Habilidades primarias

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda
Preview de las hablidades principales en el Alpha-1.[1]

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.[2]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..[3]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[4] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[5][4][6]

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.[7]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[8][9][5][10] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[11]
    • 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.[5][11]
    • Cada aumento tiene un requisito de nivel.[12]
      • Los aumentos no tienen un coste en puntos de habilidad.[13] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[12]
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.[12]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[14]
  • 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.[15]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[17]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[18]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[19]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[21]

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.[21]Steven Sharif

Puntos de habilidades

Alpha-1 preview skills user interface.[22]

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.[23]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.[24][25][26][27]

  • No será posible subir al máximo todas las habilidades de árbol.[27]
  • 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.[28]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[29]
  • Los aumentos no cuestan Puntos de habilidad.[13] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[12]
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.[30]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.[31][29]

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.[31]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[32][33]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[31]

Habilidades activas

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[35][36][37]

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.[41]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[28]
  • No hay libros de hechizos que requieran memorizar.[42]

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.[35]Steven Sharif

Aumentos de clase

A player may choose a secondary archetype when they reach level 25.[43][5] Each secondary archetype offers four different schools of augmentation.[8][9][5][10] Each augment school affects a primary archetype's skills in different ways.[11]

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.[43]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.[44]Steven Sharif
  • Each augmentation has a level requirement.[12]
  • 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.[15]
  • Augments do not cost skill points.[13] It was previously stated that certain augments will have more expense required on the skill point side.[12]
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.[12]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[14]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[43]
    • Some spell colors and general FX change based on augments.[18]
    • Active skills could look totally different after an augment gets applied.[19]
  • Changing skill augmentations will require visiting a NPC in a Aldea node or higher.[17]

Habilidades universales

Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[20]

  • Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[46]
  • La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[20]
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.[20]Steven Sharif

Esquivando

Esquivando in Alpha-1 early combat.[30]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[30]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[47][48][49]

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.[48]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[51]

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.[52]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[47][54][52][20]

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.[54]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.[56]Steven Sharif
  • Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[57][58]

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[60]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[61]

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.[61]Jeffrey Bard

Control de masas (CC)

Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[62][60]

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.[60]Steven Sharif

  • Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[65]

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.[60]Jeffrey Bard

  • Los CCs suaves están incluídos en los hablidades tab-target.[68]
  • Los efectos de CC no se aplican a los jugadores no combatientes(verdes). El objetivo de una habilidad de CC debe estar marcado (flagged) para sufrir los efectos de CC. Esto impide, por ejemplo, que los jugadores que inicien el combate PVP con ataques que aturden a jugadores no combatienes durante un pull.[69]
  • Algunas habilidades de CC pueden desmontar un jugador que vaya en una montura. En estos casos la montura permanecerá con su propia reserva de salud y otras estadísticas.[70]
    • Durante la Alpha-1 las monturas no se separaban del jugador.[70]

There's also going to be effects that just stun the mount or stun you on the mount.[70]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidades Icono Rango 1 Rango 2 Rango 3
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.[72] The root effect is nature based.[73]
Ancestral Bolas Ancestral Bolas.png 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.[74]
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.[75][76][77]
Chains of Restraint Chains of Restraint Icon2.png 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.[78][79]
Condemn Condemn.png Stun target enemy for 3 seconds.[80][81]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[82]
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.[83]
Grapple Grapple Icon.png 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.[84][85]
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.[86]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88]
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.[89]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90]
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.[91][92][93]
Tremoring Bellow TremoringBellowIcon.png 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.[94]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[95][96]

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.[95]Tradd Thompson

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.[101]Steven Sharif
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.[109]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.[110]Steven Sharif
info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
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.[72] The root effect is nature based.[73]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[111][112]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[113]
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.[114]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[115]
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.[116]
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.[117]
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.[118]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88]
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.[119]
Shield Assault ShieldAssaultIcon.png 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.[120]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[121]
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.[122]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[123][124] An ally is defined as any non-combatant player or non-mob NPC.[125]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[127]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[128]
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.[127]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[129]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[130]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[131]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[133]

  • La física de la inercia y el impulso ayudará a evitar el bloqueo de puertas y puntos de acceso. Esto está basado en la dirección y velocidad de movimiento del personaje, y puede utilizarse para apartar a la gente.[134][133]

