Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

What Profession Do You Want?

First off, what is a profession? The definition I'm looking for is
Profession : a type of job that requires special education, training, or skill.

So my question is what profession would you like to see in the game? And why do you want to see that profession in the game?

Personally I'd like to have two professions, Alchemist and something like Herbalism. Why? Beacuse as my guilds healer and supporter I'd love to supply them with potions of all kinds, if I am not avalible to heal them!

Now tell me what you think :)!


( I could'nt find a thread about this, there might be one already )

*Updated 17/04/13*

The professions that have been mentioned so far are Alchemist, Herbalist, Lumberjack, Fisherman, Carpentry, Weaponsmith, Armorsmith, Miner, Breeder/Taming, Cooking, Farmer and there will of course be more to be mentioned!

!OBS!
It's still very early so a lot can change.

Credit of info: DeathsProxy, go check out his youtubechannel for more info and news on Ashes of Creation :)!
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Comments

  • Going along with what you said really. Alchemy would be a main for me. I remember playing in SWTOR and had (at the time) max bio-whatever made the health packs. Sold like hotcakes, plus having that skill maxed allowed me to make and use a re-usable one for myself. Loved it.

    Other might be enchanting. People always need stuff enchanted and when the devs roll out new higher end gear in expansions then boom! More gear to be enchanted.

    Also, from one healer to another, Hi! o/
  • I'd really like to be a scientist/explorer, like from Wildstar. I like reading into texts left on the side, runes or pictograms on walls and actively go around finding them. And this would fit with diversifying things like Dungeons, if you say have a scientist who finds some markings that lead to a secret room, or has previously read in some book or scroll that in some dungeon there is an 'X' thing, so he will be able to lead his party/guild to it when they do said dungeon. Only difference I want from WS is that I don't want some random small robot following me around. At most I just want my pet/mount/companion. Actually, that even gives another level of pet customization, where you can train(speck) your pet to be a tracker of sorts and it helps you find more clues or potential tidbits to study.
  • They have probably already decided on the list of professions, but if I could add one I would like some kind of Runecrafting.

    I like the idea but no game has ever implemented it right, imo.
    Engraving runes onto weapons or armor for bonuses.
    I haven't really thought it through, because a really cool Rune system would overlap with an Enchanting system. But it would be cool nonetheless.

    You didn't ask this, but to expand on the question of professions, I would like to see a crafting system that has more player-made choices involved. I've always loved the idea of mini-games in crafting system. For example: when smithing a sword, you have to hit the sword in random places generated by the game, in a specific pattern and speed. If not done well, it outputs a basic version of what you were trying to smith. If you do it well, even 100%, it outputs a sword that does more damage, maybe looks a little cooler, or has an extra gem slot or something.

    This allows for there to be a certain level of skill in professions and, if done correctly, with the right amount of difficulty, can actually create an economy for "Artisan" goods. xXxSmithMasterxXx is known on his server for making very high end plate armor pieces. His shop (or his stuff in the auction house) has more traffic and more buyers since he makes some of the best items.
  • Skinning/Leatherworking as always for me!
    Im only assuming that a ranger/archer of some sort will be availible to play :)
  • [quote quote=6649]Skinning/Leatherworking as always for me!
    Im only assuming that a ranger/archer of some sort will be availible to play <img alt="?" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" />

    [/quote]

    Hey Tamarr,
    There was a Q&A and the classes were named there:
    Fighter, Tank, Rogue, <strong>Ranger</strong>, Mage, Summoner, Cleric, Bard
    so i think you are in luck^^

    reference:
    <a href="https://www.ashesofcreation.com/forums/topic/new-interview-and-qa/" target="_blank">New interview and Q&A</a>>
  • [quote quote=6637]You didn’t ask this, but to expand on the question of professions, I would like to see a crafting system that has more player-made choices involved. I’ve always loved the idea of mini-games in crafting system. For example: when smithing a sword, you have to hit the sword in random places generated by the game, in a specific pattern and speed. If not done well, it outputs a basic version of what you were trying to smith. If you do it well, even 100%, it outputs a sword that does more damage, maybe looks a little cooler, or has an extra gem slot or something.

