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Diferencia entre revisiones de «Skills»
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== Passive skills == | == Passive skills == | ||
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== Combat abilities == | == Combat abilities == | ||
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=== Mobility === | === Mobility === | ||
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=== AoE skills === | === AoE skills === | ||
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== Utility skills == | == Utility skills == | ||
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== Kickstarter skill FX == | == Kickstarter skill FX == |
Revisión actual - 21:14 21 abr 2024
Habilidades (Abilities) in Ashes of Creation are built using a custom ability system developed in-house by Intrepid Studios.[1]
- Q: There are folks wondering is there an underlying system for the skills and combat from the UE gameplay ability system or is this a proprietary solution that we've created?
- A: This is our our custom ability system that's been created at Intrepid. Adam and Keenan and Mike have had a significant hand in creating that. There is functionality that we need to occur in our ability system that's not capable of being done through what's natively available through Unreal Engine; and so as a result many of our systems that we utilize in Ashes of Creation are made custom in-house in order to better facilitate our needs.[1] – Steven Sharif
- Q: Do any abilities change based on weapon choice? For example, if I have a bow a equipped will Whirlwind be different based on that?
- A: No. So one thing that we've changed since Alpha-1 is we now have a dedicated ranged slot and a dedicated main-hand, off-hand for melee slots; and so if you use an ability that is utilizing your ranged slot, you will spawn that weapon as you're using the ability, and then go back to your basic weapon selection. And you can toggle back and forth between using the ranged weapon slot or the melee weapon slot for your basic weapon attacks.[2]
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.[5][6][7][8]
- No será posible subir al máximo todas las habilidades de árbol.[8]
- 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.[9]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[10]
- Los aumentos no cuestan Puntos de habilidad.[11] 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.[13] – 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.[14][10]
- 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.[14] – Steven Sharif
- Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[15][16]
- Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[14]
Habilidades activas
Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[18][19][20]
- El número máximo de habilidades que un jugador puede tener en su barra de acción rondará entre los 15.20.[21][22]
- Habrá una opción de configurar varias barras de acción (hotbars) en la UI del jugador.[24][18][20]Por ejemplo: Un guerrero será diferente de otro en función de las habilidades activas que haya elegido.[22]
- 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.[24] – Steven Sharif
- Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[9]
- No hay libros de hechizos que requieran memorizar.[25]
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.[18] – Steven Sharif
Habilidades primarias
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[29] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[30][29][31]
- 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.[32] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[33][34][30][35] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[36]
- 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.[30][36]
- Cada aumento tiene un requisito de nivel.[12]
- Los aumentos no tienen un coste en puntos de habilidad.[11] 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.[38]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[39]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[40]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[41]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[42]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[43]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[44]
- 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.[44] – Steven Sharif
Aumentos de clase
A player may choose a secondary archetype when they reach level 25.[45][30] Each secondary archetype offers four different schools of augmentation.[33][34][30][35] Each augment school affects a primary archetype's skills in different ways.[36]
- 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.[30][36]
- 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.[45] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[46][47][45][30][29]
- 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.[46] – Steven Sharif
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[29]
- The progression system for augments is very similar to the class progression system.[39]
- 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.[38]
- Augments do not cost skill points.[11] 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.[45]
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.[50] 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.[51][52][53][49][54][55][6][7][56][38][57] Esta sinergia también se aplica a las habilidades activas de otros personajes.[5]
- El sistema combinado de armas determina los efectos especiales que se activan como "procs" en función de la progresión del arma.[56][57]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[51] – 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[6], y árbol de combate[7]) en función de sus tipos de armas preferidas así como el nivel de esas armas.[52][53][49][55][7][6][56]
- 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.[7] – 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.[6] – Steven Sharif
- La progresión de ciertas armas como los conjuntos con bonificadores pueden cambiar el nivel en el que los "procs" se disparan.[54]
- Estos "procs" pueden reducir o resetear el cooldown de otras habilidades en la barra de acción del jugador.[58]
Weapon skill trees
Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[46][59][60][50][51][52][53][49][54][55][6][7][56][38][57] These do not unlock skills that are usable on a player's action bar.[50]
Ataques básicos
Los ataques básicos para el arma equipada se activan pulsando Q o haciendo clic con el botón izquierdo del ratón (el jugador puede cambiar asignación de teclas).[62][63][54]
- Los jugadores pueden seleccionar qué arma quieren emplear como arma principal para los ataques básicos.[62][63][64]
- Diferentes tipos de armas tienen diferentes ataques básicos.[65][66]
- Las armas con ataques de proyectiles son capaces de "disparar a ciegas" sin tener un objetivo seleccionado.[67]
- Si el jugador está en el modo de action combat y su retícula está sobre un objetivo, podrá realizar un soft lock en ese objetivo, haciendo que los proyectiles se dirijan a los objetivos que estén dentro del rango/ángulo correcto.[67]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[67] – Steven Sharif
- Las secuencias de ataques básicos activan el montaje de animación de combate según el tipo de arma.[54]
- Usar una habilidad que no sea un ataque básico reiniciará por norma general el sistema de combo de las armas.[58]
- Los desarrolladores están considerando el uso de consumibles/buffs que apliquen ciertos efectos temporales a las armas básicas.[68]
Ataques básico | Icono | Habilidad Base |
---|---|---|
Greatsword basic attack | - | |
Longbow basic attack | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[69][65][66] | |
Shortbow basic attack | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[65][66] | |
Wand basic attack | - |
Habilidades pasivas
Las habilidades pasivas se usan para aumentar el uso de armas, armaduras, regeneración de salud, y estadísticas pasivas.[4]
- Las habilidades pasivas se pueden subir de nivel asignando puntos de habilidad en la interfaz de habilidades .[4]
- Las habilidades pasivas permiten a los jugadores perfeccionar el dominio de un arma.[38]
All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[3] – Steven Sharif
Passive skill | Icon | Archetype(s) | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|---|
Blade Twist | Adds Wound to Greatsword Combo finishers and Extended Finishers.[70] | ||||
Burning Blade | Add Burning to Greatsword Combo finishers and Extended Finishers.[71] | ||||
Burning Projectiles | Every wand projectile and beam has a 10% chance to Burn the target.[ cita necesaria ] | ||||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[72] | ||||
Chilling Projectiles | Every wand projectile and beam has a 10% chance to Chill the target.[73] | ||||
