Glorious Alpha Two Testers!
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.
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.
Week 2 Tank Feedback
Nval1d
Member, Alpha Two
Good day testers,
I have leveled all the classes in Ashes till at least level 10 apart from the Cleric. Tank and Mage are my highest 2 characters and are at/or above level 15. I have things I would like to point out with the Tank class that may need to be addressed, that is if they pose any issue.
Reflect: You brace for the next hit, doubling your block mitigation rating. The first incoming attack within the next 3 seconds is reflected back to the attacker, dealing (100%🢆) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%🢆) Physical damage. Generates 200% additional threat.
So, Reflect is a great skill to use and I found myself using it a lot, however there are a few things to discuss. You can NOT be in any animation such as, weapon swing, guarding, or any other abilities, or it will not proc and only give you the cooldown. I found myself using this a lot to only get the cooldown and not the benefit of the skill. If possible, there needs to be a bit of wiggle room for a bit of buffer to happen in between using this skill. This should not be an issue as it does have a bit of a cooldown so it should be able to be used coming from or going into this skill. As an example, I found myself having to sit completely still (most of the time) and waiting on an enemy to use an ability to use this v.s. actively using in from another ability.
Taunt: Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated.
I don’t know if it is intended for a “taunt” to take a few seconds (3 or more) to pull an enemy from an ally, but I think the pull from the skill needs to be reduced. I don’t have a number in mind, but the pull from this skill is way too long and I’m not sure if enemies are bugged or if it’s the skill itself.
*Updated*
Another thing I found is that if you hold block in the middle of, lets say an enemy spin ability (3rd or 4th hit), you still take the full damage of that ability. Blocking in the middle of that ability does not apply Block in the middle of that ability, it only applies if you start blocking at the beginning of the enemies ability cast. Bug maybe? anyone else have this issue?
Thank you.
V/R
I have leveled all the classes in Ashes till at least level 10 apart from the Cleric. Tank and Mage are my highest 2 characters and are at/or above level 15. I have things I would like to point out with the Tank class that may need to be addressed, that is if they pose any issue.
Reflect: You brace for the next hit, doubling your block mitigation rating. The first incoming attack within the next 3 seconds is reflected back to the attacker, dealing (100%🢆) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%🢆) Physical damage. Generates 200% additional threat.
So, Reflect is a great skill to use and I found myself using it a lot, however there are a few things to discuss. You can NOT be in any animation such as, weapon swing, guarding, or any other abilities, or it will not proc and only give you the cooldown. I found myself using this a lot to only get the cooldown and not the benefit of the skill. If possible, there needs to be a bit of wiggle room for a bit of buffer to happen in between using this skill. This should not be an issue as it does have a bit of a cooldown so it should be able to be used coming from or going into this skill. As an example, I found myself having to sit completely still (most of the time) and waiting on an enemy to use an ability to use this v.s. actively using in from another ability.
Taunt: Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated.
I don’t know if it is intended for a “taunt” to take a few seconds (3 or more) to pull an enemy from an ally, but I think the pull from the skill needs to be reduced. I don’t have a number in mind, but the pull from this skill is way too long and I’m not sure if enemies are bugged or if it’s the skill itself.
*Updated*
Another thing I found is that if you hold block in the middle of, lets say an enemy spin ability (3rd or 4th hit), you still take the full damage of that ability. Blocking in the middle of that ability does not apply Block in the middle of that ability, it only applies if you start blocking at the beginning of the enemies ability cast. Bug maybe? anyone else have this issue?
Thank you.
V/R
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