Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Balance PVP and PVE for PVX please....
" Please for the love of God, stop forcing pve on pvp players at a unbalanced rate. Should be rewards you get via pvp and only pvp. Since you have to pve to get stuff, you should have to pvp to get stuff. Balance please... or an honest effort PVX, GAME Can start with pvp only rewards, that are are good for pvp and pve. Forcing pvp players to pve to get what they want for pvp,, why shouldn't pve players not have to do some pvp to improve their toon..
Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas"
Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas"
Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
1
Comments
In the other hand pve items gave bigger dmg for dps in both pve and pvp scenarios. but you would be more squishy, so you become easy to kill in pvp. And also resilience would be useless in pve so you wouldnt want to use pvp items there.
There were hybrid builds where you put some pvp items for some resilience and also some pve items for more dmg output/healing. depending if you want to survive, or do burst dmg.
https://ashesofcreation.wiki/PvP_seasons
As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).
"Pvpers" are so fucking whiny...
Hmm. Reward once each 6 months? For only the top players? Seems far from enough tbh.
If it was rewards each month for the best players, would seem bit better.
Tho there need to be rewards even for regular pvp players, not just the top branch
L2 had rewards for anyone who participated in the arena. Rewards were monthly and the top players did get more of said reward (+a HUGE reward for literal top1 dudes), but everyone still got something.
I'm sure the precious little baby pvpers will complain enough for Steven to reward all of them
I want a gear loadout that is stored in my Node that is provided by my Node for when I protect it in any sort of Node War. They give me this loadout based on my efforts in that war (win or lose). If I prove I'm good enough in some way, I get appropriate gear.
Whenever going to war or defending against a Node Siege I get access to this gear loadout and I can wear it within the conflict zones until the conflict ends.
The Mayor can use some form of mandate to temporarily issue me access to this gear for a period even when there is no sanctioned/Event based PvP, probably using 'points' or something earned from war performances (or the dreaded PvE, for some of us PvX players).
I lose access to this loadout if the Node falls (but it can stay saved somewhere, who knows what the future will bring).
Settlement(Node) dependent PvP progression that benefits me when I just want to PvP. Can loop in Crafters too so that they provide some of this gear to the Node. When the Node falls, the enemy gets to raid the Armory and find extremely damaged versions of this gear (which they can donate to their own Node Armory if they have one, or someone else's, at which point it can be repaired). Only some percentage of the gear in the Armory can be salvaged when it falls.
Players still defending can even keep their gear on and make a run for it, but it drops the next time they die, meaning that for that gear, once your Settlement is destroyed, you are now playing a Full Loot MMORPG. If you die randomly to a mob and no one is around to pick up the gear from your ashes, it's gone.
Way more pve forced on pvp players. I would be happy with a 25/75 balance. But like 90% pve to pvp is stupid in a pvx game.. We should just call WOW pvx
I think the current System is just okay as it is - > aside from the fact that Corruption is rather SERIOUSLY dissuaded with that you can immediately lose not just one but SEVERAL Gear/Armor/Weapon-Items if you die while being under Corruption.
This must get weakened and be it only the Timer for a bit when You are corrupted. Like if you don't get slain in the next Hour your Corruption wears off - and if you die you can lose only "one" Item with like a Chance of 50% or so.
( No Idea how long Corruption is right now. Could be an Hour. Could be more. Could be less. )
So it is just as i thought - and PvP is like 90% out of 100% dissuaded. When the Game release someday sooner or later - this must be fixed so that it is not as overly punishing.
Otherwise - say goodbye to Open World PvP aside from "Warzones" or the Open Sea or whatever.
✓ Occasional Roleplayer
I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
You just love crapping on PvPers whenever and wherever you can. You don't want to be forced into PvP, but PvPers are forced to PvE in your world. Completely one sided view. Again, your relevance is null as you do not even play Phase 3. We don't want arenas, we want open-world PvP. If I wanted arenas, I'd go play WoW.
To those that care about PvP and play the current Phase... Please add to this post for more suggestions and ideas:
https://forums.ashesofcreation.com/discussion/68673/the-state-of-pvp-petition-or-lack-of/p1?new=1
Let's keep the ideas flowing and stop the pissing contests between PvE and PvP out of the equation. Focus PvX.
