Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Concept/Mood Board - Shaman-Warg-Priest-Mage (druid) >:)

Offshoot of thoughts from quick mood boarding of public facing comps:

1. Spiritual attenuation of the shaman
2. Piety attenuation of the priest
3. Elemental affinities of the mage
4. Nature affinities of a warg-bond
Concept: Pure support class with AoE HoT and class-defining buffs, sustainability via lore-locked mechanics that tie them to a specific node (and its health) and provide singular pet that may operate in different modes dependent upon node state (seasons? node type? so many possibilities).
Light Motif: Stewardship/Service
Dark Motif: Dominance/Control
Contexts: Verran Acolyte, Node Speaker/Guardian, Lorax meets Behavior Economics.
Class Definition:
1. Warg-bond - nature bond to the residential node (when affiliated) or to the aggregate region of operation (when unaffiliated); provides difference benefits by node type, state, etc.
2. Elemental defense, protection, and countering - skins, thorns, mitigation, and proc-avoidance/dodge buff set - augments primary support classes, conflicts with other, secondary support spells and abilities - offers class maturation that mitigates those secondary conflicts with progression.
3. Piety - mechanically locked in conflict with node state; reliant upon affiliated node health and type for class defining boosts/benefits that support node stability over time; when unaffiliated, reliant upon maintaining local node(s) health for the same benefit (harder, longer, but possible).
4. Spirituality - mechanically locked to the spirit provided by the node (or local node(s) when unaffiliated) - spirit pet works for the node, not the player when affiliated, but works for the player in competition and/or control mechanic when player is unaffiliated.
Possible conflict/craft/economy hooks:
- Node or local region weather influence
- Traveler's Gift (road speed; caravan buffs)
- Battlefield shot calling (spiritual rallying?)
- Nature's Bounty - limited area effect material boosting
I know it's not up for gold (alas) but so long as it isn't announced, input and suggestions likely helpful.... I hope.
I would play the heck out of this class.

1. Spiritual attenuation of the shaman
2. Piety attenuation of the priest
3. Elemental affinities of the mage
4. Nature affinities of a warg-bond
Concept: Pure support class with AoE HoT and class-defining buffs, sustainability via lore-locked mechanics that tie them to a specific node (and its health) and provide singular pet that may operate in different modes dependent upon node state (seasons? node type? so many possibilities).
Light Motif: Stewardship/Service
Dark Motif: Dominance/Control
Contexts: Verran Acolyte, Node Speaker/Guardian, Lorax meets Behavior Economics.
Class Definition:
1. Warg-bond - nature bond to the residential node (when affiliated) or to the aggregate region of operation (when unaffiliated); provides difference benefits by node type, state, etc.
2. Elemental defense, protection, and countering - skins, thorns, mitigation, and proc-avoidance/dodge buff set - augments primary support classes, conflicts with other, secondary support spells and abilities - offers class maturation that mitigates those secondary conflicts with progression.
3. Piety - mechanically locked in conflict with node state; reliant upon affiliated node health and type for class defining boosts/benefits that support node stability over time; when unaffiliated, reliant upon maintaining local node(s) health for the same benefit (harder, longer, but possible).
4. Spirituality - mechanically locked to the spirit provided by the node (or local node(s) when unaffiliated) - spirit pet works for the node, not the player when affiliated, but works for the player in competition and/or control mechanic when player is unaffiliated.
Possible conflict/craft/economy hooks:
- Node or local region weather influence
- Traveler's Gift (road speed; caravan buffs)
- Battlefield shot calling (spiritual rallying?)
- Nature's Bounty - limited area effect material boosting
I know it's not up for gold (alas) but so long as it isn't announced, input and suggestions likely helpful.... I hope.
I would play the heck out of this class.

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