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Revisión del 20:14 21 abr 2024
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
- 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]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[16]
- 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]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[20]
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
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]
- El número máximo de habilidades que un jugador puede tener en su barra de acción rondará entre los 15.20.[38][39]
- Habrá una opción de configurar varias barras de acción (hotbars) en la UI del jugador.[41][35][37]Por ejemplo: Un guerrero será diferente de otro en función de las habilidades activas que haya elegido.[39]
- 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]
- For example: A Mago offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[5][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 player can then augment their primary skills with effects from their secondary archetype.[44][45][43][5][4]
- 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 skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[4]
- The progression system for augments is very similar to the class progression system.[16]
- 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
- Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[43]
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
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[47][48][49]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[20]
- Anteriormente, las habilidades de esquiva como rodar se incluían en los conjuntos de habilidades de acción de classes ágiles como el pícaro o el Guerrero.[30][50]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[46]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[47]
- Anteriormente se afirmó que el combate híbrido podría contar con auténticas habilidades de evasión relacionadas con el combate orientado a la acción y también con I-frames que se aplicarían en el "tab target".[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
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
- Los escudos on mejores para el bloqueo activo, pero cualquier arma cuerpo a cuerpo también se puede utilizar para bloquear con una mitigación menor.[47][52]
- 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]
- El escudo del Paladin's Might en Ashes of Creation Apocalypse tenía su propia casilla de impacto y puntos de vida (PV), que podían bloquear proyectiles de forma activa.[59]
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]
- Habrá reducción de los efectos de aturdimiento, sueño y ralentización para evitar el bloqueo por aturdimiento.[60][63]
- La reducción de los efectos de CC aún no se implementaron en las pruebas de la Alfa-1.[64]
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]
- Los CCs duros son aturdimiento, derribos, dormir, parálisis, algunos enraizamientos, algunos silencios.[66]
- Estos CCs duros pueden incluirse en las habilidades orientadas al "action combat" ya que son ataques más complicados de realizar.[67][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]
There's also going to be effects that just stun the mount or stun you on the mount.[70] – Steven Sharif
- Las invocaciones del invocador podrán usar CCs.[71]
Habilidades | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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 | 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 | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[75][76][77] | |||
Chains of Restraint | 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 | Stun target enemy for 3 seconds.[80][81] | |||
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[82] | |||
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[83] | |||
Grapple | 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 | 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 target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |||
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[89] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90] | |||
Slumber | 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 | 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] |
Crowd control breaks
All archetypes will have their own versions of crowd control breaks.[95]
Skill | Icon | Origin | Description |
---|---|---|---|
Exert | Luchador | 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.[96] | |
Lunging Assault | Luchador | 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.[97] | |
Unstoppable Exert | Luchador | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[98] | |
Whirlwind | Luchador | 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.[99] |
Movilidad
- El sistema de combate renovado incluye animaciones por partes del cuerpo, en las que la parte superior del personaje puede quedar bloqueada por las animaciones de ataque con armas, mientras que la parte inferior puede seguir moviéndose libremente.[102][103][104][105]
- La mayoría de las habilidades en Ashes of Creation se pueden lanzar mientras el personaje se mueve. Algunas habilidades pueden ralentizar al personaje durante el lanzamiento, pero sólo en contadas ocasiones el jugador quedará inmovilizado..[106]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[106][107][108]
- 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.[106] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[109][110]
- La habilidad de tumbarse no estará en el juego.[111][112]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[113]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[114]
- 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.[114] – 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.[115] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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 | Instantly teleport a set distance in the direction you are moving.[116][117] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[118] | |||
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[119] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[120] | |||
Exert | 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.[96] | |||
Form Of Celerity | 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.[121] | |||
Form Of Fluidity | 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.[122] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |||
Lunging Assault | 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.[97] | |||
Shield Assault | 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.[123] | |||
Speed Boost | Gives the caravan a temporary speed boost.[124] | |||
Whirlwind | 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.[99] | |||
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[125][126] An ally is defined as any non-combatant player or non-mob NPC.[127] |
Movimiento del jugador
- Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[129]
- Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[130]
- 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.[129] – Steven Sharif
- Existe la posibilidad de caminar o correr ("autorun").[131]
- No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[132]
- El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[133]
- Los desarrolladores hicieron una demostración con Unreal Engine 5.[109][134]
Colisiones
En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[135]
- 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.[136][135]
Interrupciones
Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[108]
- Hay habilidades para contrarrestar las interrupciones.
