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Fighter Skills & Changes

kraav666kraav666 Member, Alpha Two
edited November 10 in Fighter Archetype
I have only played to lvl 8 as of this post. I have tried every talent though the second tier.

My major issue is WHY do our skills that require/use Momentum also cost Mana? That is garbage. Either the skill costs one or the other. Nothing is more frustrating then having momentum but haha you cannot use your skill because you are living in a perpetual state of OOM. (Rant Over). On to skills breakdown.

Blitz - LOVE IT. Range is great, activates fast, gets me to my target quick, it also lights up on your action bar when you are in range of your target! The supporting talents are good. The rest on kill with Lethal Blow requires you get the kill and in group play can be harder to proc.

Lethal Blow - THE BEST EXECUTE I have used in any game. Fast, Effective, Great Animation (no stupid twirling/spin). Supporting talent is good, I wish it was 100% overkill damage to health and mana but that is being greedy.

Crippling Blow - Fires off fast, effective, but this is our only CC that does not break on damage and our only skill that snares effectively atm.

Lunging Assault - I like it, but it overshoots the target about 50% of the time. Otherwise it is a decent snare and it only costs some momentum (no mana yay!)

Knock Out - Why does the fighter even have this skill? Sleep? Melee range Sleep? This needs to be a hard stun (3 seconds) to be any use. The only reason I can see this skill in the kit is the secondary class will change this to something more usable for a fighter/xxxx.

Rupture - This skill is very satisfying to use. Get a bleed and a couple wounds and use this skill. Watch the destruction. This is the first Tier 2 skill you should get. Love it!

Wallop - Animation is janky or non-existent, Damage is good. Why does this cost momentum and mana? Momentum only please. They 3 charges are good. Once this animation is cleaned up and the mana cost removed it will be even better.

Will continue to add to this


Comments

  • Miller5862Miller5862 Member, Alpha Two
    fighter in general is garbage but its a alpha
  • BlessedCRSBlessedCRS Member, Alpha Two
    kraav666 wrote: »
    I have only played to lvl 8 as of this post. I have tried every talent though the second tier.

    My major issue is WHY do our skills that require/use Momentum also cost Mana? That is garbage. Either the skill costs one or the other. Nothing is more frustrating then having momentum but haha you cannot use your skill because you are living in a perpetual state of OOM. (Rant Over). On to skills breakdown.

    Blitz - LOVE IT. Range is great, activates fast, gets me to my target quick, it also lights up on your action bar when you are in range of your target! The supporting talents are good. The rest on kill with Lethal Blow requires you get the kill and in group play can be harder to proc.

    Lethal Blow - THE BEST EXECUTE I have used in any game. Fast, Effective, Great Animation (no stupid twirling/spin). Supporting talent is good, I wish it was 100% overkill damage to health and mana but that is being greedy.

    Crippling Blow - Fires off fast, effective, but this is our only CC that does not break on damage and our only skill that snares effectively atm.

    Lunging Assault - I like it, but it overshoots the target about 50% of the time. Otherwise, it is a decent snare, and it only costs some momentum (no mana yay!)

    Knock Out - Why does the fighter even have this skill? Sleep? Melee range Sleep? This needs to be a hard stun (3 seconds) to be any use. The only reason I can see this skill in the kit is the secondary class will change this to something more usable for a fighter/xxxx.

    Rupture - This skill is very satisfying to use. Get a bleed and a couple wounds and use this skill. Watch the destruction. This is the first Tier 2 skill you should get. Love it!

    Wallop - Animation is janky or non-existent, Damage is good. Why does this cost momentum and mana? Momentum only please. They 3 charges are good. Once this animation is cleaned up and the mana cost removed it will be even better.

    Will continue to add to this

    I agree with you 100% on all of this feedback especially the combat momentum in the skills they should spend one or the other because what is the point of combat momentum then not to mention mana drains quick so having that combat momentum as a backup and certain skills that use that would be very useful.
  • CarlisleCarlisle Member, Alpha Two
    Wallop animation make it impossible to use, it connects with nosthing in the kit, not even the auto attack. The sleep skill could be usefull if they add a charging skill to deal more damage, example: Cataclysm now can be charged to deal more damage, you sleep your target and charge the skill till maximum to deal the most damage possible
  • kraav666kraav666 Member, Alpha Two
    I would love to see Fighter's get a the Tank skill Tomahawk. Ranged trip to help us with chasing targets.
  • VeeshanVeeshan Member, Alpha Two
    edited November 18
    kraav666 wrote: »
    I would love to see Fighter's get a the Tank skill Tomahawk. Ranged trip to help us with chasing targets.

    the two 30m gap closers not enough? one 20 second the other like 40 seconds every classes gap creator skill is only 20m and they have 1 on a 20 sec cooldown. along with ample slows and stuns. u can also put snare on a bow aswell to slow them if there running as an option aswell
  • alexpetr2023alexpetr2023 Member, Alpha Two
    edited November 18
    You guys need to keep playing. Fighter doesn't feel good until level 12 and gear. Just like most classes. Take form of Celerity, use Overpower for stagger, Crippling Blow will proc a trip, into a maim, into execute. You are going to kill just about any normal mob, and you will most likely kill any player in that combo as well.

