#alpha-two-archetype-chat
1 messages · Page 13 of 1
i see. I mean its good that you found someway of depth in the healing but for me the charged heal feels like just another heal without any connection to other heals
I’d love to see more combinations of skills to add defensive depth. We have some offensive combos already.
yeah and those correspond with other stuff like for example divine flare + consecrating wave is -50% magic mitigation which leaves mages open to go for the kill etc:) (not exactly sure on the numbers) but i hate that there is nothing on defensive) on the other hand tho...we have a too fast TTK too actually do anything regarding defensive heals i reckon
You know they don't have all those at the same time? It is a choice and what you give up to get. A bard does not have 100% of what others have (DPS of a mage, movement of a ranger, heals of a cleric) just a little bit of each and then not at the same time.
After about 300 1v1,s and 2v2,s without a single win against the bard, speaks for itself lol.
yes, bard single target damage + all its other options are perfectly balanced currently. lets not change anything
You just dont have rhythm.
Says the Bard who whoops on me weekly and laughs about it 🤣 remember nyx with a level 17 bard?? Let's not discuss that one..... 😅
Is the game suppose to be balanced around 1v1 tho?
It's not no,
A lvl 17, shouldn't be an issue for a lvl 25 of any class.. a lvl 17 geared bard can beat a lvl 25 geared cleric every day of the week... 😆
I've got video..
Not tryin to be rude but this sounds like a skill issue lol
Geared bard wands doing 2k auto attack dmg. Spell longbow doing more. Tanks and Fighters have 5k hp +/-, every one else has 4k +/-. There is no discussion here.
Icehouse can vouge, it's not a skill issue 😃
Rangers hitting for 6k+ but ya, bards need a nerf i think.
It'll all come together in due time. I think steven said the bard is set to be deleted from the history book in a couple weeks.. or maybe I dreamed that last night? I can't remember.
Wand finisher(The Beam one) is bugged, it procs two resonant weapons.
Doesn't change much. Geared clerics able to defeat geared mages with auto attacks.. What we're talking about isn't completely a class issue, it's weapons too.
I've seen really geared rangers kill geared mages with 1 barrage while the mage's barrier shell ability w/e it's called is up so yea kinda crazy atm.
Its weird so many people think the bard is that OP i mean yes it can switch easily between stuff but on lvl 50 at launch i doubt the switches between skills are as easy. Meaning you have a mana orientated bard or a shielding bard.
I can be mistaken tho
I am just here because i want some cleric love and make the spells more aligned hahaha
I mean the real issue i have with any class and i take clerics as example is that nothing really feels alligned. Cleric has the biggest issue as its healing and the offensive classes do compliment eachother in one way or another
But I miss for clerics the:
apply heal A and heal B crit chance increases or Heal C extends for 10 seconds instead of 5 seconds
as a bard player who played as a cleric only for 10 levels or so you have my sympathies, AoC Cleric is the most boring healer/support class I have ever tried in any MMORPG.
Well thank you hahaha I am WISHING for more fun but I am considering going dps just because of it. And having faith they are changing it somehow in the future
Cleric in AoC feels like the Intrepid's class designers are suffering from a selective amnesia and have no recollection of developments in design of actually FUN support classes we have seen across the last 30 years of MMOs.
I mean i have faith still but yeah I am thinking of going dps in phase 3 just because of current absence of depth gameplay
Tank Archetype:
Ground pound, tremoring, reflect, tomahawk, vengeance. All are trips/stun which share the same diminishing return cooldown of course. Would you like to see 1-2 switched to an immobilize or snare? Let me know

you already have a snare?
You can switch tremoring to a snare 😛
Yes by taking the non optimal upgrade of your main interupt
Yeah single target tank is optimal hence why struggles in group content if you aren't pushing hard
right so you basically want everything? Learn some gratitude, who are you? Some kind of a bard?
Rangers and mages already DR each other on roots. Already can’t run too snare heavy or mages can’t get freeze procs because no more chills
I don’t think tanks need 5 hard CC abilities. 3, along with chain, wall, and their 5 (whatever) absorbs are enough. They need TTK fixed so they can flex the full kit. I’d wait before doing any changes. If anything - make the existing abilities work. Chain sucks, and wall is great but too short, etc. make the redirected damage get affected by the tanks mitigation.
90% of the complaints around tank are bug fixes and making them enjoyable to play - not their utility + impact (TTK and bug fixes would help)
tank actually tanking would be nice
The tanks redirecting damage and being tanky would be pretty huge. I’d look another direction if you want group value than even more hard CC. Wounds, or some of the other debuff types, etc. options for more weaken / humiliates, there are a ton of choices
Other PvP thing is that being airborne from bard jump makes it hard to hit flying people with swords. Idk how they wana balance underwater combat which would also be somewhat similar.
What level are you? And are you doing pvp
25 and from time to time but the TTK is quite bad so you dont rlly have time for rotations but in PVE rotations arent that exciting
Well if you're looking for really long and hard rotations, you won't find them in any class. Good luck with your search though. There is still 25 levels coming, but that's a long way to go. If you want to make the "perfect rotations", wand or use book buffs and play with those procs if you want ur class to be harder in PvE. In pvp it's way too early to tell or what to do
Ground Pound, Tremoring, and Vengeance should stay as-is.
I’d like to see Tomahawk reworked to be a little like Ranger’s Scatter Shot—you charge it over time to increase the damage and range and throw it in a straight line, snaring everything in its path for a duration that scales as it charges, and add a 1s immobilize at max charge. Give it a pretty long cooldown (25+ seconds) to avoid bleeding too much into other classes kits. Maybe add a tiny little hop forward to the end at full charge to simulate the release.
I’d opt for just deleting the Trip Reflect from the tree entirely and rebuilding Reflect as an ability designed to give you mana sustain without a Bard. The whole ability feels weird, clunky, and unrewarding because it wants you to get hit intentionally by something big when realistically you just dodge those. I’d prefer to see Reflect morphed into an ability like a cooldown where you restore mana and extra courage for a short duration when getting hit. I’m imagining vibe/class fantasy of something along the lines of “I feel no pain, your hits just make me stronger, I am invincible, bring it on.” Maybe a 30 or 60s cooldown with a 3-5s duration that gives you back mana and substantial extra courage while it’s active.
While you’re at it, if you could find some sort of way to make the skill trees for weapons that have Stagger as an option less clunky for Tank, that would be cool. At the moment it’s honestly just kind of meh that for a decent number of weapons Tank functionally has no choice on finisher because one of them does Stagger.
But more generally yes absolutely having a zillion skills with overlapping DRs is annoying. And I’d also like to see the team avoid adding more abilities that break the auto attack flow. I want to be triggering my auto attacks and Reflect is pointless/annoying because of that, as are a decent number of other abilities.
Which is also why im pondering of going dps as it is still not reallyyyy a rotation but atleast dps is somewhat triggered with one another.
And i dont need a massive rotation that I can keep up for hourssss but it would be fun to see more defensive type of healing then what clerics currently god
I think you are wanting high priest gameplay which isnt available yet.
I like the idea of tomahawk, reflect is your average skill based counter, i think the move is fine as is. They designed stagger to actually work well with fighter who loves stagger status effects so i could see them polishing the class duo a bit more
High priest is cleric cleric innit?
yep.
Interesting then I will have faithhhh in the cleric and make an dps alt😈 thank youuu
What spells do you consider being defensive heals?
The ones cleric doesn't have but you would want
Reflect might work okay in another system but the auto attack combo system makes it feel really awkward and bad
it really depends how much your dmg cap is, a good 450 power tank scares everyone with reflect
Oh sorry I should’ve clarified. I could absolutely believe it’s reasonable in PvP, even if it’s super situational. I’m talking about PvE.
Auto attack chains is its own whole discussion. Like everything breaks it almost. And some stuff is really reliant on it like bards and short bows for example
in pve i still would like to see how multi-classing effects counter as its definitely a cookie cutter skill that you could add a bit of flavor to with subclasses
Heh, combo attacks and bards. Just wait when they introduce Rogue. I bet they will make melodies uninterruptable as a result fairly quickly.