Interrupciones

Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[103]

  • Hay habilidades para contrarrestar las interrupciones.
  • Algunas interrupciones son mejores que otras.
info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[135][1][136][137] Additional increased block chance.[135][137] The second attack knocks down enemies.[135][137]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[138][139]

Posturas de combate

Es probable que exista el uso de posturas con armas en el juego.[140]

RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[141]

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.[142]Jeffrey Bard

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[143][144][145]

Progresión de clases

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.[4]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[153]

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.[154]

Habilidades por arquetipo

Habilidades de bardo

Los bardos son una clase de apoyo tactico que no está basada en la curación. Tendrán más importancia en base a su movilidad y ubicación en la batalla.[155][156][157][158]

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.[155]
  • Las mecánicas de los bardos incluyen melodías de combinación de habilidades basadas en la proximidad a través de bailes, canciones e historias.[155][156][159]
    • Los bardos pueden elegir activar buffs que aumentan las habilidades de tanqueo, evasión, DPS y curación abilities en su área de proximidad.[160]
    • Algunos buffs están relacionados con el rendimiento del bardo en combate: Si un bardo lanza un ataque de habilidad contra un objetivo, los aliados que se encuentren dentro de un cierto rango pueden recibir un buff temporal relacionado con la habilidad utilizada por el bardo.[161]
    • Los bardos pueden ofrecer curación basada en proximidad o probabilidad, pero en mucho menor nivel que los clérigos.[156][157][162]
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.[161]Steven Sharif
  • Se pretende que los bardos no se limiten al apoyo. Serán una "persona para todo", incluyendo habilidades de combate ofensivas y defensivas además de habilidades de apoyo y buffs.[167][168]
    • Ciertas habilidades de Bardo de nivel superior utilizarán plantillas de terreno basadas en la proximidad que requerirán que el grupo o la banda se muevan dentro (y fuera) de las formaciones indicadas por la plantilla para obtener beneficios o buffs[169][167]
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.[157]Steven Sharif
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.
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.[171]Jeffrey Bard

Habilidades de clérigo

Los Clérigos tienen control sobre la vida y estarán relacionadas con sus habilidades de apoyo, que a su vez se relacionan con la corrupción.[172]

Habilidades de combate del clérigo

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[173][174]
Bless Weapon Bless Weapon.png 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.[175][176]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[177][1][178][179] Heals you instantly for an additional amount upon hit.[177] Restores health and mana to nearby party members for the duration.[177]
Chains of Restraint Chains of Restraint Icon2.png 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.[78][79]
Communal Restoration Communal Restoration Icon2.png 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.[180][181] This can overheal.[180]
Condemn Condemn.png Stun target enemy for 3 seconds.[80][81]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[182][183]
Defiant Light Defiant Light.png 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.[184][185]
Deliverance Deliverance.png 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.[186][187]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[188][1][189][179] The energy orb will travel faster and heal for more.[188] The target will be infused with a slow, long-lasting healing effect.[188]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[190][1][191][179] Further attacks upon the target have a chance to heal the attacker.[190] The target has a chance to deal damage to itself when it attacks.[190]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[192][193]
Divine Infusion Divine Infusion.png 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.[194][195][196][197]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[198][1] Increased healing.[198] Reduced mana cost.[198]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[199][200]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[201][202]
Judgment Judgment Icon2.png 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.[203][204]
Mend Mend.png 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.[205][206]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[207] Stacks up to 3 times.[1] Heals for a greater amount.[207] Cooldown removed.[207]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[208][1] Reduced mana cost.[208] Applies a 5% healing received bonus to the target.[208]
Resplendent Beam Resplendent Beam.png 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.[209][210]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[211][1][212][179] Target resurrects with 50% health and 20% mana.[211] Target resurrects with 75% health and 25% mana.[211]
Smite Smite.png 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.[80][213]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[214][215]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[123][124] An ally is defined as any non-combatant player or non-mob NPC.[125]

Habilidades pasivas del clérigo

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Habilidades del luchador

El arquetipo del Luchador incluirá mecánicas de maniobrabilidad y "acercamiento" para permitir al jugador recorrer distancias rápidamente en el campo de batalla.[216]

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
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.[217]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[113]
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.[218]
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) [219]
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.[220]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[82]
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.[116]
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.[117]
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.[221]
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.[118]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88]
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.[222]
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.[119]
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.[223]
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.[224]
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.[225]
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.[122]