Echo | Adds a 25% chance to gain the Echo proc upon completion of Wand Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Echo - When you strike a target with direct damage, it gets struck again for magical damage.[74] | ||||
Electrifying Projectiles | Every wand projectile and beam has a 10% chance to Electrify the target.[ cita necesaria ] | ||||
Essence Harvest | Every time you trigger a wand proc, you have a 50% chance to increase magical powerby 3% by 10 seconds. Stacks up to 5 times.[75] | ||||
Greatsword Hit 3+ | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[76] | ||||
Greatsword Hit 4 | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[77] | ||||
Greatsword Hit 4+ | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[78] | ||||
Guard | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[79] | ||||
Keen Edge | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[80] | ||||
Perfect Timing | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[81] | ||||
Perfect Timing (Wand) | Adds a 25% chance to gain the Perfect Timing proc upon completion of Weapon Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Perfect Timing - Reduces the Cooldown of the next ability you cast by 5 seconds.[82] | ||||
Refreshing Followthrough | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[83] | ||||
Second Strike | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[84] | ||||
Second Strike (Wand) | Adds Second Strike proc to Wand Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[ cita necesaria ] | ||||
Swordmaster: Endurance | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[85] | ||||
Swordmaster: Swiftness | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[86] | ||||
Wand Hit 5+ | Wand Hit 5+ Unlocked. You have a 25% chance on the 5th hit to instead fire a beam at the target that triggers proc efffects. Triggers Weapon Finisher Effects.[87] | ||||
Wand Hit 6 | Wand Hit 6 Unlocked. Triggers Weapon Finisher Effects.[88] | ||||
Wand Hit 6+ | Wand Hit 6+ Unlocked. Wand Hit 6+ Unlocked. You have a 25% chance on the 6th hit to instead fire a beam at the target that triggers proc effects. Deals 50% more damage if the previous wand combo hit was also a beam attack. Triggers Weapon Finisher Effects.[89] | ||||
Weapon Training: Deflection | Increases your Evasion by 0.5%.[90] | ||||
Weapon Training: Followthrough | Increases your Mitigation Penetration by 0.5%.[91] | ||||
Weapon Training: Power | Increases your Critical Damage by 0.5%.[92] | ||||
Weapon Training: Power (Wand) | Increases your Critical Damage by 2%.[93] | ||||
Weapon Training: Precision | Increases your Accuracy by 0.5%.[94] |
Habilidades de combate
La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[95]
- El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[96]
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.[96] – Jeffrey Bard
Control de masas (CC)
Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[97][95]
- Habrá reducción de los efectos de aturdimiento, sueño y ralentización para evitar el bloqueo por aturdimiento.[95][98]
- La reducción de los efectos de CC aún no se implementaron en las pruebas de la Alfa-1.[99]
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.[95] – Steven Sharif
- Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[100]
- Los CCs duros son aturdimiento, derribos, dormir, parálisis, algunos enraizamientos, algunos silencios.[101]
- Estos CCs duros pueden incluirse en las habilidades orientadas al "action combat" ya que son ataques más complicados de realizar.[102][100]
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.[95] – Jeffrey Bard
- Los CCs suaves están incluídos en los hablidades tab-target.[103]
- 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.[104]
- 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.[105]
There's also going to be effects that just stun the mount or stun you on the mount.[105] – Steven Sharif
- Las invocaciones del invocador podrán usar CCs.[106]
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.[107] The root effect is nature based.[108] | |||
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.[109] | |||
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.[110][111][112] | |||
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.[113][114] | |||
Condemn | Stun target enemy for 3 seconds.[115][116] | |||
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[117] | |||
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.[118] | |||
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.[119][120] | |||
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.[121] | |||
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[122] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |||
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.[124] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[125] | |||
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.[126][127][128] | |||
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.[129] |
Crowd control breaks
All archetypes will have their own versions of crowd control breaks.[130]
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.[131] | |
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.[132] | |
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.[133] | |
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.[134] |
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.[137][138][139][140]
- 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..[141]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[141][142][143]
- 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.[141] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[144][145]
- La habilidad de tumbarse no estará en el juego.[146][147]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[148]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[149]
- 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.[149] – 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.[150] – 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.[107] The root effect is nature based.[108] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[151][152] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[153] | |||
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.[154] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[72] | |||
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.[131] | |||
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.[155] | |||
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.[156] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |||
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.[132] | |||
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.[157] | |||
Speed Boost | Gives the caravan a temporary speed boost.[158] | |||
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.[134] | |||
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.[159][160] An ally is defined as any non-combatant player or non-mob NPC.[161] |
Esquivando
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[162][163][164]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[43]
- 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.[13][165]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[166]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[162]
- 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".[164]
- 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.[163] – Steven Sharif
Bloqueo activo
El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[162][170][168][43]
- 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.[170] – 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.[162][168]
- 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.[172] – 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.[173][174]
- 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.[175]
Generación de agro/amenaza
La Amenaza (Aggro/Hate) se genera en función del daño infligido, la curación realizada, y los modificadores de ciertas habilidades.[176][177]
- En PvE, el agro contra personajes jugadores se basa en una tabla de odio.[177]
- En Pvp, el aggro puede forzar el cambio de objetivo al tanque. Durante las pruebas se pedirán opiniones al respecto.[178]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[178] – Steven Sharif
- "Detargeting" es el acto de eliminar el odio/amenaza/aggro de un enemigo.[178]
- Habrá una habilidad de provocar disponible en niveles más altos de lo que se ha visto hasta ahora en el Alpha-2.[179]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[176] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
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.[109] | |||
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.[119][120] | |||
Hatred | Single target that adds hate.[180] | Add a forced target lock.[180] | Add hate over time per tick.[180] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[181] | |||