I want more people to be forced to pvp than what lawless zones would (and have) bring.
You should've kept the "I" across this entire statement, because I've seen a lot of pvpers ask for arenas. Also, arenas are the only direct and pure pvp available, so if people are asking for "pvp rewards" - that's arenas. Even sieges will have npc guards, which would make them more of a pvx encounter than arenas, and everything else happens in the open world where mobs can and will be used for someone's benefit.
Also, as the link literally states, pvp seasons include caravans and wars - both of which are pvx encounters, so the rewards for pvp would exist even outside of arenas.
You playing P3 does nothing for your understanding of the planned design of the game, nor does it do any good for your suggested changes to said design.
*The game* is PvE.
That is where the world is built, that is where the things players fight over in PvP reside.
PvP is there as a catalyst for change. It doesn't build, it breaks.
This game would still technically work (with a few changes) without any PvP at all. Remove PvE and you do not have a game.
PvP'ers are indeed a whiny bunch.
1.) It is a PVX Game
2.)No one ever said anything about not having PVE, Just requesting a Balance of game play and rewards
3.) PVP can Build if it was given rewards = to those of pve
5.)Maybe take time to suggestion how it (pvp) can be improved and balanced with pve vs Calling names
In PvE your enemy is the game, so players will always progress if the win, and quite often they don't regress even if they lose (obviously not quite the case in Ashes), but with PvP - someone always loses.
Thats some bold generalization there.
Take for example the instanced Battlegrounds or arenas in WOW. You queue, you fight, you win/lose. Both winner and loser win arena/honor points. Obviously the winner gets more + rate. The loser lose rate in ranked, but still wins some currency that can be used on buying items.
So it is pvp, and no one loses.
And ye i get it that AOC is aiming to be more hardcore, and most of the time you will lose something if you lose the fight. But same applies for pve. If you die to mobs/boss, you lose from the death
I gave this example already, but L2's arena also gave out rewards to all participants, but for the biggest losers that reward was real damn small, and nowhere near comparable to the stuff you'd get if you had spent the same amount of time pveing.
Which brings us to this point If we want equalization of rewards - boths sides gotta be equal, right? So either pve stops being so punishing or instanced pvp doesn't give anywhere near as good of a reward as pve does.
We still don't know how the instanced pve will be designed, so maaaaybe we don't have any death penalties there, while still getting some non-grindable reward. I'd be more than ok with arenas doing the same. And with 6-months long seasons, I'd imagine that the general amount of rewards from arenas and from new instanced content would be roughly equal. Well, that is if Intrepid actually manage to keep up with their promised pace of content releases, which is a massive fucking IF.
But outside of those arenas - pvp is only destructive. Especially considering that Steven loves "losers suffering" and decided to change death penalties in pvp events from just gear decay to full pvp penalties...
Give PVP rewards only received by PVP that increase their toons strength or abilities in PVP... If you do not want to PVP than you really don't need the increase kit given by PVP points, so should have zero issue... If you want to PVP, than you can PVP and earn those points, to get addition PVP strength and or abilities on your toon.
PVP will still be forced to PVE for gear ect to PVP.... PVE'ers will be forced to do ZERO PVP to PVE.....
SOUNDS BALANCED TO ME...... Not asking for the world
PVERS get to build their toon for PVE by PVE
PVPers get to build their toon for PVP by PVP
Keep pushing those IDEAS,,,, On how to Balance the two.... IF you do not want to PVP at all... That is fine!! But you can still give ideas on how to balance .. No clue why all the derailment, relax!
I can see we want a win / win where if you PVP you should always get something like when you hit rocks and trees and pve..... Easy fix Point system,,,, win get x point, lose get x point .. The more you help in a fight X points..... SO it would always be building your PVP point to use on PVP SKILLS to build your toon....
But just like PVE , death = alot less gain , than Win.... Less you put into to PVE the less you get out of it. SO the less you put into a PVP fight, the less points you will get.