Queremos que el Luchador sea capaz de atravesar las líneas enemigas, quizás llegando al área de soporte de una raid y eliminar a los sanadores con una poderosa ráfaga de daño. Queremos que sean maestros de distintas armas. Queremos que sean versátiles, ya quieran ser luchadores a rango o cuerpo a cuerpo. Eso dependerá del jugador.[226]Steven Sharif

Habilidades del mago

Habilidades de combate del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
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.[227]
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.[228]
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[229][230]
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.[231][232][233]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[111][112]
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.[234][235][231]
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.[75][76][77]
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.[231][236][237]
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.[238][239]
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.[240] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[241]
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.[83]
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.[242][243]
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.[244][245]
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.[246]
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.[247]
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.[89]
Shell Shield.png Create a protective magical shell[248] around yourself that absorbs a large amount of damage before breaking.[249][250]
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.[91][92][93]

Habilidades pasivas del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Habilidades del ranger

Habilidad Icono Rango 1 Rango 2 Rango 3
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.[72] The root effect is nature based.[73]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[251]
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.[252]
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.[114]
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.[253]
Disengage Disengage Icon.png Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[254]
Headshot Headshot.png Deals 175% physical damage to target enemy.[255]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[256]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[257]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[258]
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.[259]
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.[260]
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.[86]
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.[261]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[262]
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.[263]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[264]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[265]
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.[266]
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.[267]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[268]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[269]
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.[270]

Habilidades del pícaro

Todas las clases hacen aventureros competentes, pero los pícaros sobresalen en explorar las partes más profundas de las mazmorras y encontrar los tesoros más escondidos.[271]

  • Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[272]
  • Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[272]

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.[272]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Stealth This does not render a player completely invisible.[273] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[274]

Habilidades del invocador

El invocador usa muchas de sus habilidades a través de sus invocaciones (también conocidas como habilidades de clase de mascotas). En esencia, el invocador juega a través de sus invocaciones.[275]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[3]Steven Sharif
  • Los invocadores pueden realizar hasta tres invocaciones.[276]
  • Las habilidades de invocación aparecen en la barra del invocador.[275]
  • El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[277][275]
Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[277]Steven Sharif
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[282]Steven Sharif
  • Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[279]
  • Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[283]
  • Las invocaciones pueden subir de nivel mediante el uso de puntos de habilidad en sus habilidades activas.[3]
  • Las invocaciones podrán utilizar habilidades de control de masas (CC).[71]
  • Los Invocadores serán capaces de nombrar sus invocaciones, pero no podrán cambiar el tipo de criatura, que es parte de la placa del nombre encima de la invocación.[284]
  • Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[285][286]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[285]Steven Sharif

Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[278][287]

  • Animales.[287]
  • Espíritus.[287][288]
  • Zombies, esqueletos y otras criaturas no-muertas.[279][288]
  • Cadáveres (potencialmente).[287]
  • Algunos invocadores pueden hacer varias invocaciones a la vez.[287]
  • Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[287]
  • Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[287]

Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[289]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[289]Steven Sharif

Habilidades del tanque

Tanks will not be forced to have a shield but it will definitely be a viable option.[290]Jeffrey Bard

Habilidades de combate del tanque

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Absorption Field Absorption Field.png A field of absorption.[291]
Aegis Aegis New Icon.png 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.[292]
Ancestral Bolas Ancestral Bolas.png 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.[74]
Grapple Grapple Icon.png 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.[84][85]
Grit GritIcon.png 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.[293]
Hatred V Tank Ability Active.png Single target that adds hate.[294] Add a forced target lock.[294] Add hate over time per tick.[294]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[295]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[296]
Proteger Protect (Active).png 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.[297]
Rush of Courage Rush of Courage.png You feel a surge of resolve - gain 100 Courage.[298]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[299]
Shield Assault ShieldAssaultIcon.png 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.[120]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90]
Tremoring Bellow TremoringBellowIcon.png 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.[94]

Habilidades pasivas del tanque

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[300]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[301]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[302][303][304][305]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[306][307][308][309]

  • La cámara en el action combat está vinculada a la retícula del jugador.[310][311]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[311]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[312]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[310]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[310]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[313][310]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[314][315][310]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[316]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[301][306][317][65][318]