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.[157] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[125] |
AoE skills
AoE skills will have some form of diminishing returns that will be tuned based on testing and player feedback during Alpha-2.[182][183]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[182]
- We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[183] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Aegis | Tanque | 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.[184] | |
Air Strike | Ranger | 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.[107] The root effect is nature based.[108] | |
Ancestral Bolas | Tanque | 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.[109] | |
Blizzard | Mago | 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.[185][186][187] | |
Brutal Cleave | Luchador | 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) [188] | |
Cataclysm | Luchador | 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.[189] | |
Chain Lightning | Mago | 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.[110][111][112] | |
Collect Cargo | Caravan | Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[190] | |
Communal Restoration | Clérigo | 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.[191][192] This can overheal.[191] | |
Concentrated Scatter Shot | Ranger | 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.[193] | |
Cone of Cold | Mago | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[187][194][195] | |
Consecrating Wave | Clérigo | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[196][197] | |
Divine Flare | Clérigo | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[198][199] | |
Ensnaring Vine Field | Ranger | Enemies are Snared while within Vine Field's area of effect.[200] | |
Fissure | Mago | 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.[118] | |
Inciting Strikes | Tanque | Slashes twice in a forward cone while adding additional threat.[181] | |
Leap Strike | Luchador | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |
Magma Field | Mago | 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.[201] | |
Maim | Luchador | 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.[202] | |
Meteor | Mago | 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.[203] | |
Multi-Scatter Shot | Ranger | Scatter Shot has an additional charge.[204] | |
Quake | Mago | 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.[124] | |
Radiant Burst | Clérigo | Heals allies around you in a wide area for a large amount.[205] Stacks up to 3 times.[26] | |
Raining Death | Ranger | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[206] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[207] | |
Slumber | Mago | 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.[126][127][128] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[208] | |
Tremoring Bellow | Tanque | 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.[129] | |
Vine Field | Ranger | 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.[209] | |
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.[134] |
Cancelación de animaciones
La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[210][211]
- Los jugadores podrán cancelar habilidades canalizadas.[210]
Targeted skills
Targeted skills require either a soft or hard locked target.[212][213]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[213].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[62][213]
- Targeted skills will be greyed out if the target is not within a valid range.[212]
- The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[214]
Skill | Icon | Origin | Description |
---|---|---|---|
Arcane Volley | Mago | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[215][216] | |
Barrage | Ranger | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[217] | |
Barrier | Clérigo | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[218][219] | |
Bear Trap | Ranger | 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.[220] | |
Bless Weapon | Clérigo | 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.[221][222] | |
Blitz | Luchador | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[153] | |
Chain Lightning | Mago | 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.[110][111][112] | |
Concentrated Scatter Shot | Ranger | 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.[193] | |
Condemn | Clérigo | Stun target enemy for 3 seconds.[115][116] | |
Crippling Blow | Luchador | Deal Physical damage and apply Snare to target enemy for 6 seconds.[117] | |
Defiant Light | Clérigo | 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.[223][224] | |
Deliverance | Clérigo | 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.[225][226] | |
Devotion | Clérigo | Launch an orb of energy into the air that will fall upon your target, healing them.[227][26][228][229] | |
Divine Censure | Clérigo | Hurls a radiant spear at the target, dealing damage.[230][26][231][229] | |
Expeditious Barrage | Ranger | Reduce Barrage's movement penalty while channeled.[232] | |
Fireball | Mago | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[233] | |
Flash Cure | Clérigo | Instantly heal target ally. This may be used during other ability activations.[234][235] | |
Frostbolt | Mago | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[236][237] | |
Hatred | Tanque | Single target that adds hate.[180] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[238] | |
Healing Touch | Clérigo | Heal target ally in melee range for a large amount of health.[239][240] | |
Heartseeking Snipe | Ranger | Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[241] | |
Judgment | Clérigo | 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.[242][243] | |
Knock Out | Luchador | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[122] | |
Lethal Blow | Luchador | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[244] | |
Lightning Strike | Mago | 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.[245][246] | |
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[69][65][66] | |
Mend | Clérigo | 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.[247][248] | |
Multi Trap | Ranger | Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[249] | |
Multi-Scatter Shot | Ranger | Scatter Shot has an additional charge.[204] | |
Omnidirectional Disengage | Ranger | Disengage now moves you in the direction of your input instead of always backward.[250] | |
Overpower | Luchador | 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.[251] | |
Proteger | Tanque | 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.[252] | |
Regeneration | Clérigo | Bathe your target with restorative energy that heals them over time.[253][26] | |
Reinvigorating Disengage | Ranger | 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.[254] | |
Resplendent Beam | Clérigo | 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.[255][256] | |
Resurrection | Clérigo | Resurrects a dead ally with 25% health and 15% mana.[257][26][258][229] | |
Rupture | Luchador | 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.[259] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[207] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[65][66] | |
Slam | Tanque | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[125] | |
Slumber | Mago | 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.[126][127][128] | |
Smite | Clérigo | 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.[115][260] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[261] | |
Soothing Glow | Clérigo | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[262][263] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[208] | |
Trap Slinger | Ranger | Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[264] | |
Wings of Salvation | Clérigo | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[159][160] An ally is defined as any non-combatant player or non-mob NPC.[161] |
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[266][265][267]
- This is a prototype concept that is subject to testing and balancing.[267]
- A limited number of these may exist throughout different class kits.[267]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[266] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Chain Lightning | Mago | 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.[110][111][112] | |
Headshot | Ranger | Deals 175% physical damage to target enemy.[238] |
Templated skills
Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[268][269][270][213]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[270] – Steven Sharif
- Not all projectiles can be body-blocked.[271]
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[212]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[212] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[67]
- Q: Why did you move away from arrows being projectiles?