Soorhing glow combined with something else ahhh and what clerics doesnt have what i want is
Add soothing glow to ally and next judgement on ally does +2% healing or something
#give fighters a ranged skill
or reduce ttk so fighters have a chance to go in
Or buff fighter defense
or give fighter a utility skill (for example Ranger vines, rogue caltrops, tank wall, tank grapple)
looks like shortbow rangers are no longer gonna be viable with new changes pretty much anything a shortbows ranger relied on was removed and added more skill that favored longbow builds :p guess wwere all gonna be cookie cutter longbows now
Tank buffs confirmed yet?
no more machine gun ranger? so sad haha
everyone gets to play the same thing now :p
main skills for shortbows
Barrage = Severely gutted
Mark of raven = removed
Rip all the arrowstorm rangers
No
wont effect 95% of rangers i guess most use longbows 😛 i realy wanted to try and test additive dmg shortbows but guess i dont have to worry bout getting that shit now haha saves me getting the hardest to get items :p
The meta did change to shortbows after people realized that letting arrowstorm procs....did better than longbows regardless of the power it gave. In a way glad it changed, in another way abit sad because chain scattershots bugged less with shortbows
only for pve in pvp agaist people who know what there doing it just makes the enemy stronger 😛
ranger barrages people be like yes i get full stamina bar back again
If fighters get a ranged skill then rangers get a melee skill that makes everyone in melee range explode
Can we justg give tank a dive in skill?
like a hulk smash AoE that stuns people in a radius for 3secs?
make it vine field radius
fighter leap range
boom
suddenly we can have impact
nope fighters get that skill so u cant have it :p
maybe if u take fighter as secondary u might get something like that :p
in4 melee hunter wins tournament repeat
crowfall had best ranger tbh :p
So what you want us to stick with a non-existing hook?
or a wall that doesn't even render and feels like a joke in mass-scale pvp? pls 
The fact that the hook STILL hasn't been fixed or any addressing been made regarding it seriously makes me doubt that the tank archetype will become relevant at all
that hook needs to be a skill shot tbh when it works 100% of the time
Naaah not when It's single target
It doesn't have that much impact especially in these ridiculous mass pvp fights
also it should already be working 100% of the time
wym
it a no skill instant kill button if ur doing it right in large scale
Sure
But lets be real here
Even if you're doing it right. there's a 20s cd on it. you got to get fairly close in range and It's 1 person out of again mass scale pvp
1 out of 16? 1 out of 40? etc
yo saw a picture the other day saying rogue releases on the 27th, that real or bs?
fo sho didnt know if it was real so
Anyone like Cleric judgment skill with healing performance also dmg_?
İf u use Essence Infusion with Judgment is hard to use.
Divine Infusion with It's okay to have Judgment or not. (Deliverance+ Passive enough)
Am I the only one who thinks this way?
Wanna log in so i can see how bad ranger is now.
gotta wait 11-12 hours. Downtime included.
I dont rlly understand what you are referring to, and i play cleric avidly sorry. If i understand question better i might be able to help
I meant, do you find the Judgement skill useful?
I find it vert usefull. But i use divine infision where i basically make judgement an instant cast rather then a cast with a casting timer
This way it becomes an instant full heal. And i basically rotate between heals and utilize mend and auto attack so i always have the power to reduce the cast
And on dps its a good opener and as im opening i can start the first punch
im still trying to figure out the issue people talking about with tank hook like for me it works as it should unless im doing something that cancels the skill before grab or before pull animation is completed.
people complain it doesnt work all the time but i know skills from peopel kits stop the pulls which i think is intended actions but they might see it as a bug and isnt workinh
like tanks complain all the time when they try and pull me as a ranger but they dont relise call of the wild lasts 15 seconds and makes u immune to it and movement skills such as scatter shot and disenage also prevents pull it seems
thats what im thinking. is its just a lack of clear understanding of what is situationally going on. for a while i thought there was a bug where melodys were turning off but it was just getting interrupted do to certaint skills from atackers
like it seem to be classes as a movement imparing skill from what i see and atleast in ranger kits there alot movement imparing prevention
for fighters i dont think u can be pulled whilke berzering, lunging assult, leapstiked, blitz. main and cataclysm might also be included i havant tested fighter to much
forced movement skills seem to negate every form of CC while it doing the action, kinda annoying people just charging through root fields or bear traps 😛
What ranged weapon do you like use with a cleric? Does it really matter?
Wand or book cus of the perfect timing proc
still no rogue?
Check back next week 
❤️
anyone whos played rogue got any tips for us since next week we got rogue?(if its not allowed all g)
I'm sure people have videos ready to go once they get green lights
ah ok
I think this beauty of this game, you can build it how ever you like. A Magical Long bow or Magical Shortbow for me is pretty fun to play with, even put the scepter aside to play with a magical sword.
hopefully in beta they focus on balancing that factor, lots of potential
Hey, anyone know why the Tank's Iron Aura is a castable buff? Why not just make it a passive. there is no upside to not having it or downside to having it.
So you can make fun of people who don’t turn it on after they relog
But yeah I see no reason for it to not always be on. Unless they want to add more options for auras in the future, with options of empowering one or having multiple on at once etc
Does it still randomly deactivate?
I think it was cause your party size changed or something
I have seen it randomly pop off. It’s odd.
optimal longbow skill tree?
Could someone explain to me why the decision was made to remove the toggle for Grit on the Tank? Toggle made the most sense for a warrior, and not having to span it or forget to use it instead, a Tank should be able to set tank mode and do his/her job.
so tank players can play with more than 1 tank in the group, without screwing up agro
that's not how grit works or the purpose of grit u chimp
why would somebody who isn't tanking even need to toggle grit on
if the first tank dies, the second tank starts using grit and also try and take over agro
grit doesn't affect agro generation though
B4 grit would be a tradeoff of dmg vs mitigation but now it's active resource usage to gain mitigation over using slam for damage. Only thing that sucks is that it's a 2 stack that drops both stacks if you mess up pressing the button within 10 seconds every 10 seconds
Yeah it's straight up garbage to use now
plenty of stacking buffs would feel better if they dropped off stack by stack instead of all at the same time
More like the fighter jumps in and saves the day.
Could not agree more.
Help make tanks/shields good again
It use too I miss og grit hopefully things change inthe future r.i.p tank
Is rogue out yet
I didn't play the tank back then (because I wasn't on the alpha by then) so I don't rightly know how it was before - but at the moment I don't really feel Grit is worth pressing over Slam, or am I crazy?
Any tank buffs yet?
it is worth for defense reasons especially if you're doing big pulls
grit is still a good skill. It's just annoying to use.
What I don't get is why it's 2x10% DR. I don't think it would break anything if it's a 1x20% DR with the same cost as one use.
Yup
True.
the problem with tanks is that once you make them surviving big hits from mega bosses, they become OP in PvP :/ (ref. WoW)
Thats because tanks in wow outheal healers. You can make a strong tank but make it reliable on healers for actual survival
"content padding" I would say someone realised tank isnt that exciting to play, so they gave tanks a button to press every 10 seconds or so.
Excited to try out the ranger changes. Hopefully the Shortbow changes won’t make it null
Power shot being 35m is interesting choice
What shortbow changes?
Ships for real! yes
tbh think they gutted shortbow going by patch notes and buffed longbows just looking at ranger changes. shortbow relied heavily on resetting barrage asap which can no longer be done and the new skills seem to favor longbows but we find out.
the shortbow changes i suspect is gonna involve barrage too
find out next weekend i guess but i suspect im hanging up the shortbow
Clerics. what is your MP and healing stats pls. wondering what the 'good' numbers are?
If you over 460 you already good, if you are over 500 you will just feel Bad when your heal Crit for 4x the max life of someone
Thursday, my life begins
If your Rogue life begins thur you are late to the party. Some of us where born Rogue
I’ve mained rogue in every game since 2014
March 16, 1999
But what about a rogue with a greatsword? I wanna do that 😝
Back stab gonna go hard like that
Should be fun lol
Ambush from stealth with mace for extra stun........
Still waiting for the release of dual-wielding shields (never happening, or something in the works for AoC). I'll reroll tank.
Still waiting for Fighters to not be complete garbage in Raid vs Raid.
Literally all you have to do is give us a mitigation buff on Battle Cry.
Should just be a scaling mitigation buff for every enemy affected by Battle Cry up to 50% max (5% per player) for 5 seconds.
So need to actually jump into the middle of 10+ people to get the full mitigation out of it, which is where we die the most, jumping in to actually do damage. And then where we are strongest which is smaller grp combat or solo, it doesn't provide as much.
All you have to do to fix Fighter atm. Waiting for TTK changes, isn't going to do anything. Going from 1 second TTk to 10 seconds for example, still means we jump in and die immediately.
I welcome the TTK changes, but we need a mitigation and tying it to Battle Cry (the ability we use to debuff grps of players, seems like the most logical choice) and it also leaves us with the choice of having to use our CC break for mitigation, which having to have to make that choice is good.
You also have Rogue coming out now, which is essentially a better fighter is what it seems like with less AOE and more potential to be useful in Raid vs Raid, still can be killed instantly when jumping in, but has way more defensives and escapes than Fighter, just less actual AOE bombs.
All these posts me me me this class sucks. It's group content. And archetype combo not out yet chill
Triumph 5% mitigation and evasion
Glee 1% mitigation
emboldened 20% mitigation node defense 20% mitigation.
That's just between a heal bard and town defense 46% mitigation in buffs.
@quick path Doesn't mean they can't apply simple balance changes that actually make the class useful in group combat.
All other classes useful.
We've seen a myriad of passes between a number of classes including fighter. None of them have addressed the core of the issue. Most guilds don't even want Fighters in raids or remove them first when raid gets full and this is the time where data is useful for them to make these passed and changes and balance.
