Glorious Alpha Two Testers!
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.
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.
What subclass builds would you like to see?
Apok
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Just wondering if there's any combinations of the games mechanics to allow a build you liked in another game. I want to do a build like the Scholar was in FFXIV Storm blood where you had some decent dots you could stack and deal okay area damage. job sense got nerfed cause people cried when they got asked to dps as a healer but I really miss it, a lot going on and a very frantic kit to play as. The Scholar did have a pet you used to be able to manually heal with as well, usually i would sit the pet near the tank and precast it's heals while trying to dps and a healer to shorten the time spent in fights. hoping cleric/summoner can do this.
Also looking forward to seeing if you can optimize party dps as a tank/bard by having party buffs in the form of a haste or speed effect, anything really that would bring up a groups overall dps
so whenever the game is testing secondary archetypes I'll definitely try playing with cleric/summoner (shaman) and the tank/bard (argent)
Also looking forward to seeing if you can optimize party dps as a tank/bard by having party buffs in the form of a haste or speed effect, anything really that would bring up a groups overall dps
so whenever the game is testing secondary archetypes I'll definitely try playing with cleric/summoner (shaman) and the tank/bard (argent)
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Comments
I think they will first need to get the Classes whole and "finished" anyway as Base Classes/Archetypes : and even then it will still be a Work in Development until what i think is the Middle between Alpha Two and Release.
Could take a Year. People keep saying the Alpha Two might take several Years. I pray to the Gods (lol) that the Testings of the Community invited to them will work great and successfully.
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
I dont like playstyles in which I can kill a target without a decent resistance.
I like sturdy playstyles for myself that give my opponent a chance to put up a fight.
Since the Fighter already has a defensive stance I think that I will enjoy 1v1s and small scale pvp with a tanky subclass.
If the system however fails to avoid the narrow metas, which usually results in games with "play as you like" classes, then I will pick the meta for fighter dual wield. We will see.
Purely selfishly from what i'm probably going to main, these are my 3 favorite class fantasies from a Ranger toolkit. Hopefully Intrepid will be able to pull them off successfully.
Bladecaller(fighter,summoner)
all of the mage augments
all of the rogue augments
necromancer
have you ever played RO? only game I've seen with a good use of something like a falcon.
Summoner/Cleric (people want this class and it is rather valuable to see how cleric secondary works)
Tank/Mage (bruiser tanks could be underrated, understanding the value of damage secondaries would be valuable)
Bard/Rogue (what does this do)
The combos I am most interested in are Shaman, Enchanter, Soul Weaver, and Templar.
The classes combos I think they should showcase to show off the augment system most effectively are: Necromancer (Light & Dark versions), Paladin, Warlock, Soul Weaver (magic/ranged?) or Tellsword (physical/melee?), Templar (melee) or Oracle (caster), High Sword or Spellsword, Battle Mage, Strider, Predator, and Broodwarden.
I think these would cover some of the more popular classes people typically would expect like Paladin or Necromancer as well as some of the roles/playstyles people would expect coming from other MMOs like a Battle Mage type class or High Sword. As summoner can quasi-fill some additional roles showing the necromancer (especially the light version) and a tank version I think it is important as that is a bit of a different path than one would expect from a summoner class. Wild Blade could be interesting too if they can summon spectral weapons like Guardians from Guild Wars 2 or actual weapons like Blade Masters from Blade and Soul as a representation of more of a DPS-focused summoner.
The tricky part is any class can use any weapon so playstyles can still vary but I think painting the picture of some of your tried and true classic DnD-type combos will help frame most people's expectations of the class and augment systems.
Future Crafting Plans: Herbalism > Alchemy & Scribe or Mining > Metalworking > Jewel cutting (Pending)
Also v interested to see how the Bard will work in PvP & solo.
I would also like to see a nature based pet class like WoWs Hunter. Archer that can tame Pets in the world of Verra.
With the right augments the closest you may get to this would probably be Beastmaster (Summoner/Ranger). I would assume based on the name they will summon regular beasts. Weapons aren't classes specific so you could use bows. The skills might be a bit weird though.
As for a druid I am hoping Shaman (Cleric/Summoner) with Py'rai augments gets close to that nature aesthetic. I don't think we're going to see a shapeshifting class though. As much as I would love one to be available as druids are one of my favorite archetypes.
Future Crafting Plans: Herbalism > Alchemy & Scribe or Mining > Metalworking > Jewel cutting (Pending)