Primäre Fähigkeiten

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Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[2] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[2][3]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[4]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[5]
  • 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.[6]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[7]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[8]

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.[8]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.[9]Steven Sharif

The idea behind the system is that you're 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 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.[10]Steven Sharif

Talentpunkte

Alpha-1 Vorschau der Talent Benutzeroberfläche.[11]

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.[12]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[13][14][15][16]

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.[19]Steven Sharif

Respeccing

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[20][18]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[20]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[21][22]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[20]

Aktive Fähigkeiten

Alpha-0 Waldläufer Fertigkeitssymbole.
Alpha-0 Magier Fertigkeitssymbole.

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[23]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[6]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[24]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[24]
  • Durch die Wahl der Fertigkeiten können die Spieler ihre Kampferfahrung so gestalten, dass sie sich auf Tab-gesteuerte Fertigkeiten, action-orientierte Fertigkeiten, oder eine Mischung aus beidem konzentrieren können.[25]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[26]

Class augments

Der Spieler kann einen sekundären Archetypen auswählen sobald er Level 25 erreicht.[27][28] Jeder der sekundären Archetypen biete vier unterschiedliche Klassenerweiterungen.[29][30][28][31] Jede Klassenerweiterung beeinflusst den primären Archetyp in unterschiedliche Weise.[32]

Wenn man diesen Abschnitt einer Klasse erreicht, der etwa bei Level 25 liegt, wird die Auswahl für den sekundären Archetyp frei geschaltet, mit der man eine der 64 Klassen erstellen kann, danach hat man eine bestimmte Anzahl von Erweiterungen, die man auf jede einzelne Fähigkeiten anwenden kann; die Kernfähigkeiten eins Kits kommen vom primären Archetypen; und diese Erweiterungen werden das Aussehen und die Struktur dieser Fähigkeiten verändern; und einige werden den Effekt haben, düstere thematische Ästhetiken zu erschaffen. Oder einfach generell eine andere Ästhetik der Fähigkeiten, die die sekundäre Archetyp-Auswahl repräsentieren.[27]Steven Sharif

Der Spieler kann dann seine primären Fähigkeiten mit den Effekten seines sekundären Archetypen erweitern.[33][27][28][2]

Wenn ein Kämpfer als sekundären Archetypen einen Magier auswählt, wird der Kämpfer zu einem Spellsword. Diese Kombination ergibt Erweiterungen die dann auf Fähigkeiten im primären Fähigkeitenbaum angewendet werden könne. Der Kämpfer verfügt über die Fähigkeit Ansturm, mit der er auf ein Ziel zustürmt und beim Erreichen des Ziels eine bestimmte Menge an Schaden verursacht, mit der Chance das Ziel umzuwerfen. Die Fähigkeit Ansturm könnte mit Erweiterungen Blinzeln versehen werden, die den Spieler jetzt zum Ziel teleportiert, wodurch die Ansturmphase der Fähigkeit entfällt.[2]
  • Für jede Erweiterung ist eine bestimmte Stufe erforderlich.[35]
  • Das Erweitern von primären Fähigkeiten kann die Wirkungsweise der Fähigkeit grundlegend verändern, indem sie die ursprüngliche Fähigkeit an die Charakteristika des sekundären Archetypen/der Klasse anpasst.[36]
  • Erweiterungen kosten keine Talentpunkte. Es wurde zuvor erwähnt das bestimmte Erweiterungen mehrere Talentpunkte kosten.[37][35]
Es wird einen bestimmten Grenzwert geben, ab dem man die aktiven Fähigkeiten nicht mehr verstärken kann, basierend auf den Entscheidungen, die man bei vorherigen Fähigkeiten getroffen hat, also wird man entscheiden müssen, auf was man die Erweiterungen anwenden will.[35]Steven Sharif
  • Die Wahl des gleichen primären und sekundären Archetyps verstärkt die Fokussierung auf diesen Archetypen.[4]
  • Die sekundären Archetyp Erweiterungen ermöglichen die Anpassung der primären Fähigkeiten an die ästhetischen Charakteristika des ausgewählten sekundären Archetyps.[27]
    • Bei einige Zauber verändern sich die Farbe und die generellen Effekte ändern sich je nach gewählter Erweiterung.[38]
    • Nachdem man eine aktive Fähigkeit erweitert hat, kann es sein dass diese komplett anderes aussieht.[39]
  • Um seine Fähigkeitserweiterungen zu ändern muss man einen NPC in einer Node aufsuchen, die mindestens ein Dorf ist.[40]