Not asking for a total set of new abilities, animations, effects, etc.
I understand its Alpha and its a WIP, but there's something to be said about actually addressing the issues when character passes come to make the character fun to play in all avenues of gameplay.
Also no matter what group/town buffs are applied, its not enough and not reliable enough to actually be meaningful, they need their own mitigation, not being fully reliant on others.
Also nobody is going to be prepping the raid around the fighters, your going to prioritize all buffs around the ranged that are diving in because they are the ones doing the damage.
So what I'm hearing is your part of a non strategic group that open field fights 🤔
Or that ranged is way overpowered with lack of melee closers to be useful.
Or possibly that it's just a continued issue of waterfall stats and horrible ttk
I mean if you want more mitigation could rerolled fighter as tank xD
Its simply just bad class design for group content.
No coordination would overcome the instant death that awaits you everytime you jump into a group.
Whether the TTK is 1 second or 10 seconds wouldnt matter. Its melee jumping into melee/ranged.
Having 20 people on you instantly as you jump in with AOEs still means death.
And nobody is asking for general mitigation, just a cooldown that can be spent, as most other fighters / melee have in most other games.
DO IT NO BALLS
This is why in the 8v8 tournament we tried to bring fighters in. It definitely showcased their strength in backlining but we still had times where they were simply outclassed by some of the ranged classes.
This seems a bit high in my opinion.
I'm with you on the topic though.
Tank we only get 20ish percent after the calculations. I'd hate to see tanks be better fighters and fighters be better tanks.
Right.. I mean when a Fighter dives in, your now at the mercy of the healer, which is fine.. But the fighter can also be outmaneveured by just moving back and sniping him down. In a 8v8 setting you can do well still with a fighter if the play is synced and coordinated very well and play to the Fighters strengths. But in a raid vs raid scenario, the fighter actually has no strengths compared to other classes, they are effectively useless.
The point is having a cooldown to pop to survive a small window to be slightly disruptive, not to maintain that mitigation for a very long time.
I do think your umm berserk i think that reduces damage from affected enemies is nice no?
No, Blood Fusion does, but you will rarely ever pop it below 50% health when diving into a raid. Youll pre-pop it so that your hits heal you.
But I mean, ur still dying in 1 second anyway.
I guess my thought was that demoralize is pretty solid of a ability.
Similar to tanks taunting someone so they get humiliated.
i think the common issue here is the combined statement that range is currently higher powered/better situated esspecially in aoe matters. typicall aoes should be weaker then single targets. so again the jist is not the fighter class but outside sources holding the playability back in group content.
this is all a factor that stems to ttk being so low
Really has nothing to do with TTK
20 people nuking a fighter in melee position because thats the only way he can do meaningful damage outside of bowing from ranged with 1 sec TTK = instant kill and with 10 sec TTK = instant kill.
Im also not saying fighter should be able to survive that onslaught ALL the time. But they should be able to use some sort of cooldown to mitigate some of that damage for a short duration, enough to do some meaningful damage and get back out or die.
still sounds like a combination of issues not specifically with the fighter class its self
Not really, its an issue with ranged vs melee and the design of the class to handle that interaction.
Tank has designs to counter this with certain things like reflect, mitigation, cooldowns, etc. Which makes sense because a tank is a tank and should mitigate more effectively.
Fighters have literally nothing outside of Blood Fusion, which doesn't work when your dead.
Rogue is going to have a cloak of shadows and smoke bomb, and a plethora of escapes/vanishes.
mhmm and tell me how does tank preform compared to fighter in these raids?
You have chains to pull people in to get killed, you can defensivelly mitigate for the raid. You can survive a bit more and reflect certain attacks, and you generally can build more toward mitigation and less toward damage and just be a nuisance on the field.
If a fighter is not doing damage, and not building toward damage, then they shouldn't even be there to begin with.
fighters should be hitting people who are out of position
like on the sides? what do you mean.
didnt ask what it can do. we know what it can do. i ask how does it preform. cause plenty of people will say the same things about being useless bringing us back to the issue of it being more then just a melee class issue
The entire point being
Nah tank is fine. We have used both at ranged and in people's faces.
Is that having a fighter there doesn't benefit the raid. Youd take any other class.
All i can say is, in WoW warriors charge in and do melee damage. In AoC, fighters shoot arrows worse than rangers. 😂
If you have a Fighter there, because the raid isn't full and thats all you have, fine.
But for the tryhard guilds out there, your not really helping the guild at all by choosing Fighter.
and thats bad game/class design.
They are not actually useful in any meaningful way, which sucks and feels bad as a Fighter main, and if you ask any actual Fighter main who does participate in alot of Raid vs Raid fights, its pretty unanimous.
well i mean i know people that are up almost 300 int pre buff. so aoe obliteration is obvious. its also much more an issue when you dont have group cooridation and startigies like times mitigation ect.
And speaking as a 510 phys power unbuffed fighter, I've played through alot of Raid vs Raid content. Its very very shitty.
Incredibly fun class at small grp vs grp, and solo.
see 300 int pre buff is like 600+ MP after like thats big gap
In a raid, effectively useless
There's not many people at all that are 600 MP
if any
Handful for sure but most still low to mid 500s
Magus was 570 unbuffed.
I blame us not having JM weaponsmithing.
most are like 400-500, the tryhards are pushing 550-575. Maybe a couple dozen of those.
I think Weaponsmithing is coming this week
Maybe! It'd be nice. My mats have been sitting for weeks.
Yea most are still less than 500.
Also we have thr abilities to create some juiced scrolls adding nearly 50 main stat
point being unless your pretty much neck and neck you cant compare and even the cooprdination and skill ceilings come into play
point is its alpha and its more then just "fighter needs mitigation buff" theres deeper issues. we are not dismissing the fact there are issues. and i am only trying to point out that its not something wrong with a single class atm but a collective of on going issues that needs addressing first. example lets say they give mitigation to fighters then down road address ttk and water fall issues now fighter could be OP to every other class. or lets say aoes on low scale are OP now but what about in final end game content with arch combos? tank/cleric thats gonna be first comming you have a Meh melee with a OP spellcaster. kinda evens out or should right?
Fighters going into forge lately being told to be rangers. 😆
Right.. Well Fighter still needs a mitigation cooldown buff specifically for large raid engagements.
There is no coordination or skill ceiling that would make them good in raids.
But at the end of the day, waiting on TTK issues are resolved, then waiting to see where its at, is really just being disillusioned to the problem. This problem has existed long before people had near 600 power or even 300 power for that matter.
This is a melee vs ranged issue in a large grp scenario. This is an issue that all games encounter and have to address.
Majority of the very competitive guilds have already told their players to switch off Fighter and do literally anything else. The ones that remain get replaced first when raid is full. I get that there's calls to wait until TTK, but we're at month 3 since these issues were made more apparent and nothing has happened yet.
It's become a meme at this point.
If you did the mitigation and fighters became too op after the TTK changes, then you at least give them a brief period where they are good and you shift the meta around a little while you address that. Rather than continue to have fighters wait longer to be trash in raid pvp fights.
or could just adress the elephant in the room that all range is over powered and solve everything XD
Just wait for the fotm builds when second archetypes are all fully available. Seen plenty of mmos to struggle with single class balancing issues. Current alpha state issues are going to be a piss in the snow compared what is to come =D
I think melee classes are going to do much better when they have more choices available, compared to ranged classes
Watch them just give fighter a party buff.
Ez fix amirite
there is a party mitigation buff its provided by tank iron arua. also provided by bard with glee and triump
Truthfully doesn't do jackshit.
Penetration in current state is way overtuned.
Fighters need a specialization for single target damage/aoe damage. Single target fighters with debuffs/bigger damage and aoe fighters with survivability bonuses. true and tested formula from other games
I mean ranged is just going to be stronger than melee. no?
Still no info on rogues? Sheesh.
It’s dropping Thursday brotha
Expect codex/icy veins to be updated with the final talent tree for rogue and daggers most likely tomorrow
That's not the solve. But you can keep thinking it will solve it. It will barely help at all.
Lyneth player opinions 
Info only released when its 100% confirmed i.e. its in the final build before servers come up. Till then better not to speculate so thats why nothing written down
It's been on the codex for weeks
Baby numbers
Ability info is available?
Do you guys think set bonuses are worth it?
If there’s an obvious upgrade gear-wise, is there a situation where you’d pick the set bonus over the gear itself?
That depend on what the upgrade is and what the set bonus is, i changed my gloves to slightly worse gloves stat wise but that allowed me to get Heroic medium set bonus which give me 5% crit, so even tho i lose a Lil Magic power i gain a lot of crit %
Does mage buffs stay on someone even if the mage logs out?
I would say fighter vs tank is close, if we are talking group combat fighter has better aoe dmg and self sustain, but tank has reflect, wall & aoe mit buff.