At some point things should be earned not just given,,, In both PVP and PVE,,, it is what makes the game fun for the Majority...
So if you want completely separate rewards, you first should be pushing Steven to separate gear into 2 types. People have tried doing that before to no avail. GL with that
Steven also wants PVP to be rewarding..... SO KEEP pushing those ideas! Try not to derail
Caravans are pure rewards with barely any negatives. Crates are abusable as hell and are also pure rewards. Node wars had such massive fucking rewards that they had to be turned off, cause all the non-pvpers flipped out, while all the "pvpers" benefited. Sieges will be EVEN BIGGER FUCKING REWARDS, cause literally everyone at a node will lose their shit, while the pvp winners get to loot it all. Corruption zones will be all about pvp rewards, because ain't no fucking way any pver even approaches them, so those whole regions will just be permanent red murder zones. Sport fishing and seas in general are pure pvp rewards, because both of those pieces of content will have biggest rewards (as stated by Steven himself).
Where exactly are pvers being rewarded here???
Cost
1
1
2
3
3
5
5
7
7
Augmented Acuity
Aug Acu
Passive
Increases primary casting stat by the listed amount per level.
4
8
12
17
22
28
34
41
48
Augmented Constitution
Aug Con
Passive
Increases Constitution by the listed amount per level.
4
8
12
17
22
28
34
41
48
Augmented Dexterity
Aug Dex
Passive
Increases Dexterity by the listed amount per level.
4
8
12
17
22
28
34
41
48
Augmented Quickness
Aug Qui
Passive
Increases Quickness by the listed amount per level.
4
8
12
17
22
28
34
41
48
Augmented Strength
Aug Str
Passive
Increases Strength by the listed amount per level.
4
8
12
17
22
28
34
41
48
Avoidance of Magic
AoM
Passive
Reduces all magic damage taken by the listed percentage. (This only works on damage. Does not work on disease, dots, or debuffs and does not affect the duration of crowd control spells)
2%
3%
5%
7%
10%
12%
15%
17%
20%
Determination
Det
Passive (total)
The duration of magically applied crowd control spells are reduced by the listed percentages. Effect is cumulative at each level increase.
4%
8%
12%
17%
23%
30%
38%
46%
55%
Ethereal Bond
EB
Passive
Increases power points by the listed amount.
15
25
40
55
75
100
130
165
200
Falcon’s Eye
FE
Passive
Increases the chance of dealing a critical hit with archery by the listed percentage amount.
3%
6%
9%
13%
17%
22%
27%
33%
39%
Lifter
Passive
Increases the max encumbrance of the character and the speed at which the character can move rams they control by the listed percentage.
10%
20%
30%
40%
50%
60%
70%
80%
90%
Long Wind
LW
Passive
Decreases the amount of endurance taken per tick when sprinting, by the number listed.
1
(1 RP)
2
(3 RP)
3
(6 RP)
4
(10 RP)
5
(14 RP)
_
_
_
_
Mastery of Blocking
MoB
Passive
Increases chance to block by the listed percentage.
2%
4%
6%
9%
12%
15%
18%
21%
25%
Mastery of Focus
MoF
Passive
Increases the level of all spells cast by the listed amount for out-right resistance purposes. (caps at level 50)
3
6
9
13
17
22
27
33
39
Mastery of Healing
Passive
Increases the effectiveness of healing spells by the listed percentage.
2%
4%
6%
9%
12%
16%
20%
25%
30%
Mastery of Magery
MoM
Passive
Additional effectiveness of magical damage by listed percentage.
2%
3%
4%
6%
8%
10%
12%
14%
16%
Mastery of Pain
MoPain
Passive
Increases chance to deal a critical hit in melee per listed percentage. (Passes on to Necro Pets)
3%
6%
9%
13%
17%
22%
27%
33%
39%
Mastery of Parrying
MoParry
Passive
Increases chance to parry by the listed percentage.
2%
4%
6%
9%
12%
15%
18%
21%
25%
Mastery of Stealth
MoS
Passive
Modifies stealth detection and stealth movement. Camouflage counters the Mastery of Stealth bonus, allowing an archer to only be seen at the normal range. Doesn’t affect detect hidden classes when they are detecting other detect hidden classes. (Meaning it has no affect on assassins detecting assassins.)