- Algunas interrupciones son mejores que otras.
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Bulwark | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[137][1][138][139] | Additional increased block chance.[137][139] | The second attack knocks down enemies.[137][139] |
Cancelación de animaciones
La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[140][141]
- Los jugadores podrán cancelar habilidades canalizadas.[140]
Posturas de combate
Es probable que exista el uso de posturas con armas en el juego.[142]
RNG
Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[143]
- El RNG juega un papel tanto en Pvp como en PvE.[144]
- El action combat depende mucho menos del RNG.[144]
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.[144] – Jeffrey Bard
Mecánicas de headshot
No hay mecánicas de headshot en Ashes of Creation.[145][146][147]
- Los Headshots si que eran parte de las mecánicas de Ashes of Creation Apocalypse battle royale.[147]
- Anteriormente se dijo que la mecánica de los headshots podría implementarse en el MMORPG en la forma de una mayor probabilidad de crítico[148][149] y que no serían muertes por un solo golpe.[148]
- Los disparos en la cabeza en el action combat serán equivalentes a un golpe crítico en el combate tab target.[150]
- Los jugadores que usen habilidades tab target tendrán una probabilidad de golpe crítico fija cada vez que usen una habilidad o un arma.[150]
- Los jugadores que utilicen habilidades basadas en action combat dependerán de conseguir un tiro en la cabeza o acertar en un punto crítico del oponente.[150]
Progresión de clases
- Los jugadores reciben puntos de habilidad a medida que levelean. Estos pueden ser usados para subir de nivel sus habilidades en su árbol de habilidades.[27]
- No será posible subir de nivel todas las habilidades del árbol de habilidades.[27]
- Un jugador deberá elegir un arquetipo secundario cuando alcance nivel 25.[5] La combinación de los arquetipos primario y secundario son conocidas como clases.[5][151][152]
- El segundo arquetipo no otorga habilidades adicionales.[153]
- El segundo arquetipo se podrá cambiar, pero no "al vuelo".[29][154]
- El jugador puede entonces aumentar sus habilidades primarias con los efectos de su arquetipo secundario.[5][4]
- Cada habilidad en el árbol de habilidades tendrá diferentes opciones de aumento del árbol secundario. Este es un ejemplo de progresión horizontal.[4]
- Los aumentos en las habilidades principales pueden básicamente cambiar la forma en la que funcionan - adaptando lo que la habilidad hacía, para incorporar la identidad del arquetipo/clase secundaria.[15]
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.[155]
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.[156]
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.[157][158][159][160]
- 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.[157]
- Las mecánicas de los bardos incluyen melodías de combinación de habilidades basadas en la proximidad a través de bailes, canciones e historias.[157][158][161]
- Los bardos pueden elegir activar buffs que aumentan las habilidades de tanqueo, evasión, DPS y curación abilities en su área de proximidad.[162]
- 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.[163]
- Los bardos pueden ofrecer curación basada en proximidad o probabilidad, pero en mucho menor nivel que los clérigos.[158][159][164]
- 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.[163] – Steven Sharif
- Los bardos tendrán un amplio abanico de habilidades entre las que elegir, como la oratoria, la interpretación y la música.[165]
- 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.[169][170]
- 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.[159] – Steven Sharif
- Los bardos no serán la clase de los "tiempos muertos". Este es el papel de los espacios sociales dentro de los nodos.[170]
- Los bardos tendrán "habiliaddes de utilidad" fuera del combate, como el resto de clases.[172]
- Recuperar PX durante el descanso no será una de estas habilidades del bardo.[172]
- 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.[173] – 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.[174]
Habilidades de combate del clérigo
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Barrier | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[175][176] | |||
Bless Weapon | 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.[177][178] | |||
Castigation | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[179][1][180][181] | Heals you instantly for an additional amount upon hit.[179] | Restores health and mana to nearby party members for the duration.[179] | |
Chains of Restraint | 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 | 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.[182][183] This can overheal.[182] | |||
Condemn | Stun target enemy for 3 seconds.[80][81] | |||
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[184][185] | |||
Defiant Light | 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.[186][187] | |||
Deliverance | 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.[188][189] | |||
Devotion | Launch an orb of energy into the air that will fall upon your target, healing them.[190][1][191][181] | The energy orb will travel faster and heal for more.[190] | The target will be infused with a slow, long-lasting healing effect.[190] | |
Divine Censure | Hurls a radiant spear at the target, dealing damage.[192][1][193][181] | Further attacks upon the target have a chance to heal the attacker.[192] | The target has a chance to deal damage to itself when it attacks.[192] | |
Divine Flare | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[194][195] | |||
Divine Infusion | 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.[196][197][198][199] | |||
Divine Light | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[200][1] | Increased healing.[200] | Reduced mana cost.[200] | |
Flash Cure | Instantly heal target ally. This may be used during other ability activations.[201][202] | |||
Healing Touch | Heal target ally in melee range for a large amount of health.[203][204] | |||
Judgment | 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.[205][206] | |||