    Form of Celerity also gives you 20% movement speed at max momentum, combine this with fully upgraded sprint toggle. You have over 160% movement speed in combat. literally NO ONE is getting away from you lol

    The fighter is great as it. 125% leech for 6 seconds with only a 30s cd and exhaust can refresh that 30s to be instant when you have 100 momentum. You guys want lvl 1-10 to be easy but you don't have your full kit...
  • VeeshanVeeshan Member, Alpha Two
    You guys need to keep playing. Fighter doesn't feel good until level 12 and gear. Just like most classes. Take form of Celerity, use Overpower for stagger, Crippling Blow will proc a trip, into a maim, into execute. You are going to kill just about any normal mob, and you will most likely kill any player in that combo as well.

    Form of Celerity also gives you 20% movement speed at max momentum, combine this with fully upgraded sprint toggle. You have over 160% movement speed in combat. literally NO ONE is getting away from you lol

    The fighter is great as it. 125% leech for 6 seconds with only a 30s cd and exhaust can refresh that 30s to be instant when you have 100 momentum. You guys want lvl 1-10 to be easy but you don't have your full kit...

    thats what i do on my lvl 10 fighter atm and ull 1-100 a 1 star lvl 12 mob in like 3 seconds and take almost 0 dmg :p and the execute resets blits so u just charge the next mob and do the same thing again :p
  • alexpetr2023alexpetr2023 Member, Alpha Two
    edited November 18
    Veeshan wrote: »
    You guys need to keep playing. Fighter doesn't feel good until level 12 and gear. Just like most classes. Take form of Celerity, use Overpower for stagger, Crippling Blow will proc a trip, into a maim, into execute. You are going to kill just about any normal mob, and you will most likely kill any player in that combo as well.

    Form of Celerity also gives you 20% movement speed at max momentum, combine this with fully upgraded sprint toggle. You have over 160% movement speed in combat. literally NO ONE is getting away from you lol

    The fighter is great as it. 125% leech for 6 seconds with only a 30s cd and exhaust can refresh that 30s to be instant when you have 100 momentum. You guys want lvl 1-10 to be easy but you don't have your full kit...

    thats what i do on my lvl 10 fighter atm and ull 1-100 a 1 star lvl 12 mob in like 3 seconds and take almost 0 dmg :p and the execute resets blits so u just charge the next mob and do the same thing again :p

    Atleast someone gets it LOL

    There are some minor changes that should happen sure. Lunging Assault needs some tuning, and Wallop sucks but the core kit is great.
  • VeeshanVeeshan Member, Alpha Two
    edited November 18
    Veeshan wrote: »
    You guys need to keep playing. Fighter doesn't feel good until level 12 and gear. Just like most classes. Take form of Celerity, use Overpower for stagger, Crippling Blow will proc a trip, into a maim, into execute. You are going to kill just about any normal mob, and you will most likely kill any player in that combo as well.

    Form of Celerity also gives you 20% movement speed at max momentum, combine this with fully upgraded sprint toggle. You have over 160% movement speed in combat. literally NO ONE is getting away from you lol

    The fighter is great as it. 125% leech for 6 seconds with only a 30s cd and exhaust can refresh that 30s to be instant when you have 100 momentum. You guys want lvl 1-10 to be easy but you don't have your full kit...

    thats what i do on my lvl 10 fighter atm and ull 1-100 a 1 star lvl 12 mob in like 3 seconds and take almost 0 dmg :p and the execute resets blits so u just charge the next mob and do the same thing again :p

    Atleast someone gets it LOL

    fighters more dmg and burst than my current lvl 18 ranger (although fighter does have slightly better weapon than ranger atm mages and cleric keep winning the physical dmg bows in my groups i do for some reason) and the gap closers are the range of a bow and u get 2 of them at 12 and 1 the same cooldown as everyone else gap makers so they get negated so u can open up with a charge use ur ther charge when tey create a gap with a blink or something and basiucly ur cooldown is the same as there so u can always gap close when they try making space
  • alexpetr2023alexpetr2023 Member, Alpha Two
    yeah its great. My fighter rips through anyone I come across in PvP lol. People just expect the levels 1-5 to be easy button mashing and then when its not they think the archetype is bad.
  • OrymOrym Member, Alpha Two
    edited November 29
    Yep, blitz - knockdown - execute feels great and I feel like i can do that forever, never gets boring. Fighter is a very food feeling basic melee dps.
    I can't wait for 2h mace, axe and 2h axe. Im playing with sword and focus, wich looks a bit silly with an orb in one hand but its whatever.

    Favorite ability right now i think is rupture. It feels like you absolutely rip them open from the animation and the fact that it is a small delay makes it so you can time it good for a big burst. Also just the fact that you make them hemmoraging feels great, alot of numbers. Perfect ability.
  • Saint1Saint1 Member, Alpha Two
    Fighter damage feels good. The problem is dying too fast (Too much squish for a FIGHTER, same squish as Mage) and have only a single buff for your team (Riled).

    Also Brutal Cleave range is ridiculous short, the enemy need to be like 4 meters from you to hit them and since its an AOE basic skill it should be longer range.
  • pyrealpyreal Member, Warrior of Old, Alpha Two, Early Alpha Two
    Knock Out really is back, it should be a silence or stun.

    Melee range sleep with all the AOE and cone attacks??
  • pyrealpyreal Member, Warrior of Old, Alpha Two, Early Alpha Two
    I don't like the shared cool downs either!
    Only lvl 12 though.
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