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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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.
A little bit of more fun build speculation: Echoknights
Rookk
Member, Alpha Two
personally i hope that the bard or rogue could have illusions as one of their augments with than just being able to go fighter and than rogue or bard secondary to literally turn yourself into a dnd echoknight where you can choose to make it so you can create illusions to act as a summon of sort or hell with that in mind, maybe a rogue summoner could be the echoknight as their summon would be an echo version of themselves that they could tp to or have tp to them and could act as a 1:1 version of themselves ASIDE FROM of course being literally able to be one shot by anything if they get hit meaning they need to have good evasion to have it last long with its benefits being its low cost and can be summoned wherever they want within a radius around themelves and that it would be able to be summoned over and over again tho the cost is they would loose out on probably to make it fair, ALL of their or MOST of their stealth abilities so on their own they would be low tier fighters but they can bounce around the battlefield creating duplicates of themselves to do all manner of things with i would LOVE to be in a caravan run with like 4 echoknights all constantly maintaining their echos and just watch as at the moment that a pack of rangers the assassins didnt spot about to ambush the caravan, one of or maybe even multiple echos pop infront of the squishy cleric that the rangers were about to nuke and save their ass only to be summoned again as the battle starts in full.
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But first, a small recap for those who are curious but does not play DnD:
The Echo Knight is a Fighter subclass that can Summon an identical flying clone of themselves. For the sake of argument, I'll refer to the main archetype as FIGHTER, but my arguments would remain the same if it was a Rogue or some other melee character. Anyways, the clone can move freely horizontally and vertically, and the Echo Knight can freely swap place with their clone each turn. The clone has 1hp, but can be resummoned each turn without sacrificing damage.It can last indefinitely as long as it remains within 30ft of the fighter. The clone cannot be targeted by (most) single target spells. The true strength of the Echo Knight is that the fighter can attack through the clone instead of themselves; aka, being ranged melee DPSers. This means that a Echo Knight in DnD can stay back at a safe distance and only DPS through their clone.
Now, back to the list of concerns:
Teleport. Echo knights in DnD can literally be just about anywhere, as long as they have vision. They have teleportation for days, every turn in DnD, without sacrificing any damage. Jumping puzzles, ledges, walls and other terrain-related obstacles just does not exist for the Echo Knight. How does one balance this type of movement in an MMORPG where the terrain is supposed to matter, and where jumping puzzles is supposed to be a thing?
The best of both worlds. The Echo Knight in DnD is a melee damage dealer that has all of the benefits of both ranged and melee combat. They can remain safe with their healer backline, while consistently summoning a clone up to disrupt enemy backlines in PvP, and in PvE.... Well... I am sure you can figure. The question is: can this even be balanced in group PvP?
All the scouting! So, I earlier stated that the clone has to be within 30ft of the fighter or it goes *poof* - this is true in combat buuut... Echo Knights in DnD has this feature that allows them to see and hear through their clone instead of themselves, and while this feature is active; the clone can move extremely far away from the fighter. In AoC, this would mean a scout whose real body is safe with their group while he can be scouting around for enemies. Would this not go against the entire concept of risk vs. Rewards?
Why be you, when you can be an Echo Knight? So imagine all of these stuff above for the fighter (or Rogue,) as it is intended by Intrepid. All of the rewards (of being the highest DPS class, or CCer for rogue) but none of the risks. How does one balance this out against the other fighter (or rogue) secondary archetypes?
Now, I have no intentions of just saying no and not be open to discussion but as someone who has experience in fighting illusion-based classes in Guild Wars (1&2), Echo Knights as a class feels impossible balance-wise without shoehorning all fighters (or rogues) into that class.
Having clones as a whole augment for the rogue so that every archetype can make clones with rogue second class would be overkill to me. I think just a basic shadow augment would be better for a rogue, and shadow + summon augment = shadow clone.
I am all for that shadow clone stuff as well! It's a really cool class fantasy!
OOOOOOOO I LOVE IT!
i just thought about something with that being how shadow magic works in the elder scrolls universe where shadow magic is using magic to look into other realities to than pull the plato style shadow version of something from that world into this world not bringing the true thing into this world but the shadow of it cast by the thing in that world! if intrepid decide to make their shadow magic work similarly lore wise than a rogue summoner or summoner rogue could very well ACTUALLY fit the echoknight not just theme but lore as well as you literally pull alternate reality versions of yourself into this world to fight alongside you.