10%/
75
15%/
125
20%/
175
25%/
235
30%/
300
35%/
375
40%/
450
45%/
535
50%/
625
Physical Defense
PD
Passive
Reduces all physical damage taken by the listed percentage.
2%
4%
6%
9%
12%
16%
20%
25%
30%
Serenity
Passive
Adds to the amount of power regenerated over time.
1
(1 RP)
2
(3 RP)
3
(6 RP)
5
(10 RP)
7
(14 RP)
Toughness
Tough
Passive
Increases hit points by the listed amount.
25
50
75
100
150
200
250
325
400
Veil Recovery
Passive
Reduces the duration of resurrection illnesses by the percentage listed.
10%
15%
20%
30%
40%
50%
60%
70%
80%
Wild Healing
WH
Passive
Adds the listed percentage chance to critical heal on each target of a heal spell.
3%
6%
9%
13%
17%
22%
27%
33%
39%
Wild Minion
WM
Passive
Increases chance of pet dealing a critical hit in melee by the listed percentage.
3%
6%
9%
13%
17%
22%
27%
33%
39%
Wild Power
WP
Passive
Increases chance to deal a critical hit with all spells that do damage, including DoTs, by listed percentage.
3%
6%
9%
13%
17%
22%
27%
33%
39%
Realm Abilities with 5 Levels
TIMED
Abbr
Type
Description
Reuse Timer
Level 1 Effect
Level 2 Effect
Level 3 Effect
Level 4 Effect
Level 5 Effect
Cost
5
5
5
7
8
Adrenaline Rush
AR
Active
Doubles the base melee damage for 20 seconds.
See Effect
20 min
15 min
10 min
7.5 min
5 min
Ameliorating Melodies
AM
Active
Heals all members of the group (except the user) by the listed amount each tick for 30 seconds. (10 total ticks)
900 sec
100
175
250
325
400
Anger of the Gods
Active
30 second group damage add that stacks with all other damage adds & ignores caps. DPS bonus as listed.
600 sec
10 dps
15 dps
20 dps
25 dps
30 dps
Barrier of Fortitude
BoF
Active
Grants the group a melee absorption bonus based on the percentage listed. 30 second duration. (Does not stack with Soldier’s Barricade or Bedazzling Aura.)
600 sec
10%
15%
20%
30%
40%
Bedazzling Aura
BAoD
Active
Grants the group increased resistance to magical damage for 30 seconds by the percentage listed. (Does not stack with Soldier’s Barricade or Barrier of Fortitude)
600 sec
10%
15%
20%
30%
40%
Charge
Active
Grants unbreakable speed 3 for 15 second duration. Grants immunity to roots, stun, snare and mesmerize spells. Target will still take damage from snare/root spells that do damage.
See Effect
15 min
10 min
5 min
3 min
90 sec
Concentration
Active
Refreshes the timer on quick-cast allowing for a second quick-casted spell without the normal 30 second wait.
See Effect
15 min
9 min
3 min
90 sec
30 sec
Dashing Defense
Active
The tank can block and parry for all groupmates within a 1000 radius for the duration listed. Each attack only has the chance of being blocked/parried once, regardless of how many characters in a group have Dashing Defense active at one time.
600 sec
10 sec
20 sec
30 sec
45 sec
1 min
Decimation Trap
DT
Active
AE damage trap with 350 radius. Damage as listed. The trap lasts ten minutes or until detonated (whichever comes first). Energy based. 2 second non-interruptible cast time
900 sec
300
450
600
750
900
Divine Intervention
Active
Gives the group a buff that provides a pool of healing. If anyone in the group takes damage inflicted through combat, they will be immediately healed from the healing pool. Pool size is based on the numbers listed. Does not heal the user. Buff Duration: 20 minutes
600 sec
1000
1500
2000
2500
3000
Dual Threat
Passive
Grants a bonus chance to critical hit on both melee and magic based attacks. Percentage chance as listed. (While this stacks with Wild Power and Mastery of Pain, please note that there is a 50% hard cap on the chance to crit.)
