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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect 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
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