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Class abilities and Combo synergies Feedback - Cleric & Fighter

Over the past weekend, I was playing a 2h cleric admittedly playing a dps focused build. It was GREAT! Extremely rewarding gameplay when playing well. I took DIVINE INFUSION to finish my casted spells instantly. Starting the fight with a casted JUDGEMENT to build burning into a melee SMITE to proc conflagration, then I used some Divine Power to instant cast CONDEMN which synergizes with the conflagration proc from SMITE to stun the target instead of putting them to sleep. I also took BLESS WEAPON: RIGHTEOUS and for my ranged weapon the skills for your 2ndary weapon also proc on your primary weapon so with my build, I had 100% up time on burning procs that was constantly being turned into conflagration procs by my smite ability.

While looking at other skill trees such as fighter, and maybe I am not understanding the mechanics as much but their dps combos rely on people being tripped but as a fighter I could not force a combo, I have no active or passive trip abilities. I also noticed that unlike CONDEMN (Cleric ability) which can proc a stun if the target is conflagrating, KNOCKOUT has no synergies at the moment. Several abilities for the fighter procs wounds or bleeds and have bleed/wound synergies. They can even proc other debuffs. It would be nice to see a stun synergy for KNOCKOUT especially considering it is a true dps class and melee focused. A combo could be a target (Choose 1) Shaken, wounded, snared, or bleeding would synergize with KNOCKOUT to be stunned for 4s (just like CONDEMN) instead of being slept. Having niche combos feel great even if they require a few abilities to set up like the Cleric's stun. I know the game is balanced on group play but having abilities that synergize together that your class isn't entirely reliant on other classes feels rewarding to play. I don't think every class should have a stun but melees, and tanks should have 1 considering they are in the thick of the battles most of the time and they need that bit of cc to secure kills especially for PvP. I would even be okay with KNOCKOUT forcing a trip on targets with 1 of the debuffs previously mentioned. Then you could Rupture > Battle Cry > Knockout > Maim. Or add a passive ability to Battle Cry that would cause enemies to be staggered that would synergize with cataclysm instead.

As for the tripping mechanic, please let me know if I am missing something.

Comments

  • CarlisleCarlisle Member, Alpha Two
    Fighter is missing some CC skills
  • alexpetr2023alexpetr2023 Member, Alpha Two
    I Agree. I think they nailed the mobility for the class, and I am glad they gave us a slow but it needs some sort of hard CC to secure kills. Even if it is just a trip or a smaller stun 2-3s. It needs something that it can trigger on its own without the need for another class to apply certain debuffs/conditions.
  • The_HippoThe_Hippo Member, Alpha Two
    I'm about to make a post addressing this tbh, no good guides are out to explain the combat system.

    For fighter you can trip using the snare move if the target is staggered, and you can stagger with a longbow combo.

    It's sort of easy to miss and I have yet to see ANY ashes content creator covering it.
  • alexpetr2023alexpetr2023 Member, Alpha Two
    The_Hippo wrote: »
    I'm about to make a post addressing this tbh, no good guides are out to explain the combat system.

    For fighter you can trip using the snare move if the target is staggered, and you can stagger with a longbow combo.

    It's sort of easy to miss and I have yet to see ANY ashes content creator covering it.

    That seems like clunky gameplay forcing the class with all melee abilities to use a ranged weapon to proc a stagger to then use a melee ability to force a tripped effect.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Playing solo in any game really is a great way to get a deeper understanding of the classes you play. Harder and more punishing for small mistakes, but better in the long run that you know how to do it than not.

    I'm glad there's more depth in the status/debuff/combo system than just casting on repeat
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