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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Magic Specialization
Zairoph
Member
Preface (don't need to read tbh): I've been watching this game for several years, yet only recently made an official account and bought a pack. It's definitely had moments where it wavered between extreme hope and extreme despair when watching as AOC has evolved. Despite what I would call a fairly considerable knowledge of the game, I have been wondering something for a decent amount of time.
Is it known whether there be magic specialization in Ashes?
What I mean by this is it viable for a mage to specifically focus on a singular element, such as just earth, or is it required to use multiple elements due to the combo system. I really think that the development team should consider more specialization, as it would likely bring greater class identity to mage as well as make the class more distinctly Ashes of Creation, not just 'Generic Wizard #3'.
Furthermore, wielding an element can be seen similar to a weapon, with it having its own replacement skill tree and abilities unlocked as experience with it grows.
Obviously not a game developer or anything like that and I'm not stating that this is what must happen, I just thought it's an interesting idea. I would love to hear anybody else's thoughts on this are.
Is it known whether there be magic specialization in Ashes?
What I mean by this is it viable for a mage to specifically focus on a singular element, such as just earth, or is it required to use multiple elements due to the combo system. I really think that the development team should consider more specialization, as it would likely bring greater class identity to mage as well as make the class more distinctly Ashes of Creation, not just 'Generic Wizard #3'.
Furthermore, wielding an element can be seen similar to a weapon, with it having its own replacement skill tree and abilities unlocked as experience with it grows.
Obviously not a game developer or anything like that and I'm not stating that this is what must happen, I just thought it's an interesting idea. I would love to hear anybody else's thoughts on this are.
3
Comments
So, in my uninformed speculation, rather than the simple choice of 'I am now a Frost Wizard' like many games, you would have a more complex path through a series of many choices and gameplay paths that would end up with you being a unique Frost Wizard.
Long Answer? It’s complicated.
The mage skills definitely have specific elements to them … but we don’t know the full extent of the Archetype’s skill tree and interaction with specific weapons, passives, religion, and so on.
So, we’re going to have to wait for Alpha 2 to get in and test the Mage Archetype with whatever “full menu” of skills, weapons, and passives that Intrepid has available.
Here’s the Mage showcase which you can review in your downtime, Zairoph.
https://m.youtube.com/watch?v=OP-YMN2VXlw
As someone who has always played a mage in MMO's, this was my sentiment watching the Mage Preview. I was slightly disappointed seeing the mage being this I-can-do-it-all type of mage. I would've loved if the mage had expanded skill trees where I could for example specialize in frost ONLY magic vs all of the elements.
But I will see how I feel about it once A2 comes and with the different subclasses, I may be able to make my mage not feel so generic.
But we will see!
Currently, some can be specialised by the player through augments and some are situational throughout the world.
That would be really cool!
Personally, I would love to be able to specialize in certain elements, and I would naturally go heavy on the ice spells, for obvious reasons lol.
Click here to visit Snow elf's Twitch channel