Mainhand

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A player's primary weapon is equipped in their mainhand slot.[1][2][3][4][5]

List of weapons

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Item Icon Source Rarity Level requirement Set
Arcane Tome SpellbookIcon.png Crafted items Rare 12
Bludgeonbane MaceIcon.png Crafted items Epic 15
Carphin Daggers Carphin
Carphin Wand Wand 1.png Carphin
Chipped Greataxe GreataxeIcon.png Vendor Poor 2 Chipped
Chipped Greatsword GreatswordIcon.png Vendor Poor 2 Chipped
Chipped One-Handed Axe OneHandedAxeIcon.png Vendor Poor 2 Chipped
Crystalized Blood Hammer Crafted items Crystalized Blood
Crystalized Blood Sword CrystalizedBloodSwordIcon.png Crafted items Rare Crystalized Blood
Dull Greatmace GreatmaceIcon.png Vendor Common 5 Dull
Dull One-Handed Axe OneHandedAxeIcon.png Vendor Common 5 Dull
Dull One-Handed Mace MaceIcon.png Vendor Common 7 Dull
Eldritch Executioner GreatswordIcon.png Crafted items Epic 15 Eldritch
Equilibrium GreatmaceIcon.png Crafted items Epic 15
Glacius OneHandedSwordIcon.png Crafted items Epic 15
Greatblade GreatbladeIcon.png Common
Greatstaff GreatstaffIcon.png Common
Greatsword of Briarhome Crafted items Briarhome
Hammer of Koryn HammerOfKorynEpicIcon.png Drop Epic
Headlopper HalberdIcon.png Crafted items Epic 15
Iron Longsword GreatswordIcon.png Crafted items,Quest rewards Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Crafted items,Quest rewards Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Quest rewards Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Quest rewards Rare 8 Lava Forged
Longbow of Briarhome RareLongbowIcon.png Drop Rare Briarhome
Lorica Vindicta Mace LoricaVindictaMaceIcon.png Common Lorica Vindicta
Mace of Briarhome HeroicMaceIcon.png Crafted items,Drop Heroic Briarhome
Nightblade Heroic Nightblade Icon.png Crafted items Heroic
Quill Of The Tundra WandIcon.png Crafted items Epic 15
Ranseur Of Malice LongspearIcon.png Crafted items Epic 15
Replica Of Dignitas GreataxeIcon.png Crafted items Epic 15
Scepter of Briarhome Crafted items Briarhome
Sharpened Greatsword SharpenedGreatswordIcon.png Crafted items Rare Sharpened
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Quest rewards Uncommon 5
Shortbow of Briarhome RareShortbowIcon.png Drop Rare Briarhome
Silver Guardian OneHandedSwordIcon.png Rare 10
Sons of Fortune Wand Sons of Fortune Wand Icon.png Rare 10 Sons of Fortune
Spire Of Illusion StaffIcon.png Crafted items Epic 15
Stormcaller's Axe Stormcaller's Axe Icon.png Crafted items Rare
Sword of Briarhome RareSwordIcon.png Drop Rare Briarhome
Tome Of The Tundra SpellbookIcon.png Quest rewards Epic 15
Tundra's Torment HalberdIcon.png Crafted items Epic 15
Worn Mace a86487cc-9e86-4b71-a1b0-298eece25e6c-0.png Vendor Poor 1 Worn

Ataques básicos

Los ataques básicos para el arma equipada se activan pulsando Q o haciendo clic con el botón izquierdo del ratón (el jugador puede cambiar asignación de teclas).[1][2][3]

  • Los jugadores pueden seleccionar qué arma quieren emplear como arma principal para los ataques básicos.[1][2][4]
  • Diferentes tipos de armas tienen diferentes ataques básicos.[10][11]
  • Las armas con ataques de proyectiles son capaces de "disparar a ciegas" sin tener un objetivo seleccionado.[12]
    • Si el jugador está en el modo de action combat y su retícula está sobre un objetivo, podrá realizar un soft lock en ese objetivo, haciendo que los proyectiles se dirijan a los objetivos que estén dentro del rango/ángulo correcto.[12]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[12]Steven Sharif
Ataques básico Icono Habilidad Base
Greatsword basic attack Greatsword Auto Attack Icon.png -
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[15][10][11]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[10][11]

Sistema de combos de las armas

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[17], y habilidades de uso de armas[18]) en lugar de la habilidad clásica de auto-ataque .[19][17][20]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[3]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[3]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[3]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[3]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[3]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[3]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[13]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[13]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[17]Steven Sharif

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Referencias