Allgemeine Fähigkeiten

Zusätzlich zu den Klassen-spezifischen Fähigkeiten könnte es universal skills wie z.B. Aktives Blocken oder Ausweichen geben.

Allgemeine Fähigkeiten werden voraussichtlich an den passiven Talentbaum des Spielers angepasst.

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[41]Steven Sharif

Ausweichen

Ausweichen in Alpha-1 early combat.[19]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[19]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[42][43][44]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[43]Steven Sharif

Aktives Blocken

Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[47]

  • Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[48]

In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[48]Steven Sharif

Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[48]Steven Sharif

Kampffähigkeiten

The aspiration for combat is for abilities to have corresponding counter-play abilities.[49]

  • The goal is to have special animations for parrying, blocking and evading.[50]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[50]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[51][49]

  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[53]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[56]
    • In Alpha-1 testing mounts were not separate from the player.[56]
There's also going to be effects that just stun the mount or stun you on the mount.[56]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[49]Steven Sharif
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[49]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[63]
Skill Icon Origin Description
Air Strike Air Strike New.png Waldläufer Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[64] The root effect is nature based.[65]
Ancestral Bolas Ancestral Bolas.png Tank Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[66]
Chain Lightning Chain Lightning Icon clean.png Magier Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[67][68][69]
Chains of Restraint Chains of Restraint Icon2.png Kleriker Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[70][71]
Condemn Condemn.png Kleriker Stun target enemy for 3 seconds.[72][73]
Crippling Blow Crippling Blow.png Kämpfer Deal Physical damage and apply Snare to target enemy for 6 seconds.[74]
Fissure Mage Spell 7.png Magier Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[75]
Grapple Grapple Icon.png Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[76][77]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Waldläufer Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[78]
Knock Out Knock Out.png Kämpfer Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[79]
Leap Strike Leap Strike.png Kämpfer Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[80]
Quake Quake.png Magier Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[81]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[82]
Slumber Slumber (Active).png Magier Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[83][84][85]
Tremoring Bellow TremoringBellowIcon.png Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[86]

Mobilität

Revamped Alpha-1 Magier Fireball ability.[87][88]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[87]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[89]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[89][94]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[94]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[97]Steven Sharif
  • The ability to prone is not be in the game.[100][101]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[103]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[54]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[55]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Waldläufer Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[64] The root effect is nature based.[65]
Blink Blink.png Magier Instantly teleport a set distance in the direction you are moving.[104][105]
Blitz Blitz.png Kämpfer Charge directly toward target enemy, dealing Physical damage to the target on arrival.[106]
Call of the Wild Call of the Wild Icon.png Waldläufer Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[107]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[108]
Exert Exert.png Kämpfer Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[109]
Form Of Celerity Form of Celerity.png Kämpfer While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[110]
Form Of Fluidity Form of Fluidity.png Kämpfer While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[111]
Leap Strike Leap Strike.png Kämpfer Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[80]
Lunging Assault Lunging Assault.png Kämpfer Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[112]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Kämpfer Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[113]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[114]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[115]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Kämpfer Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[116]
Whirlwind Whirlwind.png Kämpfer Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[117]
Wings of Salvation Wings of Salvation.png Kleriker Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[118][119] An ally is defined as any non-combatant player or non-mob NPC.[120]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[122]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[123]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[122]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[124]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[125]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[129][130][131]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[132][131]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[134]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[129]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[130]Steven Sharif