Passive
5%
7%
10%
15%
20%
First Aid
FA
Active
Heals the user by the listed percentage.
180 sec
25%
40%
60%
80%
100%
Ichor of the Deep
Ichor
Active
Spirit-based root plus direct damage spell. 1875 range with 500 radius. Damage and duration as listed. Two second non-interruptible cast time.
600 sec
150 dam /10 sec
275 dam /15 sec
400 dam /20 sec
500 dam /25 sec
600 dam /30 sec
Ignore Pain
IP
Active
Heal that grants health equal to the percentage listed. Can be used when in combat.
900 sec
20%
35%
50%
65%
80%
Juggernaut
Jugg
Active
Increases the effective level of the pet by the listed number of levels for 60 seconds. (capped at level 70)
900 sec
10
15
20
25
30
Mastery of Concentration
MoC
Active
Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed. (Necro version transfers to the pet)
600 sec
25%
35%
50%
60%
75%
Mystic Crystal Lore
MCL
Active
Grants a refresh of power based on the percentages listed. Cannot be used when in combat.
180 sec
25%
40%
60%
80%
100%
Negative Maelstrom
NM
Active
A 2 second non-interruptible cast time cold based pulsing GTAE storm with 350 radius. Ground target range is 1500. The damage of the storm grows with each pulse.
900 sec
175
260
350
425
500
Perfect Recovery
Active
Instantly resurrects the target with no res effects with the listed amount of health and power.
300 sec
10%
25%
50%
75%
100%
Purge
Active
Removes all negative effects but leaves any applicable immunity timers in place. Level 1 purge is on a 15 minute timer but has a 5 second delay. Level 2 is on the same timer but has no delay. Level 3 is on a 5 minute timer and has no delay.
900 sec
5 Sec Delay
2 Sec Delay
No Delay
no delay 600 sec reuse
no delay 300 sec reuse
Raging Power
RP
Active
Grants a refresh of power based on the percentages listed. Can be used when in combat.
600 sec
25%
35%
50%
65%
80%
Reflex Attack
Passive
Gives a chance to automatically counter-attack with an unstyled swing (or a swing from each hand in the case of duel wielding classes) anytime a hit is taken. Works against attacks from all 360 degrees with the chance based on the percentages listed.
Passive
10%
20%
30%
40%
50%
Second Wind
SW or 2W
Active
Restores 100% of the user’s endurance.
See Effect
15 min
10 min
5 min
3.5 min
2 min
Soldier’s Barricade
SB
Active
Grants the group an absorption bonus to all forms of damage based on the percentages listed. 30 Second duration. (Does not stack with Barrier of Fortitude or Bedazzling Aura)
600 sec
5%
10%
15%
20%
30%
Speed of Sound
SoS
Active
Group ability that allows unstoppable speed 4 movement for the listed duration. Gives immunity to stun/snare/root and mesmerize spells. If the spell has a damage component, the target will take damage but be immune to the stun/snare/root or mesmerize. It breaks with any action taken except healing. (Will be negated by speedwarp.)
600 sec
10 sec
20 sec
30 sec
45 sec
60 sec
Static Tempest
Active
Delivers a 360 radius targeted storm that procs a 3 second unresistible stun every 5 seconds for the duration listed.
600 sec
15 sec
20 sec
25 sec
30 sec
35 sec
Strike Prediction
Active
Grants all group members a chance to evade all melee and arrow attacks for 30 seconds. This does not stack with any other chance to evade and will only benefit classes with no or very low chances of evading.
600 sec
5%
7%
10%
15%
20%
The Empty Mind
Active
Grants the user 45 seconds of increased resistances to all magical damage by the percentage listed. This only works on damage and does not affect the duration of crowd control spell. (Necro version transfers to pet)
600 sec
10
15
20
25
30
Thornweed Field
TWF
Active
Creates a field of thorns that damage and snare all enemies caught within. 500 radius. Essence Damage. Pulses every 3 seconds. 2 second non-interruptible cast time. 1500 range
600 sec
25/10
50/15
100/20
175/25
250/30
Vanish
Active
Provides the stealther with super stealth, which can not be broken. Also will purge DoTs and Bleeds and provides immunity to crowd control. This ability lasts for 1 to 5 seconds depending on level of Vanish. The stealther also receives an increase in movement speed as listed. A stealther can not attack for 30 seconds after using this ability.