Mend | 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.[207][208] | |||
Radiant Burst | Heals allies around you in a wide area for a large amount.[209] Stacks up to 3 times.[1] | Heals for a greater amount.[209] | Cooldown removed.[209] | |
Regeneration | Bathe your target with restorative energy that heals them over time.[210][1] | Reduced mana cost.[210] | Applies a 5% healing received bonus to the target.[210] | |
Resplendent Beam | 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.[211][212] | |||
Resurrection | Resurrects a dead ally with 25% health and 15% mana.[213][1][214][181] | Target resurrects with 50% health and 20% mana.[213] | Target resurrects with 75% health and 25% mana.[213] | |
Smite | 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][215] | |||
Soothing Glow | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[216][217] | |||
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[125][126] An ally is defined as any non-combatant player or non-mob NPC.[127] |
Habilidades pasivas del clérigo
- 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.[218]
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Battle Cry | 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.[219] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[118] | |||
Blood Fusion | 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.[220] | |||
Brutal Cleave | 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) [221] | |||
Cataclysm | 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.[222] | |||
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[82] | |||
Exert | 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.[96] | |||
Form Of Celerity | 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.[121] | |||
Form Of Ferocity | 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.[223] | |||
Form Of Fluidity | 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.[122] | |||
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[87] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[88] | |||
Lethal Blow | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[224] | |||
Lunging Assault | 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.[97] | |||
Maim | 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.[225] | |||
Overpower | 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.[226] | |||
Rupture | 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.[227] | |||
Whirlwind | 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.[99] |
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.[228] – Steven Sharif
Habilidades del mago
Habilidades de combate del mago
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Arcane Beam | Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[229] | |||
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[230] | |||
Arcane Empowerment | 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.[231] | |||
Arcane Eye | 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.[232] | |||
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[233][234] | |||
Ball Lightning | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[235][236][237] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[116][117] | |||
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[238][239][235] | |||
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[75][76][77] | |||
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[240] | |||
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[235][241][242] | |||
Elemental Empowerment | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[243] | |||
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[244] | |||
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[83] | |||
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[245][246] | |||
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[247][248] | |||
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[249] | |||
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[250] | |||
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[89] | |||
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[251][252] | |||
Slumber | 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
- None -
Habilidades del ranger
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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 | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[253] | |||
Bear Trap | 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.[254] | |||
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[119] | |||
Camouflage | 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.[255] | |||
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[256] | |||
Headshot | Deals 175% physical damage to target enemy.[257] | |||
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[258] | |||
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[259] | |||
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[260] | |||
Imbue Ammo: Barbed | 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.[261] | |||
Imbue Ammo: Concussive | 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.[262] | |||
Imbue Ammo: Weighted | 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 | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[263] | |||
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[264] | |||
Mark of the Raven | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[265] | |||
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[266] | |||
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[267] | |||
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[268] | |||
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[269] | |||
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[270] | |||
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[271] | |||
Vine Field | 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.[272] |
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.[273]
- Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[274]
- Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[274]
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.[274] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[275] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[276] |