Unterbrechungen

Abilities with a cast bar can be interrupted during the cast.[96]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Origin Description
Bulwark Bulwark Icon.jpg Tank Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[135][136][137][138]

Animation abbrechen

Animation abbrechen will not be a combat mechanic in Ashes of Creation.[139][140]

Combat stances

The use of weapon stances in game is likely.[141]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[142]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[143]Jeffrey Bard

Kopfschuss-Mechanik

Kopfschuss-Mechanik (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[144][145][146]

Klassenentwicklung

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.[2] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[151][152]

Wenn ein Kämpfer einen Magier als sekundären Archetyp wählen würde, würde der Kämpfer zu einem Zauberschwert. Diese Kombination eröffnet augments die auf Fertigkeiten in ihrem primären Fertigkeitsbaumangewendet werden können. Kämpfer verfügen über eine Rush-Fähigkeit, die es ihnen ermöglicht, auf ein Ziel zuzustürmen;und beim Erreichen des Ziels eine bestimmte Menge Schaden verursachen, mit der Chance, das Ziel niederzuschlagen. Die Fluchtfähigkeitsverbesserung eines Magiers könnte auf die Rush-Fertigkeit angewendet werden, die den Spieler nun zum Ziel teleportieren würde; Dadurch entfällt die Ladezeit des Skills.[2]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[2]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[153]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[153]

Skills by archetype

Bard skills

Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[154][155][156][157]

Q: Give us a hint on their mechanic please?
A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[154]
  • Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[154][155][158]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[159]
    • Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[160]
    • Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[155][156][161]
Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[160]Steven Sharif
  • Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[166][167]
    • Certain higher tier Bard abilities will utilize proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[168][166]
Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[156]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
In other games, Bards tend to be a relatively passive way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[170]Jeffrey Bard

Cleric skills

Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[171]

  • There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[173][174]
There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[174]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Source Description
Barrier Barrier.png Alpha-2 Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[175][176]
Bless Weapon Bless Weapon.png Alpha-2 Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[177][178]
Castigation CastigationIcon.jpg Alpha-1 Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[179][136][180][181]
Chains of Restraint Chains of Restraint Icon2.png Alpha-2 Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[70][71]
Communal Restoration Communal Restoration Icon2.png Alpha-2 Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[182][183] This can overheal.[182]
Condemn Condemn.png Alpha-2 Stun target enemy for 3 seconds.[72][73]
Consecrating Wave Consecrating Wave.png Alpha-2 Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[184][185]
Defiant Light Defiant Light.png Alpha-2 Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[186][187]
Deliverance Deliverance.png Alpha-2 Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[188][189]
Devotion DevotionIcon.jpg Alpha-1 Launch an orb of energy into the air that will fall upon your target, healing them.[190][136][191][181]
Divine Censure DivineCensureIcon.jpg Alpha-1 Hurls a radiant spear at the target, dealing damage.[192][136][193][181]
Divine Flare Divine Flare.png Alpha-2 Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[194][195]
Divine Infusion Divine Infusion.png Alpha-2 Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[196][197][198][199]
Divine Light DivineLightIcon.jpg Alpha-1 Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[200][136]
Flash Cure Flash Cure.png Alpha-2 Instantly heal target ally. This may be used during other ability activations.[201][202]
Healing Touch Healing Touch.png Alpha-2 Heal target ally in melee range for a large amount of health.[203][204]
Judgment Judgment Icon2.png Alpha-2 Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[205][206]
Mend Mend.png Alpha-2 Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[207][208]
Radiant Burst RadiantBurstIcon.jpg Alpha-1 Heals allies around you in a wide area for a large amount.[209] Stacks up to 3 times.[136]
Regeneration RegenerationIcon.jpg Alpha-1 Bathe your target with restorative energy that heals them over time.[210][136]
Resplendent Beam Resplendent Beam.png Alpha-2 Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[211][212]
Resurrection ResurrectionIcon.jpg Alpha-1 Resurrects a dead ally with 25% health and 15% mana.[213][136][214][181]
Smite Smite.png Alpha-2 Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[72][215]
Soothing Glow Soothing Glow.png Alpha-2 Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[216][217]
Wings of Salvation Wings of Salvation.png Alpha-2 Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[118][119] An ally is defined as any non-combatant player or non-mob NPC.[120]