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.[65]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[319]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[23]
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.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[65]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[67]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[67][65]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[67]
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.[318]Steven Sharif

Ataques dirigidos

Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[321]

Cleaving

Cono de ataque in Alpha-1.[308]

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.[308]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[308]

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.[308]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[308]

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 toast-keybinds-skills.png
  2. Transmisión en vivo, 2017-10-16 (1:00:44).
  3. 3.0 3.1 3.2 Entrevista, 2018-08-08 (22:27).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 progression.png
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 Entrevista, 2020-07-18 (1:05:04).
  6. class secondary.png
  7. Transmisión en vivo, 2020-07-25 (1:47:55).
  8. 8.0 8.1 Pódcast, 2021-09-29 (30:04).
  9. 9.0 9.1 Transmisión en vivo, 2021-06-25 (1:05:01).
  10. 10.0 10.1 Transmisión en vivo, 2018-02-09 (41:56).
  11. 11.0 11.1 11.2 11.3 Transmisión en vivo, 2019-12-17 (1:13:14).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Entrevista, 2020-07-18 (1:07:06).
  13. 13.0 13.1 13.2 Forums - Livestream Q&A 2022-08-26.
  14. 14.0 14.1 class same.png
  15. 15.0 15.1 15.2 February 8, 2019 - Questions and Answers.
  16. 16.0 16.1 Transmisión en vivo, 2019-07-26 (1:09:22).
  17. 17.0 17.1 Transmisión en vivo, 2018-04-8 (PM) (20:45).
  18. 18.0 18.1 augmentcolors.png
  19. 19.0 19.1 Entrevista, 2018-05-11 (53:15).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Transmisión en vivo, 2021-11-19 (50:38).
  21. 21.0 21.1 Transmisión en vivo, 2021-09-24 (1:18:06).
  22. Transmisión en vivo, 2021-06-25 (23:08).
  23. 23.0 23.1 Transmisión en vivo, 2020-08-28 (1:12:50).
  24. Entrevista, 2020-07-29 (55:44).
  25. Entrevista, 2020-07-19 (53:59).
  26. Entrevista, 2020-07-18 (1:07:51).
  27. 27.0 27.1 27.2 27.3 Transmisión en vivo, 2017-07-28 (19:05).
  28. 28.0 28.1 Transmisión en vivo, 2017-11-16 (30:02).
  29. 29.0 29.1 29.2 29.3 Entrevista, 2020-07-29 (54:44).
  30. 30.0 30.1 30.2 30.3 Transmisión en vivo, 2020-08-28 (1:19:24).
  31. 31.0 31.1 31.2 Transmisión en vivo, 2023-12-19 (1:46:12).
  32. Transmisión en vivo, 2022-09-30 (1:20:46).
  33. Transmisión en vivo, 2020-10-30 (1:06:53).
  34. Transmisión en vivo, 2020-08-28 (1:21:03).
  35. 35.0 35.1 35.2 Transmisión en vivo, 2020-08-28 (1:24:29).
  36. Transmisión en vivo, 2017-05-03 (15:15).
  37. 37.0 37.1 Transmisión en vivo, 2020-03-28 (1:41:42).
  38. Transmisión en vivo, 2022-10-14 (57:45).
  39. 39.0 39.1 Transmisión en vivo, 2017-05-03 (17:59).
  40. Transmisión en vivo, 2022-10-14 (9:02).
  41. 41.0 41.1 Transmisión en vivo, 2023-02-24 (53:48).