My biggest worry though is if they ever give a class a "do not heal" debuff ability fighter is cooked
if grapple worked and yes tanks best zvz ability is wall
this isn't like tera where chain stuns for 1 second so they can't try and desync the chain
also fighter & tank work really well with each other, alot of support either side needs the other can provide
just 1 will die in current ttk
Curious how does taunt work in PVP for a tank?
you taunt the mage
so mage deals alot less damage with aoe
to everyone but the tank'
It applies humiliated to the target reducing the damage they do to anyone besides the tank who taunted.
Or bard(they also humiliate)
Tank buffs confirmed yet?
almost nothing is confirmed 😄
Rouges, what’s your favorite dagger?
My brother, you are one-hitting thw whole server, what kind of do you need 😅🙏
It's really just reflect giving us a free trip 😈
I’m more of a black dagger personally, rouge is too bright
Well yeah but that's only because I'm not immortal as a tank
I die the same way DPS does which is literally a joke
Regardless of having abilities that are supposedly making you feel "tankier"
ah I get it you want to one-hit the whole server AND be immortal.
?
No, I'd like to not 1-2shot people but actually be what my archetype is meant to be 😂 and that's tanky
I never went into the Alpha playing tank thinking I'd go from doing negative dmg to tons of dmg 🙃
compared to other classes tank is TANKY.
It's not 😂
The way DPS dies in PvE is the same way tank dies. Exact same case applies in PvP
You could be the tankiest tank on your server and It'd still be a joke. If you tell me otherwise you've not been playing tank or have PvP'd whatsoever
i disagree. having played all the current classes. tank is much tankier thier other classes when put up against the same content conditions
just pulling your leg, just a bit. Hopefully whatever they are doing regarding combat balancing is going to make tank feel like a tank.
constant weapon proc ward. vengence constant ward. big self heal. intercept ward. dodge. aoe barrier ect. theres tons of self mitigation.
your exactly like the dude yesterday who was crying fighter needs mitigation cause it dies to easy to range. like maybe the class isnt the issue.
If i get scared in PVE just block. 🙃
Appreciate you 
Yes most definitely. our "self heal" that's also our cc break is used for exactly that reason. you and other people calling that skill a self heal are tripping 😂
Intercept got nerfed, indomitable spirit nerfed, banner nerfed. what are we even talking about?
3/4 hp bar shield that mages have is a real self heal
^
Even mages shell that scales with mp is 100x more useful than any shielding tank has
Look this isn't my first time being taken for a ride by a nice MMORPG game studio, a man can dream, right?
😂 
Ain't that the truth
also you're mentioning ward?? again what 😂 that's like saying you were okay with the previous vengeance shield of 0.1/0.2/0.3% 
spend your time complaining that a class is an issue when theres many other factors causing the actual issues thats on you. the class its self compared to other classes in a same/same situation is way tankier
please. I've been playing tank the entirety of p1 and p2
well then theres your issue you dont have shit to compare
So when a firestarter 2 shots a DPS and then proceeds to 2 shot a tank. it's not the same thing?
It's fine
yeah, that's one thingI dont understand. Instead of making it a dmg skill, they should have made it a shield generator, but not with these silly numbers. Instead of messing with grit
The adjustments they've made to the tank BESIDES removing the -dmg penalty have all been a nerf
If they had done that and groundpound with vengeance change. we'd be feeling a lot better now
but for some reason they nerfed our survivability skills
bro vengence stacks with weapon ward. like i can fill 1/3 of my bar with shield you must just be bad at the class
its ok ive seen plenty of bad tanks tho
Izzy is a beast
only most or 2nd most geared tank on Lotharia and I'm a pleb 
P sure the fact that tanks abused the old mitigation bug is what scuffed data and caused them to nerf the other abilities
but that's just my 2 cents
gear is only part of equation so falling on "im only most geared" like that shows a wholeeeee lot
It's that + the knowledge of the class 🙃 I wasn't just saying that I'm only most geared
lets look past other issues like the waterfall stats ttk range op and just say all classes are shit
its easier
I totally want to see a pvp clip of you filling 1/3rd of your HP bar with shield
Yeah ttk will get fixed in "2 weeks"
we're 6 weeks further btw
i mean other guy last night said mp was only in 500s and i screen him 600+ shut that shit down quick
2 "weeks" in steven time we will see sometime deep in p3 then lol
development is a moving train, smth
My point exactly
changes are being made to other classes that actually effects their gameplay meanwhile tanks
but honestly, I don't envy whoever is trying to untangle this aspect of Ashes, its FUBAR atm
Visual vfx update here. visual vfx update there. visual vfx update EVERYWHERE
One for you. and YOU and YOU 
everytime I read the fucking patchnotes man
any Americans here btw? they still teach maths in 'Merica, right? 😦
?
idk what this means
I'm 600+ PP too 

Anyways
playing broken rogue soonTM anyways so whatever. maybe when they realize that there's single digit tanks on an entire server they'll reconsider class balancing for us
I seriously wonder how many of each class there's on a server
With fixes to TTK, tank is probably good but it needs a feels rework imo. I don’t agree with all the flat absorbs based on max HP. Maybe like 3 at most. You start to enter the invincible unless mob dps is higher than X. Or you become super squishy when mobs hit more than X (which is pvp right now)
I always discus classes and stuff based on the current state of the game. It’s best not to say stuff like “once we get secondary archetypes then tank would be much better” etc. for any class
making a class not enjoyable for 25+ levels isn't the greatest game design for sure. Especially if its one of the "holy" trinity classes.
a totally unrelated question...when is clerics whip coming back?
That's what I was thinking as well 
I mean PvE in the game isn't exactly "hard" atm. It's just full aggro have 2 clerics and a bard baby sit you and yeah.
@daring sentinel I think that Steve said they'd look into it 
I wonder if they ever pull off that idea with spending more than one talent point per skill to empower it etc, maybe then class build variety improves somewhat across the board
after all we dont have talent trees atm which would force you to make actual choices
Yeah
Did they ever mention level cap being raised in p3 at any point or?
are we stuck with 25 until...Beta which is god knows how long
well I dont think we had any statement on this...but I would imagine secondary archetypes are coming some time in alpha, so level cap should get increased then
I hope so 😂
Unless they just raise the level cap without any additional skills being unlocked. Now that would be tragic
Look guys i just want to spend my stamina points.
Rogue day
I slept 14 hrs in preparation
you now have and extra 4 hours
Guess I’ll shower too 😒
I mean that is always a bonus
Showering is overrated
If you shower you're all washed up!
Yall think summoner will come in May or more like June?
Of 2026?
Dayum, I am so glad to read this! Sadly I will have likely up to zero time to play the next two weekends but finally, he is there! 😍
dec my guess
Neither. Steven commented that Summoner would likely be 3-4 months after Rogue which if that was accurate would be July~. However, Steven dates are never accurate, especially that far out, so Summoner is likely September or so
Is it just me or does stealth suck ass? Lol
is there something wrong with using tank abilites right now? they dont work when im clicking them?
Don't click your skills sir you should keybind them 😉
seems to be happening on my fighter too, it feel super clunky
Uhm, so the Tanks Shield Slam now propels me through the target
Not very great >.<
yeah i noticed that too
switching to shield assault until it's been fixed
gave me a heart attack and a half
not sure why but when im holding auto attack i have to stop holding to use abilites
And if this is true I can see them holding on to it until October.... Just for the summoner Halloween connection
rangers how yall feeling bout the changes
need to test a lot more stuff but ranger so far:
feels like they should just delete barrage (imo), or not have it match armament color if it isn't applying armament anymore.
Pushing buttons > managing focus to keep it in a 'sweet spot'. At least thats what it feels like. With this many ST buttons, theres not really much room for min-maxing focus? better to push dps button asap. Maybe im wrong but, initial impressions.
Also attackspeed is doodoo for everyone compared to raw power. Greatswords all the way. At least this is how it feels?
hunt is getting turned off, and i think the regeneration and thorns are being removed
every time you use mark
Is there a way to reduce camera movements as a rogue?
shortbow ranger 100% dead now
To be fair it was like 97% dead before patch so…
did more dmg than longbows 😛 but required some prep
Rogue’s just a better ranger mmkay.
as i loaded up the game i thought there's no way the devs wouldn't have the foresite to give more character slots.