Fighter skills

The Kämpfer archetype includes maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield as well as debuffs that can reduce healing received on a target.[218][219][220][221][222]

Skill Icon Base skill
Battle Cry Battle Cry.png Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[223]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[106]
Blood Fusion Blood Fusion.png Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[224]
Brutal Cleave Brutal Cleave.png Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [225]
Cataclysm Cataclysm.png Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[226]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[74]
Exert Exert.png Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[109]
Form Of Celerity Form of Celerity.png While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[110]
Form Of Ferocity Form Of Ferocity.png While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[227]
Form Of Fluidity Form of Fluidity.png While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[111]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[79]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[80]
Lethal Blow Lethal Blow.png Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[228]
Lunging Assault Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[112]
Maim Maim.png Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[229]
Overpower Overpower.png Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[230]
Rupture Rupture.png Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[231]
Whirlwind Whirlwind.png Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[117]
Q: What percentage of Fighter skills are templated attacks versus requiring a target?
A: There's probably four or five abilities right now that require a single target and then I think the rest are either like on self or some template conal attack or something.[232]Steven Sharif

Mage skills

Skill Icon Base skill
Arcane Empowerment Mage Spell Shift 8.png Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[233]
Arcane Eye Arcane Eye Icon.png Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[234]
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[235][236]
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[237][238][239]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[104][105]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[240][241][237]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[67][68][69]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[237][242][243]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[244][245]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[246] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[247]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[75]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[248][249]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[250][251]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[252]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[253]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[81]
Shell Shield.png Create a protective magical shell[254] around yourself that absorbs a large amount of damage before breaking.[255][256]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[83][84][85]

Ranger skills

The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[257]

  • Some abilities require a bow to be equipped.[33][258][259][260]
  • Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[261]
  • The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[33]
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[64] The root effect is nature based.[65]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[262]
Bear Trap Bear Trap Icon.png Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[263]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[107]
Camouflage Camoflague Icon.png You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[264]
Disengage Disengage Icon.png Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[265]
Headshot Headshot.png Deals 175% physical damage to target enemy.[150]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[266]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[267]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[268]
Imbue Ammo: Barbed Imbue Ammo Barbed Icon2.png Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[269]
Imbue Ammo: Concussive Imbue Ammo Concussive Icon2.png Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[270]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[78]
Lightning Reload Lightning Reload Icon.png Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[271]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[272]
Mark of the Raven Mark of the Raven.png Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[273]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[274]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[275]
Raining Death Raining Death reskin.png Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[276]
Scatter Shot Scatter Shot Icon.png Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[277]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[278]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[279]
Vine Field Vine Field reskin.png Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[280]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[281]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[282]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[282]

If you're in a party and you have a Rogue that's available, they'll be able to use that utility skill to discover these random doors that might exist in a dungeon. Now the way we make it so that it's not essentially the same door every time and it's just a first time thing and every time thereafter where that door's at, is these locations are randomly spawned throughout different times of the day so they'll change essentially as you go into a dungeon at different times. So it'll be important and relevant for parties to make sure that they have a diversity of archetypes available to them. And in particular for the rogues case because they can find those hidden type doors and then have access to different types of loot tables based off of that.[282]Steven Sharif

Skill Icon Base skill
Stealth This does not render a player completely invisible.[283] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[284]

Summoner skills

Der Beschwörer verwendet viele Fähigkeiten, die durch seine Beschwörung kanalisiert werden (auch als Klassenfertigkeitsbegleiter bezeichnet).Der Beschwörer spielt seine Beschwörung im Wesentlichen durch. [285]

