Primary skills

Fonte: Ashes of Creation Wiki
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UI de habilidades e seus espaços de habilidadesAlpha-1 .[1]

A proposta do segundo modelo e do sistema de modificações é misturar um pouco o papel de cada classe. Então enquanto seguimos o sistema tradicional para o papel das classes, nós estamos utilizando o sistema de modificações secundárias para mostrar um pouco da direções que o jogador pode tomar[2]Steven Sharif

Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[4] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[5][4][6]

O design por trás das modificações não vem somente de mudar o estilo da habilidade para que reflita a segunda modificação, mas também fundamentalmente alterar os componentes principais das habilidades.[7]Steven Sharif

  • Cada Modelo secundário oferece 4 esferas diferentes de modificações.[5][8] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[9]
    • Por exemplo: Um Mage oferece teleporte e esferas elementais de modificações. Essas modificações vão afetar as habilidades primárias de um Fighter de uma forma diferente de como afetariam a de um Cleric, por exemplo.[5][9]
    • Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[10]
    Haverá um certo limite após o qual você não poderá modificar suas habilidades da mesma maneira que modificou suas habilidades anteriores, então você terá que pegar e escolher cada uma que você quer modificar com muita atenção; certas modificações vão ter maior requerimento de pontos de habilidade.[10]Steven Sharif
  • Escolher o mesmo modelos como primário e secundário aumentara o foco nesse modelo.[11]
  • Modificações nas habilidades primárias irão fundamentalmente mudar a forma de como aquelas habilidades funcionam: Adaptando o que a habilidade fazia para incorporar a identidade do modelo secundário.[12]
  • Para alterar as modificações em suas habilidades será necessário que você fale com um PNJ dentro de uma base em estágio de Vilarejo ou acima.[14]
  • Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[15]
    • Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[16]

Jogadores receberão pontos de habilidades à medida que passam de nivel. Esses podem ser usados para aumentar o nível das suas habilidades, nas árvore de habilidades ativas, passivas ou de combate.[17][18][19]

  • Não será possível maximizar todas as habilidades na árvore de habilidades.[19]
  • Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[20]

Independente de qual dos oito modelos você escolha como secundário, você receberá uma escolha de modificações que representam alguns dos ideais daquela classe. Sabe, como um tank se especializa em controlar o campo de batalha, em sobreviver. O mago se especializa em dar dano e elementos e habilidades em área. O ladino se especializa em ficar invisível e dar dano crítico. Então essas modificações vão tentar oferecer um pouco dessas identidades.[21]Steven Sharif

A ideia por trás do sistema é que você está meio que caminhando entre as linhas através dessas modificações do seu papel, sabe. Nós temos a tradicional trindade que está presente no design de classes para MMOs e, no geral, essas classes ou seguem um padrão à risca ou desviam completamente do padrão. A modificação procura oferecer um equilíbrio entre isso, onde você ainda mantém um semblante daquele sistema de trindade enquanto oferece a oportunidade de puxar seu jogo para um dos outros ângulos do triângulo[22]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[23]

É aqui que os jogadores alocam pontos de habilidade em suas habilidades ativas, suas habilidades passivas - que podem aprimorar seu uso de armas e armaduras e regeneração da saúde e stats passivos e coisas assim - mas no lado das armas, é onde você se especializará em certos tipos de procs baseados em grupos de armas. Por isso, já falamos um pouco sobre isso no passado: Se você tiver uma adaga, as adagas podem ter a chance de causar um sangramento em seu ataque com armas e isso se sinergizaria com uma habilidade ativa, como digamos Backstab, que faz danos adicionais se o alvo estiver sob um efeito de sangramento. Agora dissemos no passado que os jogadores serão capazes de alocar pontos de habilidade em suas habilidades ativas que são mais voltadas tanto para o combate de ação quanto para o alvo de tabulação.[23]Steven Sharif

Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[24][17][18][19]

  • Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[19]
  • Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[20]
  • Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[25]


Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[26]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.[27][25]

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.[27]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[28][29]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[27]

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[31][32][33]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[37]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[20]
  • There is no spellbook requiring memorization.[38]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[31]Steven Sharif