[ranger]
done some more ST dps today - biggest ranger issue im noticing - theres no point in playing around focus, just pretend its not there, press your buttons instead
also yeah shortbow dead outside of pve ST dps, which I don't think it would be too much ahead. if it wasn't for barrage arrowstorm
yep rip shortbow rangers :p was fun for awhile guess i gotta go be the cookie cutter lonmgbow ranger again
try play it like @glad cloak said i am tryning it now works abit better when you just ignore the focus, Power shot is a build up skill
its the playstyle of it dont even care about focus i played a shortbow before which doesnt work now and all the skills have cast times that somewhat root u in place so it feels like a mage and clucky and everything
it plays like a mage but worst than a mage :p
i open with Snipe+Mark > Pwer shot > Root fells okey ( been on longbow since day 1 😉 )
feels like ur fighting in perma walking turned on :p
well its alpha 🙂
what's making it feel clunky? it's almost the same imo
your basicly walking the entire time in combat or stationary, its a huge difference from shortbow playstyle which was agile and more mobile however they nerfed/removed everything that made shortbows viable to use on the ranger
which basicly makes them feel like you playing a mage with less mobility and if i wanted to play a mage i would of just played a mage
I don't mind pulling with it as a tank.....range isn't a big deal since I'm literally already trying to get close to the mobs and the speed is obviously better......kind of miss the range of a longbow but after trying both I don't hate shortbows for the few shots I take with it.
when the rogue disengage feels 100 times better than ranger -.-
lower cooldown too i beleive
Rogue/Ranger combination will be fire
If ranger can get to a spot where people are happy with it. I'm hearing people say it's dogshit now.
trying to build a new ranger i mean rogue :p
ranger right now is basicly fighting with toggle walk on the whole time :p
and shortbow no longer viable due to nerfing/removing everything that made it usable :p
like when i play a ranger now im literaly like if i wanted to play a mage i would of chosen a mage, it feels like ur playing a spell caster but it worst version than a mage which has better single and aoe dmg, mobility andn survivability
do you just want to stand still while attacking?
thats basicly what we got now
if u want us to play that standstill imobile ranger (that feels like a spell caster) they need like 15+ meter range otherwise we would go play a mage
just play rogue, it's the better ranger and the better fighter atm
thats what im doing lvl 7 so far :p
the disenage on the rogue already better than ranger disengage :p so much quicker
So how is rouge 
better ranger than the ranger 😛 haha
Lmao
invis>throw>hemorrhage
ranger now the 2nds mage class in my eyes plays exactly like a mage but worst/
Rogue can be plays as a melee or a hybrid melee ranger
backstab the explosion mob
pretty fun, powerful. Only 3 downsides atm. 1: Current iteration of daggers are dogshit. 2: Rogue takes abit more effort to play than fighter/mage/ranger.
3. The way stealth works is abit cringe.
Ranger -
They want us to use more AA, because thats what the whole focus mechanic operates round? But abilities do 2-4x the dps of auto attacks. So auto attacking for 15% damage is not worth playing around.
I think make barrage go away (or have it be like an augment or something. When you activate barrage your auto attacks are 100% faster for 1.5s?)
make salvo apply the +50% damage on auto attacks (based on the number of charges. And set auto attack range to 35m for the duration - shortbow or longbow).
Make power shot an actual instant cast skill, lower dmg a lil 150% instead? (we don't want everything being .4-1.1s cast times on every arrow skill.)
Give killshot a cast bar, or make it feel different imo. idk how.
idk if these changes would actually 'fix' anything, but variety of how the toolkit feels between the 6 different shoot the arrow skills
also fix scatter shot bugs. (consuming both charges, charging when you don't want it to, etc).
they also removed a big reason for auto attacking at the same time and that was bow mastery passive
using shortbows shouldnt reduce your movement (or atleast not as much) when u use cast skills tbh it dmg is substancialy less when it comes to skill than longbows so it need to make up for the mobility
This makes a lot of sense. I think the other problem is the fact that anything you do interrupts your weapon combo flow. It’d be nice to see that modified at least a little.
rouge auto with daggers hard to get salve to use
@south oriole I would like to say that the rogue is amazing. The animations, movement, abiltiies are top notch and everything I wanted in a rogue class. Basically a super ninja. The movement ability where you are jumping over the target is single handedly my favorite in the game
including dodging which u gotta do often at times so u end up do i dodge and get hit for 3k+ or finish the combo 😛
Bro, if you say nothing but positives, we're gonna get nerfed
rip rogue was nice knowing it :p
Im not even talking about buffs/nerfs. Im more talking about the feel, look, and stlye of the class
All classes need a balance pass for sure in the future
skill perform better too for example the disengage on the rogue is 100 times better than the ranger which feels slow and floaty
I'll share this too, too me awhile to draw this earlier.
The good thing is that means they can fix the ranger for example. They probably do a rotation of passes on each class
i for one love flying off a cliff because of my own hubris
i think they should add a bow mastery passive back to the skill tree tbh too where shorts bows get X bonuses to accomodate a more mobile play style and longbow get something that accomodates the stand back and shoot play style
short bow one could be movment not slowed while casting any of there skills
poor arrowstorm 😦
arrow storm got gutted like 33% of dmg dmg it use to do 😦
speaking of weapon tree i kinda wanna see them get a choice between 2 active ability at lvl 50 😛
Being able to see my rogue in stealth cause of armor/weapons/enchants clipping through camo is just so

its ok we know sword and board melee ranger was where it was at any way. cleaves for days
there was an armor set that would turn u invisable too u could only see nameplates 😛
riverstalker chest atm is invis
yarp
same issue as ranger tbh with camo where there armor wouldnt get the invis effect
Fake stealth and Real stealth @past whale
Not to mention I have to use 2H since all pre JM daggers are BUNS
Like COME ON
If I wanted to swing a 2H I’d play fighter
Yea dude, tell me about it. EXACTLY LOL
some people just want that big dick look cause of the small pee pee feel
i love a sword though, give me dual wield swords or physical buff off-hands and ill use those but i'm fine using the twohander.
Do kinda wish we could’ve had different daggers in each hand somehow
If I wanted to stack magic power so poisons scaled higher, woulda been neat
a combo of three is wonderful
I saved 2 one handers just incase, got disappointed when they were still 'main handers' post patch 😦
looked like poison scale off PP id have to double look
Correct
I'm sure we get more variants of dual-wield weapons later.
why is this a supprise? they've been saying for months that dual wields are a seperate wep alltogether from mainhand / offhand and when rogue dropped we were only going to have daggers at first..
Maybe as Rogue/Mage my poisons could scale from MP 
I wanted to see some cleric dagger action...
Hoping to see rangers and rogues get to dabble more in poisons in their skill tree. Bleeds are boring
I'm still early levels but I want to play with Sap so bad.
More poison.
Also rogue ultimate ability to maybe give party members stealth for a small window of time 
Poison ftw 
i disregarded sap and went with shadow heal at low level ooc stealth heals 60% PP every sec for like 5 sec and recast able in stealth making a great ooc heal
i will go for what seems interesting regardless of its power. if it ends up being unfun i will throw it away.
shadow cloak is probably better for sure.
but sap ✨
Rogue sustain very strong for soloing. Was able to solo lvl 28 mobs at 22 with semi ease. Only really dipping to 60% in sustained fight
Yea, sap and poisons man. So gooood.
sap just seemed lack luster as you have to track poisons to heal but in order to get poisons low level you need to take that trait. thats why i mentioned the shadow heal
its def more micro intensive
no doubt i was taking on lvl6 1 star spiders in melee range at lvl 4
i was fighting like 8 goblins at once with no gear in the ruins.
Before i learned about sap... i was playing around with Death's Mark. Let me tell you, that ability is not working as intended. When it's not healing you, it's reflecting dmg to you. I one shotted myself like 2-3 times before i tossed it out the window.
oh no
oof
Overall leveling experience was really fun as rogue. Dev did his or her a damn good job making the class so far
i do wish i could have like a deadly finisher that increased poison stacks
bleed is strong but that would be mad thematic.
rogue leveling since we all have +7 heroic gear hand-me-downs is so damn ezmode
im curious about the second poison slot havent made it to it yet but thats interesting as well
Extra option to swap around
like.. lv. 10 rogue with +70 str is a joke
luckily i have literally waited to play the game until this archetype released so
i have nothing
nope im doing what i do with every class im solo leveling with base give me's as a new person would to map best plans and routes per level
If you fight a cleric you’d want draining to drain mana fast but maybe a diff poison vs another class so you don’t have to talent swap
cause server starts no one will have the extras
why? this aint going to be starting point on release. all that will be re-learned later
Rushed to 25 just cause I wanna see how it performs in PvP at max lvl tbh
its fun to track and figure stuff like this out though
idk 🤷♀️
theres still info like vendors and stuff that wont change.
Crush the bard!
Considering I crit 3k+ with starting daggers I worry about the TTK even more now 
your also assuming thier going to jumble a whole game on release with all new locations spawns ect
rogue probably will see some nerfs haha
problem is, rogue feels good even in it's semi buggy state. It's everything else that doesn't feel that great.
fair, but it is the most freshly cooked everything else will be stirred more.
like squeaky wheel gets the grease
Can't wait to see what rogue does in big events
rogue isnt made for those bgig events
i just hope they put the dung back in
Log onto your Ranger or mage
Rogue might have a place tbh but such a high skill floor class that even in a node siege of 100 you’d prob want like max 5 and that’s really pushing it
In a zvz it will prob have to operate as a separate group doing kinda its own thing from main body of the raid or protecting backline
remember we will have all these secondary classes that will mix things up alot.