Du erhältst deine Beschwörung von deiner Beschwörerklasse als aktive Fertigkeit und dann können Fertigkeiten mit Punkten weiterentwickelt werden. [286]Steven Sharif
  • Beschwörer können bis zu drei Beschwörungen beschwören. [287]
  • Fähigkeiten der Beschwörung erscheinen in der Hotbar des Beschwörers.[285]
  • Der Beschwörer hat die Kontrolle über seine Beschwörung, es sei denn, die Beschwörung unterliegt Nebeneffekten.[288][285]
Beschwörungen richten sich nach den Befehlen des Besitzers, es sei denn, es handelt sich um Nebenwirkung.[288]Steven Sharif
  • Beschwörer können Tank, DPS or Support Beschwörungen beschwören.[289][290]
  • Die Beschwörungen der Beschwörer sind nicht das gleiche wie Kampfbegleiter.[292]
    • Die Beschwörung erhöt die Macht des Beschwörers, wenn er beschworen wird, im Gegensatz zu Kampfbegleitern, die einen Teil der Macht des Spielers nehmen.[293]
Dem Beschwörer-Archetyp wird dieser Teil der Kraft nicht genommen, wenn er sein Haustier beschwört. Das ist ein Teil ihrer... Macht ist ihre Beschwörung.[293]Steven Sharif
  • Beschwörungen bestehen, bis eine weitere Beschwörung gewirkt, beendet oder der Beschwörer ausgeloggt wird..[290]
  • Beschwörer werden wahrscheinlich nicht in der Lage sein, mit ihren Beschwörungen (Eidolons)(Eidolons) zu fusionieren. .[294]
  • Beschwörungen können durch die Anwendung von Skillpunkten auf ihre aktive Fertigkeit gelevelt werden. [286]
  • Beschwörungen können Massenkontrolle (CC) verwenden. .[57]
  • Beschwörer können ihre Beschwörungen benennen, aber nicht ihren Kreaturentyp ändern, der Teil des Namensschilds über der Beschwörung ist.
  • Beschwörungen folgen denselben PvP-Flagging Regeln wie Spieler und teilen den Flaggingstatus des Spielers. [295][296]
Beschwörungen folgen den gleichen Regeln wie Spieler, wenn Ihre Beschwörung jemanden trifft, erhalten Sie Korruption[295]Steven Sharif

Beschwörer beschwören verschiedene Beschwörungen, abhängig von der Klasse und den Verstärkungen, die sie wählen.

  • Tiere.[297]
  • Geister.[297][298]
  • Zombies, Skellete Zombies, Skelette und andere untote Kreaturen.[290][298]
  • Leichen (möglicherweise).[297]
  • Einige Beschwörer können mehrere Dinge beschwören.[297]
  • Andere Beschwörer können nur eine mächtige Sache beschwören.[297]
  • Bestimmte Beschwörer können möglicherweise nur Effekte und/oder vorübergehende Energien beschwören.[297]

Verstärkungen eines sekundären Archetyps können auf eine Beschwörung angewendet werden. [299]

Zum Beispiel: Wenn die Beschwörung einen weitreichenden Angriff mit einer Klaue oder die Fähigkeit hatte, einen Gegner zu beißen oder zu stürzen; und du hast Teleportation genommen, statt die Fähikeit zum Ziel "stürzt", sondern sich hin teleportier. Ähnlich wie im Beispiel mit dem Tank. Oder seine Klauen könnten beim Aufprall auf ein Ziel verbrennen und bleibenden Brandschaden verursachen. Oder ... nehmen wir an, dieBeschwörung war traditionell eine Art Bär oder Bärenkatze, du könntest eine elementare Verstärkung anwenden und jetzt könnte es eine transparente, flammende, biolumineszierende Katze sein und sein Schaden würde auf Feuer basieren. So wollen wir also die aktiven Fähigkeiten beeinflussen, wie Augmentierungen angewendet werden; und so würde es bei Beschwörern gelten.[299]Steven Sharif

