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Enchanter - Sorcerer

Hello, I can't help but ask the question. What will the differences be between an enchanter and a sorcerer? Not sure if this question has been answered yet. Both have a bard as their secondary archetype.

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  • daveywaveydaveywavey Member, Alpha Two
    edited November 2023
    JC31 wrote: »
    Hello, I can't help but ask the question. What will the differences be between an enchanter and a sorcerer? Not sure if this question has been answered yet. Both have a bard as their secondary archetype.

    All we know at the moment, is that the Enchanter will have Summoner skills with a Bard twist, and the Sorcerer will have Mage skills with a Bard twist.


    "Class abilities

    Primary skills (class abilities) are based on a player's archetype.[9]

    A player may choose a secondary archetype when they reach level 25.[8][4] The player can then augment their primary skills with effects from their secondary archetype.[8][4][9][45]
    "
    https://ashesofcreation.wiki/Classes#Classes_by_archetype_combination
    This link may help you: https://ashesofcreation.wiki/


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  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    I can't wait to see what the archetype skills are and what the visuals will be. I'm very tired of seeing mages focused so much on the elements. So i hope we get to tailor the visuals of our mage.
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  • Blood_RavenBlood_Raven Member, Alpha Two
    I just hope it is not a clear cut skill tree. For example: your Enchanter has his normal Enchanter skills and then has 5 or what ever bard abilities. Then the Sorc has his normal Sorcerer skills and then has 5 or what ever bard abilities. This would be boring and hurt the entire concept imo

    I hope they make it more dynamic than that where most of your abilities change by adding a archetype that better reflects the combination or flavor of the character as a whole.
  • Your class is essentially your primary archetype with a secondary archetype offering augment options.

    Sorcerer is primarily a mage at its core with bard augment pathing allowances

    Enchanter is primarily a summoner at its core with bard augment pathing allowances


    Class augments
    A player may choose a secondary archetype when they reach level 25.[8][4]
    Each secondary archetype offers four different schools of augmentation.[20][21][4][22]
    Each augment school affects a primary archetype's skills in different ways.[49]

    Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[46]

    Class skills are not affected by the type of weapon that is equipped.[47]

    https://ashesofcreation.wiki/Classes
  • DryadezDryadez Member
    edited November 2023
    The class system here works exactly like the class system of guild wars 1. You can look at that as reference, Main class- secondary class at later level. You get all the perks of the main class and only some of the secondary but you get to mix them. Based on the mix decides how you will play, your secondary class should be one that augments and compliments your primary class.
  • JC31JC31 Member
    edited November 2023
    I am not a fan of guild wars. I am a fan of EQ and used to be a fan of WoW. EQ had numerous spells and each class could learn some of the same spells but they would learn the spells at different levels depending on their class. Many if not most spells were exclusive to 1 or 2 classes such as the Paladin and cleric having many of the same spells, or the ranger and the druid, or the shaman and the enchanter, or the shadow-knight and the necromancer. It would be ok with me if they followed a similar pattern and then also improved upon that system. Makes sense to me that a if a cleric picks up a spell book and is better than casting spells than a paladin so the cleric can cast the spell at a lower level than the paladin can, but the paladin being of the same clerical archetype would learn the spell at a later level and same for the other examples.
  • They haven't really announced all the augment schools yet either for secondary archetype. We've only been given basic examples of some. We're "potentially" getting four options for each secondary archetype but that could be less and/or different.

    Based on the current wiki for augment schools we currently know:

    Cleric = life or death
    Mage = Magic Schools
    Rogue = Stealth
    Ranger = Hunts
    Summoner = non-equip weapon summons
    Bard = N/A
    Fighter = N/A
    Tank= N/A

    Racial Augments
    These essentially just change how the primary ability works with or without visual cosmetics.

    Religious Augments
    Acquired through religious questlines and apparently applied on top of class augments.

    Then we get into synergies with status effects and procedurals related to class augments (and religious?).

    https://ashesofcreation.wiki/Synergies
    https://ashesofcreation.wiki/Status_effects

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  • TyranthraxusTyranthraxus Member, Alpha Two
    ....I hope they make it more dynamic than that where most of your abilities change by adding a archetype that better reflects the combination or flavor of the character as a whole.

    This is from Vaknar's response to my last question in the monthly Q&A:
    @Tyranthraxus (question) - Skills come from primary archetype choices. A player’s secondary archetype does not provide additional skills, but it does provide augments for skills.

    It appears your base-set of abilities will be determined by your initial class-selection; any subsequent class-mix selection will simply augment/alter the skills of the base-class.



  • @Tyranthraxus exactly. You're pretty much 1 of 8 archetypes at your core. The secondary is just augment pathway allowances which gives us our "class" name.
  • Blood_RavenBlood_Raven Member, Alpha Two
    @Tyranthraxus interesting thank you, I look forward to seeing their vison come to life, and hopefully I will like it!
  • JC31JC31 Member
    edited November 2023
    I am thinking I will probably want to main a sorcerer, but it's too early to tell because they haven't shown anything about the sorcerer or enchanter yet. Also want to main a tank though so I will have to weigh my options once more details come out for the tank secondary archetypes.
  • ....I hope they make it more dynamic than that where most of your abilities change by adding a archetype that better reflects the combination or flavor of the character as a whole.

    This is from Vaknar's response to my last question in the monthly Q&A:
    @Tyranthraxus (question) - Skills come from primary archetype choices. A player’s secondary archetype does not provide additional skills, but it does provide augments for skills.

    It appears your base-set of abilities will be determined by your initial class-selection; any subsequent class-mix selection will simply augment/alter the skills of the base-class.




    I hope that is the case. Although I also hope that a tank ranger combo known as the warden would allow me to use bows since the tank initially may or may not use bows for a secondary weapon.
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