Health

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Health is a stat in Ashes of Creation.[1]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[1]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[1]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[1]Steven Sharif

Stats

Character stats and attributes.[2][3]

Healing skills

Skill Icon Rank 1 Rank 2 Rank 3
Divine form divine form icon.png If your focus is at 80%, use this skill to increase heals and damage of your skills by 25% for 8 seconds. Applies an AoE heal over time to friends and damage over time to enemies.[5] Pulse AoE heal and damage around the caster.[6] Reduces hate for the caster on enemies hit by the pulse. Enemies targeting the caster lose target.[6] Increases effectiveness of all heals while cast in this form.[6]
Endow life endow life icon.png Resurrect target if they are dead. Prevents death if they are alive. Resurrected players don't return to life at 100% health and mana values.[7] Increases duration of death prevention buff.[7] Resurrects target to 100% hit points and mana points.[7]
Life's balance lifes balance icon.png Balance the life percentages of all party members to the average percentage of health.[5][8] Reduced cooldown.[8] Adds a heal over time on everyone.[8]
Lifeline lifeline icon.png Chain heal to friendly targets.[9] Add damage to enemy in range of final group member healed.[9] Heal and damage increases based on the number of allies that will be hit by the ability. Stacks up to four of five times.[9]
Lifesteal Lifesteal Icon.png For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[10]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[11]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[12]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Righteous blessing righteous blessing icon.png Deliver a spot heal.[13] Adds heal over time.[13] Adds damage over time to adjacent enemies.[13]
Stolen blessing stolen blessing icon.png Drop a totem to damage enemies within range.[5] Ticks damage on targets in range of the AoE.[8] Provides that damage done as heals to allies in range of the totem.[8] Slow movement of enemies in AoE range of totem. Always on for enemies in range.[8]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[14]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[14]Steven Sharif

Ashes of Creation Apocalypse healing potions

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[18]

These classes relate to the trinity of classes: Tank, DPS and Support.[18][19]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[20]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[17]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[17][21]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[21]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[22]

Rollen

In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[23][24]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

Klassenfähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[26] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[26][27]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[28]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[29]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[30]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[31]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[32]

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.[32]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.[33]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.[34]Steven Sharif

Siehe auch

Einzelnachweise