  42. Transmisión en vivo, 2017-05-19 (43:09).
  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 2023-07-28 (1:04:27).
  44. 44.0 44.1 Transmisión en vivo, 2024-01-31 (5:00).
  45. Transmisión en vivo, 2023-12-19 (1:20:41).
  46. 46.0 46.1 46.2 Transmisión en vivo, 2022-12-02 (1:05:08).
  47. 47.0 47.1 47.2 47.3 Transmisión en vivo, 2023-01-27 (1:06:02).
  48. 48.0 48.1 Transmisión en vivo, 2022-06-30 (51:17).
  49. 49.0 49.1 Transmisión en vivo, 2020-01-30 (1:34:12).
  50. Transmisión en vivo, 2020-06-26 (1:24:06).
  51. 51.0 51.1 Vídeo, 2023-01-27 (35:51).
  52. 52.0 52.1 52.2 Vídeo, 2022-12-02 (34:41).
  53. 53.0 53.1 53.2 Vídeo, 2022-12-02 (16:55).
  54. 54.0 54.1 54.2 54.3 Vídeo, 2023-01-27 (40:24).
  55. Transmisión en vivo, 2023-01-27 (15:22).
  56. Transmisión en vivo, 2023-01-27 (1:13:29).
  57. Transmisión en vivo, 2021-09-24 (1:22:46).
  58. Transmisión en vivo, 2020-06-26 (1:19:50).
  59. shieldactiveblockA1.png
  60. 60.0 60.1 60.2 60.3 60.4 Transmisión en vivo, 2017-05-24 (45:12).
  61. 61.0 61.1 Transmisión en vivo, 2020-06-26 (1:50:01).
  62. Transmisión en vivo, 2017-10-16 (25:56).
  63. Transmisión en vivo, 2018-02-09 (28:17).
  64. Transmisión en vivo, 2019-11-22 (1:06:25).
  65. 65.0 65.1 65.2 65.3 65.4 65.5 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  66. steven-hard-ccs.png
  67. 67.0 67.1 67.2 67.3 67.4 67.5 67.6 Pódcast, 2018-08-04 (1:11:05).
  68. Pódcast, 2018-08-04 (1:11:52).
  69. CC effects do notapply to non-combatants.png
  70. 70.0 70.1 70.2 Transmisión en vivo, 2021-04-30 (1:08:10).
  71. 71.0 71.1 summons-ccs.png
  72. 72.0 72.1 72.2 Air Strike New Description.png
  73. 73.0 73.1 73.2 Vídeo, 2022-09-30 (15:28).
  74. 74.0 74.1 Ancestral Bolas Description.png
  75. 75.0 75.1 New Chain Lightning Description.png
  76. 76.0 76.1 Vídeo, 2023-05-31 (12:12).
  77. 77.0 77.1 Vídeo, 2023-04-28 (17:50).
  78. 78.0 78.1 Vídeo, 2023-07-28 (20:50).
  79. 79.0 79.1 Chains of Restraint Info Panel.png
  80. 80.0 80.1 80.2 Vídeo, 2023-07-28 (29:23).
  81. 81.0 81.1 Condemn Info Panel.png
  82. 82.0 82.1 Crippling Blow Description.png
  83. 83.0 83.1 Fissure Description2.png
  84. 84.0 84.1 Vídeo, 2023-03-31 (9:55).
  85. 85.0 85.1 Vídeo, 2023-01-27 (10:27).
  86. 86.0 86.1 Imbue Ammo Weighted Skill Tree Description.png
  87. 87.0 87.1 Knock Out Skill Tree Description.png
  88. 88.0 88.1 88.2 Leap Strike Description.png
  89. 89.0 89.1 Quake Description.png
  90. 90.0 90.1 Slam Description.png
  91. 91.0 91.1 Vídeo, 2023-04-28 (17:22).
  92. 92.0 92.1 Slumber Description2.png
  93. 93.0 93.1 Vídeo, 2023-09-29 (11:23).
  94. 94.0 94.1 Vídeo, 2023-01-27 (7:28).
  95. 95.0 95.1 Transmisión en vivo, 2021-02-26 (27:41).
  96. Vídeo, 2021-02-26 (6:17).
  97. 97.0 97.1 Transmisión en vivo, 2022-06-30 (46:30).
  98. Transmisión en vivo, 2021-07-30 (31:22).
  99. Entrevista, 2021-06-13 (4:12).
  100. Transmisión en vivo, 2021-05-28 (1:13:05).
  101. 101.0 101.1 101.2 Transmisión en vivo, 2022-12-02 (59:47).
  102. Transmisión en vivo, 2020-04-30 (1:17:13).
  103. 103.0 103.1 Transmisión en vivo, 2017-05-08 (43:30).
  104. 104.0 104.1 Transmisión en vivo, 2021-12-23 (55:32).
