Clases

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Lista de clases en Ashes of Creation . El arquetipo primario está en la parte izquierda. El arquetipo secundario en la parte superior.[1]

Las clases son una combinación de los arquetipos primario y secundario.[2][3][4][1][5]

We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3]Steven Sharif

Icono Arquetipo Tipo.[6] Rol.[7]
Bard2.PNG Bardo Arcano Apoyo
Cleric4.PNG Clérigo Arcano Apoyo
Fighter2.PNG Luchador Marcial Daño
Mage3.PNG Mago Arcano Daño
Ranger3.PNG Arquero Marcial Daño
Rogue2a.PNG Pícaro Marcial Daño
Summoner3a.PNG Invocador Arcano -
Tank1.PNG Tanque Marcial Tanque

Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[8]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[14]

Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[15]

Clases por combinación de arquetipos

Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[4][1][5]

Secondary
Bardo Clérigo Luchador Mago Ranger Pícaro Invocador Tanque
Bardo Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Clérigo Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Luchador Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mago Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Pícaro Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Invocador Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tanque Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Balance

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[16][3][17]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[17]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[18]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[16]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [3][21]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[22][23][4][21][24]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[25]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[3]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[25]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[26][27][28][29][30][31][32][33][34][35][36][13][37] These synergies also apply to active skills from other characters.[26][38]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[26]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[39]Steven Sharif

Meta

La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.​[15]

  • Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[15]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[15]Steven Sharif

Habilidades de clase

Preview de las hablidades principales en el Alpha-1.[40]

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[41]Steven Sharif

La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[42]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[8] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[4][8][43]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[44]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[22][23][4][24] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[45]
    • Por ejemplo: Un Mago ofrece aumentos de teletransportación y escuelas elementales. Estos aumentos afectarán las habilidades primarias de un Luchador de forma distinta que a las de un Clérigo.[4][45]
    • Cada aumento tiene un requisito de nivel.[46]
      • Los aumentos no tienen un coste en puntos de habilidad.[47] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[46]
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.[46]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[48]
  • Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[13]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[50]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[51]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[52]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[54]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[54]Steven Sharif

Aumentos de clase

A player may choose a secondary archetype when they reach level 25.[55][4] Each secondary archetype offers four different schools of augmentation.[22][23][4][24] Each augment school affects a primary archetype's skills in different ways.[45]

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.[55]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.[56]Steven Sharif
  • Each augmentation has a level requirement.[46]
  • 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.[13]
  • Augments do not cost skill points.[47] It was previously stated that certain augments will have more expense required on the skill point side.[46]
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.[46]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[48]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[55]
    • Some spell colors and general FX change based on augments.[51]
    • Active skills could look totally different after an augment gets applied.[52]
  • Changing skill augmentations will require visiting a NPC in a Aldea node or higher.[50]

Class resources

Class resources are generated by certain class abilities based on specific criteria.[58] The current design approach is for every archetype to have its own resource, in addition to Maná, which is universal across all archetypes.[59][60][61][62]

Puntos de habilidades

Alpha-1 preview skills user interface.[63]

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.[64]Steven Sharif

Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[38][34][35][10]

  • No será posible subir al máximo todas las habilidades de árbol.[10]
  • En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[65]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[9]
  • Los aumentos no cuestan Puntos de habilidad.[47] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[46]
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.[66]Steven Sharif

Habilidades universales

Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[53]

  • Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[67]
  • La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[53]
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.[53]Steven Sharif

Aumentos

Ashes of Creation cuenta con una amplia gama de vías de progresión que ofrecen mejoras (aumentos) a las habilidades primarias de un personaje.[22][23][68][69]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[73]Steven Sharif

Los aumentos se aplican individualmente a las habilidades activas del arquetipo principal de un personaje .[22][23]

  • Los aumentos están pensados para que se puedan aplicar a una amplia gama de habilidades..[73]
  • Un personaje puede tener un aumento activo en una habilidad en cualquier momento.[22]
  • Los aumentos no cuestan puntos de habilidad.[47]
    • Anteriormente se dijo que ciertos aumentos requerirán más gasto en puntos de habilidad.[46]
  • Los aumentos de clase secundarios pueden aplicarse a cualquier habilidad, pero es posible que algunos aumentos específicos (como los raciales o religiosos) estén bloqueados a habilidades concretas.[22]
  • El sistema de progressión de los aumentos es muy similar al sistema de progresión de clases.[49]

Los aumentos pueden modificar multitud de aspectos y pueden (en algunos casos) crear habilidades completamente nuevas.[74]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[74]Steven Sharif

Cambio de arquetipos

Primario

El Arquetipo (de una Clase) no puede ser cambiado.[9][1]

When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[9]Steven Sharif

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]

Secundario

El arquetipo secundario de una clase puede ser cambiado, pero no "al vuelo".[75][9][12]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[76]Steven Sharif
  • Es probable que los jugadores deban hablar con un NPC en un nodo de nivel Aldea o mayor para cambiar su arquetipo secundario y sus aumentos de habilidad. [76]
  • Es posible cambiar entre varias specs después de un tiempo sin determinar a modo de cooldown.[75][77]

Misiones específicas de clase

Habrá misiones específicas de clase en Ashes of Creation.[79]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[79]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[80]Steven Sharif

Pruebas de clase

No habrán pruebas de clase en Ashes of Creation.[81]

Roles

Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[7][82]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[83]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[84]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[85]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[85][86][87] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[87]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[91]Steven Sharif