Class augments

A player may choose a secondary archetype when they reach level 25.[39][5] Each secondary archetype offers four different schools of augmentation.[40][41][5][8] Each augment school affects a primary archetype's skills in different ways.[9]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[39]Steven Sharif
The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[42]Steven Sharif
  • Each augmentation has a level requirement.[10]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[12]
  • Augments do not cost skill points.[44] It was previously stated that certain augments will have more expense required on the skill point side.[10]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[10]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[11]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[39]
    • Some spell colors and general FX change based on augments.[15]
    • Active skills could look totally different after an augment gets applied.[16]

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[45][46]

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.[46]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[45]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[45]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[47]
  • Universal skill progression may align with a player's passive skill tree.[46]

Dodging

Dodging in Alpha-1 early combat.[26]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[26]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[48][49][50]

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.[49]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[52]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[53]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[55][56][48][57][53][46]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[57]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[59]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[56]
If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[56]Steven Sharif
  • Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[60][61]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[63]

  • The goal is to have special animations for parrying, blocking and evading.[64]

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.[64]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[65][63]

  • 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.[67]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[70]
    • In Alpha-1 testing mounts were not separate from the player.[70]
There's also going to be effects that just stun the mount or stun you on the mount.[70]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
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.[63]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.[63]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[77]
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger 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.[78] The root effect is nature based.[79]
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.[80]
Chain Lightning Chain Lightning Icon clean.png Mage 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.[81][82][83]
Chains of Restraint Chains of Restraint Icon2.png Cleric 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.[84][85]
Condemn Condemn.png Cleric Stun target enemy for 3 seconds.[86][87]
Crippling Blow Crippling Blow.png Fighter Deal Physical damage and apply Snare to target enemy for 6 seconds.[88]
Fissure Mage Spell 7.png Mage 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.[89]
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.[90][91]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Ranger 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.[92]
Knock Out Knock Out.png Fighter Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[93]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[94]
Quake Quake.png Mage 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.[95]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[96]
Slumber Slumber (Active).png Mage 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.[97][98][99]
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.[100]

Mobility

Revamped Alpha-1 Mage Fireball ability.[101][102]

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.[101]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.[103]Steven Sharif
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.[108]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.[111]Steven Sharif
  • The ability to prone is not be in the game.[114][115]
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.[117]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.[68]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.[69]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger 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.[78] The root effect is nature based.[79]
Blink Blink.png Mage Instantly teleport a set distance in the direction you are moving.[118][119]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[120]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[121]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[122]
Exert Exert.png Fighter 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.[123]
Form Of Celerity Form of Celerity.png Fighter 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.[124]
Form Of Fluidity Form of Fluidity.png Fighter 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.[125]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[94]
Lunging Assault Lunging Assault.png Fighter 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.[126]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[127]
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.[128]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[129]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[130]
Whirlwind Whirlwind.png Fighter 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.[131]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[132][133] An ally is defined as any non-combatant player or non-mob NPC.[134]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[136]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[137]
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.[136]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[138]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[139]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[143][144][145]

  • 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.[146][145]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[148]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[143]
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.[144]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[110]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.
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.[149][150][151][152]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[153][154]

Combat stances

The use of weapon stances in game is likely.[155]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[156]

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.[157]Jeffrey Bard

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[158][159][160]

Class progression

À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[5][4] A combinação de modelos primários e secundários constitui uma classe.[5][165][166]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[5]

Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[4]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[4]

  • Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[12]
  • Uma classe secundária não ofereçerá habilidades adicionais.[167]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[19]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[19]

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.[168][169][170][171]

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.[168]
  • Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[168][169][172]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[173]
    • 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.[174]
    • Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[169][170][2]
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.[174]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.[179][180]
    • 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.[181][179]
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.[170]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
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.[183]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.[184]

