Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What Abilities Do You Want To See For Your Favorite Classes?
Settite
Member
Assuming the Intrepid hasn't already finished all the abilities for every class, what would you guys like to see? Maybe our ideas could be of use to them in some way. Il post a few of mine and if this gains traction, il go more in depth.
1. TANK: I would like something similar to what the dragonknight has in eso where the flap their wings to return incoming projectiles. Obviously it doesn't have to be wings; maybe a momentary projection of a shield or maybe they just have an aura around them briefly. I believe it would help to keep their dps up in pvp and incentives others to play the class maybe.
2. Rogue: it'd be nice if the have maybe a passive to do increased damage if the opponents back is facing them. (Pretty sure that's a common one. )
3. Assasin: something like khazix's 1st ability or passive from league of legends. Haven't played it since high school so don't know how accurate this is but he would essentially do more damage if an enemy was isolated, i.e moving alone. I believe this was only for the first attack or only on the 1st ability ofcourse.
4. Dreadnought: I like the idea of potentially swapping out your defensive stats for offensive power, i.e if you 1000 defense, it would be turned into 1000 offense for nothing over 10 seconds ideally. Sounds fitting the notion of a Dreadnought.
5. Ranger: a tracking arrow ability or consumable one use arrow potentially. Use nature energy or whatever to have a marker on the map for the target you hit with it. Keep the active time for it not too high to prevent any heavy griefing. Sounds nice and adds a layer to combat.
6. Summoner: this idea is from an anime called infinite dinjagram(pretty sure I spelled it wrong. ) as a Summoner, you could momentarily fuse with your summons to become a hybrid/Chimera humanoid. Sounds cool.
7. Cleric: sacrifice a huge portion of your life but make an ally invulnerable for a short period of time. High cooldown.
That's all that comes to mind immediately. Obviously these aren't the most thought out it terms of balance. They just sound interesting so try not to get too angry over it if your the type.
Share your ideas below! You never know, maybe this'll help the team out in some way. Il even throw in a cookie. 🍪 😇
1. TANK: I would like something similar to what the dragonknight has in eso where the flap their wings to return incoming projectiles. Obviously it doesn't have to be wings; maybe a momentary projection of a shield or maybe they just have an aura around them briefly. I believe it would help to keep their dps up in pvp and incentives others to play the class maybe.
2. Rogue: it'd be nice if the have maybe a passive to do increased damage if the opponents back is facing them. (Pretty sure that's a common one. )
3. Assasin: something like khazix's 1st ability or passive from league of legends. Haven't played it since high school so don't know how accurate this is but he would essentially do more damage if an enemy was isolated, i.e moving alone. I believe this was only for the first attack or only on the 1st ability ofcourse.
4. Dreadnought: I like the idea of potentially swapping out your defensive stats for offensive power, i.e if you 1000 defense, it would be turned into 1000 offense for nothing over 10 seconds ideally. Sounds fitting the notion of a Dreadnought.
5. Ranger: a tracking arrow ability or consumable one use arrow potentially. Use nature energy or whatever to have a marker on the map for the target you hit with it. Keep the active time for it not too high to prevent any heavy griefing. Sounds nice and adds a layer to combat.
6. Summoner: this idea is from an anime called infinite dinjagram(pretty sure I spelled it wrong. ) as a Summoner, you could momentarily fuse with your summons to become a hybrid/Chimera humanoid. Sounds cool.
7. Cleric: sacrifice a huge portion of your life but make an ally invulnerable for a short period of time. High cooldown.
That's all that comes to mind immediately. Obviously these aren't the most thought out it terms of balance. They just sound interesting so try not to get too angry over it if your the type.
Share your ideas below! You never know, maybe this'll help the team out in some way. Il even throw in a cookie. 🍪 😇
0
Comments
Sound good? 🙂
My favorite ability for any class has to be the interupt. Such a basic thing but when you can interupt an enemy's super important spell and turn the game around in a pvp match, its EPIC!