900 sec
Normal Speed,
3 sec immunity
Speed 1,
3 sec immunity
Speed 3,
4 sec immunity
Speed 4,
5 sec immunity
Speed 5,
6 sec immunity
Vehement Renewal
VR
Active
Instantly heals all group members (except the user) within 2000 range for the amount listed.
600 sec
375
525
750
1125
1500
Viper
Passive
Increases the damage of poisons by the listed amount.
Passive
25%
35%
50%
75%
100%
Volcanic Pillar
VP
Active
Heat based AE damage spell with 500 radius. Damage as listed. 2 second non-interruptible cast time. 1500 range Target is enemy.
900 sec
200
350
500
625
750
Wrath of Champions
WoC
Active
Spirit Based instantly cast PBAE with 150 radius that does the listed damage.
600 sec
200
350
500
625
750
Realm Rank 5 Class-Specific Realm Abilities
CLASS UNIQUE Abbr
Free to All Classes at RR5
Reuse Timer
Class
Allure of Death
Active
Bonedancer appearance is changed to skeletal form for 60 seconds to confuse enemy. When in skeletal form, the Bonedancer has a 75% chance of out-right resisting Nearsight and all Crowd Control spells.
600 sec
Bonedancer
Arms Length
AL
Active
10 second unbreakable burst of extreme speed.
600 sec
Eldritch
Badge of Valor
BoV
Active
Champion’s melee damage for the next 20 seconds will be INCREASED by the targets armor-based ABS instead of decreased.
900 sec
Champion
Blade Barrier
Active
For 30 seconds the blademaster parries 90% of all melee attacks. The blademaster is unable to attack during this time. If the blademaster attempts a style while this effect is still up, it will cancel the effect.
300 sec
Blademaster
Blinding Dust
Dust
Active
Insta-cast PBAE Attack that causes the enemy to have a 25% chance to fumble melee/bow attacks for the next 15 seconds.
300 sec
Mercenary
Blissful Ignorance
Active
Allows the Savage to fire all savagery buffs for a single round without paying any hit point penalty.
300 sec
Savage
Boiling Cauldron
Active
Summons a large cauldron that boils in place for 5 seconds before spilling and doing damage to all those nearby.
15 min
Warlock
Call of Darkness
Active
When active, the necromancer can summon a pet with only a 3 second cast time. The effect remains active for 15 minutes, or until a pet is summoned.
900 sec
Necromancer
Calming Notes
Active
Insta-cast spell that mesmerizes all enemy pets within 750 radius for 30 seconds.
300 sec
Minstrel
Chain Lightning
CL
Active
Casts a lightning bolt at the enemy target and hits up to 5 targets (player or pet). If there is only one target available, the spell will hit once. If there are multiple targets, the spell has a chance to jump from target to target and back to the prior target. With each jump, the damage of the spell is reduced by 25%.
600 sec
Thane
Combat Awareness
Active
The Hero gains a 360 degree 50% evade for 30 seconds, during which time the Hero’s attack power is reduced by 50%. During this time, the Hero will also be snared by 50%.
15 min
Hero
Desperate Bowman
Active
This ability is used with a bow. Does 300 damage and a 5 second (non resistible) stun. Bow and melee cannot be used for 15 seconds afterwards.
900 sec
Ranger
Dreamweaver
Active
Bard creates an illusion that makes himself or herself look like a different race and class for a 5 minute duration. The bard’s instrument also takes the illusion of another weapon and no spell effects are shown when casting a spell.
600 sec
Bard
Entwining Snakes
Active
Insta-cast spell that is PBAE 50% snare lasting 20 seconds with a 350 unit radius. Snare breaks on attack.