  • 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.[186][187]
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.[187]Steven Sharif
info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.
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.[188][189]
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.[190][191]
Castigation CastigationIcon.jpg Alpha-1 Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[192][150][193][194]
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.[84][85]
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.[195][196] This can overheal.[195]
Condemn Condemn.png Alpha-2 Stun target enemy for 3 seconds.[86][87]
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.[197][198]
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.[199][200]
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.[201][202]
Devotion DevotionIcon.jpg Alpha-1 Launch an orb of energy into the air that will fall upon your target, healing them.[203][150][204][194]
Divine Censure DivineCensureIcon.jpg Alpha-1 Hurls a radiant spear at the target, dealing damage.[205][150][206][194]
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.[207][208]
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.[209][210][211][212]
Divine Light DivineLightIcon.jpg Alpha-1 Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[213][150]
Flash Cure Flash Cure.png Alpha-2 Instantly heal target ally. This may be used during other ability activations.[214][215]
Healing Touch Healing Touch.png Alpha-2 Heal target ally in melee range for a large amount of health.[216][217]
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.[218][219]
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.[220][221]
Radiant Burst RadiantBurstIcon.jpg Alpha-1 Heals allies around you in a wide area for a large amount.[222] Stacks up to 3 times.[150]
Regeneration RegenerationIcon.jpg Alpha-1 Bathe your target with restorative energy that heals them over time.[223][150]
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.[224][225]
Resurrection ResurrectionIcon.jpg Alpha-1 Resurrects a dead ally with 25% health and 15% mana.[226][150][227][194]
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.[86][228]
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.[229][230]
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.[132][133] An ally is defined as any non-combatant player or non-mob NPC.[134]

Fighter skills

The Fighter 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.[231][232][233][234][235]

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.[236]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[120]
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.[237]
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) [238]
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.[239]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[88]
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.[123]
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.[124]
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.[240]
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.[125]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[93]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[94]
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.[241]
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.[126]
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.[242]
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.[243]
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.[244]
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.[131]
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.[245]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.[246]
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.[247]
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[248][249]
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.[250][251][252]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[118][119]
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.[253][254][250]
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.[81][82][83]
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.[250][255][256]
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.[257][258]
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.[259] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[260]
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.[89]
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.[261][262]
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.[263][264]
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.[265]
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.[266]
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.[95]
Shell Shield.png Create a protective magical shell[267] around yourself that absorbs a large amount of damage before breaking.[268][269]
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.[97][98][99]

Ranger skills

The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[270]

  • Some abilities require a bow to be equipped.[43][271][272][273]
  • Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[274]
  • The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[43]
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.[78] The root effect is nature based.[79]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[275]
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.[276]
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.[121]
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.[277]
Disengage Disengage Icon.png Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[278]
Headshot Headshot.png Deals 175% physical damage to target enemy.[164]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[279]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[280]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[281]
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.[282]
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.[283]
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.[92]
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.[284]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[285]
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.[286]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[287]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[288]
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.[289]
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.[290]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[291]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[292]
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.[293]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[294]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[295]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[295]

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.[295]Steven Sharif

Skill Icon Base skill
Stealth This does not render a player completely invisible.[296] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[297]

Summoner skills

Os invocadores usam muitas habilidades que são conjuradas através de suas invocações (também referidas como pets de habilidade de classe). O invocador está essencialmente jogando através das suas invocações.[298]

  • Invocadores podem invocar até três invocações.[299]
  • Habilidades da invocação aparecem na barra de ações rápidas do invocador.[298]
  • Invocadores tem controle total sobre suas invocações.[298]
  • Invocadores podem invocar invocações Tank, DPS ou Suporte.[300][301]
  • Invocações de invocadores adicionarão ao poder do invocador quando forem invocados, diferente dos pets de combate, os quais tomam uma porção do poder do jogador.[302]
    O arquétipo de Invocador não tem essa porção de poder levada quando invocam seus pets. Essa é parte do seu... poder em sua invocação.[302]Steven Sharif
  • Invocações existirão até outra invocação ser conjurada, a invocação morrer, ou o invocador sair do jogo.[301]
  • Invocadores provavelmente não serão capazes de se fundir com suas invocações (eidolons).[303]
  • Invocações podem ser upadas pela aplicação de pontos de habilidade a suas habilidades ativas.[22]
  • Invocações serão capazes de usar controle de grupo (CC).[71]
  • Invocadores podem ser capazes de nomear suas invocações, mas não serão capazes de mudar o tipo da criatura, que é pare do nome acima da invocação.[304]