Tank skills

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Source Description
Absorption Field Absorption Field.png Alpha-2 A field of absorption.[300]
Aegis Aegis New Icon.png Alpha-2 Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[301]
Ancestral Bolas Ancestral Bolas.png Alpha-2 Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[66]
Grapple Grapple Icon.png Alpha-2 Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[76][77]
Grit GritIcon.png Alpha-2 Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[302]
Hatred V Tank Ability Active.png Alpha-0 Single target that adds hate.[303]
Inciting Strikes IncitingStrikesIcon.png Alpha-2 Slashes twice in a forward cone while adding additional threat.[304]
Indomitable Spirit Indomitable Spirit.png Alpha-2 30% increased max HP and 30% increased healing received.[305]
Schützen Protect (Active).png Alpha-2 Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[306]
Rush of Courage Rush of Courage.png Alpha-2 You feel a surge of resolve - gain 100 Courage.[307]
Shake It Off Shake It Off.png Alpha-2 Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[308]
Shield Assault ShieldAssaultIcon.png Alpha-2 Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[114]
Slam Slam.png Alpha-2 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[82]
Tremoring Bellow TremoringBellowIcon.png Alpha-2 Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[86]

Zielen im Kampf

Waldläufer hybrid combat in Alpha-2.[309]

Ein Teil dessen, was wir mit diesem Ansatz unseres hybriden Kampfes untersuchen, ist, dem Spieler die Funktionalität anzubieten, entweder Tab-Targeting oder einen Fadenkreuz-basierten Action-Kamera-Modus zu verwenden; und sie wissen, dass beide Vorteile haben; und beide bieten dem Spieler das, was er sich am wohlsten fühlt. Alle unsere Angriffe werden gegen Stats sein, es sei denn, es handelt sich um einen Vorlagenangriff. In diesem Fall gibt es bestimmte Boni und/oder stärkere angewendete Chancen für bestimmte Arten von CC-Effekten, die angewendet werden, oder möglicherweise Ausweich- und Genauigkeitsaspekte davon. Das sind alles Dinge, die wir während Alpha 2 testen wollen, um zu sehen, wo die Spielerbasis in diesen beiden Optionen des Action- oder Tab-Target-basierten Angriffsmodus lebt. Der wichtige Teil hier ist, dass dies noch in Arbeit ist.[310]Steven Sharif

Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[311][312][313][314] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[315][316][317][318]

  • Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[319][320]
    • Es wird wahrscheinlich einen Hotkey geben, der, wenn er gedrückt gehalten wird, freie Kamerabewegungen im Aktionsmodus ermöglicht. [320]
    • Zukünftig wird der Anwender die Möglichkeit haben, zwischen verschiedenen Fadenkreuz-Aussehen zu wählen. [321]
  • Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [319]
    • Soft locking ist, wenn sich das Fadenkreuz im Aktionsmodus über ein gültiges Ziel bewegt . Die Zieltafel erscheint leicht ausgegraut, um anzuzeigen, dass es sich um ein Soft-Lock-Ziel handelt. Bewegt sich das Fadenkreuz vom Ziel weg oder bewegt sich das Ziel vom Fadenkreuz weg, geht das Ziel verloren. [319].
    • Hard locking ist, wenn der Spieler die rechte Maustaste auf einem weich gesperrten Ziel im Aktionsmodus verwendet oder wenn der Spieler ein gültiges Ziel im Tab-Modus auswählt . Die Zieltafel wird nicht ausgegraut, um anzuzeigen, dass ein fest fixiertes Ziel ausgewählt ist. Anders als beim Soft Lock geht das Ziel nicht verloren, wenn es sich aus dem Fadenkreuz bewegt. Tabwechselt im Aktionsmodus basierend auf der Annäherungspriorität weiterhin zwischen hart gesperrten Zielen. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[258][319]

Q: Was sind die Vorteile von Tab versus Action? Ich habe das Gefühl, dass viele Leute denken, dass Tab einfach einfacher ist, also warum sollte ich Aktion verwenden?