    This allows for there to be a certain level of skill in professions and, if done correctly, with the right amount of difficulty, can actually create an economy for “Artisan” goods.[/quote]
    That would be awesome!
    I would love to see some sort of profession which specializes in creating siege tools or tools for ambushes and counterwise.
    One thing I mentioned in my other post which I would love you guys to take a look at and leave a comment.
    Maybe we can make the devs get interested and take a look :)
    <a href="https://www.ashesofcreation.com/forums/topic/solo-experience-character-creation-and-progressionwhat-about-goldsellers/" target="_blank">Solo experience, character creation and progression?What about Goldsellers?!?</a>
  • I think it would be cool to have some sort of cartography profession that you would need in order to mark down important stuff on your map. I believe I read somewhere that we would need to discover the world for ourselves so everyone could have a basic level and make their basic map as they travel but then if you progress in the craft then you could have the only maps with information on dungeons/resources/new nodes/trade routes etc... These maps could be traded/sold as well.

    On a similar note, and this was brought up by Drokk on discord last night, a profession/skill that would let you record events on your server as some way to write down history/epic events/legendary players/creation and destruction of nodes, etc... Could both be put under same profession maybe...
  • [quote quote=6650]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/what-profession-do-you-want/#post-6649" rel="nofollow">Tamarr wrote:</a></div>
    Skinning/Leatherworking as always for me!
    Im only assuming that a ranger/archer of some sort will be availible to play <img alt="?" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" />

    </blockquote>
    Hey Tamarr,
    There was a Q&A and the classes were named there:
    Fighter, Tank, Rogue, <strong>Ranger</strong>, Mage, Summoner, Cleric, Bard
    so i think you are in luck^^

    reference:
    <a href="https://www.ashesofcreation.com/forums/topic/new-interview-and-qa/" target="_blank" rel="nofollow">New interview and Q&A</a>>

    [/quote]

    Thankyou so much for that info... I havent had time to check out the q and a properly yet unfortunately!₩
  • I'm hoping to have some sort of woodworking skill. I love crafting different bows and it could even go into making furniture for houses.

    I'd also like a good herbalism profession maybe including poison. I usually play Archer/Rogue classes and always like games where I can apply different poisons to my weapons.
  • Ship builder.

    Yes. I want ships :)
  • i would apprecaite if taming creatures would also be a profession for example you need to tam like 100 lvl 1 wolves so you can lvl it up and so on, so much effort needed to tame the big fing creatures
  • An archeologist type profession would be cool for when we do look at what was left behind on the world perhaps gathering artifacts. Or even a lore master making note of lore throughout the world gaining forgotten knowledge that might benefit the node. If a trade system gets implemented for the PC to pick up goods from one node or gather a node specific resource and sell them to another for profit a trading profession would be nice maybe have better prices or move slightly faster with the added weight or wagon. Just some thoughts would love your opinions.
  • I would love to see engineer or tinker type of profession. Something that can create cool and fun toys or even siege equipment.

    What I want to really make are grappling hooks so people like me who cant do jumping puzzles or get to certain locations can get there. [ I cant jump D: ]
  • Man all these professions sound really cool, engineering would be awesome to create different utilitytools and archeologist could be part of the aspect where players get to discover the lore of the world :)! Could we get something from discovering something, a pet, a mount? Who knows :D?

    If you are further interested in the way "professions" and crafting will work I suggest you go check out DeathsProxy on Youtube for way more information, tell him LancelotJF sent us if you feel like it C:! Here is a link to his channel -------->

    DeathsProxy Youtube: https://www.youtube.com/watch?v=_cTYzZLnl40&t=401s
  • Taxidermy! I want to put that rare monster head on the wall in my pub. Maybe it even can give some sort of buff. Just seems like a cool idea that we have not seen. It is cool for RP purposes to have pub and piece with a story behind it. As I have mentioned before I think if you kill a bear it should have a chance to drop what you need to make the stuffed bear. It should have a rarity maybe and the height and weight. Same for if you kill a giant griffin or a dragon whelp.
  • Just another thought thrown out there. What about a runemaster instead of being able to enchant gear or weapons you have the ability to inscribe runes on them giving them added bonuses or stats.
  • I love making items for houses so carpentry is on my radar, and if that does not cover house items, then I want whatever profession that could do that, though making houses will be interesting, too.

    It pays to read Dev Blogs first. <bonk>
    You can have merchants that sell from your house....yippee!
  • hello everyone!
    I just recently joined the community after watching a couple of AoC videos on YouTube, so this will be my first post. Anyways, from the information I've been able to gather, I must say I'm both thrilled and excited about this project as they (imo) aim at implementing some unique ideas and mechanics ( i.e. node system) that sets them apart from the rest of the bunch.