  105. Vídeo, 2021-12-23 (23:53).
  106. 106.0 106.1 Transmisión en vivo, 2022-10-14 (48:45).
  107. 107.0 107.1 stevenclarification.png
  108. Transmisión en vivo, 2020-06-26 (1:30:40).
  109. 109.0 109.1 Transmisión en vivo, 2022-06-30 (49:42).
  110. Transmisión en vivo, 2022-09-30 (51:28).
  111. 112.0 112.1 Vídeo, 2023-04-28 (4:40).
  112. 113.0 113.1 Blitz Description.png
  113. 114.0 114.1 Call of the Wild Description.png
  114. Trail Speed Bonus Description.png
  115. 116.0 116.1 Exert Description.png
  116. 117.0 117.1 Form of Celerity Description.png
  117. 118.0 118.1 Form of Fluidity Skill Tree Description.png
  118. 119.0 119.1 Lunging Assault Description.png
  119. 120.0 120.1 Vídeo, 2023-01-27 (5:07).
  120. Speed Boost Description New.png
  121. 122.0 122.1 Whirlwind Description.png
  122. 123.0 123.1 Vídeo, 2023-07-28 (24:03).
  123. 124.0 124.1 Wings of Salvation Info Panel.png
  124. 125.0 125.1 Vídeo, 2023-07-28 (24:16).
  125. Vídeo, 2017-05-25 (0:02).
  126. 127.0 127.1 Transmisión en vivo, 2021-07-30 (1:11:29).
  127. Reddit - Developer response to unique ability visuals.
  128. autorun.jpg
  129. Transmisión en vivo, 2018-05-04 (51:57).
  130. Transmisión en vivo, 2017-12-15 (1:35:38).
  131. Vídeo, 2021-12-23 (7:05).
  132. 133.0 133.1 collision.jpg
  133. Entrevista, 2020-03-27 (15:20).
  134. 135.0 135.1 135.2 Alpha-1 screenshot.
  135. Vídeo, 2021-02-09 (0:37).
  136. 137.0 137.1 137.2 Transmisión en vivo, 2020-07-31 (1:14:26).
  137. 138.0 138.1 Transmisión en vivo, 2019-11-22 (1:09:37).
  138. Transmisión en vivo, 2017-05-17 (1:05:11).
  139. Transmisión en vivo, 2019-06-28 (1:19:00).
  140. Transmisión en vivo, 2017-05-30 (16:25).
  141. 142.0 142.1 142.2 Transmisión en vivo, 2018-12-06 (48:52).
  142. Transmisión en vivo, 2020-10-30 (1:15:59).
  143. steven-headshots-1.png
  144. 145.0 145.1 steven-headshots-2.png
  145. 146.0 146.1 Entrevista, 2018-10-21 (9:10).
  146. Entrevista, 2018-10-20 (3:25:31).
  147. 148.0 148.1 148.2 Transmisión en vivo, 2018-09-27 (34:49).
  148. 149.0 149.1 Ashes of Creation class list.
  149. archetypeclass.png
  150. Transmisión en vivo, 2017-05-03 (50:50).
  151. Transmisión en vivo, 2017-07-18 (37:43).
  152. Transmisión en vivo, 2020-07-31 (1:31:11).
  153. Pódcast, 2021-04-11 (54:35).
  154. 155.0 155.1 155.2 steven-bard.png
  155. 156.0 156.1 156.2 Transmisión en vivo, 2023-04-07 (1:05:57).
  156. 157.0 157.1 157.2 Pódcast, 2021-04-11 (13:30).
  157. 158.0 158.1 Transmisión en vivo, 2018-01-18 (45:52).
  158. Transmisión en vivo, 2022-12-02 (1:04:16).
  159. Entrevista, 2020-07-19 (1:00:04).
  160. 161.0 161.1 Transmisión en vivo, 2018-04-8 (PM) (46:11).
  161. Transmisión en vivo, 2020-07-25 (58:38).
  162. 163.0 163.1 Transmisión en vivo, 2019-06-28 (1:21:02).
  163. Transmisión en vivo, 2022-12-02 (1:26:47).
  164. Transmisión en vivo, 2018-04-8 (PM) (1:18:37).
  165. Transmisión en vivo, 2017-07-28 (40:15).
  166. 167.0 167.1 Entrevista, 2021-06-13 (8:33).
  167. 168.0 168.1 Transmisión en vivo, 2017-05-17 (1:06:19).
  168. Transmisión en vivo, 2022-01-28 (1:09:26).
  169. 170.0 170.1 Transmisión en vivo, 2017-05-19 (39:55).
