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Class Specific Roles & Abilities

My initial impressions of the Alpha 2 are positive, from what I’m seeing of others playing. The bones and roadmap look promising.

One thing I feel like AoC appears to be missing, though, is a more interesting depth to the class kits.

An example of this could be the Cleric having an active (or passive) ability called “Lay to Rest” which prevents undead mobs from reanimating. This could make Clerics (either as a main class or subclass) extremely potent when combating the undead.

Another kit tool could be Rangers gaining “tracking” that would display a visual trail of prints on the ground when questing for a specific target creature or quest assignment. This would be useful as the game, in general, does little to guide players (which I like).

Overall I am very excited for the progress of the game and look forward to more A2 viewing this weekend. 😊 ty streamers!

Comments

  • Building on the “Lay to Rest” idea with the Tank/Cleric (Paladin), I feel like this anti-undead, group supporting protector would really fulfill the fantasy… more so than just a tank that has some heals.
  • I'm generally in agreement that more 'utility' skills need to exist and be assigned to the base archetypes, or even the 'Stamina' tree for things that are universal enough. But don't think the specific "Lay to Rest" is well designed due to extreme narrowness, a broader 'buff purge' or 'heal block' would be better with utility in pvp as well as pve.
  • AndiAndi Member, Alpha Two
    I'd assume the choice of class will provide depth. Archetypes on their own aren't the whole deal, and if you make their influence too strong, picking a class won't mean a lot.

    Look at the L2 rogue, who turns into a dagger or bow wielding class later. Only certain aspects stay the same, but the classes are very distinct. That's how I'd imagine things will work in Ashes, too.
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