600 sec
Hunter
Epiphany
Active
25% Group power refresh. Skald must be out of combat to use. (group members may be in combat)
600 sec
Skald
Fanaticism
Active
All Heretic groupmates who are able to bind at a keep or tower lord receive a reduction in all spell damage taken for 45 seconds.
15 min
Heretic
Ferocious Will
Active
Gives the Berzerker an ABS buff of 25%. Lasts 30 seconds total.
600 sec
Berserker
Fungal Union
Active
Turns the animist into a mushroom for 60 seconds. Does not break on attack. Grants the animist a 10% chance of not spending power for each spell cast during the duration.
300 sec
Animist
Fury of Nature
Active
Double style damage for 30 seconds. All damage done returns 100% to the group in spread heal form. (excluding the warden)
600 sec
Warden
Gift of Perizor
GoP
Active
Reduces damage on all players in the user’s group by 25% for 60 seconds. Damage reduced by this ability is returned to the user in power.
600 sec
Mauler (Alb)
Mark of Prey
Active
Grants all members of the Vampiir’s group a 30 second damage add that stacks with all other forms of damage add. All damage done via the damage add will be returned to the Vampiir as power.
10 min
Vampiir
Minion Rescue
Active
2 second cast (non-interruptible) PBAE that summons 1 level 50 fire elemental for every enemy within 500 radius. (max 8) Pets have 50 hit points, but proc a 3 second stun (duration unaffected by resists). The fire elementals have a max durations of 6 seconds.
900 sec
Theurgist
Nature’s Womb
Active
Insta-cast spell that stuns the druid for 5 seconds and converts all damage taken into healing.
600 sec
Druid
Remedy
Active
Assassin ingests poison that costs 10% life but grants poison immunity (from weapons only)for 60 seconds. Can be activated while stealthed without breaking stealth. HP loss is returned when the duration is up. Available to Infiltrators, Nightshades, and Shadowblades at RR5.
300 sec
Nightshade
Resolute Minion
Active
Pet is immune to all forms of Crowd Control for 60 seconds. Will not purge any CC that already exists on the pet.
600 sec
Cabalist
Restorative Mind
Active
Group Frigg that heals health, power, and endurance over 30 seconds for a total of 50%. (5% is granted every 3 seconds regardless of combat state)
600 sec
Shaman
Retribution of the Faithful
Active
30 second buff that has a 50% chance to proc a 3 second (duration undiminished by resists) stun on any melee attack on the cleric.
300 sec
Cleric
Rune of Utter Agility
Active
Runemaster gets a 90% chance to evade all melee attacks (regardless of direction) for 15 seconds.
600 sec
Runemaster
Searing Pet
Active
Causes the pet to cast a PBAE DoT that ticks for 6 times for 25 points of damage per tick.
120 sec
Enchanter
Selective Blindness
Active
When cast on an enemy player or pet, this debuff will prevent that player or pet from being able to attack the mentalist for 20 seconds. 1500 range, 150 radius. 2s uninterrupted cast. The blindness will drop on any target the Mentalist attacks.
300 sec
Mentalist
Selfless Devotion
Active
Debuffs the user’s stats by 25%. Once debuffed, the Paladin will pulse a 300 point group heal with a 750 unit range every 3-seconds for 15-seconds total.
900 sec
Paladin
Shield of Immunity
Active
Shield that absorbs 90% melee/archer damage for 20 seconds.
900 sec
Sorcerer
Shield Trip
Active
Throws shield at target, rooting them in place for 10 seconds (undiminished by resists). Scout cannot attack for 15 seconds afterwards.
900 sec
Scout
Soldier’s Citadel
Active
This ability grants a 50% bonus to parry and block rates for the Armsman for 30 seconds, but -10% bloc/parry rates for 15 seconds after.
15 min
Armsman
Sonic Barrier
Active
Increases the armor ABS of all groupmates for 45 seconds by a multiple of their existing ABS.
10 min
Bainshee
Soul Quench
Active
Insta-PBAE attack that drains 250 points (modified up or down by the Reavers SR level) from all nearby enemies and returns 75% to the Reaver.