  170. Transmisión en vivo, 2017-06-01 (22:58).
  171. Transmisión en vivo, 2017-05-26 (19:03).
  172. Vídeo, 2023-07-28 (19:50).
  173. Barrier Info Panel.png
  174. Vídeo, 2023-07-28 (14:03).
  175. Bless Weapon Info Panel.png
  176. 177.0 177.1 177.2 a1castigation.png
  177. Vídeo, 2020-11-01 (0:33).
  178. 179.0 179.1 179.2 179.3 alpha-1-cleric-spells.png
  179. 180.0 180.1 Vídeo, 2023-07-28 (16:02).
  180. Communal Restoration Info Panel.png
  181. Vídeo, 2023-07-28 (17:32).
  182. Consecrating Wave Info Panel.png
  183. Vídeo, 2023-07-28 (22:12).
  184. Defiant Light Info Panel.png
  185. Vídeo, 2023-07-28 (7:34).
  186. Deliverance Info Panel.png
  187. 188.0 188.1 188.2 a1devotion.png
  188. Vídeo, 2020-11-01 (1:09).
  189. 190.0 190.1 190.2 a1divinecensure.png
  190. Vídeo, 2020-11-01 (0:51).
  191. Vídeo, 2023-07-28 (18:26).
  192. Divine Flare Info Panel.png
  193. Vídeo, 2023-07-28 (25:36).
  194. Divine Infusion Info Panel.png
  195. Vídeo, 2023-05-31 (16:58).
  196. Divine Power Buff Description.png
  197. 198.0 198.1 198.2 a1divinelight.png
  198. Vídeo, 2023-07-28 (10:03).
  199. Flash Cure Info Panel.png
  200. Vídeo, 2023-07-28 (23:28).
  201. Healing Touch Info Panel.png
  202. Vídeo, 2023-07-28 (15:15).
  203. Judgment Info Panel.png
  204. Vídeo, 2023-07-28 (5:16).
  205. Mend Info Panel.png
  206. 207.0 207.1 207.2 a1radiantburst.png
  207. 208.0 208.1 208.2 a1regeneration.png
  208. Vídeo, 2023-07-28 (12:04).
  209. Resplendent Beam Info Panel.png
  210. 211.0 211.1 211.2 a1resurrection.png
  211. Vídeo, 2020-11-01 (0:55).
  212. Smite Info Panel.png
  213. Vídeo, 2023-07-28 (9:22).
  214. Soothing Glow Info Panel.png
  215. Transmisión en vivo, 2017-12-15 (1:00:36).
  216. Battle Cry Description.png
  217. Blood Fusion Description.png
  218. Brutal Cleave Description.png
  219. Cataclysm Description.png
  220. Form Of Ferocity Description.png
  221. Lethal Blow Description.png
  222. Maim Description.png
  223. Overpower Description.png
  224. Rupture Description.png
  225. Transmisión en vivo, 2018-04-8 (PM) (40:23).
  226. Arcane Empowerment Description.png
  227. Arcane Eye Description.png
  228. Arcane Volley Description2.png
  229. Vídeo, 2023-04-28 (22:13).
  230. 231.0 231.1 231.2 Vídeo, 2023-09-29 (11:29).
  231. New Ball Lightning Description.png
  232. Vídeo, 2023-04-28 (7:15).
  233. Vídeo, 2023-04-28 (9:22).
  234. Blizzard Description2.png
  235. Cone of Cold Description2.png
  236. Vídeo, 2023-04-28 (11:22).
  237. Vídeo, 2023-04-28 (14:55).
  238. Elemental Empowerment Description.png
  239. Fireball Description2.png
  240. New Fireball Description.png
  241. New Frostbolt Description.png
  242. Vídeo, 2023-04-28 (15:35).
  243. Lightning Strike Description2.png
  244. Vídeo, 2023-04-28 (13:40).
  245. Magma Field Description2.png
  246. Meteor Description2.png
  247. Shell Buff Description.png
  248. Shell Description2.png
  249. Vídeo, 2023-04-28 (6:15).
  250. Barrage New Description.png
  251. Bear Trap Description.png
  252. Camoflague Description.png
  253. Disengage Description.png
  254. Headshot Description Ranger2.png
