Difference between revisions of "Template:Primary skills"

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* In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.{{livestream|16 November 2017|30m02|r701cyS3w6o}}
 
* In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.{{livestream|16 November 2017|30m02|r701cyS3w6o}}
 
* Changing the augmentations on your skills will require you to go to a [[NPCs|NPC]] in a [[Village]] [[Node|node]] or higher.{{livestream|8 April 2018 (PM)|20m45|JH-sX1aFljM}}
 
* Changing the augmentations on your skills will require you to go to a [[NPCs|NPC]] in a [[Village]] [[Node|node]] or higher.{{livestream|8 April 2018 (PM)|20m45|JH-sX1aFljM}}
* Active skills could look totally different after an augment gets applied.{{interview|11 May 2018|53m15|ZnoHtzaQeMs}}
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* Some spell colors and general [[wikipedia:Special effect|FX]] change based on augments.{{quote|augmentcolors.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/561572614364200960}}
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** Active skills could look totally different after an augment gets applied.{{interview|11 May 2018|53m15|ZnoHtzaQeMs}}
  
 
<blockquote>''You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.''{{interview|11 May 2018|53m15|ZnoHtzaQeMs}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.''{{interview|11 May 2018|53m15|ZnoHtzaQeMs}}{{ndash|[[Steven Sharif]]}}</blockquote>

Revision as of 17:26, 17 January 2020

Primary skills (class abilities) are based on a player's archetype.[2] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[2][3]

  • Augments to primary skills will fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary class.[4]
  • Each secondary class offers a different school of augments. Each augment school affects a primary class' skills in different ways.[6]
    • For example: A Mage offers Teleportation and Elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[6]
  • Choosing the same primary and secondary archetype increases focus on that archetype.[7]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[8]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[9]
    • It will not be possible to max all skills in a skill tree.[9]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[10]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[11]
  • Some spell colors and general FX change based on augments.[12]
    • Active skills could look totally different after an augment gets applied.[13]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[13]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So 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.[14]Steven Sharif

The idea behind the system is that you're kind of 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 kind of 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.[15]Steven Sharif