- A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[268] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | 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.[107] The root effect is nature based.[108] | |
Ball Lightning | Mago | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[187][272][273] | |
Blizzard | Mago | 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.[185][186][187] | |
Brutal Cleave | Luchador | 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) [188] | |
Cataclysm | Luchador | 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.[189] | |
Concentrated Scatter Shot | Ranger | 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.[193] | |
Cone of Cold | Mago | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[187][194][195] | |
Consecrating Wave | Clérigo | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[196][197] | |
Divine Flare | Clérigo | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[198][199] | |
Ensnaring Vine Field | Ranger | Enemies are Snared while within Vine Field's area of effect.[200] | |
Fissure | Mago | 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.[118] | |
Grapple | Tanque | 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.[119][120] | |
Greatsword basic attack | Greatsword | ||
Heartseeking Snipe | Ranger | Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[241] | |
Hunt of the Bear | Ranger | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[274] | |
Hunt of the Raven | Ranger | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[275] | |
Hunt of the Tiger | Ranger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[276] | |
Inciting Strikes | Tanque | Slashes twice in a forward cone while adding additional threat.[181] | |
Leap Strike | Luchador | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |
Longbow basic attack | Longbow | A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[69][65][66] | |
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.[132] | |
Magma Field | Mago | 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.[201] | |
Maim | Luchador | 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.[202] | |
Mark of the Bear | Ranger | Marks the target, reducing their mitigation by 25%.[277] | |
Mark of the Raven | Ranger | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[278] | |
Mark of the Tiger | Ranger | Marks the target, increasing critical chance versus the target by 50%.[279] | |
Meteor | Mago | 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.[203] | |
Mortal Headshot | Ranger | Headshot deals 50% additional damage to targets below 50% of their maximum health.[280] | |
Piercing Shot | Ranger | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[281] | |
Quake | Mago | 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.[124] | |
Raining Death | Ranger | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[206] | |
Refreshing Headshot | Ranger | Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[282] | |
Scatter Shot | Ranger | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[207] | |
Shield Assault | Tanque | 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.[157] | |
Shortbow basic attack | Shortbow | A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[65][66] | |
Snipe | Ranger | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[261] | |
Tremoring Bellow | Tanque | 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.[129] | |
Vine Field | Ranger | 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.[209] | |
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.[134] |
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.[283][284][285][286]
- 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.[283]
- Las mecánicas de los bardos incluyen melodías de combinación de habilidades basadas en la proximidad a través de bailes, canciones e historias.[283][284][287]
- Los bardos pueden elegir activar buffs que aumentan las habilidades de tanqueo, evasión, DPS y curación abilities en su área de proximidad.[288]
- 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.[289]
- Los bardos pueden ofrecer curación basada en proximidad o probabilidad, pero en mucho menor nivel que los clérigos.[284][285][290]
- 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.[289] – Steven Sharif
- Los bardos tendrán un amplio abanico de habilidades entre las que elegir, como la oratoria, la interpretación y la música.[291]
- 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.[295][296]
- 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.[285] – Steven Sharif
- Los bardos no serán la clase de los "tiempos muertos". Este es el papel de los espacios sociales dentro de los nodos.[296]
- Los bardos tendrán "habiliaddes de utilidad" fuera del combate, como el resto de clases.[298]
- Recuperar PX durante el descanso no será una de estas habilidades del bardo.[298]
- 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.[299] – 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.[300]
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.[218][219] | |||
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.[221][222] | |||
Castigation | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[301][26][302][229] | Heals you instantly for an additional amount upon hit.[301] | Restores health and mana to nearby party members for the duration.[301] | |
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.[113][114] | |||
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.[191][192] This can overheal.[191] | |||
Condemn | Stun target enemy for 3 seconds.[115][116] | |||
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[196][197] | |||
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.[223][224] | |||
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.[225][226] | |||
Devotion | Launch an orb of energy into the air that will fall upon your target, healing them.[227][26][228][229] | The energy orb will travel faster and heal for more.[227] | The target will be infused with a slow, long-lasting healing effect.[227] | |
Divine Censure | Hurls a radiant spear at the target, dealing damage.[230][26][231][229] | Further attacks upon the target have a chance to heal the attacker.[230] | The target has a chance to deal damage to itself when it attacks.[230] | |
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.[198][199] | |||
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.[303][304][305][306] | |||
Divine Light | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[307][26] | Increased healing.[307] | Reduced mana cost.[307] | |
Flash Cure | Instantly heal target ally. This may be used during other ability activations.[234][235] | |||
Healing Touch | Heal target ally in melee range for a large amount of health.[239][240] | |||
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.[242][243] | |||
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.[247][248] | |||
Radiant Burst | Heals allies around you in a wide area for a large amount.[205] Stacks up to 3 times.[26] | Heals for a greater amount.[205] | Cooldown removed.[205] | |
Regeneration | Bathe your target with restorative energy that heals them over time.[253][26] | Reduced mana cost.[253] | Applies a 5% healing received bonus to the target.[253] | |
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.[255][256] | |||
Resurrection | Resurrects a dead ally with 25% health and 15% mana.[257][26][258][229] | Target resurrects with 50% health and 20% mana.[257] | Target resurrects with 75% health and 25% mana.[257] | |
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.[115][260] | |||
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.[262][263] | |||
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.[159][160] An ally is defined as any non-combatant player or non-mob NPC.[161] |
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.[308]
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.[309] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[153] | |||
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.[310] | |||
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) [188] | |||
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.[189] | |||
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[117] | |||
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.[131] | |||
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.[155] | |||
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.[311] | |||
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.[156] | |||
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[122] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[123] | |||
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.[244] | |||
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.[132] | |||
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.[202] | |||
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.[251] | |||
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.[259] | |||
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.[134] |
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.[312] – 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.[313] | |||
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[314] | |||
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.[315] | |||
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.[316] | |||
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[215][216] | |||
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.[187][272][273] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[151][152] | |||
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.[185][186][187] | |||
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.[110][111][112] | |||
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[317] | |||
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[187][194][195] | |||
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.[318] | |||
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[233] | |||
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.[118] | |||
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[236][237] | |||
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.[245][246] | |||
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.[201] | |||
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.[203] | |||
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.[124] | |||