I hope we will see the channeling bar of enemies with the name of the spell they are casting.
I would also the ranger to have traps. Rangers have always been woodland folk, and their mastery of nature is unprecedented. Barbed wire traps, liana traps, hunting traps, poison traps, etc etc.
Quick interupt arrows, ground traps and long range cripples or AoE's that you actually have to aim on the ground for ranger
That's sounds quite nice. I'd probably like another cost associated with leveling it up or a way to incentives players to level it up naturally and not just sit there and spam it against a training dummy or something xD though it would be hilarious. I'm always down for anything that would give the game more depth.
I love those ideas! One ability that comes to mind from eso is a knockback arrow that would disrupt casting animation if u timed it right and it would also push yourself back a little to give a bit of distance. If the range was that immersive I'd probably have to play it and iv never played a ranger xD
CLERIC: regeneration for the whole party pls
BARDS: being able to provide all the buffs without having to change specs (if you decide to play as a buffer, which you probably should). mana restoration for the party and small aoe healing. maybe some form of res or death prevention
SUMMONER: single target mana and heal restoration. maybe a res too or death prevention.
To craft mechanical summons too. And to be better at crafting than the other classes while being worse at fighting.
Healer:
to be able to tank too, by out-healing damage at cost of very low damage output.
I'm pretty sure they have explicitly said this won't be a thing.
But for my wish list I just want to see a summoner/tank able to fulfill the role of a tank. Tanking through pets and summons effects sounds like a different kind of tank that I would love to see.
I also really hope that Ashes doesn't go down the path of augmenting arrows as a huge part of a ranger's kit. The whole fire, poison, ice, etc. arrow thing is really uninspired.
Omnislash for fighter?
https://youtu.be/3nNqArFMhek
Bards - building your buffs/songs. Something like you can choose 3 components out of a list for a song, then activate the song instead of the individual buffs. So no twisting or micromanagement of bard buffs within combat, depth of strategy combined with ease of use.
Some other ideas for bards are mana steals and lullaby.
Necro - lots of taps. Necros have been described as a jack of all trades, but I think focusing on health stealing would be neat.
On summoner I would love an ability that for the next 10 seconds any ability cast by a target was instead cast by my character onto the original caster.
Physical melee abilities that convey mastery of combat. A bit of superhuman, but not anime.
Not too many colours and effects, but some suggestions of slashing and some environment destruction.
I would like AoC to show emphasis on animations that maintain the equiped weapons instead of making them dissapear, as well as making some abilities to have weapon restrictions.
Magic, elements and all sorts of casting should not be prioritized for the fighter, over physical combat animations.
The hammer we have seen does not fit the class. It belongs elsewhere.
guard- target an ally to defend them while remaining close by redirecting half the damage taken to yourself.
Taunt - an AOE version and single target that reduce enemy dmg in PvP and could be augmented with additional effects like increased damage or a slow.
Magic wall-Create a magical wall across the battlefield that blocks all projectiles for a short time.
Shield wall- channel a shield wall blocking attacks for you and allies standing behind you from the direction you are facing for a short time
Stomp- stomp the ground stunning enemies for 2 seconds close to you.
Fighter:
Leaping strike- leap to your target striking them with your weapon/weapons.
Overwhelm- jump in the air and descend with a powerful attack pentrating block
Charge- battlecry and rush forward, increasing movement speed by 50% for 8 seconds.
Flurry- strike 3 times in quick succession.
Counter attack- channel a defensive counter for a brief time, blocking melee damage and striking back if hit.
Rend- slow enemies hit by 50%
Slam- slam into an enemy knocking them down for 2 seconds.
-Iron skin (boost phys. res. if player wear only light/cloth armor)
-Closed mind (boost res. to magical negative effects)
-Quickness (atk/mov./evasion boost works only with light armor)
-Stunning strike
-Hands of Healing (fast minor healing spell)
-Counter (temporary deflect phys. attacks in medium armor \ + return part of atk.damage to enemy for light\cloth armor)
-Puncturing strike (striking enemies three times + reduse mag.\phys. attack rating).