  255. Hunt of the Bear Description.png
  256. Hunt of the Raven Description.png
  257. Hunt of the Tiger Description.png
  258. Imbue Ammo Barbed Skill Tree Description.png
  259. Imbue Ammo Concussive Skill Tree.png
  260. Lightning Reload Description.png
  261. Mark of the Bear Description New.png
  262. Mark of the Raven Description.png
  263. Mark of the Tiger Description.png
  264. Piercing Shot Description.png
  265. Raining Death Description.png
  266. Scatter Shot Description.png
  267. Snipe Description New.png
  268. Thundering Shot Description.png
  269. Vine Field Description.png
  270. Rogue2.jpg
  271. 272.0 272.1 272.2 Transmisión en vivo, 2020-07-25 (42:49).
  272. Transmisión en vivo, 2022-01-28 (1:12:27).
  273. Transmisión en vivo, 2017-05-03 (49:39).
  274. 275.0 275.1 275.2 Transmisión en vivo, 2017-05-19 (10:06).
  275. steven-summoners.png
  276. 277.0 277.1 steven-summon-control.png
  277. 278.0 278.1 Entrevista, 2021-06-13 (13:11).
  278. 279.0 279.1 279.2 Transmisión en vivo, 2020-07-25 (1:41:46).
  279. Transmisión en vivo, 2022-09-30 (1:14:20).
  280. Transmisión en vivo, 2020-10-30 (1:21:14).
  281. 282.0 282.1 Entrevista, 2022-01-14 (42:18).
  282. Transmisión en vivo, 2017-05-26 (43:20).
  283. Transmisión en vivo, 2021-01-29 (1:21:01).
  284. 285.0 285.1 steven-summons-pvp-1.png
  285. steven-summons-pvp-2.png
  286. 287.0 287.1 287.2 287.3 287.4 287.5 287.6 Transmisión en vivo, 2018-04-8 (AM) (0:58).
  287. 288.0 288.1 Transmisión en vivo, 2018-04-8 (PM) (11:27).
  288. 289.0 289.1 Transmisión en vivo, 2018-04-8 (PM) (24:11).
  289. Transmisión en vivo, 2017-05-26 (32:59).
  290. Absorption Field Description.png
  291. Vídeo, 2023-01-27 (9:54).
  292. Vídeo, 2023-01-27 (5:21).
  293. 294.0 294.1 294.2 Transmisión en vivo, 2017-10-16 (21:48).
  294. Vídeo, 2023-01-27 (6:41).
  295. Indomitable Spirit Description.png
  296. Protect Description.png
  297. Rush of Courage Description.png
  298. Shake It Off Description.png
  299. Vídeo, 2022-09-30 (17:03).
  300. 301.0 301.1 301.2 301.3 301.4 Transmisión en vivo, 2022-09-30 (41:06).
  301. steven-hybrid.png
  302. Transmisión en vivo, 2021-08-27 (1:16:04).
  303. Transmisión en vivo, 2021-06-25 (22:34).
  304. Transmisión en vivo, 2017-11-16 (30:45).
  305. 306.0 306.1 Transmisión en vivo, 2021-06-25 (27:43).
  306. steven-combat-revamp-update-2.png
  307. 308.0 308.1 308.2 308.3 308.4 308.5 308.6 Transmisión en vivo, 2020-08-28 (1:15:39).
  308. Transmisión en vivo, 2020-04-30 (1:09:51).
  309. 310.0 310.1 310.2 310.3 310.4 Vídeo, 2022-09-30 (17:00).
  310. 311.0 311.1 Transmisión en vivo, 2021-03-26 (59:21).
  311. Transmisión en vivo, 2021-06-25 (26:11).
  312. Transmisión en vivo, 2022-09-30 (49:16).
  313. Transmisión en vivo, 2022-09-30 (52:33).
  314. Transmisión en vivo, 2022-09-30 (48:10).
  315. Transmisión en vivo, 2022-09-30 (54:35).
  316. Newsletter, 2018-08-7
  317. 318.0 318.1 318.2 318.3 318.4 318.5 Pódcast, 2018-08-04 (1:07:59).
  318. Transmisión en vivo, 2023-01-27 (1:11:07).
  319. steven-action-tab-attack-range.png
  320. 321.0 321.1 Transmisión en vivo, 2021-03-26 (1:11:25).
  321. class cleaving.png