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[319][320] | |||
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.[126][127][128] |
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.[107] The root effect is nature based.[108] | |||
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[217] | |||
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.[220] | |||
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.[154] | |||
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.[321] | |||
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[322] | |||
Headshot | Deals 175% physical damage to target enemy.[238] | |||
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[274] | |||
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[275] | |||
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[276] | |||
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.[323] | |||
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.[324] | |||
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.[121] | |||
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[325] | |||
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[277] | |||
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.[278] | |||
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[279] | |||
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[281] | |||
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[206] | |||
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[207] | |||
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[261] | |||
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[208] | |||
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.[209] |
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.[326]
- Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[327]
- Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[327]
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.[327] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[328] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[329] |
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.[330]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[28] – Steven Sharif
- Los invocadores pueden realizar hasta tres invocaciones.[331]
- Las habilidades de invocación aparecen en la barra del invocador.[330]
- El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[332][330]
- Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[332] – Steven Sharif
- Los invocadores pueden realizar invocación de tanque, DPS o de soporte.[333][334]
- La elección de un arquetipo secundario impactará en el [[Roles|rol] óptimo de la invocación.[335][286]
- Las invocaciones de los invocadores no son equivalente a las mascotas de combate.[336]
- 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.[337]
- 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.[337] – Steven Sharif
- Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[334]
- Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[338]
- Las invocaciones pueden subir de nivel mediante el uso de puntos de habilidad en sus habilidades activas.[28]
- Las invocaciones podrán utilizar habilidades de control de masas (CC).[106]
- 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.[339]
- Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[340][341]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[340] – Steven Sharif
Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[333][342]
- Animales.[342]
- Espíritus.[342][343]
- Zombies, esqueletos y otras criaturas no-muertas.[334][343]
- Cadáveres (potencialmente).[342]
- Algunos invocadores pueden hacer varias invocaciones a la vez.[342]
- Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[342]
- Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[342]
Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[344]
- 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.[344] – Steven Sharif
Habilidades del tanque
Tanks will not be forced to have a shield but it will definitely be a viable option.[345] – Jeffrey Bard
Habilidades de combate del tanque
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Absorption Field | A field of absorption.[346] | |||
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.[184] | |||
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.[109] | |||
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.[119][120] | |||
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.[347] | |||
Hatred | Single target that adds hate.[180] | Add a forced target lock.[180] | Add hate over time per tick.[180] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[181] | |||
Indomitable Spirit | 30% increased max HP and 30% increased healing received.[348] | |||
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.[252] | |||
Rush of Courage | You feel a surge of resolve - gain 100 Courage.[349] | |||
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.[350] | |||
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.[157] | |||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[125] | |||
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.[129] |
Habilidades pasivas del tanque
- None -
Caravan skills
Componentes de caravana grant passive and active skills to a caravan.[351]
Skill | Icon | Description |
---|---|---|
Collect Cargo | Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[190] | |
Convert to Caravan | Allows the raft caravan to turn into a vehicle that can traverse land.[ cita necesaria ] | |
Convert to Raft | Allows the caravan to turn into a vehicle that can cross calm waters.[352] | |
Healing Aura | Provides healing to nearby defenders over time.[353] | |
Repulsor Blast | Blast away nearby attackers.[354] | |
Speed Boost | Gives the caravan a temporary speed boost.[158] |
Caravan passive skills
Skill | Icon | Description |
---|---|---|
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[72] |
Habilidades de asedio
Las invocaciones de grupo son activadas por un líder de grupo con esa habilidad en su kit de clase junto con componentes adicionales de otras clases que formen parte del grupo.[356]
Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[357]
These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[357] – Steven Sharif
Invocador
Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[358][359][330]
- We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[358] – Steven Sharif
- The target of the group summon becomes the summon itself.[358][330]
- Previously it was stated that the party-leader becomes the summon.[359]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[360]
- The number of summoners participating in the summon will determine its overall size.[360]
- All summoners must be in the same party and the party leader must be a summoner.[359]
Tanque
- If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[357] – Steven Sharif
Habilidades de utilidad
Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[363][364][365]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[366]
- Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[363][364][366] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[367]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[363] – Steven Sharif
- Todas las clases tendrán habilidades de utilidad de conducción y navegación.[373]
- Existen habilidades de utilidad que pueden ayudar a los jugadores a descubrir caminos y entradas ocultas y que pueden llevar a descubrir misiones ocultas mientras exploran.[364]
- Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[374]
- We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[375] – Steven Sharif
- Habrá una habilidad de utilidad u objeto de gancho.[376]
- Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[366]
List of utility skills
Skill | Icon | Origin | Description |
---|---|---|---|
Arcane Eye | Mago | 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.[316] | |
Blink | Mago | Instantly teleport a set distance in the direction you are moving.[151][152] | |
Camouflage | Ranger} | 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.[321]} | |
Collect Cargo | Caravan | Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[190] | |
Convert to Caravan | Caravan | Allows the raft caravan to turn into a vehicle that can traverse land.[ cita necesaria ] | |
Convert to Raft | Caravan | Allows the caravan to turn into a vehicle that can cross calm waters.[352] | |
Family summon | [[]] | Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[377][378] Players cannot be summoned in the following cases: | |
Rastrear | Bounty hunter | Reveals corrupted player locations on the bounty hunter's map.[382][383] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[382] The pathfinding ability can be toggled on or off.[382][384] | |
Shell | Mago | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[319][320] | |
Stealth | Pícaro | This does not render a player completely invisible.[328] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[329] |
Transferencia de habilidades
Los jugadores no podrán transferir sus habilidades a otros jugadores.[385]
FX de habilidades de Kickstarter
Todos los patrocinadores de Kickstarter recibirán un conjunto de efectos de habilidad (FX).[386]
- Incluye colores únicos y efectos adicionales para determinadas habilidades. Por ejemplo: Un mago con su habilidad de bola de fuego puede disparar una bola de llamas blancas abrasadoras en lugar de los colores habituales de esa habilidad.
Ver además
Referencias
- ↑ 1.0 1.1 Transmisión en vivo, 2023-04-28 (52:25).
- ↑ Transmisión en vivo, 2024-03-29 (1:55:14).
- ↑ 3.0 3.1 Transmisión en vivo, 2021-06-25 (23:08).
- ↑ 4.0 4.1 4.2 Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ 5.0 5.1 Entrevista, 2020-07-29 (55:44).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Entrevista, 2020-07-19 (53:59).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Entrevista, 2020-07-18 (1:07:51).
- ↑ 8.0 8.1 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ 9.0 9.1 Transmisión en vivo, 2017-11-16 (30:02).
- ↑ 10.0 10.1 Entrevista, 2020-07-29 (54:44).
- ↑ 11.0 11.1 11.2 Forums - Livestream Q&A 2022-08-26.
- ↑ 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 13.3 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 14.0 14.1 14.2 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).
- ↑ 18.0 18.1 18.2 Transmisión en vivo, 2020-08-28 (1:24:29).
- ↑ Transmisión en vivo, 2017-05-03 (15:15).
