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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.
Fighter Skills & Changes
kraav666
Member, Alpha Two
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
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
3
Comments
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
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 and the execute resets blits so u just charge the next mob and do the same thing again
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.
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
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.
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.
Melee range sleep with all the AOE and cone attacks??
Only lvl 12 though.