A: Wenn die dich in einer massiven Schlägerei befindest, könnte die Fähigkeit, Ziele auszuwählen, die weit hinten liegen, für Benutzer von Tab-Zielen vorteilhafter sein, da sie klicken können, aber die Reaktionszeit, um ein Ziel zu erreichen Ziel für einen Cursor im Vergleich zum Erfassen eines Ziels für ein Fadenkreuz ist viel schneller und weniger umständlich, da es nicht so viele Aktionen seitens des Benutzers erfordert.[324]Steven Sharif

Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[310][315][325][62][326]

Skill-Fortschritte, die Zuweisung von Skillpunkten wird vom Spieler bestimmt. Der Spieler wird in der Lage sein, entweder eher Tab-Target-orientierte Fähigkeiten oder mehr aktionsbasierte Fähigkeiten zu wählen und sein spielbares Erlebnis an seine Vorlieben anzupassen. Aus balancierender Sicht müssen wir für uns Entwickler sicherstellen, dass bestimmte Fähigkeiten bestimmte Funktionen beherbergen, damit es ein Gleichgewicht zwischen Skillshots und Tab-Target-Fähigkeiten gibt.[62]Steven Sharif
  • Zielfertigkeiten werden ausgegraut, wenn sich das Ziel nicht innerhalb einer gültigen Reichweite befindet, aber bei Skillvorlagen muss der Spieler im Allgemeinen die richtige Reichweite für die Fertigkeit einschätzen. [327]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Es ist möglicherweise nicht möglich, nur aktions- oder tabellarische Fähigkeiten vollständig zu spezifizieren. Es kann eine Obergrenze von 75 % für die Auswahl von Fähigkeiten eines beliebigen Typs geben.[62]
  • Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [61]
    • Harte CCs können in aktionsorientierten Fertigkeiten untergebracht sein, da es sich um Fertigkeitsschüsse handelt, die schwieriger zu landen sind.[61][62]
    • Weichere CCs würden in Tab-gezielten Fähigkeiten untergebracht.[61]
Als Beispiel: Sagen wir, du spielst eine Fernkampfklasse. Du könntest einen aktionsorientierten Power-Shot in deinem Fähigkeitsbaum haben oder einen Power-Shot auf ein einzelnes Ziel haben, der ansteigt und mehr Schaden anrichtet.[326]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[329]

Spalten

Weapon attack cone in Alpha-1.[317]

Während ich angreife, treffe ich mehrere dieser Gegner; und das ist wichtig, weil alle Waffen, egal ob sie sich im Fadenkreuz-Modus oder im Tab-Targeting-Modus befinden, in der Lage sein werden, einen aktionsbasierten Waffenangriff auszuführen. Keine aktive Fähigkeit, aber Waffenangriff.[317]Steven Sharif

Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [317]

  • Der Bogen und die Entfernung des Kegels variieren je nach Waffentyp.[317]

Stangenwaffen zum Beispiel haben einen viel breiteren Bogen und viel weiter nach außen. Dolche haben einen feiner abgestimmten Bogen, also musst du in dieser Hinsicht präziser sein.[317]Steven Sharif

Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[317]