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.[277]
- 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.[278]
- Las habilidades de invocación aparecen en la barra del invocador.[277]
- El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[279][277]
- Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[279] – Steven Sharif
- Los invocadores pueden realizar invocación de tanque, DPS o de soporte.[280][281]
- La elección de un arquetipo secundario impactará en el [[Roles|rol] óptimo de la invocación.[282][160]
- Las invocaciones de los invocadores no son equivalente a las mascotas de combate.[283]
- Las invocaciones de los invocadores añadirán al poder invocador, al contrario de lo que ocurre con las mascotas de combate, que toman una parte del poder del jugador.[284]
- 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.[284] – Steven Sharif
- Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[281]
- Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[285]
- 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.[286]
- Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[287][288]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[287] – Steven Sharif
Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[280][289]
- Animales.[289]
- Espíritus.[289][290]
- Zombies, esqueletos y otras criaturas no-muertas.[281][290]
- Cadáveres (potencialmente).[289]
- Algunos invocadores pueden hacer varias invocaciones a la vez.[289]
- Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[289]
- Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[289]
Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[291]
- 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.[291] – Steven Sharif
Habilidades del tanque
Tanks will not be forced to have a shield but it will definitely be a viable option.[292] – Jeffrey Bard
Habilidades de combate del tanque
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Absorption Field | A field of absorption.[293] | |||
Aegis | 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.[294] | |||
Ancestral Bolas | 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 | 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 | 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.[295] | |||
Hatred | Single target that adds hate.[296] | Add a forced target lock.[296] | Add hate over time per tick.[296] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[297] | |||
Indomitable Spirit | 30% increased max HP and 30% increased healing received.[298] | |||
Proteger | 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.[299] | |||
Rush of Courage | You feel a surge of resolve - gain 100 Courage.[300] | |||
Shake It Off | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[301] | |||
Shield Assault | 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.[123] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[90] | |||
Tremoring Bellow | 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
- None -
Apuntando en el combate
El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[304][305][306][307]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.[308][309][310][311]
- La cámara en el action combat está vinculada a la retícula del jugador.[312][313]
- Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[312]
- 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.[312]
- 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.[315][312]
- 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.[316][317][312]
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.[318] – Steven Sharif
Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[303][308][319][65][320]
- 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..[321]
- Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[23]
- Las variables cambiarán en función de la versión elegida de una habilidad.[320]
- 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]
- 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.[320] – Steven Sharif
Ataques dirigidos
Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[323]
Cleaving
Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[310]
- El arco y la distancia del cono variarán en función del tipo de arma.[310]
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.[310] – Steven Sharif
Se describe como un ataque de arma, no como una habilidad activa.[310]
- Anteriormente se había afirmado que hendidura sería una habilidad de clase para algunas clases.[324]
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ 3.0 3.1 3.2 Entrevista, 2018-08-08 (22:27).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7
- ↑ 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).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ 8.0 8.1 Pódcast, 2021-09-29 (30:04).
- ↑ 9.0 9.1 Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ 10.0 10.1 Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 11.0 11.1 11.2 11.3 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Entrevista, 2020-07-18 (1:07:06).
- ↑ 13.0 13.1 13.2 Forums - Livestream Q&A 2022-08-26.
- ↑ 14.0 14.1
- ↑ 15.0 15.1 15.2 February 8, 2019 - Questions and Answers.
- ↑ 16.0 16.1 Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ 17.0 17.1 Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑ 18.0 18.1
- ↑ 19.0 19.1 Entrevista, 2018-05-11 (53:15).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 21.0 21.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑ 23.0 23.1 Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 27.0 27.1 27.2 27.3 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ 28.0 28.1 Transmisión en vivo, 2017-11-16 (30:02).
- ↑ 29.0 29.1 29.2 29.3 Entrevista, 2020-07-29 (54:44).
- ↑ 30.0 30.1 30.2 30.3 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 31.0 31.1 31.2 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, 2020-08-28 (1:21:03).
- ↑ 35.0 35.1 35.2 Transmisión en vivo, 2020-08-28 (1:24:29).
- ↑ Transmisión en vivo, 2017-05-03 (15:15).
- ↑ 37.0 37.1 Transmisión en vivo, 2020-03-28 (1:41:42).
- ↑ Transmisión en vivo, 2022-10-14 (57:45).
- ↑ 39.0 39.1 Transmisión en vivo, 2017-05-03 (17:59).
- ↑ Transmisión en vivo, 2022-10-14 (9:02).
- ↑ 41.0 41.1 Transmisión en vivo, 2023-02-24 (53:48).
- ↑ Transmisión en vivo, 2017-05-19 (43:09).