Current stance is just passives so
And my idea of passives in my head is almost all cosmetic but it’s open to a wide range of stuff. Hope Steven and the devs cook up good with multiclassing and make it interesting
The description of the changes to the talents are way beyond cosmetic if you read what little Steven has said about it.
are daggers a valid option for bards ?
Stated in a more recent interview about it being more passive 👍 just going off what is recent I’ve seen him say. Can of worms regardless for the devs to balance and I know I wouldn’t wanna deal with balancing 64 classes lol
Yes, this is the information I'm going off.
try it and see if it works
nobody has played with them alot yet
does race truly have an impact of archetype?
Race doesn't matter at all. Planned to have some cosmetic ability augmentations and that is it.
❤️
Any world first alpha 2 rogue 25 yet
A couple yeah
theres been lvl25 rouge since 930am
Vanguard class
Will operate like lrrp
was there any info about summoners in the latest livestream?
Is the "Off balance" mechanic not working properly or am I reading it wrong? Shouldnt the enemy not be able to rotate for 3 seconds?
"Off balance" does sometimes work for me but not always. Sometimes the NPC instantly turns to me and other times it turns really slow. Around half of the time it works normal.
I agree with the above mentioned in regards to ranger - between playstyle and class fantasy it's getting worse to play. It was already not great and the changes made for this patch just made playing it feel worse.
When I look at other classes, I can see they have an excellent hold on the class fantasy and the ability to intertwine skills with each other to really solidify the playstyle to make it fun while staying within the idea of what that class is.
Ranger has none of that. We walk slow like we're a target while trying to fight which makes us sitting ducks, we have less mobility than other classes (rogue & bard), mages get to see through stealth where rangers don't have the ability to track stealthed characters. There's many changes that need to come into play.
I know for certain there are plenty of examples on ranger classes throughout fantasty that would be much better than what we are currently, which just feels like that group of bowmen behind the shields shooting into a group of opponents without having any other real skills.
im not sure how those changes made you think that way, i agree that ranger is rough, but i would say that changes made it a bit better, not worse 
This explains it pretty well, better than I could
I posted this in the wrong chat channel before lol
this pic is outdated by a couple of weeks; but I noticed in the rogue stream that the archetype colours were still doubling up and causing a bit of confusion among my friends
I think it would massively benefit the game to have 8 clear, distinct colours to represent the 8 distinct archetypes
im not married to these particular colours or anything; I just think it make sense to make sure that they are all 100% different colours
as it stands; this is just going to leave room for misinterpretation, misinformation when scanning UI during intense raid scenarios and PVP, and it's also yet another barrier of entry for newer MMORPG players
I think the best thing for a system of 8 archetypes is making sure learning and memorizing them all means being able to more easily differentiate them from one another. Having 3 of those 8 archetypes basically sharing the same colour is going to cause a slough of problems that I think can be avoided
not to mention changing a couple of icon colours is a very time AND cost effective compared to putting out all of the fires that the current set-up would create
I think the best mindset to follow when creating UI is that the best UI is to be GLANCED at, not stared at
We dont want to have to do a double take to make sure we're gonna heal the tank and not the rogue or the mage. It should only take a small glace to the raid profile party icons on the side of the screen for the average player to instantly get all the info that they need
other than that; UI team has been doing an amazing job tbh
IF:
Stealth cannot be applied
THEN:
Do NOT put it on cooldown
This is priority #1 for rogue fixes IMO
Rogue class color is too close to ranger's
You can also Manually change all the colours yourself 
Just Rogue is missing atm

this shouldnt be something that the player needs to fix, it should be something that makes sense from beginning the player interracts with it. Also changing the core identifying colours of what will build all 64 classes involved in the game isnt a good idea.
The identity of the archetypes is what everything else is built off of, the fact that they are making the identifing colours that represent them similar, and then making players change to completely different ones will only muddy they water for viewers, players, streamers and newcomers. The power of "red = fighter" is actually so important in the grand scheme of things
it just makes things needlessly confusing. I also dont think a band-aid solution to something that is completely avoidable in the first place is better than just fixing the colour coding so it functions as its intended
i dont think the solution to a problem is to let the player get around it, I think the problem should be tackled by the devs
Well it's because they want the UI to be as customisable as possible. If you want bigger or smaller text, you can, you want to change the colour of the text, you can, you want to make UI components bigger/smaller etc. you can. Archetype colours fall under that 
all of those elements other than archetype colours I think are great additions to UI customization and I think they will not confuse most players
but archetypes are what every single character/player builds everything off of, and so think getting the absolute most out of the raw, vanilla representations of what these archetypes are is more important than letting players choose it themselves
this has to be the most autistic nitpick I've seen in here
Toxic
there are only so many colours you can use with sufficient contrast to achieve the glance value he is obsessing over
it is in fact, very possible to have 8 different archetypes without using the same colour twice
I don't see how pushing the game to be the best version of itself is somehow an 'autistic' trait
and even if it was; is this not the channel for it?
how many colours do you see when you glance at a rainbow
versus staring at it for hours
look at any swatch
what should the 8th colour be?
brown
.>
old mate doesn't accept multiple shades of one colour unfortunately
Give rogue yellow and clerics white plz and ty
imo: add Rogue default purple, and ability to change it, with no other changes for now.
ladies and gents, Im having a huge struggle between picking rogue or ranger main. I have commitment issues and want to pick one. Can you all please give me your reasons on which one to go with? Goals: Soloability, completionist style of gameplay, pve and hc pvp.
Ez pick bard !
there was one like 12 hours after the patch
it quick to level when u just give them +7 gear set for lvl 0,10 and 20
can we play rogue as magic rogue in any way? ^^
right now I mean, I am alittle confused with the skill kit :/
im guessing maybe when they allow 2ndry archtypes intot te game?
like rogue/sorc , rogue/cleric
playing my rogue as a ranger since they play like rangers more than rangers which now which play like mages 😛
they have the best sustain in the game tbh outside of cleric
maybe I need to figureout how to boost the necrotic dmg part of the tree somehow
cleric is awesome never run out of mana or health
i really wanna try it paired with rogue
i think it might be slightly op tho hehe
also wish they would change the hunting skill so you didnt have to wait for a randomly spawning farmable mob
and we could skin any animal mmob we kill
Soon
10 stacks of poison + sap = good healing
healing on stealth
death mark gives 50% of max hp whoever is lower ur max hp or the enemy max hp
so much healing in rogue kit
Which abilities work with the longbow?
yeah but dmg part doesnt seem to connect the dots as well as the other classes
Was wondering about weapons for rogue... No daggers available from the Lionhold merchant.
Is it fine to just go 2hander until you obtain a decent dagger?
Farming in stealth nerfed booo
New player, is there any real difference in weapon sizes besides attack speed? Aesthetically I prefer single weapon/sword with my rogue. Am I gimping myself by not using daggers?
Not a bad question. I also prefer the legit "rogue" aesthetic of daggers, but will wield whatever packs the biggest punch available to me while I'm weak.
am I crazy for preferring shortbow for Tank with pulling and as a side-arm?
I also prefer mace because it requires two swings less than the sword and the speed difference doesn't end up massive so far, making it generate Courage must faster when you weave skills
Ah right.. certain weapon have faster weapon combos, no? like less swings required etc
Mace is 4 swings, Sword is 6
even with the speed you finish 4 swings by the time you hit 5 for sword
i gotta grab myself a new dagger and see how fast it proccs as well ^
I am very pleased they went for daggers being 2hand weapons though.. i cant remember any other game that did that.. but it alleviates the pressure of finding 2 good daggers 😛
oh ho ho, Tank with daggers
never thought about that
can you still Slam even if you have daggers?
or just use other crap
shadowguardian inc? 😛
rogue-tank
That could actually work depending on the selfhealing and the CC available to rogues atm
unexpected tank/rogue hotness
You can buy copper daggers at the blacksmith guy North West of Lionhold i believe. Or at a node vendor
Daggers seem to require 7 swings for combo finisher. about 3-4 seconds to activate
Cheers
Yeah I'm gonna try it. Just doing other crap at the moment
I am only level 6 atm, but I was just struck by the fact that daggers seem to have more strikes in a shorter time which should be beneficial when using poisons to stack up before using sap, compared to 2h sword etc.
Are there single daggers in the game? I prefer single weapon aesthetics 😅
Mmh, I dont know. Speculating here, but it could be cool with a few options on max level to be customizable with 2 different daggers, while its handy for level daggers to be 2h weapons. However, making this distinction for high level would require daggers to obtain 2x "heroic" quality weapons compared to during leveling... Unless they have a certain characteristic bonus that doesnt break the powerbalance, this feels like a pretty harsh hurdle. Unless you can manually choose to use them as 1h or 2h.