Siehe auch

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  82. 82.0 82.1 Slam Description.png
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  105. 106.0 106.1 Blitz Description.png
  106. 107.0 107.1 Call of the Wild Description.png
  107. Trail Speed Bonus Description.png
  108. 109.0 109.1 Exert Description.png
  109. 110.0 110.1 Form of Celerity Description.png
  110. 111.0 111.1 Form of Fluidity Skill Tree Description.png
  111. 112.0 112.1 Lunging Assault Description.png
  112. Recharging Lunging Assault Description.png
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  196. Divine Infusion Info Panel.png
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  198. Divine Power Buff Description.png
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  201. Flash Cure Info Panel.png
  202. Video, 2023-07-28 (23:28).
  203. Healing Touch Info Panel.png
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  220. steven-fighter-momentum.jpg
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  222. Battle Cry Description.png
  223. Blood Fusion Description.png
  224. Brutal Cleave Description.png
  225. Cataclysm Description.png
  226. Form Of Ferocity Description.png
  227. Lethal Blow Description.png
  228. Maim Description.png
  229. Overpower Description.png
  230. Rupture Description.png
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  232. Arcane Empowerment Description.png
  233. Arcane Eye Description.png
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  237. New Ball Lightning Description.png
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  240. Blizzard Description2.png
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  245. Fireball Description2.png
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  247. New Frostbolt Description.png
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  249. Lightning Strike Description2.png
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  252. Meteor Description2.png
  253. Shell Buff Description.png
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  261. Barrage New Description.png
  262. Bear Trap Description.png
  263. Camoflague Description.png
  264. Disengage Description.png
  265. Hunt of the Bear Description.png
  266. Hunt of the Raven Description.png
  267. Hunt of the Tiger Description.png
  268. Imbue Ammo Barbed Skill Tree Description.png
  269. Imbue Ammo Concussive Skill Tree.png
  270. Lightning Reload Description.png
  271. Mark of the Bear Description New.png
  272. Mark of the Raven Description.png
  273. Mark of the Tiger Description.png
  274. Piercing Shot Description.png
  275. Raining Death Description.png
  276. Scatter Shot Description.png
  277. Snipe Description New.png
  278. Thundering Shot Description.png
  279. Vine Field Description.png
  280. Rogue2.jpg
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  286. steven-summoners.png
  287. 288.0 288.1 steven-summon-control.png
  288. Interview, 2021-06-13 (13:11).
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  294. 295.0 295.1 steven-summons-pvp-1.png
  295. steven-summons-pvp-2.png
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  299. Absorption Field Description.png
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  302. Liveübertragung, 2017-10-16 (21:48).
  303. Video, 2023-01-27 (6:41).
  304. Indomitable Spirit Description.png
  305. Protect Description.png
  306. Rush of Courage Description.png
  307. Shake It Off Description.png
  308. Video, 2022-09-30 (17:03).
  309. 310.0 310.1 310.2 310.3 310.4 Liveübertragung, 2022-09-30 (41:06).
  310. steven-hybrid.png
  311. Liveübertragung, 2021-08-27 (1:16:04).
  312. Liveübertragung, 2021-06-25 (22:34).
  313. Liveübertragung, 2017-11-16 (30:45).
  314. 315.0 315.1 Liveübertragung, 2021-06-25 (27:43).
  315. steven-combat-revamp-update-2.png
  316. 317.0 317.1 317.2 317.3 317.4 317.5 317.6 Liveübertragung, 2020-08-28 (1:15:39).
  317. Liveübertragung, 2020-04-30 (1:09:51).
  318. 319.0 319.1 319.2 319.3 319.4 Video, 2022-09-30 (17:00).
  319. 320.0 320.1 Liveübertragung, 2021-03-26 (59:21).
  320. Liveübertragung, 2021-06-25 (26:11).
  321. Liveübertragung, 2022-09-30 (52:33).
  322. Liveübertragung, 2022-09-30 (48:10).
  323. Liveübertragung, 2022-09-30 (54:35).
  324. Newsletter, 2018-08-7
  325. 326.0 326.1 326.2 326.3 326.4 326.5 Podcast, 2018-08-04 (1:07:59).
  326. Liveübertragung, 2023-01-27 (1:11:07).
  327. steven-action-tab-attack-range.png
  328. 329.0 329.1 Liveübertragung, 2021-03-26 (1:11:25).
  329. class cleaving.png