- ↑ 43.0 43.1 43.2 43.3 Transmisión en vivo, 2023-07-28 (1:04:27).
- ↑ 44.0 44.1 Transmisión en vivo, 2024-01-31 (5:00).
- ↑ Transmisión en vivo, 2023-12-19 (1:20:41).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ 47.0 47.1 47.2 47.3 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 48.0 48.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 49.0 49.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ 51.0 51.1 Vídeo, 2023-01-27 (35:51).
- ↑ 52.0 52.1 52.2 Vídeo, 2022-12-02 (34:41).
- ↑ 53.0 53.1 53.2 Vídeo, 2022-12-02 (16:55).
- ↑ 54.0 54.1 54.2 54.3 Vídeo, 2023-01-27 (40:24).
- ↑ Transmisión en vivo, 2023-01-27 (15:22).
- ↑ Transmisión en vivo, 2023-01-27 (1:13:29).
- ↑ Transmisión en vivo, 2021-09-24 (1:22:46).
- ↑ Transmisión en vivo, 2020-06-26 (1:19:50).
- ↑
- ↑ 60.0 60.1 60.2 60.3 60.4 Transmisión en vivo, 2017-05-24 (45:12).
- ↑ 61.0 61.1 Transmisión en vivo, 2020-06-26 (1:50:01).
- ↑ Transmisión en vivo, 2017-10-16 (25:56).
- ↑ Transmisión en vivo, 2018-02-09 (28:17).
- ↑ Transmisión en vivo, 2019-11-22 (1:06:25).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 Transmisión en vivo, 2018-04-8 (PM) (37:57).
- ↑
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 Pódcast, 2018-08-04 (1:11:05).
- ↑ Pódcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 70.0 70.1 70.2 Transmisión en vivo, 2021-04-30 (1:08:10).
- ↑ 71.0 71.1
- ↑ 72.0 72.1 72.2
- ↑ 73.0 73.1 73.2 Vídeo, 2022-09-30 (15:28).
- ↑ 74.0 74.1
- ↑ 75.0 75.1
- ↑ 76.0 76.1 Vídeo, 2023-05-31 (12:12).
- ↑ 77.0 77.1 Vídeo, 2023-04-28 (17:50).
- ↑ 78.0 78.1 Vídeo, 2023-07-28 (20:50).
- ↑ 79.0 79.1
- ↑ 80.0 80.1 80.2 Vídeo, 2023-07-28 (29:23).
- ↑ 81.0 81.1
- ↑ 82.0 82.1
- ↑ 83.0 83.1
- ↑ 84.0 84.1 Vídeo, 2023-03-31 (9:55).
- ↑ 85.0 85.1 Vídeo, 2023-01-27 (10:27).
- ↑ 86.0 86.1
- ↑ 87.0 87.1
- ↑ 88.0 88.1 88.2
- ↑ 89.0 89.1
- ↑ 90.0 90.1
- ↑ 91.0 91.1 Vídeo, 2023-04-28 (17:22).
- ↑ 92.0 92.1
- ↑ 93.0 93.1 Vídeo, 2023-09-29 (11:23).
- ↑ 94.0 94.1 Vídeo, 2023-01-27 (7:28).
- ↑ Vídeo, 2023-12-19 (27:14).
- ↑ 96.0 96.1 96.2
- ↑ 97.0 97.1 97.2
- ↑
- ↑ 99.0 99.1 99.2
- ↑ 100.0 100.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 102.0 102.1 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 106.0 106.1 106.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ 108.0 108.1 Transmisión en vivo, 2017-05-08 (43:30).
- ↑ 109.0 109.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 111.0 111.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 112.0 112.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 114.0 114.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑ 116.0 116.1
- ↑ 117.0 117.1 Vídeo, 2023-04-28 (4:40).
- ↑ 118.0 118.1
- ↑ 119.0 119.1
- ↑
- ↑ 121.0 121.1
- ↑ 122.0 122.1
- ↑ 123.0 123.1 Vídeo, 2023-01-27 (5:07).
- ↑
- ↑ 125.0 125.1 Vídeo, 2023-07-28 (24:03).
- ↑ 126.0 126.1
- ↑ 127.0 127.1 Vídeo, 2023-07-28 (24:16).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 129.0 129.1 Transmisión en vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (51:57).
