just heals as an incidental thing'. You've certainly met one now, potentially. How many direct healing abilities does this Templar 'have to take' before they are 'what is expected in the Cleric slot'? Are they supposed to be in a DPS slot instead? But that would mean 2x Cleric and -1 of something else. But let's be 'generous' and remove our 'no backstabs, evasion-master Rogue' since they were going to do about as much damage as this DPS Cleric anyway.
Azherae wrote: » I'm sure that it's fine for this party composition to exist. In the open field, fighting Trolls or Griffons or Sladeborne... what are they 'losing' that would make them ever go 'man it would be nice to have a Rogue now'?
Azherae wrote: » Knowing your flow, it won't matter, I will hope for just the usual dismissive 'lmao' equivalent.
Dygz wrote: » Azherae wrote: » If a Rogue's Active Skills are evades and smokebombs and similar, and a party is marching through an open area with strong enemies, fighting for exp, and the Tank is doing a good job at tanking and therefore holding attention all of the time... what did you need the Rogue for? If they 'didn't take Backstab' and 'didn't take heavy Bleed related skills' and let's say the enemy is spiders or anything with so much health or so relatively 'little' health that poison/attrition skills, even if taken, don't matter. The Tank is supposed to hold attention so that the Rogue can gain extra burst damage via flanking and backstabs and Bleeds. We will have to look at the Rogue Active Skill tree to know how many Active Skills don't also apply burst damage or a Bleed. Similar to the Tank Active Skills - most of them generate Threat or provide Damage Mitigation. As with Cleric, many of the Active Skills Heal and deal damage or deal damage and also Heal.
SirChancelot11 wrote: » What he is saying is why would the rogue ever take evasion or smokebomb style abilities if the tank is doing his job. All those skills are useless in the dungeon
Neurath wrote: » SirChancelot11 wrote: » What he is saying is why would the rogue ever take evasion or smokebomb style abilities if the tank is doing his job. All those skills are useless in the dungeon Most of the boss areas will be open world. Evasion and stealth will be useful in PvP. You could face PvP anywhere and its difficult to say whether the rogue would be gimped without evasion and stealth because we haven't seen the Rogue breakdown yet.
Azherae wrote: » What I'm saying is 'there's the potential that the developer working on the Rogue breakdown might not think about this either'.
Azherae wrote: » And then you get some set of people that goes 'Rogue is for damage, just put everything into damage, who needs evasion and smokebombs while leveling? Just re-spec later'.
Azherae wrote: » And some set of people that goes 'you noob, why did you put more points in smokebomb and evasion before level 40? Don't come into my exp party with that garbage'.
Neurath wrote: » All I want is a Rogue which is not backstab related. I don't like backstab builds. I will accept backstabs if they are required, but, if backstab is the main damage the gameplay will suck. I still believe we don't know enough to claim whether evasion and stealth will be required. In my mind, stealth and evasion often go hand-in-hand in a rogue's repertoire. There will be options to create a personalised Rogue though, so, I'm not too concerned at the current disposition. I've used the stealth in Apoc and its better at range than up-close. Not even sure how effective stealth will be in the MMO.
Neurath wrote: » I theory crafted a lot and determined that with the current stats available, one can't min/max a toon effectively. Of course, the stats could change. So, not knowing what type of skills a Bard has, knowing what skills the Mage currently has and knowing that weapon skill trees will be added, i came to the conclusion that a straight up physical damage dealer would be the best min/max choice. I settled on Rogue because I played Rogue in Age of Conan and in Guild Wars 2 (Older build). Also, I believe a Bard even when coupled with Mage could not perform as well as a Rogue in Bounty Hunting. In my mind, I would link Poisons, Bleeds and executors for the main damage. It would be a cross between the Guild Wars 2 Assassin and the Age of Conan Assassin. Though backstab could be an execution ability, I would prefer stuff like Artery Slash or Neck Slash or Lotus Bomb...something other than backstab.