Skill upgrades
Skill upgrade | Icon | Origin | Upgrade to | Description |
---|---|---|---|---|
Act of War | Luchador | Form Of Ferocity,Form Of Celerity,Form Of Fluidity | Switching forms no longer triggers cooldowns or costs Combat Momentum.[1] | |
Brutality | Luchador | Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[2] | ||
Climactic Whirlwind | Luchador | Whirlwind | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[3] | |
Concentrated Scatter Shot | Ranger | Scatter Shot | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[4] | |
Consuming Lethal Blow | Luchador | Lethal Blow | Lethal Blow returns 50% of overkill damage dealt as health and mana.[5] | |
Ensnaring Vine Field | Ranger | Vine Field | Enemies are Snared while within Vine Field's area of effect.[6] | |
Expeditious Barrage | Ranger | Barrage | Reduce Barrage's movement penalty while channeled.[7] | |
Extended Duration I | Greatsword | Second Strike,Perfect Timing | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[8] | |
Extended Duration II | Greatsword | Second Strike,Perfect Timing | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[9] | |
Extended Duration III | Greatsword | Second Strike,Perfect Timing | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[10] | |
Extra Stacks I | Greatsword | Second Strike,Perfect Timing | Second Strike and Perfect Timing now stack up to 2 times.[11] | |
Greater Brutality | Luchador | Overpower,Brutal Cleave | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[12] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Greatsword Hit 3+ | Increases the damage of Greatsword Hit 3+ by 10%.[13] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Greatsword Hit 3+ | Increases the damage of Greatsword Hit 3+ by 10%.[14] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Greatsword Hit 3+ | Increases the damage of Greatsword Hit 3+ by 10%.[15] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Greatsword Hit 4+ | Increases the damage of Greatsword Hit 4 by 10%.[16] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Greatsword Hit 4+ | Increases the damage of Greatsword Hit 4 by 10%.[17] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Greatsword Hit 4+ | Increases the damage of Greatsword Hit 4 by 10%.[18] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Greatsword Hit 4 | Increases the damage of Greatsword Hit 4 by 10%.[19] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Greatsword Hit 4 | Increases the damage of Greatsword Hit 4 by 10%.[20] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Greatsword Hit 4 | Increases the damage of Greatsword Hit 4 by 10%.[21] | |
Hasting Snipe | Ranger | Snipe | Gain 20% increased attack speed for 5 seconds after casting Snipe.[22] | |
Heartseeking Snipe | Ranger | Snipe | Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[23] | |
Meditative Form of the River | Luchador | Form Of Fluidity | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[24] | |
Mortal Headshot | Ranger | Headshot | Headshot deals 50% additional damage to targets below 50% of their maximum health.[25] | |
Multi Trap | Ranger | Bear Trap | Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[26] | |
Multi-Scatter Shot | Ranger | Scatter Shot | Scatter Shot has an additional charge.[27] | |
Omnidirectional Disengage | Ranger | Disengage | Disengage now moves you in the direction of your input instead of always backward.[28] | |
Overdrive | Luchador | Whirlwind | After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[29] | |
Potency I | Greatsword | Second Strike,Perfect Timing | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[30] | |
Potency III | Greatsword | Second Strike,Perfect Timing | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[31] | |
Raging Blitz | Luchador | Blitz | Blitz generates 20 Combat Momentum.[32] | |
Recharging Lunging Assault | Luchador | Lunging Assault | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[33] | |
Refreshing Headshot | Ranger | Headshot | Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[34] | |
Reinvigorating Disengage | Ranger | Disengage | When you hit one or more enemies with Disengage, its cooldown is refreshed and can be used again. This can only occur once per cooldown period.[35] | |
Reinvigorating Exert | Luchador | Exert | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[36] | |
Reinvigorating Lethal Blow | Luchador | Blitz | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[37] | |
Relentless Form of the Avalanche | Luchador | Form Of Celerity | Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[38] | |
Slicing Maim | Luchador | Maim | Maim launches a piercing projectile that deals damage to enemies in its path.[39] | |
Swordmaster: Consistent I | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[40] | |
Swordmaster: Consistent II | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[41] | |
Swordmaster: Potential I | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[42] | |
Swordmaster: Proc Rate I | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Increases all Swordmaster effect proc rates by 25%.[43] | |
Swordmaster: Proc Rate II | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Increases all Swordmaster effect proc rates by 25%.[44] | |
Swordmaster: Proc Rate III | Greatsword | Swordmaster: Swiftness,Swordmaster: Endurance | Increases all Swordmaster effect proc rates by 25%.[45] | |
Trap Slinger | Ranger | Bear Trap | Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[46] | |
Unstoppable Exert | Luchador | Exert | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[47] | |
Weapon Mastery: Bows | Bow | Barrage,Scatter Shot | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[48] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[49] |
Puntos de habilidades
