Class resources

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Class resources are generated by certain class abilities based on specific criteria.[1] The current design approach is for every archetype to have its own resource, in addition to Mana, which is universal across all archetypes.[2][3][4][5]

Class skills

Alpha-1 preview primary skills.[6]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[7]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[8]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[9][10]

See also

References