Or perhaps that its optionable to use as 1h/2h during the entire progress ^
For enchants etc on weapons 1h+1h could be more beneficial (with differing effects) to be available to increase utility.
Or maybe using 2 different poisons at once
Not at the moment. If enough people want them to be separate to allow silly stuff like dagger/shield or even more reasonable things like sword/dagger then we can give that feedback and things might change but it's not a given
To all those rangers out there, how is the rework compared to before?
is intelligence rogue a thing? or can I make it work somehow :/
I believe even poison scales from physical damage
blood poison PP burning MP
Any tonk players?
tank?
Ya
sup
have to log to check but i belive its flat precent and then obviously cchance to crit
so this part is still not working?
just the 10%
What about shields, is there any reason to block now or is it still bad?
shield bolocks alot of damage but still better to dodge if possible
How good was the little rework a while ago?
It reads like the kick is way more useful now
same you got people that like changes and people that dont. i personally like the changes esspecially starting in the lower levels the difference between before and after was noticeable
What would be worse now?
i think the main issue is alot of people dont like the pvp feel of tank. like anything tho its gonna be ultimatly up to the person playing and how they feel
Weird, what's wrong with tank in pvp?
it could use some polishing i think but its not bad
Does the pull still bug around?
people say yes i havent had a issue i think thier just interupting the skill before it finishes
Hmmh
Does reflect work 100% of the times now?
I assume tank generally feels weird to play with the ttk being completely broken so you just explode like everyone else
ive been on bard and rogue as of late best i can say is give it a feel for yourself. and yes ttk is still bad they did say it is on thier to do list to tweek so theres that
There is bad and there is 0.5s
But ya
Hope it gets fixed before may
Courage on tank seems a bit weird, it only gets used by 2 abilities :v
Feels like they forgot tank has a special ressource and didn't make abilities go with it
i dont think they have really touched it esspecially with tank cleric supposedly first combo
I know im beating a dead horse here but can the devs please take a look at fighters role in large scale PvP, literally every other class has something to contribute while fighter does not. If you take a look at how groups are class comping they go Mage dps with Rangers root bot and support from Clerics for heals, Bards for buffs and Tanks for walls chains. Fighter does not provide any meaningful support, utility or even enough dmg in a largescale fight to be worth taking a roster slot. Fighter needs an overhaul to be viable in largescale PvP, groups need a compelling reason to bring Fighter to a fight, cause right now they dont have one. Ive heard it said multiple times that classes would be balanced around group content, I'd love to see this happen for fighter.
@mighty nimbus
We need a unique buff/ability or preferably buffs and abilities that we bring to the group, the only "Unique" skill we have that buffs the group (and de-buffs the enemy) is Battle Cry and that's also our CC break and is used reactively which makes it super awkward to use in a way that actually benefits the group in a meaningful way, especially in PvP
Were also about to get 100% replaced by Rogues, everyone I know who plays fighter is swapping or has already swapped to Mage, Ranger or Rogue. I'd really like to here some feedback from @south oriole and @mighty nimbus on whether or not this is on your guys radar and if there are plans to adjust the Fighter Archetype.
Yea, having our debuff shout as a CC break. Extreme cringe.
tag Steven more often, surely that will help
Fighter role is to sit in the backline to protect healers from rogue 
if u like playing a mage then it ok :p doesnt feel like a ranger these days plays like a spell caster
replacing my ranger with a ranged rogue aswell it players like a ranger compared to the current ranger which is realy just a mage in how it plays/performs 😛
Fighters atm i think are probaly fine if they removed enchanting from the game the power scaling of enchant makes fighters impossible to play where unenchanted gear they actualy feel good with TTK and things
I just want to hear something from Intrepid to effect of they are aware and working on the situation. The fact that the Fighter dilemma has been brought up dozens of times and has hasn't (to my knowledge) been acknowledged as an issue is worrying.
I agree enchanting and the current TTK are definitely issues but fighters also lack any useful uniqueness, Id love to see them add something to the fighter to make them more useful to the group utility wise as well.
I rolled a melee class to play it like a range class. #Ashes of Creation Alpha.
Yea feels bad.
Im going to try and post about this and Tag someone everyday till I either get a response or get banned for loving fighter too much, lol
@winged plank Does intrepid have a statement/update regarding how the Enchanting, TTK and Fighter situation is being addressed?
Everything is WIP. This is an Alpha. If you find a bug, report it in game with /bug. If you have feedback, share your thoughts on the forums or here in Discord.
Great to hear from you, I appreciate the response, the fighter issue is less of a bug and more of a design problem imo. Fighter as an archetype is cooked till changes are made. I'd love to hear more about those systems (i.e enchanting TTK and the unique benefits that a fighter brings to a group) and how these designs are being addressed.
Please tell me there is behind the scenes filming of things like during patch days when everything is breaking -- i think it would make a really good documentary on release 😄 I picture complete chaos in the office those days
They've said for a while that they've been recording their meetings and other stuff around the office over the years and plan to release a kind of documentary about the journey once the game releases
Am I the only one that thinks rogue's gonna sit in the same boat as war, where it's kind of meh'.
Because:
In PvE if there's more than 3 mobs with mechanics you can easily get nuked.
And the majority of PvP that exists requires groups, mostly large ones where some melee bozos like rogue and war will be memed upon by all the ranged.
And the only little amount of solo pvp is kind of heavily punished by corruption?
pretty much
yup
Seems like ranged will have all the fun and melees kind of meh in general.
is rogue out yet
3 versions of ranger is out. take your pick.
lmao really?
yes the rogue is out
So it sucks that snared and chilled share the same debuff slot, so classes that work great off snare effect (tanks) or classes that can cause snared (fighter) conflict with mages who want to control chilled. what if you change it so snared makes using stamina more expensive or chilled vice versa
- debuff slot
why is rogue stealth easier to see than fkn rogue camo..,
Maybe it’s a stupid question but is there a reason why Magic Power weapons in general is lower than their physical weapon counterparts?
Rogue stealth
Because true magic power comes from within
I would just to say kudos to the entire aoc team on the rogue. The abilities and playstyle you guys designed for it is amazing. Love every detail of it. Ik it's still early stages and anything can and will most likely change, but the archetype imo is already fantastic (minus the struggles with getting stealth to enable lol)

The ability that makes you resist magic and instantly go into stealth is like cloak of shadows and vanish from WoW combined, when I saw this ability I literally busted. Class is perfect 🤩
stop letting bard guy design classes
he really just giving them everything with zero weaknesses
I wanna know why ranger camo and rogue stealth fails part of the time. Why do pieces of gear ignore the stealth code. 😬
they didn't cook it properly
classes built further into game dev usually have more tricks because there's more tech online to make them cool. Classes built earlier on have less cool stuff because the tech wasn't build to give them cool stuff. So then they go back and improve old classes hopefully (kinda like what they're doing with ranger?)
class balance will really get thrown for a loop once multi classing comes online, so trying to do too much balance at this early stage is wasted work.
classes like fighter are going to be weaker in a fast TTK environment where ranged classes (or rogues) can thrive. Once they address TTK issues I think the fight/tank classes will greatly benefit from it.
anyone feel like a ranged rogue feels really good
Rogue tree definitely seems fleshed out with well rounded kit.
So far some of the numbers they be hitting for scare me lmao.
they cooked with rogue
Feels like ranger tbh lol.
The same with anything that holds a bow
Finished solo leveling Rogue to 25. Overall the kit feels really nice. Though a lot the skills are still bugged which I /bugged them when I noticed them.
The most annoying thing i'd say (other the stealth) is having to re-apply poison every 10 to 15 seconds in combat. After having some long grind sessions of constant grinding it just becomes a chore and doesn't feel like good gameplay.
I think it should be changed to have a longer CD but and uptime that matches it while giving us 2 choices of poisons instead of 2 charges. This will allow us to pick a poison and stick with it for say 10 minutes and reapply or swap to the 2nd poison based on the sitution.
Did you test Death's mark? When i tested it, i was healing a portion of the time and not getting heals or killing myself with what looked like reflect damage the other portion of the time.
Yea there was a few times it didnt heal at all even though the kill was in the 30 second window. - /bugged it.
Do you recall which mob refected it/
when i tested it, i insta killed myself with death's mark upon killing highwaymen hills clerics, fighters and the lot. Basically stuff that can't oneshot you but for some reason do 1 shot you with death's mark on them and only when they die...
I had a problem constantly bouncing off the overcharged shardlings with feint. Also the rotation lock on Acrobatic Strike rarely seemed to work.
yea the rotating thing seems to only happen on beasts
I wonder if that is why I would randomly get hit for an extreme amount of dmg by some mobs. Though it was while i was still in combat.
the snakes in the desert, didn't rotate
I'll have to test it more it just seemed to almost never work.
yea, those 1 star elites, don't have anything in their kit to 1 shot anyone with twinked out level 10 gear
so it's gotta be a bugged ability
atleast that's what it looks like
idk, we'll see
Smokebomb 2nd charge or the charge timer seems buggy.