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.[52][53][54][55]
- No será posible subir al máximo todas las habilidades de árbol.[55]
- 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.[56]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[57]
- Los aumentos no cuestan Puntos de habilidad.[58] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[59]
- 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.[60] – 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.[61][57]
- 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.[61] – Steven Sharif
- Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[62][63]
- Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[61]
Habilidades primarias
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[67] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[68][67][69]
- 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.[70] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[71][72][68][73] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[74]
- 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.[68][74]
- Cada aumento tiene un requisito de nivel.[59]
- Los aumentos no tienen un coste en puntos de habilidad.[58] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[59]
- 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.[59] – Steven Sharif
- 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.[76]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[77]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[78]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[79]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[80]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[81]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[82]
- 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.[82] – Steven Sharif
Habilidades activas
Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[84][85][86]
- El número máximo de habilidades que un jugador puede tener en su barra de acción rondará entre los 15.20.[87][88]
- Habrá una opción de configurar varias barras de acción (hotbars) en la UI del jugador.[90][84][86]Por ejemplo: Un guerrero será diferente de otro en función de las habilidades activas que haya elegido.[88]
- 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.[90] – Steven Sharif
- Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[56]
- No hay libros de hechizos que requieran memorizar.[91]
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.[84] – Steven Sharif
Habilidades de arma
Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[94] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[95][96][97][93][98][99][53][54][100][76][101] Esta sinergia también se aplica a las habilidades activas de otros personajes.[52]
- El sistema combinado de armas determina los efectos especiales que se activan como "procs" en función de la progresión del arma.[100][101]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[95] – Steven Sharif
- Los jugadores se pueden especializar en ciertas habilidades de armas dentro de su arbol de habilidades de armas (también denominado habilidades de combate[53], y árbol de combate[54]) en función de sus tipos de armas preferidas así como el nivel de esas armas.[96][97][93][99][54][53][100]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[54] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[53] – Steven Sharif
- La progresión de ciertas armas como los conjuntos con bonificadores pueden cambiar el nivel en el que los "procs" se disparan.[98]
- Estos "procs" pueden reducir o resetear el cooldown de otras habilidades en la barra de acción del jugador.[102]
Ver además
Referencias
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- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ 52.0 52.1 Entrevista, 2020-07-29 (55:44).
- ↑ 53.0 53.1 53.2 53.3 53.4 Entrevista, 2020-07-19 (53:59).
- ↑ 54.0 54.1 54.2 54.3 54.4 Entrevista, 2020-07-18 (1:07:51).
- ↑ 55.0 55.1 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ 56.0 56.1 Transmisión en vivo, 2017-11-16 (30:02).
- ↑ 57.0 57.1 Entrevista, 2020-07-29 (54:44).
- ↑ 58.0 58.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 59.0 59.1 59.2 59.3 Entrevista, 2020-07-18 (1:07:06).
- ↑ Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 61.0 61.1 61.2 Transmisión en vivo, 2023-12-19 (1:46:12).
- ↑ Transmisión en vivo, 2022-09-30 (1:20:46).
- ↑ Transmisión en vivo, 2020-10-30 (1:06:53).
- ↑
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑ 67.0 67.1
- ↑ 68.0 68.1 68.2 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 74.0 74.1 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑
- ↑ 76.0 76.1 February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 82.0 82.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ Transmisión en vivo, 2020-08-28 (1:21:03).
- ↑ 84.0 84.1 84.2 Transmisión en vivo, 2020-08-28 (1:24:29).
- ↑ Transmisión en vivo, 2017-05-03 (15:15).
- ↑ 86.0 86.1 Transmisión en vivo, 2020-03-28 (1:41:42).
- ↑ Transmisión en vivo, 2022-10-14 (57:45).
- ↑ 88.0 88.1 Transmisión en vivo, 2017-05-03 (17:59).
- ↑ Transmisión en vivo, 2022-10-14 (9:02).
- ↑ 90.0 90.1 Transmisión en vivo, 2023-02-24 (53:48).
- ↑ Transmisión en vivo, 2017-05-19 (43:09).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 93.0 93.1 93.2 Vídeo, 2022-09-30 (24:49).
- ↑ Transmisión en vivo, 2022-10-14 (18:34).
- ↑ 95.0 95.1 Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ 96.0 96.1 Transmisión en vivo, 2022-09-30 (53:15).
- ↑ 97.0 97.1 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ 98.0 98.1 Pódcast, 2021-09-29 (47:57).
- ↑ 99.0 99.1 Entrevista, 2021-02-07 (49:18).
- ↑ 100.0 100.1 100.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ 101.0 101.1 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2020-02-28 (1:10:21).