- ↑ 20.0 20.1 Transmisión en vivo, 2020-03-28 (1:41:42).
- ↑ Transmisión en vivo, 2022-10-14 (57:45).
- ↑ 22.0 22.1 Transmisión en vivo, 2017-05-03 (17:59).
- ↑ Transmisión en vivo, 2022-10-14 (9:02).
- ↑ 24.0 24.1 Transmisión en vivo, 2023-02-24 (53:48).
- ↑ Transmisión en vivo, 2017-05-19 (43:09).
- ↑ 26.00 26.01 26.02 26.03 26.04 26.05 26.06 26.07 26.08 26.09 26.10 26.11 26.12
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ 28.0 28.1 28.2 Entrevista, 2018-08-08 (22:27).
- ↑ 29.0 29.1 29.2 29.3
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ 33.0 33.1 Pódcast, 2021-09-29 (30:04).
- ↑ 34.0 34.1 Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ 35.0 35.1 Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 36.0 36.1 36.2 36.3 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑ 37.0 37.1
- ↑ 38.0 38.1 38.2 38.3 38.4 February 8, 2019 - Questions and Answers.
- ↑ 39.0 39.1 Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ 40.0 40.1 Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑ 41.0 41.1
- ↑ 42.0 42.1 Entrevista, 2018-05-11 (53:15).
- ↑ 43.0 43.1 43.2 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 44.0 44.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ 45.0 45.1 45.2 45.3 Transmisión en vivo, 2023-07-28 (1:04:27).
- ↑ 46.0 46.1 46.2 Transmisión en vivo, 2024-01-31 (5:00).
- ↑ Transmisión en vivo, 2023-12-19 (1:20:41).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 49.0 49.1 49.2 49.3 Vídeo, 2022-09-30 (24:49).
- ↑ 50.0 50.1 50.2 Transmisión en vivo, 2022-10-14 (18:34).
- ↑ 51.0 51.1 51.2 Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2022-09-30 (53:15).
- ↑ 53.0 53.1 53.2 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ 54.0 54.1 54.2 54.3 54.4 Pódcast, 2021-09-29 (47:57).
- ↑ 55.0 55.1 55.2 Entrevista, 2021-02-07 (49:18).
- ↑ 56.0 56.1 56.2 56.3 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ 57.0 57.1 57.2 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ 58.0 58.1 Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ Entrevista, 2023-07-09 (1:14:09).
- ↑ Transmisión en vivo, 2022-12-02 (56:09).
- ↑ Vídeo, 2023-04-28 (14:55).
- ↑ 62.0 62.1 62.2 Transmisión en vivo, 2022-09-30 (49:16).
- ↑ 63.0 63.1 Pódcast, 2021-09-29 (40:50).
- ↑ Entrevista, 2018-05-11 (16:32).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 65.6 Vídeo, 2022-09-30 (19:32).
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 66.6 Vídeo, 2022-09-30 (10:44).
- ↑ 67.0 67.1 67.2 67.3 Transmisión en vivo, 2023-04-28 (55:55).
- ↑ Transmisión en vivo, 2022-09-30 (46:17).
- ↑ 69.0 69.1 69.2 Transmisión en vivo, 2022-09-30 (26:42).
- ↑
- ↑
- ↑ 72.0 72.1 72.2
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 95.0 95.1 95.2 95.3 95.4 Transmisión en vivo, 2017-05-24 (45:12).
- ↑ 96.0 96.1 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).
- ↑ 100.0 100.1 Transmisión en vivo, 2018-04-8 (PM) (37:57).
- ↑
- ↑ Pódcast, 2018-08-04 (1:11:05).
- ↑ Pódcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 105.0 105.1 105.2 Transmisión en vivo, 2021-04-30 (1:08:10).
- ↑ 106.0 106.1
- ↑ 107.0 107.1 107.2 107.3 107.4
- ↑ 108.0 108.1 108.2 108.3 108.4 Vídeo, 2022-09-30 (15:28).
- ↑ 109.0 109.1 109.2 109.3
- ↑ 110.0 110.1 110.2 110.3 110.4
- ↑ 111.0 111.1 111.2 111.3 111.4 Vídeo, 2023-05-31 (12:12).
- ↑ 112.0 112.1 112.2 112.3 112.4 Vídeo, 2023-04-28 (17:50).
- ↑ 113.0 113.1 Vídeo, 2023-07-28 (20:50).
- ↑ 114.0 114.1
- ↑ 115.0 115.1 115.2 115.3 115.4 Vídeo, 2023-07-28 (29:23).
- ↑ 116.0 116.1 116.2
- ↑ 117.0 117.1 117.2
- ↑ 118.0 118.1 118.2 118.3
- ↑ 119.0 119.1 119.2 119.3 Vídeo, 2023-03-31 (9:55).
- ↑ 120.0 120.1 120.2 120.3 Vídeo, 2023-01-27 (10:27).
- ↑ 121.0 121.1
- ↑ 122.0 122.1 122.2
- ↑ 123.0 123.1 123.2 123.3 123.4
- ↑ 124.0 124.1 124.2 124.3
- ↑ 125.0 125.1 125.2 125.3
- ↑ 126.0 126.1 126.2 126.3 Vídeo, 2023-04-28 (17:22).
- ↑ 127.0 127.1 127.2 127.3
- ↑ 128.0 128.1 128.2 128.3 Vídeo, 2023-09-29 (11:23).
- ↑ 129.0 129.1 129.2 129.3 Vídeo, 2023-01-27 (7:28).
- ↑ Vídeo, 2023-12-19 (27:14).
- ↑ 131.0 131.1 131.2
- ↑ 132.0 132.1 132.2 132.3
- ↑
- ↑ 134.0 134.1 134.2 134.3 134.4
- ↑ 135.0 135.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 137.0 137.1 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).
- ↑ 141.0 141.1 141.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ Transmisión en vivo, 2017-05-08 (43:30).
- ↑ Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 146.0 146.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 147.0 147.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 149.0 149.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑ 151.0 151.1 151.2
- ↑ 152.0 152.1 152.2 Vídeo, 2023-04-28 (4:40).
- ↑ 153.0 153.1 153.2
- ↑ 154.0 154.1
- ↑ 155.0 155.1
- ↑ 156.0 156.1
- ↑ 157.0 157.1 157.2 157.3 Vídeo, 2023-01-27 (5:07).