Not hit and run. More like run all-over them. High damage, high mobility while not being made of paper
Damn. That's sounds pretty smooth
Oh damn xD il have to pull up some time to listen in then.
Maybe along the lines of older style D&D where you actually become more vulnerable to do more damage, rather than the current school of thought where you become immortal and take half damage, when raging.
Dreadnaught, Gain a damaging version of the tank lasso, Scorpion, mortal combat style. Then aggro/target lock the victim and shred into it.
Additionally a short term riposte tanking disk, would be a nice benefit.
And fuck it, Overpowered half damage while raging for 30 seconds, for "flavor"
Both of these should be done shirtless for greater mobility and sexiness.
So I hope Summoner doesn't come into its own until later and Wildblade is a Shamanic-Melee fighter type.
Base Summoner:
Tank Creature: Takes X damage, does X damage has so many abilities.
DPS Creature: Deals X damage, takes x damage and has so many abilities.
Wildblade:
Bear Spirit: Summoner calls on the spirit of the bear and is granted all off the abilities of the spirit for x amount of time.
Wolverine Spirit: Summoner calls on the spirit of the wolverine and is granted all off the abilities of the spirit for x amount of time.
So effectively, it's more like Soulbeast from GW2 meets Enhancement Shaman in WoW.
1 To always reach the front line first (example: A1 Tank Onslaught)
and 1 To bring the enemies back line to the front line(example: A1 Tank Javelin)
I also believe Fighters skillset requires skills to reach behind enemy lines sadly not shown in his class demonstration... But also expect the class to have nice consistent AoE damage which is thankfully already expected to be considering the demonstration.
I also expect both Tanks and Fighters to have Hard CCs inside their skillset(obviously more on the tanks than on the fighters) including things like stuns, knockbacks, knockups and knockdowns.
Aren't we all sinners?
an aoe that does dps and a little heal to my team
Rez a dead team mate
And an aoe that has heaps of zombies coming out of the ground to hit people
Annie's ult in LOL does this. I hope that spells converted to weak summons be the theam of summoner/mage. I would also like to see blink/telport leave behind a illusionary decoy that can taught mobs for this class combo.
I love wood magic, lashing vines, treants, paralytic blooms, and slaming branch arms. I would like to see these options on the Warden (tank/ranger) excluding treants which may be more a summoner thing. But given summoner / ranger is already called beast master, I dont know how much room that leaves for treants in that fantasy.
I like the fantasy of the fighter having superior mastery over weapons, and the ability to use a diverse range.
There are already planned weapon specific skill trees, so maybe fighters can progress futher in these gaining interesting synergies even additional capstone points.
Also skills or stances that emphasize the weapon equipt or how that players has skill pointed their abilities -- what do you have to be weary of when the fighter switches from their axe and shield to a hailbred.
Perhaps if certain weapons skill trees have procs that occur eg. every 5 hits / with a conditional trigger / a small % chance... Certain fighter skills could force the proc, but said proc would be different according to the equipt weapon, and your own choices on that weapons skill tree.
So your weapon choice and how you specfically choose to use that weapon is expressed in your abilities too. Demonstrating your fighting style
Sounds pretty cool. Reminds me of the echo knight knight from dnd
The boon of this skill is that any instant damage (most hit based attacks) are taken as a *slow-ish* DoT.
This could be a self cast skill that lasts x Seconds on the Tank to something like a targeted skill cast from Bard or Spell Shield or a Cleric derivative.
This would act as an anti-alpha kill defensive skill in group PvP where a person is getting primaried and the defensive roles can act in time. Can also act in dungeons where say a tank is about to eat a 1 shot kill but can be saved and healed through with this.
This skill on it's own would not prevent death, but allow healers to keep someone alive in the face of overwhelming alpha damage.
Oooo that sounds really cool. I can think of alot of neat interactions with that