600 sec
Reaver
Spirit Martyr
Active
SM sacrifices pet in exchange for heal to all in group. Amount healed is dependant on the health of the pet at the time of release. 3200 total healing pool for a full health pet. Max of 600 hit points per any group member.
600 sec
Spiritmaster
Sputin’s Legacy
Active
Cheat Death: when this buff is fired, if the Healer takes enough damage to die while the buff is active, it will heal for a random amount and the Healer will not die. The buff also procs a 5 second spell and damage immunity. This will fire either when the spell expires, or when the healer receives a deathblow while the spell is active.
900 sec
Healer
Testudo
Active
Warrior with shield equipped covers up and takes 90% less damage for all attacks for 45 seconds. Can only move at reduced speed (speed buffs have no effect) and cannot attack. Using a style will break testudo form. This ability is only effective versus realm enemies.
900 sec
Warrior
Vale Defense
Active
Gives the group a 500 point 50% ablative that lasts for 10 minutes or until depleted.
600 sec
Valewalker
Valhalla’s Blessing
Active
Each spell and style used by group members has a chance of not costing power or endurance for 30 seconds.
10 min
Wall of Flame
Active
Insta-cast spell that drops a ward that pulses a 150 radius PBAE fire based for 15 seconds. Pulse is 400 points of damage every 3 seconds.
900 sec
Whirling Staff
Active
PBAE attack that does moderate damage and makes all melee targets in 350 radius unable to attack for 6 seconds.
600 sec
PvPers will get higher wards by proxy, once PvErs get theirs, but "pvpers" are just whiny babies that can't even comprehend that kind of situation.
As you make this suggestion/share these concerns, are you looking at the the current state of Phase III or are you looking at what you expect to see from plans for the future? Or is it a bit of both?
So why would pvers even attempt to fight back in pvp, when they already have 0 rewards and pvping would only put them even further behind.
And if pure pvp would have rewards, you fucking bet POLAR-likes would be abusing that shit six ways to sunday, while there'd still be no proper pvp in the game.
I've given my suggestion countless times. Balance corruption better (even laxer than what's planned), have proper mob loot, introduce BHs and make them the only ones who can kill PKers. Steven's too stubborn to ever go that route and "pvpers" are too pussy to even risk becoming corrupted, even if the balancing is in their favor.
It is from current state phase 3, phase 2.0 and 2.5.. Just lack of rewards for PVP. Hoping to see people in the future looking for PVP groups to roam, and have fun. I never seen anyone LFG for a PVP group or small man(2-3 man PVP groups), very little pvp, rarely raids. But daily I see LFG for PVE groups to go farm,,,
DAOC for over 20 years with great interaction in PVE content,,, It can be done... Game is old, but in its prime had both,,, in over the 20 years had both 100% of the time... Fire up Eden sever it is free to play, check it out yourself. Even today on the Eden sever you can log in on prime time, and find a group or a zerg to roam with in PVP..(After you gear yourself up in PVE). Some people even looking for "smalls" ie 2-3 man groups to roam PVP.. 20 years after release. People still lfg'n for pvp and pve during prime time, nightly. The PVP system rewards points, more for winners, a little for everyone, So if your are not great you still get something to help advance your toon in PVP,, as you learn PVP your toon advances... (24 Classes to balance + to boot) In addition some of the best PVP sets for classes are a combination of player crafted items, and PVE rewards
Side Note: Crafting system is great in AOC,,, IMO, I have I think over a dozen skills at JM+ on my account.. It is buggy needs work but it is testing... Really like it and can see where it is going......
We LFG for PvP in TL, consistently.
I think I see more PvP party shouts than PvE ones.
If we count 'people LFG for Dungeons when they know it is about to turn night', then it's not even close.
PvP LFG shouts are less common for Dominion Bosses (because one would go with your main group, but also because matchmaking kicks in if you enter solo), but even those happen still, and people do take even undergeared players as long as they are comfortable with those players (I can't say what happens after that, but I've never been in a party that was negative or 'toxic' to an underleveled player for something other than blatantly ignoring their tactical role).
But your point still stands, because there are considerably more real PvP rewards in TL than there are in Ashes.
I definitely see (and get) a lot of PvP and PvX relatively, though.