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Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Should Cleric be a viable solo class ?
Aiyara
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I am opening a discussion today on the cleric and how solo friendly it is.
My main points of discussion are :
1- We know cleric is the main healer in AoC and that's his identity, however is it the only way to play the class ? Will it require a party to function and is pretty 1 dimentional-useless when played solo with only an 8s CD smite, high CD Condemn, and weapon autoattacks for damage ?
2- Following the previous reasoning, do you personally believe a cleric should stay solely in its 'healing' archetype as their only gameplay mechanic or would you rather clerics be / have the option to be active contributors to fights (PVP and PVE encounters) in more engaging ways with damage too, or CC etc.. ?
3- Can/should a cleric do solo pvp ? defend himself when jumped while gathering - running caravan - farming etc.. ? or are they doomed as the dps classes slaughter them as they 'are tuned to function in a party and not supposed to run solo' ?
So far in livestreams in parties, we see clerics mainly heal the tank / party members, and then wait for them to get hurt to heal again, and I'm wondering if that is what they're designed to do in parties so far in the game state
My main points of discussion are :
1- We know cleric is the main healer in AoC and that's his identity, however is it the only way to play the class ? Will it require a party to function and is pretty 1 dimentional-useless when played solo with only an 8s CD smite, high CD Condemn, and weapon autoattacks for damage ?
2- Following the previous reasoning, do you personally believe a cleric should stay solely in its 'healing' archetype as their only gameplay mechanic or would you rather clerics be / have the option to be active contributors to fights (PVP and PVE encounters) in more engaging ways with damage too, or CC etc.. ?
3- Can/should a cleric do solo pvp ? defend himself when jumped while gathering - running caravan - farming etc.. ? or are they doomed as the dps classes slaughter them as they 'are tuned to function in a party and not supposed to run solo' ?
So far in livestreams in parties, we see clerics mainly heal the tank / party members, and then wait for them to get hurt to heal again, and I'm wondering if that is what they're designed to do in parties so far in the game state
3
Comments
I had great fun doing that and I hope I can again in AoC.
What we actually have from Steven's statements isn't too far from that concept, though. He's stated that Clerics in Ashes will be capable of dealing damage just fine, and even specifically speccing for damage if that's the cleric player's jam. The reason they aren't being used as such in the livestreams is that, generally speaking, they're using the clerics in those streams as support to keep the actual showcase players alive, such as Steven himself.
As with most healers in this sort of situation, they're the rock paper scissors answer to tanks and other "damage over time" setups. Tanks can't be killed by DPS before the tank nibbles them to death, DPS can rapid-kill healers, and tanks deal damage too slowly for healers to die to them. At least, that's the way it often pans out; we'll have to see how Ashes shapes up in that regard.
I don't think tanks shouldn't be able to be killed by dps, I do agree tanks need a viable role in PvP, but being immune to dps is a bit insane, not to mention, how much self healing does a tank have? Any ranged dps should be able to kill them relatively easily
According to my personal experience, Cleric should be a good class for PVE solo (Decent damage, tanky vs strong mobs, zone damage), weak damage in PvP but tanky to be very difficult to kill. I imagine him almost impossible to kill in 1V1.
This always depends on the target, for me, and it's not always obvious either, so sometimes people think it can't be done when it can (efficiently or not is a different question).
And ofc secondary matters too.
I wouldn't mind if there were stretches of leveling where it was very difficult to find targets that Shadow Disciples could solo, for example, or if the standard problem I have in FFXI applies and I can't solo enemy Elite/Notorious Summoners as Shadow Disciple because I lack the DPS for it.
But then, maybe a Templar could do it, so it really depends.
Kind of surprised this point hadn't been brought up yet given the number of replies in the thread.
Combat balance in Ashes of Creation is through the lens of an 8-person group ... not solo encounters.
While I think Steven and the Combat Team will make some sort of effort to make niche builds viable, I hope players (such as the OP) keep their expectations in check when it comes to soloability of those niche builds.
I disagree here. All classes must be balanced, but not equal. Equals is boring.
And anyway, the Cleric is a healer who excels in groups, so it seems logical that he should be weaker in 1v1 PvP.
It also makes sense that some classes can farm more effectively than others in PvE or fit more or less to certain areas.
That's the magic of MMOs: accepting that you need others to build your char.
Ashes is Rock-Paper-Scissors for PvP.
This is amazing to hear, that's what it's supposed to be like and I am glad if they are pushing this direction
I am very curious to know the reasoning behind this statement, to me it doesn't make any sense, why should cleric be weak 1v1 if it excels in groups ?
I don't mind, and even find it necessary for them to have good damage capabilities to defend themselves in a loot-drop pvp game or no one will pick cleric because they will be easy targets to grief in the open world.
But I agree it should be balanced and not have as much damage as a dps class that's for sure, but not be a sitting healing loot pinata waiting to be picked up by the rogue / ranger player if found gathering in the open world.
In group content it is balanced both by gear choice (they choose if they spec into offense or healing) and by decisions, if they are dpsing in group fights, they are not healing their teammates and are then just a weaker version of a dps in a group fight scenario
This I agree with and have no issue with as they would be balanced in other areas
Said Cleric should just watch the Hell out for some Melee Mobs, though. Same as the Mage Character who went to the Minotaur-Camp in a Presentation Months ago.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
This means that, for the sake of balance, an asset must be offset by a weakness. If the cleric excels everywhere, then he's OP.
This what I meant. I m not telling it's must be a total crap in 1V1 but not in the top tiers classes 1V1
So, each is top-tier vs at least one other Primary Archetype.
Or riot.
I'm playing a Bard in Tarisland. It's a fun game to kill time. I'm questing and playing duo or killing world bosses. I running around playing a really fun DPS spec. I want to run dungeons or raids. I swap to heals and have a blast doing that.
I hope Clerics, Bards get much the same treatment. Fully functional DPS spec and a fully functional support spec.
Only if a healing mage build is as viable as a cleric.
It would be wrong to have one and not the other.
Viable does not necessarily means speed or attack power. Maybe a cleric is viable to solo in the sense, that they can heal their way out of trouble. Where a mage is viable in the way, that they kill fast.
Tanks so far have an extremely important role on pvp compared to many other MMOs that we have seen.
So far they dampen damage in an area around them and on selected allies, redirect damage from allies to themselves, can physically block incoming projectiles and taunt enemy players to reduce the damage they deal to anyone but the tank. As well as having a number of control and pull abilities in pvp.
I'd say tanks are in a great spot to be a crucial component of any fighting force. I'd go as far as saying, without a good line of tanks in your group/raid, your team risks being rolled through like paper.
They should be able to tank at least 1-2 full dps.
seeing how aoc will revolve around tilting the scale in favor of a different playstyle by using your 2ndary archetype and augments, I think dps or solo options will be available for the cleric (and should be). they wont be as strong as a dps clss tho.
they will most likely still be able to win in any 1v1. for party play, I want my clerics to heal, not to dps or do other stuff. those are way below 2ndary things to do for a healer. tanks tank, healers heal and dps do damage.