Night Wings wrote: » https://ashesofcreation.wiki/Primary_skills Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[21][22][23][24]It will not be possible to max all skills in a skill tree.[24] In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[25] Players are able to reset and reallocate their skill points.[26]Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[27] – Steven Sharif Players can build their characters with the active skills they want on their action bar (hotbar).[29][30][31] The number of skills on the action bar will be contained (fewer than 30).[32] There will be an option to include multiple hotbars.[29][31]For example: One Fighter will be different from another based on what active skills they have chosen.[32] Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[33] Players are not given skills as they level up, they must choose what skills they take.[25] There is no spellbook requiring memorization.[34]Alpha-1 preview skills user interface.[19]This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[20] – Steven Sharif
Otr wrote: » Elder wrote: » Tanks will have different build options Evasion tanks Control tanks Shield tanks A mage could maybe tank using an energy shield too? Another player could transfer mana to him, to help keeping the shield up.
Elder wrote: » Tanks will have different build options Evasion tanks Control tanks Shield tanks
Patrull wrote: » Tank/ranger could use a beast companion to tank and hold aggro allowing you to do a bit more damage. The draw back is since it's a companion doing the dirty work. It's not as effective as an actual player. Also the companion is on a timer/can die, so you would have to keep reposition the boss and have to summon the companion again.
Dygz wrote: » Patrull wrote: » Tank/ranger could use a beast companion to tank and hold aggro allowing you to do a bit more damage. The draw back is since it's a companion doing the dirty work. It's not as effective as an actual player. Also the companion is on a timer/can die, so you would have to keep reposition the boss and have to summon the companion again. Do Rangers get beast companions? That seems more like a Summoner/Tank.