Noaani wrote: » My expectation with almost all */tank classes is that they will be the high survivability build for your class. If this is how it works out, it would mean a fighter/tank is a fighter that has a bit more in the way of survivability than a regular fighter/fighter, but is still a fighter, not a tank. Since there is more to tanking than just survivability, this says to me that it is unlikely that a fighter/tank would be able to be an actual tank. Same this with a mage/tank - it is a mage with higher survivability than the other mages. No one is going to expect it to be able to tank The only exception to this that I see is the summoner - this is because summoners dont really have a "role" as such, so their role is the class they take as a secondary.
SirChancelot11 wrote: » [ I'd be ok with fighter/cleric coming up with a build to heal. They have said the cleric augments will be able to heal themselves AND those around them. But again just choosing your primary and secondary archetype isn't the only aspect of building your character if you make this character and don't dump enough points into mana pool and mana regen as a passive. If you weren't getting gear that gives bonuses for healing, then no you shouldn't be able to heal. They would also have to expect that they are going to lose all of their DPS aspect.
daveywavey wrote: » I'm hoping that Bard/Tank can augment the Bard skills to provide additional survivability for the whole group. Plus, you get to be a shmexy Siren.
Dygz wrote: » SirChancelot11 wrote: » [ I'd be ok with fighter/cleric coming up with a build to heal. They have said the cleric augments will be able to heal themselves AND those around them. But again just choosing your primary and secondary archetype isn't the only aspect of building your character if you make this character and don't dump enough points into mana pool and mana regen as a passive. If you weren't getting gear that gives bonuses for healing, then no you shouldn't be able to heal. They would also have to expect that they are going to lose all of their DPS aspect. That dev quote also says that Cleric augments will not negate the need for a Primary Archetype Cleric in an 8-person group. People using augments from the Cleric's Life School will be able to heal. They just won't be able to heal as well as a Primary Archetype Clerics using Active Skill heals.
SirChancelot11 wrote: » I'd be ok with fighter/cleric coming up with a build to heal. They have said the cleric augments will be able to heal themselves AND those around them.
Azherae wrote: » Well, since we know that Fighter/Cleric can heal (some amount) then we could probably figure something out by 'stepping away from Tanking' to a discussion about something we actually 'know'.
Atama wrote: » SirChancelot11 wrote: » I'd be ok with fighter/cleric coming up with a build to heal. They have said the cleric augments will be able to heal themselves AND those around them. You are incorrect. Cleric augments do not allow you to heal others. The only class that is confirmed to be able heal others aside from Cleric is Bard. Now, I also assume that Summoner can heal since that is a “jack of all trades”, so it seems that it should have a healing summon, but that’s only a guess on my part. Azherae wrote: » Well, since we know that Fighter/Cleric can heal (some amount) then we could probably figure something out by 'stepping away from Tanking' to a discussion about something we actually 'know'. A Fighter/Cleric can only heal themselves.https://www.ashes101.com/classes#archetypes“While Bard does have some direct off-healing ability, the intention is for Clerics to be the main healer and Bards to be the off-healer and support. Additionally, when taking Cleric as a secondary Archetype, while you may gain some self-sustain augments, you will not be gaining any direct heal abilities.”
Atama wrote: » So there are indirect healing opportunities through augments. Interesting.
JustVine wrote: » My reasoning behind the answer is: Just because you can heal didn't mean you do everything a cleric does, but maybe for your teams style the rest just isn't that neccesary. For everything but top end raid content, your team is good at avoiding or resisting debuffs, or damage mitigation etc.
Noaani wrote: » If you pick tank as your primary, you are a tank, that is your role.
SirChancelot11 wrote: » Noaani wrote: » If you pick tank as your primary, you are a tank, that is your role. Why are clerics going to be able to heal or DPS then. If they are the primary healing archetype why do they have the option of not being a healer. Why wouldn't the same logic apply to a tank. If this is the final word on that, it's enough to make me, who's been a main tank player for a decade, to not want to be a tank in this game.
Dygz wrote: » SirChancelot11 wrote: » [ I'd be ok with fighter/cleric coming up with a build to heal. They have said the cleric augments will be able to heal themselves AND those around them. But again just choosing your primary and secondary archetype isn't the only aspect of building your character if you make this character and don't dump enough points into mana pool and mana regen as a passive. If you weren't getting gear that gives bonuses for healing, then no you shouldn't be able to heal. They would also have to expect that they are going to lose all of their DPS aspect. That dev quote also says that Cleric augments will not negate the need for a Primary Archetype Cleric in an 8-person group. People using augments from the Cleric's Life School will be able to heal. They just won't be able to heal as well as a Primary Archetype Cleric using Active Skill heals.
George Black wrote: » The meta will be here, make no mistakes. There is a lot of wishful thinking and I am saying this because we have seen what games like eso or aa managed to do with their "play as you want". Nothing.
SirChancelot11 wrote: » This could just be due to the fact that clerics have activated abilities for remove curses or clear poison, if I have cleric secondary I'm not going to have that primary skill. I accept this, and if my party has a cleric/fighter who wants to be more melee DPS oriented than a healer he will still have access to those remove curse spells and our party will run just fine. It can still work.
Dygz wrote: » SirChancelot11 wrote: » This could just be due to the fact that clerics have activated abilities for remove curses or clear poison, if I have cleric secondary I'm not going to have that primary skill. I accept this, and if my party has a cleric/fighter who wants to be more melee DPS oriented than a healer he will still have access to those remove curse spells and our party will run just fine. It can still work. It's because augments are not as powerful as Active Skills.
SirChancelot11 wrote: » Oh, so augments won't change the primary archetype skills very much?
Dygz wrote: » SirChancelot11 wrote: » Oh, so augments won't change the primary archetype skills very much? Augments are not as powerful as Active Skills. Augments augment. Augments change Active Skills significantly.