- ↑ Transmisión en vivo, 2017-12-15 (1:35:38).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ 135.0 135.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ 137.0 137.1 137.2 Alpha-1 screenshot.
- ↑ Vídeo, 2021-02-09 (0:37).
- ↑ 139.0 139.1 139.2 Transmisión en vivo, 2020-07-31 (1:14:26).
- ↑ 140.0 140.1 Transmisión en vivo, 2019-11-22 (1:09:37).
- ↑ Transmisión en vivo, 2017-05-17 (1:05:11).
- ↑ Transmisión en vivo, 2019-06-28 (1:19:00).
- ↑ Transmisión en vivo, 2017-05-30 (16:25).
- ↑ 144.0 144.1 144.2 Transmisión en vivo, 2018-12-06 (48:52).
- ↑ Transmisión en vivo, 2020-10-30 (1:15:59).
- ↑
- ↑ 147.0 147.1
- ↑ 148.0 148.1 Entrevista, 2018-10-21 (9:10).
- ↑ Entrevista, 2018-10-20 (3:25:31).
- ↑ 150.0 150.1 150.2 Transmisión en vivo, 2018-09-27 (34:49).
- ↑ 151.0 151.1 Ashes of Creation class list.
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (50:50).
- ↑ Transmisión en vivo, 2017-07-18 (37:43).
- ↑ Transmisión en vivo, 2020-07-31 (1:31:11).
- ↑ Pódcast, 2021-04-11 (54:35).
- ↑ 157.0 157.1 157.2
- ↑ 158.0 158.1 158.2 Transmisión en vivo, 2023-04-07 (1:05:57).
- ↑ 159.0 159.1 159.2 Pódcast, 2021-04-11 (13:30).
- ↑ 160.0 160.1 Transmisión en vivo, 2018-01-18 (45:52).
- ↑ Transmisión en vivo, 2022-12-02 (1:04:16).
- ↑ Entrevista, 2020-07-19 (1:00:04).
- ↑ 163.0 163.1 Transmisión en vivo, 2018-04-8 (PM) (46:11).
- ↑ Transmisión en vivo, 2020-07-25 (58:38).
- ↑ 165.0 165.1 Transmisión en vivo, 2019-06-28 (1:21:02).
- ↑ Transmisión en vivo, 2022-12-02 (1:26:47).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (1:18:37).
- ↑ Transmisión en vivo, 2017-07-28 (40:15).
- ↑ 169.0 169.1 Entrevista, 2021-06-13 (8:33).
- ↑ 170.0 170.1 Transmisión en vivo, 2017-05-17 (1:06:19).
- ↑ Transmisión en vivo, 2022-01-28 (1:09:26).
- ↑ 172.0 172.1 Transmisión en vivo, 2017-05-19 (39:55).
- ↑ Transmisión en vivo, 2017-06-01 (22:58).
- ↑ Transmisión en vivo, 2017-05-26 (19:03).
- ↑ Vídeo, 2023-07-28 (19:50).
- ↑
- ↑ Vídeo, 2023-07-28 (14:03).
- ↑
- ↑ 179.0 179.1 179.2
- ↑ Vídeo, 2020-11-01 (0:33).
- ↑ 181.0 181.1 181.2 181.3
- ↑ 182.0 182.1 Vídeo, 2023-07-28 (16:02).
- ↑
- ↑ Vídeo, 2023-07-28 (17:32).
- ↑
- ↑ Vídeo, 2023-07-28 (22:12).
- ↑
- ↑ Vídeo, 2023-07-28 (7:34).
- ↑
- ↑ 190.0 190.1 190.2
- ↑ Vídeo, 2020-11-01 (1:09).
- ↑ 192.0 192.1 192.2
- ↑ Vídeo, 2020-11-01 (0:51).
- ↑ Vídeo, 2023-07-28 (18:26).
- ↑
- ↑ Vídeo, 2023-07-28 (25:36).
- ↑
- ↑ Vídeo, 2023-05-31 (16:58).
- ↑
- ↑ 200.0 200.1 200.2
- ↑ Vídeo, 2023-07-28 (10:03).
- ↑
- ↑ Vídeo, 2023-07-28 (23:28).
- ↑
- ↑ Vídeo, 2023-07-28 (15:15).
- ↑
- ↑ Vídeo, 2023-07-28 (5:16).
