Klassenentwicklung

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Wenn ein Spieler mit seinem primären Archetyp (Primärklasse) Fortschritte macht, hat er die Möglichkeit, einen sekundären Archetyp zu wählen, um seine primären Fähigkeiten mit Effekten aus seinem sekundären Archetyp (Sekundärklasse) zu erweitern.[1] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[2][3]

If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[1]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[1]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[4]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[4]

Klassen nach Archetyp-Kombination

Mit 8 kombinierbaren Archetypen können die Spieler aus 64 Kombinationsmöglichkeiten wählen, um ihre Klasse zu gestalten.[2][3]

Sekundär
Barde Kleriker Kämpfer Magier Waldläufer Schurke Beschwörer Tank
Barde Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Kleriker Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Kämpfer Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Magier Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Waldläufer Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Schurke Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Beschwörer Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Klassenfähigkeiten

Primary skills (class abilities) are based on a player's archetype.[1] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[1][6]

  • Augments to primary skills will fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary class.[7]
  • Choosing the same primary and secondary archetype increases focus on that archetype.[9]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[10]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[11]
    • It will not be possible to max all skills in a skill tree.[11]
  • 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.[12]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[13]
  • Active skills could look totally different after an augment gets applied.[14]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[14]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[15]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[16]Steven Sharif

Siehe auch

Einzelnachweise