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Discussion; secondary class doesn't matter.
Noaani
As far as I can tell, secondary classes do two things. They provide a list of adornments to spells and abilities of the primary class, and they are used to determine stats gained with each new level.
So, if our primary archetype will be where all of our base spells and abilities come from, and our secondary will provide those base spells and abilities with adornments we can select to apply, we can assume that the difference between a tank/tank and a tank/ranger will be almost entirely contained within the adornments each of these two classes have access to.
The thing is, we will gain access to more adornments as we adventure out in Verra.
In my experience playing MMO's, the best things are always the things that take the most time to get. If you apply this basic principle to these adornments, which group are likely to be better - the group of adornments you get as you level your character, or the group of adornments you actually spend time to gain access to?
Now, I admit I am making a few assumptions here - adornments found in the world will be based on primary archetype, not actual class is one assumption I am making.
What this says to me is that once players have spent time in Verra, once a large number of players have access to the ariety of adornments on offer outside of the class system, the bulk of players - those wanting to be the most effective at what they do at least - will likely all start using adornments on their spells and abilities that came from sources other than their secondary archetype.
If this is the case, if a tank/tank and a tank/ranger have the same spells and/or abilities selected, and the same adornments attached to them because they are the 'best' adornments, will there be any difference between a Guardian and a Warden?
Discuss!
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Songcaller
Demonic Vampire Roster:
Radical Rebirth - Large AoE 10 Second Channel (Demon Dance).
Vicious Vampire (Winged Demonic Vampire ((AoE Taunt with invulnerability for duration)) - Large AoE, convert all prevented damage into medium Hot, medium MoT and medium DoT. 30 Second Duration.
Bat Bombardment (AoE Charge) Large AoE, Large DoT, Large Hot, +50% Reflective Damage, -10% Magic Resistance. 10 Second Duration.
Bat Battalion (Summoned Suckers) Large AoE, Large DoT, Large Hot, Large MoT. 10 Second Duration.
Blood Blooms (AoE Blood Bubble Bombs) Extra Large AoE, Extra Large Burst, Extra Large Dot, Extra Large Hot, Extra Large MoT. 10 Second Duration.
Baned Birth (Summoned Vampire Vanguard) Medium AoE, (Medium Burst Damage, Autoattack, Berserker NPCs), Medium HoT, Medium DoT, Medium MoT. 10 Second Duration.
Blood Bargain (Defence Buff) Extra Large AoE to Allies +25% Damage Reduction (All Sources), Extra Large MoT, Extra Large HoT. 10 Second Duration.
Baited Blood (Heal Buff) Extra Large AoE to Allies +25% Healing, +25% Heal Critical Chance, +25% Heal Critical Hit. 10 Second Duration.
I love the DPS/Healers of the world.
May the saints supply the support, may the sinners supply the solutions.
All the best,
Neurath.
Edit: I solved the alphabet rubix cube, notepad has no concepts of paragraphs.
Haha,
Neurath.
Songcaller
Skill update (Radical Rebirth)
Range has been updated to Extra Large AoE.
Much love,
Neurath
Songcaller
Best class companion in pvp: Angelic Shaman.
All the best,
Neurath.
Songcaller
Angelic Shaman Roster:
Magical White Light Auras (3 Magical Shields total)((Duration 60 Seconds, cooldown 60 Seconds)).
Faith: +50% Physical Resistance, +50% Critical Resistance.
Hope: +50% Magic Resistance. +50% Skill Speed. Duration 60 Seconds, cooldown 60 Seconds.
Reverence: +25% Damage Resistance(All Source), +25% Ignore Resistance (All Source).
Freeform Damage Moves (3 seconds long each, 9 second cooldown).
Angel Airwaves – 3 x waves of extra large bursts with 3 x extra large burst heals.
Angel Advance – 3 x waves of extra large bursts with 3 x extra large burst heals.
Angel Assault – 3 x stacks of extra large DoT, 3 x extra large Hot and 3 x Extra Large MoT.
Furtive Fountains: (1 min duration, 1 min cooldown).
Fountain of Youth – Medium AoE, Levitation, Invulnerability, Extra Large DoT, Extra Large MoT, extra Large HoT.
Fountain of Death – Medium AoE, Levitation, Invulnerability, Extra Large Bleed, Extra Large Burn and extra large poison.
Fountain of Experience – Extra Large AoE, Levitation, Invulnerability, +25% All Damage Reduction (All Sources), +50% Critical Chance, +50% Critical Hit. Double Extra Large Burst Charge every 3 seconds (20 times per minute).
Levitation Levy Debuff:
10 x stack maximum. (Repentant Ritual must then be performed by the Angelic Shaman: Prayer and Cleanse. Automatic 10 second channel. Angelic Arbitration occurs, after Angelic Arbitration, Levitation Spells are locked for 10 minutes.
Guardian Angel: Guard another player, total the combined damage received and spread the damage total 25%/25% to each of the linked players. No reset, no cooldown, instant single target spell – Extra Large Range.
Utilities:
Cleanse Combat – Extra Large AoE, 30 Second Cooldown, instant cast, Dot (All Sources) and Debuff cleanse (All sources).
Feign Death – Immovable. Immortal. Untouchable. Camouflaged. 30 second cooldown. Clears all threat.
Combat Corruption: Extra Large AoE. 100% Lifesteal from Corrupted and constricted targets. One shot executioner. Minion executor. 30 Second Cooldown.
Saint Swap – Convert Combat Pets and Summons to your side. AoE Extra Large Cone. Five Stacks of Extra Large DoT. Converted combatants autoattack the previous allies too – another Extra Lage DoT. (Applied DoTs are Extra Large AoE). 30 duration.