- ↑
- ↑ 209.0 209.1 209.2
- ↑ 210.0 210.1 210.2
- ↑ Vídeo, 2023-07-28 (12:04).
- ↑
- ↑ 213.0 213.1 213.2
- ↑ Vídeo, 2020-11-01 (0:55).
- ↑
- ↑ Vídeo, 2023-07-28 (9:22).
- ↑
- ↑ Transmisión en vivo, 2017-12-15 (1:00:36).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-04-8 (PM) (40:23).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (22:13).
- ↑ 235.0 235.1 235.2 Vídeo, 2023-09-29 (11:29).
- ↑
- ↑ Vídeo, 2023-04-28 (7:15).
- ↑ Vídeo, 2023-04-28 (9:22).
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (11:22).
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (15:35).
- ↑
- ↑ Vídeo, 2023-04-28 (13:40).
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-04-28 (6:15).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 274.0 274.1 274.2 Transmisión en vivo, 2020-07-25 (42:49).
- ↑ Transmisión en vivo, 2022-01-28 (1:12:27).
- ↑ Transmisión en vivo, 2017-05-03 (49:39).
- ↑ 277.0 277.1 277.2 Transmisión en vivo, 2017-05-19 (10:06).
- ↑
- ↑ 279.0 279.1
- ↑ 280.0 280.1 Entrevista, 2021-06-13 (13:11).
- ↑ 281.0 281.1 281.2 Transmisión en vivo, 2020-07-25 (1:41:46).
- ↑ Transmisión en vivo, 2022-09-30 (1:14:20).
- ↑ Transmisión en vivo, 2020-10-30 (1:21:14).
- ↑ 284.0 284.1 Entrevista, 2022-01-14 (42:18).
- ↑ Transmisión en vivo, 2017-05-26 (43:20).
- ↑ Transmisión en vivo, 2021-01-29 (1:21:01).
- ↑ 287.0 287.1
- ↑
- ↑ 289.0 289.1 289.2 289.3 289.4 289.5 289.6 Transmisión en vivo, 2018-04-8 (AM) (0:58).
- ↑ 290.0 290.1 Transmisión en vivo, 2018-04-8 (PM) (11:27).
- ↑ 291.0 291.1 Transmisión en vivo, 2018-04-8 (PM) (24:11).
- ↑ Transmisión en vivo, 2017-05-26 (32:59).
- ↑
- ↑ Vídeo, 2023-01-27 (9:54).
- ↑ Vídeo, 2023-01-27 (5:21).
- ↑ 296.0 296.1 296.2 Transmisión en vivo, 2017-10-16 (21:48).
- ↑ Vídeo, 2023-01-27 (6:41).
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2022-09-30 (17:03).
- ↑ 303.0 303.1 303.2 303.3 303.4 Transmisión en vivo, 2022-09-30 (41:06).
- ↑
- ↑ Transmisión en vivo, 2021-08-27 (1:16:04).
- ↑ Transmisión en vivo, 2021-06-25 (22:34).
- ↑ Transmisión en vivo, 2017-11-16 (30:45).
- ↑ 308.0 308.1 Transmisión en vivo, 2021-06-25 (27:43).
- ↑
- ↑ 310.0 310.1 310.2 310.3 310.4 310.5 310.6 Transmisión en vivo, 2020-08-28 (1:15:39).
- ↑ Transmisión en vivo, 2020-04-30 (1:09:51).
- ↑ 312.0 312.1 312.2 312.3 312.4 Vídeo, 2022-09-30 (17:00).
- ↑ 313.0 313.1 Transmisión en vivo, 2021-03-26 (59:21).
- ↑ Transmisión en vivo, 2021-06-25 (26:11).
- ↑ Transmisión en vivo, 2022-09-30 (49:16).
- ↑ Transmisión en vivo, 2022-09-30 (52:33).
- ↑ Transmisión en vivo, 2022-09-30 (48:10).
- ↑ Transmisión en vivo, 2022-09-30 (54:35).
- ↑ 320.0 320.1 320.2 320.3 320.4 320.5 Pódcast, 2018-08-04 (1:07:59).
- ↑ Transmisión en vivo, 2023-01-27 (1:11:07).
- ↑
- ↑ 323.0 323.1 Transmisión en vivo, 2021-03-26 (1:11:25).
- ↑