- ↑ 158.0 158.1
- ↑ 159.0 159.1 159.2 Vídeo, 2023-07-28 (24:03).
- ↑ 160.0 160.1 160.2
- ↑ 161.0 161.1 161.2 Vídeo, 2023-07-28 (24:16).
- ↑ 162.0 162.1 162.2 162.3 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 163.0 163.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 164.0 164.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ 166.0 166.1 Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ 167.0 167.1 Vídeo, 2023-01-27 (35:51).
- ↑ 168.0 168.1 168.2 Vídeo, 2022-12-02 (34:41).
- ↑ 169.0 169.1 169.2 Vídeo, 2022-12-02 (16:55).
- ↑ 170.0 170.1 170.2 170.3 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).
- ↑
- ↑ 176.0 176.1 Transmisión en vivo, 2023-01-27 (1:04:34).
- ↑ 177.0 177.1
- ↑ 178.0 178.1 178.2 Transmisión en vivo, 2023-02-24 (1:25:11).
- ↑
- ↑ 180.0 180.1 180.2 180.3 180.4 180.5 180.6 180.7 Transmisión en vivo, 2017-10-16 (21:48).
- ↑ 181.0 181.1 181.2 181.3 Vídeo, 2023-01-27 (6:41).
- ↑ 182.0 182.1 Transmisión en vivo, 2023-12-19 (1:52:02).
- ↑ 183.0 183.1 Transmisión en vivo, 2023-05-31 (1:11:41).
- ↑ 184.0 184.1 Vídeo, 2023-01-27 (9:54).
- ↑ 185.0 185.1 185.2 Vídeo, 2023-04-28 (9:22).
- ↑ 186.0 186.1 186.2
- ↑ 187.0 187.1 187.2 187.3 187.4 187.5 187.6 187.7 Vídeo, 2023-09-29 (11:29).
- ↑ 188.0 188.1 188.2
- ↑ 189.0 189.1 189.2
- ↑ 190.0 190.1 190.2
- ↑ 191.0 191.1 191.2 191.3 Vídeo, 2023-07-28 (16:02).
- ↑ 192.0 192.1
- ↑ 193.0 193.1 193.2
- ↑ 194.0 194.1 194.2
- ↑ 195.0 195.1 195.2 Vídeo, 2023-04-28 (11:22).
- ↑ 196.0 196.1 196.2 Vídeo, 2023-07-28 (17:32).
- ↑ 197.0 197.1 197.2
- ↑ 198.0 198.1 198.2 Vídeo, 2023-07-28 (18:26).
- ↑ 199.0 199.1 199.2
- ↑ 200.0 200.1
- ↑ 201.0 201.1 201.2
- ↑ 202.0 202.1 202.2
- ↑ 203.0 203.1 203.2
- ↑ 204.0 204.1
- ↑ 205.0 205.1 205.2 205.3
- ↑ 206.0 206.1 206.2
- ↑ 207.0 207.1 207.2 207.3
- ↑ 208.0 208.1 208.2
- ↑ 209.0 209.1 209.2
- ↑ 210.0 210.1 Transmisión en vivo, 2019-11-22 (1:09:37).
- ↑ Transmisión en vivo, 2017-05-17 (1:05:11).
- ↑ 212.0 212.1 212.2 212.3 Transmisión en vivo, 2023-01-27 (1:11:07).
- ↑ 213.0 213.1 213.2 213.3 Vídeo, 2022-09-30 (17:00).
- ↑ Transmisión en vivo, 2023-07-28 (59:56TpBSGYWxd38).
- ↑ 215.0 215.1
- ↑ 216.0 216.1 Vídeo, 2023-04-28 (22:13).
- ↑ 217.0 217.1
- ↑ 218.0 218.1 Vídeo, 2023-07-28 (19:50).
- ↑ 219.0 219.1
- ↑ 220.0 220.1
- ↑ 221.0 221.1 Vídeo, 2023-07-28 (14:03).
- ↑ 222.0 222.1
- ↑ 223.0 223.1 Vídeo, 2023-07-28 (22:12).
- ↑ 224.0 224.1
- ↑ 225.0 225.1 Vídeo, 2023-07-28 (7:34).
- ↑ 226.0 226.1
- ↑ 227.0 227.1 227.2 227.3
- ↑ 228.0 228.1 Vídeo, 2020-11-01 (1:09).
- ↑ 229.0 229.1 229.2 229.3 229.4 229.5 229.6
- ↑ 230.0 230.1 230.2 230.3
- ↑ 231.0 231.1 Vídeo, 2020-11-01 (0:51).
- ↑
- ↑ 233.0 233.1
- ↑ 234.0 234.1 Vídeo, 2023-07-28 (10:03).
- ↑ 235.0 235.1
- ↑ 236.0 236.1
- ↑ 237.0 237.1 Vídeo, 2023-04-28 (15:35).
- ↑ 238.0 238.1 238.2
- ↑ 239.0 239.1 Vídeo, 2023-07-28 (23:28).
- ↑ 240.0 240.1
- ↑ 241.0 241.1
- ↑ 242.0 242.1 Vídeo, 2023-07-28 (15:15).
- ↑ 243.0 243.1
- ↑ 244.0 244.1
- ↑ 245.0 245.1
- ↑ 246.0 246.1 Vídeo, 2023-04-28 (13:40).
- ↑ 247.0 247.1 Vídeo, 2023-07-28 (5:16).
- ↑ 248.0 248.1
- ↑
- ↑
- ↑ 251.0 251.1
- ↑ 252.0 252.1
- ↑ 253.0 253.1 253.2 253.3
- ↑
- ↑ 255.0 255.1 Vídeo, 2023-07-28 (12:04).
- ↑ 256.0 256.1
- ↑ 257.0 257.1 257.2 257.3
- ↑ 258.0 258.1 Vídeo, 2020-11-01 (0:55).
- ↑ 259.0 259.1
- ↑ 260.0 260.1
- ↑ 261.0 261.1 261.2
- ↑ 262.0 262.1 Vídeo, 2023-07-28 (9:22).