Você ganha suas invocações da sua classe de Invocador como uma habilidade ativa e então habilidades que podem ser desenvolvidos com pontos.[22]Steven Sharif

Invocadores invocam diferentes invocações dependendo dos melhoramentos de classe que escolherem.[300][305]

  • Animais.[305]
  • Espíritos.[305][306]
  • Zumbis, esqueletos e outras criaturas não mortas.[301][306]
  • Cadáveres (potentially).[305]
  • Alguns invocadores podem invocar múltiplas criaturas.[305]
  • Outros invocadores podem apenas invocar uma única criatura poderosa.[305]
  • Certos invocadores podem ser apenas capazes de invocar efeitos e/ou energias temporárias.[305]

Melhoramentos de um arquétipo secundário podem ser aplicados às invocações.[307]

Por exemplo: Se sua invocação tinha um ataque de varredura com sua garra, ou a habilidade de morder o oponente, ou correr até o oponente; e você escolher teleporte, você poderia fazer como eu dei o exemplo do tanque: Teletransportar ao alvo, ao em vez de correr. Ou, suas garras poderiam entrar em combustão no impacto dando dano de fogo que persiste. Ou... vamos dizer que sua invocação tradicionalmente era algum tipo de urso ou gato, você poderia aplicar o melhoramento elemental e agora ele poderia ser um gato transparente e flamejante com bioluminescência; e seu dano agora é de fogo. Então, é assim que queremos influenciar as habilidades ativas com base nos melhoramentos aplicados; e é assim isso se aplicaria aos Invocadores.[307]Steven Sharif

Invocações de invocadores não são o mesmo que pets de combate.[308]

Tank skills

info-orange.pngEsta seção contém informações das fases iniciais de teste. Ele será atualizado assim que novas informações forem disponibilizadas.
Skill Icon Source Description
Absorption Field Absorption Field.png Alpha-2 A field of absorption.[309]
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.[310]
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.[80]
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.[90][91]
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.[311]
Hatred V Tank Ability Active.png Alpha-0 Single target that adds hate.[312]
Inciting Strikes IncitingStrikesIcon.png Alpha-2 Slashes twice in a forward cone while adding additional threat.[313]
Indomitable Spirit Indomitable Spirit.png Alpha-2 30% increased max HP and 30% increased healing received.[314]
Proteger 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.[315]
Rush of Courage Rush of Courage.png Alpha-2 You feel a surge of resolve - gain 100 Courage.[316]
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.[317]
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.[128]
Slam Slam.png Alpha-2 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[96]
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.[100]

Combat targeting

Ranger hybrid combat in Alpha-2.[318]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[319]Steven Sharif

Hard-locked friendly player target.[320]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[319][321][322][323][324][325] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[319][326][327][328][329]

  • Targeted skills require either a soft or hard locked target.[319][331]
    • Soft locking is when the reticle moves over a valid target while in action mode.[330] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[331]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[271][331]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[337]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[338][326][339][76][340]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[76]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[341]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[76]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[75]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[75][76]
    • Softer CC's would be housed in tab-targeted abilities.[75]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[340]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.[343]

Cleaving

Weapon attack cone in Alpha-1.[328]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[328]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[328]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[328]Steven Sharif

This is described as a weapon attack not an active skill.[328]

Ver também

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  275. Bear Trap Description.png
  276. Camoflague Description.png
  277. Disengage Description.png
  278. Hunt of the Bear Description.png
  279. Hunt of the Raven Description.png
  280. Hunt of the Tiger Description.png
  281. Imbue Ammo Barbed Skill Tree Description.png
  282. Imbue Ammo Concussive Skill Tree.png
  283. Lightning Reload Description.png
  284. Mark of the Bear Description New.png
  285. Mark of the Raven Description.png
  286. Mark of the Tiger Description.png
  287. Piercing Shot Description.png
  288. Raining Death Description.png
  289. Scatter Shot Description.png
  290. Snipe Description New.png
  291. Thundering Shot Description.png
  292. Vine Field Description.png
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  314. Protect Description.png
  315. Rush of Courage Description.png
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