    With that said, I could picture a variety of different approaches to the AoC profession-system that would be just great. As much as I enjoy combat, lore and exploring I've always found good and rewarding professions to be a vital part of any successful MMORPG.

    I think it would be cool if we could implement a completely independent "skill-tree" system to the professions. Say you start of at tier 1 (novice level) which enables the character to do any profession at the tire 1 stage. As you progress or level in a variety of professions the sum-total of your profession-points (as a whole) will yield skill-tree points when you reach certain "benchmarks" (say a total score of 10,20,40,70,100 etc). These skill-tree points can then be used to upgrade specific professions from tire 1 all the way up to tire X (master level).
    When the sum-total of the profession points is reached cap say at 500 points or whatever, you will have a total sum of X skill-tree points which you are free to distribute to any specific profession aspect. This means that you could for example cap 3 different specific professions to master level while all the others stay at novice, or you could arrange them to 4 adept and 1 master or 6 adept and 0 master, or in any way you see fit :)
  • edenfall I would suggest that you view DeathsProxy's <em>What We Know So Far </em>video, especially 10.1 Crafting which explains the tier system Ashes has in mind.
  • how about historians, that CREATE quests, trough research of ancient relics and locations. some kind of player based modulated editor.

    as there are already instanced dungeons, this would be a great thing to combine. basically historians craft quests, instead of items, maybe even "create and edit" a quest to possible extent and sell their research to heroes. the higher the historians skill, the higher the points are, that he can spend on the lootable items / bosses / events, in his quest.

    a very well versed high-elder mage with lots of knowledge and historian-skill can create very rare and highly desired quests with high-end loot and semi-boss monsters, while he lays traps and maybe even hidden places, events, maybe npc's , signs, riddles and so on,
    while a new unskilled historian can only create little quests for a small group of newbies with very few and low-end items and things to implement or edit at his own will.
  • animal husbandry
    beastmaster
    breeder

    something along those lines
  • I have always been partial to a bow crafting/fletcher type of profession. I love to wonder through the woods, chop down trees, kill monsters and make bows and arrows.
  • How about a Game Keeper?

    This profession would specialize in harvesting specific materials from monsters, such as hydes, bones, fur, etc... and from nature, such as wood, vines, moss, fluids, light (maybe?), and metals. The Game Keeper can then use their ability to craft those resources into tabletop games (and monster cards/game pieces) that can be played inside the game to create sort of a "casino" form of competition.

    Another cool profession I thought of would be someone who manipulates light. I don't have a name for it yet, but this profession's usefulness lies in either enchanting players, their gear, or the field they play on, or using their manipulated light to create a resource used for unlocking quests, dungeons (or other hidden areas), and maybe the same resource can be used for unlocking hidden abilities within other players or even monsters/bosses? The idea is still very vague and isn't very refined, but it sounds cool and there would be a need for this if it becomes a game mechanic. :D
  • Alright thanks! I'll check it out for sure :)
  • Breeding animals in wild and then selling them from your stable's would be a great thing for me, but I generally want to be a tradesman, if Caravans are done right and will feel rewarding to do, as well there will be a skill to incrase by doing it, I want to just go from a city to city, sell everything I get my hands on and spend the rest of my days in pubs.
  • I'm looking to become one of the best weapon smithy's in the game. I'm going to support my guild in any possible way and make up for some fun RP situations. Weaponsmithing is my calling in AoC and I will master it like I'm Celebrimbor.
  • Shamanism

    making weird brew's that give you visions.

    visions that let you find secrets like hidden doors, treasure chests etc.
    visions that give you some kind of knowledge of nature.(maybe mother-nature gives you the ability to talk to animals and or plants)
    visions that let you manipulate time. cooldown reduction for skills and crafting.
    visions that let you communicate with spirits. (for mini side quest's or ability to loot certain items)

    you can do all kinds of cool stuff with this.
  • depending on how good crafters are going to be I think I'm going to become an armor-/weaponsmith
    but alchemist/tamer also sound really really fun and I am excited to see how exactly they are going to work out and what impact they are going to have
  • Since this game is going to have housing, why not add a profession that specialized in furniture and wood?
  • I'd definitely love to see secondary professions. Stuff to create blingblings, you know?
    Like costumes and stuff.
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