Angelic Ascent (CC): Knockup (50 meters), knock back (20 meters) and knock down foes. (Duration 3o seconds). Cooldown 60 seconds.
Switch and Strike (CC): Disarm all foes within Large AoE of both members of Active Guardian Angel Skill. Summons White Light Wisps to drain the foes = 5 times Extra Large Burst and 5 x Extra Large Stack DoT. 10 Second Duration. 60 Second Cooldown.
Militaristic Meditation: +100% Craft Speed to allies. Extra Large AoE. No reset, no cooldown, no lockout.
Six Class Buffs:
Radical Rebirth Relation: Allies resurrected alongside an Angelic Shaman by Radical Rebirth have complete negative death stats removed. No cooldown, no reset, no lockouts.
Angel Alliance: +100% Hit Chance, +100% Critical Chance, +100% Critical Hit Chance. Personal buff only. No cooldown, no resets, no lockouts.
Angelic Aura: +100% Healing, +100% Heal Critical Chance, +100% Heal Critical Hit, Extra Large HoT, Extra Large MoT. Extra Large AoE. No cooldowns, no lockouts, no reset.
The Almighty Amalgamation: +100% Movement Speed, +100% Mount Speed. No cooldowns, no lockouts, no reset.
Divine Might: +100% Physical Damage, +Extra Large HoT, no cooldowns, no lockouts, no reset.
Divine Magic: +100% Magic Damage, + Extra Large MoT, no cooldowns, no lockouts, no reset.
Each buff for Angelic Shaman is 20% at level 25 and rises to 100% by level 50. Identical Angelic Shaman Buffs do not stack.
Relational Concepts:
Ranged Caster.
Teras Kasi from Star Wars Galaxies.
Monk from Everquest 2.
Jedi Masters from Star Wars.
I hope you’ve found these references and concepts to be cool. I hope you enjoy Ashes of Creation in the future and I’m grateful for the opportunities and support.
Thank you for your time,
Neurath.
Songcaller
Skill updates (ranges):
Ranged increase (anglic war waves) extra large AoE.
Saint Swap to medium aoe cone.
The base concepts are complete.
Neurath.
Songcaller
Skill Update (Bat Bombardment).
Guardian Angel opened my mind.
Bat Bombardment can also charge to single targeted allies too. Dual function, Extra Large AoE.
Thank you ^^
Neurath.
Songcaller
No. Skill change request rescinded for bat Bombardment due to balance issues.
Sometimes, I can be too stoned for sense.
Thank you Dygz lol.
Peace.
Neurath.
Songcaller
I forgot to state:
White Light Auras are Extra Large AoE.
Concept reference: Celestial Healer. DCuO.
CoR (my ip) I can't advertise I believe but trust both concepts would be protected. The developers have access to my details. (White vortex reference if checks are required).
Anyway, whispers to the stoned are like words to the wise man.
Cheers,
Neurath.
Bonfield
Do all the primary/secondary combos. Then through in the racial augments.
Songcaller
Buff update (divine magic):
Further resource management/ support for the shield battery:
5 x Extra Large MoT.
Also, individual debuffs for this class do not stack.
Cheers,
Neu.
Songcaller
It takes a solid surface to make a sheet of paper balance.
I'm off to work, Happy Mother's Day and all the best. Would work full time for you all if wanted.
Adios Amigos,
Neurath.
Azherae
Neurath
wrote:
»
Also, individual debuffs for this class do not stack.
Cheers,
Neu.
Can you clarify this one a bit? No stacking at ALL?
Dygz
LMAO
Songcaller
The new update for the system is thus:
Dual levels removed from armour and weapons. Conflicted stats (all stats) removed from items and weapons.
New item levels firmed at the 5 coloured tiers. No level requirements.
Dodge chance removed. Dodge is now a flat damage reduction.
Armour:
Light: Absorb Damage.
Medium: Dodge Damage.
Heavy: Deflect Damage.
Armour Parameters: first colour 1% resistance per piece. 5th tier is 5% per piece.
Weapon Parameters: penetration (all sources) first colour 2%, fifth colour 10%.
I will create 128 classes which does not cover the base classes. When I'm paid and free hehe.
The system stated here relates to combat tests. I do not need feedback from people who judge words and not facts.
These changes must be done to the basic engine both Shamans have created before I outline a tank.
Also, it will be lush when I don't have to go without sleep for 5 days straight in order to assist the development.
Cheers,
Neu.
Armour and weapon reference: Star Wars Galaxies.
Ps. To the noobs -25% debuff, applied once is 25% from one class to 500 if they are in range. Do you want 500 -25% back?
Please keep quiet and learn instead of showing your lack of actual conceptualisation and combat construction on a small to large scale.
Thank you,
Neurath.
Songcaller
Ps all base stats for each base class will also be removed.
Edit: spelling mistake.
Songcaller
Right, anger and edits are no good. Let me explain:
Player 1 is the only buffer for team 1.
Team 2 has 500 buffers for team 2.
Team 2 should not be able to stack 500 buffs onto themselves because 1 x buff equals x 500 and 500 x 500 = 250,000. This means team two woukd debuff team 1 by -6,250,000 against 500.
My apologies,
Neurath.
Songcaller
Clarifaction:
Team 2 debuff would be 6,250,000 extra vs 7500 extra percentage reduction.
Peace,
Neurath
Edit: correction.
Songcaller
Also, armour reduction calculations must be applied to the damage remnant after all three Shields are applied to Demonic Shaman. It ensures we never have 100% resistance without a buff. Also, Guardian Angel Calculation occurs after armour reduction calculation.
Thank you for your dedication,
Much love,
Neurath.
Songcaller
Clarification:
Armour is All Source Resistance,
Cheers,
Neurath.
Songcaller
Clarification:
Weapon Resistance Penetration is All Source.
Cheers,
Neurath.
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