Guías de la comunidad

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
  2. Transmisión en vivo, 2022-10-14 (15:44).
  3. 3.0 3.1 3.2 3.3 3.4 Transmisión en vivo, 2020-10-30 (33:26).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 Entrevista, 2020-07-18 (1:05:04).
  5. 5.0 5.1 5.2 archetypeclass.png
  6. Entrevista, 2020-07-29 (49:53).
  7. 7.0 7.1 7.2 7.3 7.4 Group dynamics blog.
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  11. Transmisión en vivo, 2017-05-03 (50:50).
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  13. 13.0 13.1 13.2 13.3 February 8, 2019 - Questions and Answers.
  14. Transmisión en vivo, 2020-07-31 (1:31:11).
  15. 15.0 15.1 15.2 15.3 15.4 Pódcast, 2021-04-11 (54:35).
  16. 16.0 16.1 16.2 16.3 Transmisión en vivo, 2023-12-19 (1:25:16).
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  19. Transmisión en vivo, 2021-05-28 (1:13:05).
  20. Transmisión en vivo, 2022-12-02 (1:05:51).
  21. 21.0 21.1 Entrevista, 2018-10-20 (2:40:17).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 Pódcast, 2021-09-29 (30:04).
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  31. Vídeo, 2022-09-30 (24:49).
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  35. 35.0 35.1 Entrevista, 2020-07-18 (1:07:51).
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  37. Transmisión en vivo, 2018-06-04 (1:11:19).
  38. 38.0 38.1 Entrevista, 2020-07-29 (55:44).
  39. Entrevista, 2023-07-09 (1:16:45).
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  42. Entrevista, 2018-08-08 (22:27).
  43. class secondary.png
  44. Transmisión en vivo, 2020-07-25 (1:47:55).
  45. 45.0 45.1 45.2 45.3 Transmisión en vivo, 2019-12-17 (1:13:14).
  46. 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 Entrevista, 2020-07-18 (1:07:06).
  47. 47.0 47.1 47.2 47.3 Forums - Livestream Q&A 2022-08-26.
  48. 48.0 48.1 class same.png
  49. 49.0 49.1 49.2 Transmisión en vivo, 2019-07-26 (1:09:22).
  50. 50.0 50.1 Transmisión en vivo, 2018-04-8 (PM) (20:45).
  51. 51.0 51.1 augmentcolors.png
  52. 52.0 52.1 Entrevista, 2018-05-11 (53:15).
  53. 53.0 53.1 53.2 53.3 Transmisión en vivo, 2021-11-19 (50:38).
  54. 54.0 54.1 Transmisión en vivo, 2021-09-24 (1:18:06).
  55. 55.0 55.1 55.2 55.3 Transmisión en vivo, 2023-07-28 (1:04:27).
  56. 56.0 56.1 Transmisión en vivo, 2024-01-31 (5:00).
  57. Transmisión en vivo, 2023-12-19 (1:20:41).
  58. Vídeo, 2022-12-02 (10:12).
  59. Transmisión en vivo, 2023-04-28 (1:02:04).
  60. steven-class-resources.png
  61. steven-mana-1.png
  62. Transmisión en vivo, 2020-08-28 (1:14:54).
  63. Transmisión en vivo, 2021-06-25 (23:08).
  64. Transmisión en vivo, 2020-08-28 (1:12:50).
  65. Transmisión en vivo, 2017-11-16 (30:02).
  66. Transmisión en vivo, 2020-08-28 (1:19:24).
  67. Transmisión en vivo, 2022-12-02 (1:05:08).
  68. weapon augments.png
  69. Official Livestream - May 4th @ 3 PM PST - Q&A
  70. Pódcast, 2018-04-23 (24:47).
  71. Transmisión en vivo, 2017-06-01 (31:47).
  72. class racials.png
  73. 73.0 73.1 Entrevista, 2023-09-10 (50:40).
  74. 74.0 74.1 74.2 74.3 74.4 74.5 74.6 Pódcast, 2021-09-29 (46:20).
  75. 75.0 75.1 Transmisión en vivo, 2022-09-30 (1:20:46).
  76. 76.0 76.1 Transmisión en vivo, 2018-04-8 (PM) (20:07).
  77. 77.0 77.1 Transmisión en vivo, 2020-10-30 (1:06:53).
  78. Pódcast, 2017-05-04 (17:02).
  79. 79.0 79.1 79.2 Pódcast, 2021-04-11 (44:29).
  80. Pódcast, 2021-04-11 (46:10).
  81. Transmisión en vivo, 2018-04-8 (AM) (21:21).
  82. 82.0 82.1 82.2 82.3 Transmisión en vivo, 2017-05-22 (46:04).
  83. 83.0 83.1 Entrevista, 2018-10-20 (2:40:16).
  84. Vídeo, 2018-04-16 (1:32).
  85. 85.0 85.1 Pódcast, 2021-04-11 (38:31).
  86. 86.0 86.1 86.2 Transmisión en vivo, 2017-05-12 (24:52).
  87. 87.0 87.1 87.2 87.3 Transmisión en vivo, 2017-05-05 (33:25).
  88. pvx stats.png
  89. MMORPG Interview, 2016-12-12.
  90. Transmisión en vivo, 2017-05-15 (14:05).
  91. Transmisión en vivo, 2017-06-01 (37:39).