- ↑ 263.0 263.1
- ↑
- ↑ 265.0 265.1 Vídeo, 2023-04-28 (20:57).
- ↑ 266.0 266.1 Transmisión en vivo, 2023-04-28 (59:52).
- ↑ 267.0 267.1 267.2
- ↑ 268.0 268.1 Transmisión en vivo, 2023-12-19 (1:18:49).
- ↑ Transmisión en vivo, 2022-09-30 (52:33).
- ↑ 270.0 270.1 Transmisión en vivo, 2022-09-30 (48:10).
- ↑ Transmisión en vivo, 2023-12-19 (1:20:09).
- ↑ 272.0 272.1
- ↑ 273.0 273.1 Vídeo, 2023-04-28 (7:15).
- ↑ 274.0 274.1
- ↑ 275.0 275.1
- ↑ 276.0 276.1
- ↑ 277.0 277.1
- ↑ 278.0 278.1
- ↑ 279.0 279.1
- ↑
- ↑ 281.0 281.1
- ↑
- ↑ 283.0 283.1 283.2
- ↑ 284.0 284.1 284.2 Transmisión en vivo, 2023-04-07 (1:05:57).
- ↑ 285.0 285.1 285.2 Pódcast, 2021-04-11 (13:30).
- ↑ 286.0 286.1 Transmisión en vivo, 2018-01-18 (45:52).
- ↑ Transmisión en vivo, 2022-12-02 (1:04:16).
- ↑ Entrevista, 2020-07-19 (1:00:04).
- ↑ 289.0 289.1 Transmisión en vivo, 2018-04-8 (PM) (46:11).
- ↑ Transmisión en vivo, 2020-07-25 (58:38).
- ↑ 291.0 291.1 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).
- ↑ 295.0 295.1 Entrevista, 2021-06-13 (8:33).
- ↑ 296.0 296.1 Transmisión en vivo, 2017-05-17 (1:06:19).
- ↑ Transmisión en vivo, 2022-01-28 (1:09:26).
- ↑ 298.0 298.1 Transmisión en vivo, 2017-05-19 (39:55).
- ↑ Transmisión en vivo, 2017-06-01 (22:58).
- ↑ Transmisión en vivo, 2017-05-26 (19:03).
- ↑ 301.0 301.1 301.2
- ↑ Vídeo, 2020-11-01 (0:33).
- ↑ Vídeo, 2023-07-28 (25:36).
- ↑
- ↑ Vídeo, 2023-05-31 (16:58).
- ↑
- ↑ 307.0 307.1 307.2
- ↑ Transmisión en vivo, 2017-12-15 (1:00:36).
- ↑
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-04-8 (PM) (40:23).
- ↑
- ↑
- ↑
- ↑ 316.0 316.1
- ↑
- ↑
- ↑ 319.0 319.1
- ↑ 320.0 320.1 Vídeo, 2023-04-28 (6:15).
- ↑ 321.0 321.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 327.0 327.1 327.2 327.3 Transmisión en vivo, 2020-07-25 (42:49).
- ↑ 328.0 328.1 Transmisión en vivo, 2022-01-28 (1:12:27).
- ↑ 329.0 329.1 Transmisión en vivo, 2017-05-03 (49:39).
- ↑ 330.0 330.1 330.2 330.3 330.4 Transmisión en vivo, 2017-05-19 (10:06).
- ↑
- ↑ 332.0 332.1
- ↑ 333.0 333.1 Entrevista, 2021-06-13 (13:11).
- ↑ 334.0 334.1 334.2 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).
- ↑ 337.0 337.1 Entrevista, 2022-01-14 (42:18).
- ↑ Transmisión en vivo, 2017-05-26 (43:20).
- ↑ Transmisión en vivo, 2021-01-29 (1:21:01).
- ↑ 340.0 340.1
- ↑
- ↑ 342.0 342.1 342.2 342.3 342.4 342.5 342.6 Transmisión en vivo, 2018-04-8 (AM) (0:58).
- ↑ 343.0 343.1 Transmisión en vivo, 2018-04-8 (PM) (11:27).
- ↑ 344.0 344.1 Transmisión en vivo, 2018-04-8 (PM) (24:11).
- ↑ Transmisión en vivo, 2017-05-26 (32:59).
- ↑
- ↑ Vídeo, 2023-01-27 (5:21).
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-10-31 (10:13).
- ↑ 352.0 352.1
- ↑
- ↑
- ↑ Transmisión en vivo, 2019-11-22 (41:02).
- ↑ Transmisión en vivo, 2023-01-27 (1:33:42).
- ↑ 357.0 357.1 357.2 357.3 Pódcast, 2018-05-11 (49:20).
- ↑ 358.0 358.1 358.2 Transmisión en vivo, 2023-03-31 (1:22:21).
- ↑ 359.0 359.1 359.2 359.3 359.4 359.5 359.6 Entrevista, 2018-08-17 (14:59).
- ↑ 360.0 360.1 Transmisión en vivo, 2018-04-8 (AM) (28:01).
- ↑
- ↑ Vídeo, 2017-05-09 (0:57).
- ↑ 363.0 363.1 363.2 Transmisión en vivo, 2023-02-24 (1:13:19).
- ↑ 364.0 364.1 364.2 Transmisión en vivo, 2023-02-24 (6:51).
- ↑ Transmisión en vivo, 2017-06-30 (30:34).
- ↑ 366.0 366.1 366.2 Transmisión en vivo, 2017-05-12 (33:10).
- ↑
- ↑ Transmisión en vivo, 2017-05-15 (15:10).
- ↑
- ↑ Transmisión en vivo, 2018-01-18 (34:56).
- ↑ Transmisión en vivo, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-10-29 (1:07:11).
- ↑ Transmisión en vivo, 2017-05-24 (57:41).
- ↑ Transmisión en vivo, 2017-05-12 (18:00).
- ↑ Entrevista, 2020-07-19 (1:20:58).
- ↑ Pódcast, 2020-07-26 (1:34:47).
- ↑ Pódcast, 2020-07-26 (1:32:15).
- ↑
- ↑
- ↑ 382.0 382.1 382.2
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑
- ↑ Transmisión en vivo, 2017-11-17 (27:35).
- ↑ New Backer Goal!! + Monster Coins (>'.')>