I think they take 10% more dmg not the rogue
grappling hook works most of the time but depending on the terrain, you could get teleported back to where you initiated your grappling hook in the first place
feint feels ice skatey
poison doesn't apply when you get stunned on the key press
you lose the charge
I didnt test grabbling that much. I mostly went with stuff that does dmg as I was trying to get leveling out of the way should I can finally start playing the game haha. Been waiting for rogue all phase.
Yup, glad it didn't disappoint... see where it goes from here tho
It does feel like the slowest dps leveling tho, solo wise.
Yea i had ok gear for leveling. Would have to see how it feels if i didnt have pre-crafted gear. I wasnt cracked out like some people with 450+ physical power or anything. More like avg 25 power.
i am glad there are magical dual daggers, my bard can finally roleplay as Shaco 
what can you do, that cleric doesnt heal the opponent? i mean that hella stupid. you both are flagge, purple, and if you use heals as cleric, you heal your opponnent?! WHY intrepid?? xD
i found the option, but its kinda weird and i dont fully understand it
it's bugged, if you e.g. have fully specced Divine Flare so it deals damage too and you hit an enemy with it, it both heals them and damages them at the same time. But only in flagged pvp, not in other pvp events
been like this a month now
annoying tbh
rogue did this to me lol
Tank buffs when?
Right after 1 more nerf
thats Bard
buff rogue

I heard there was a tank rework in the mix. That makes my little tank heart swell with pride.
I heard Sunday and I did
rogue is much more fair than bard because rogues are melee and in gvg they die before they can use one spell

Look at mage! Don’t look at bard, bard is FIIIIINE! Promise!!!!!
This is true. Did some large scale pvp. Snuck up behind them, thought they were all well distracted, went in, INSTA turned on and dead.
Not to mention stealth doesn't really work. Can be seen well over 40 meters out.
well, only glow of your weapons, and maybe some air disturbance in certain conditions
The bard casts silence. You use your cc break. The bard casts silence again. You are now incapacitated for 10 seconds. Now you are taking damage while asleep. The bard is playing hopscotch and 100-0 you over 3 seconds while shooting a laser from the magic wand
You have lost the 1v1 
The ranger casts camo. He is untargetable and you can’t see the cast bar. The edges of your screen get blurry. You spam dodge cause you don’t know what’s going on as a green blob flies towards you. The new ranger resource focus made snipe do 15% more damage for a 4.2k crit. (I have also seen some 5k’s).
You are dead
The mage casts 3x instant fireball. You dodge all of them but it doesn’t matter because the dot hits anyways. He casts combust and you are almost dead. You hit him back, but the 500% scaling shield protects the mage. You die shortly afterwards from the 20s burning debuff as the mage watches you from far away
I’ll stop my role playing 
Ok then definitely keep them away from Ashes, otherwise they'll cry until they make Ranger a garbage pet class 


Then after they add a pet, add a talent that removes the pet. And that talent be the meta
Without pets, the ranger only becomes another version of rogue. 😬
I am going to have to play rogue some aren’t I, 
without pets Ranger is just a Rogue with a bow
Someone posted rogue doing 9k dmg in pvp.. so yea you probably have to for the lulz

don't do it
just jebaiting 
Just wait until Bucky gets around to reworking the Tank, Ranger, and Fighter after he finishes with Summoner. Will be 
If summoner does't completely kill the server in towns or the starting area. I'm gonna be disappointed.
@vale saffron You actually know if Steven confirmed whether tank rework has already begun or yet to happen?
and who's spearheading that project
Steven said on stream the other day that Tank would be getting a "rework", but no he hasn't said who would be doing it
It's probably unlikely to be Bucky seeing as he's doing Summoner
All the reworks right before may 👀
Fk man
So that rework def isn't hitting before p3
Unlucky. the lack of tanks will be atrocious
Ok, with rogue out are rogues better rangers than rangers? I still prefer rangers for ranged group PvP than rogues. I feel rogues are more bursty single target classes while ranger has more in the toolkit.
Just wait till there are 6 smoke clouds on your back line and your healers never existed 🙂
Hey when do we get a Fighter rework? We need more group utility, and class adjustments etc. Lets make Fighter Great Again! @mighty nimbus
its time to change classes irish
save yourself from the pain
Hes a rogue now 😦
Tank buffs when?
When you stop critting insane numbers
tbh the tank experience would be better if pre lvl 10ish the mana wasn't such a pain in the rear
I don't have to sit as often with a cleric of a mage
to chug on rations
Was waiting for the feedback thread to open, but haven't seen it. So here's my Rogue feedback
rangers are the pet tbh atm you only keep them around to cast roots 😛
rangers are mages atm in this game thats how they play and feel 😛 Rogues with a shortbow fells like a ranger, rogue with melee feels like a rogue 😛

just reflect with mana return 😂
ye you can eventually get ways to handle mana issues (sort of)
But early game it's a pain 😔
Just get a mana battery (bard)
Oh I have bru Im on Rogue now but I still love Fighter.
So were getting a second Tank re-work which allot of people are exited about! I also want to be excited, when will we get a Fighter rework! @rough comet
Yeah unlocking the mana regen weapon combo ability made everything sooooo much better
people still use shortbow?
use to in ranger but then they destroyed that build works well on rogue tbh too
shortbow is aight on cleric because of bless weapon (or so I've been told)
I guess any class that has on-hit effects
Hi all. Anyone else disappointed with the Rogue?
What do you mean?
Nope, Rogue is basically exactly waht I wanted
Not a shitty Rogue that relies on Stealth to do anything, but rather dashes around the battlefield comboing people

Got what I wanted 
Stealth not even working haha. I run a mile away and these people i'm about to shit on with my big dik sword can still target me. 😂
Unless the targetting UI is bugged. IDK
do you have enchanted weaponjs? those give u away
any known subclasses gonna be out on phase 3 on wipe?
Just subhumans, not subclasses
Yeap 😬
rogues are actually rather hidden without enchanted weapons
I guess but i've seen pieces of gear move around with people who don't have enchanted stuff. We've got the same thing rangers have.
also notice the name popping in and out at random while people in stealth
yeah 100% happens
Tank buffs when?
I feel like one more damage ability and consolidate defense would be great
I think I will never use active blocking either
never 
shortbow and other fast weapons could be good if additive weapon dmg wasnt the hardest stat to get in the entire game 😛
But all additive dmg gear is the hardest items tocraft :p
it in the works jeeze (well changes)
Ty
i feel like they be going back to ranger after the tank one :p those 2 classes seem to be the ones people complaining the most about atm :p
Cleric specifically likes shortbow for 1v1 because it stacks burning from blessed fast. Wand is probably similar too. The issue is a cleric shouldn't be 1v1ing so you're usually on longbow or book lol
Has anyone done a deep dive on the math for additive weapon damages?
ive tried its just the hardest stat in the game to get
every 5 rating = 1 dmg per hit from AA works well with wands/Sbows if u can get enough of it but to get enough of it is a right pain in the ass since it all the hardest gear to craft
it might be viable when TTK gets looked at
and u can actualy crafdt the gear
Yeah longer fights would benefit a bit more from it
problem most of the additive dmg for me requires 3 piece carphin (purple + quality for set bonus) 2 forgelord signet rings of decent quality (recipe realy doesnt want to drop) Dunzen shortbows (most expensive bow in the game to craft) and melee weapon which takes 12-20 glittering steel whcih is rough, along with couple pain in the ass armor pieces and then the most expensive food in the game to make lol
Doesn’t additive damage not count towards most skills though - primarily only auto attacks? That’s what I saw with some of my testing. I think it procs with barrage too but for most skills I don’t think it impacts them at all.
only auto attacks
doesnt proc with barrage
interesting interaction with the wand though when it beams
which makes wand on part with shortbow imo with additive dmg
books might be good with additive dmg on PvE though too since it aoe all triggers the additive dmg
but it rather slow so doesnt make to much use on single target
does seem easier to make a magic dmg class into additive dmg item wise though there a little easier to get it seems
also additive dmg can crit but it based of magic crit rate not physical which hurt the ranger a bit
surprised there wasnt a necrotic dmg dagger added in with the rogue :p
I think we all agree fighters are the low man on the totem pole when it comes to GVG's they need more group utility, a buff (not tied to a CC break) that benefits the group such as our shout but give us more morphs with different buffs we can choose from a group De-buff, such as a group trip that doesn't require staggered but instead uses momentum to cast. We need some refining of the Fighter kit because compared to some of the other classes it just doesn't feel fully fleshed out. @winged plank \
Wand/Spell longbow
can someone kindly tell me how I use the active block while actively tanking, keeping DR up, and without going insane from mental and finger load?
Had a DPS tell me over and over to use block so I get confus
Active block for tanks is maybe the worst
MAKE FIGHTER GREAT AGAIN!
True, almost 0 reason to use an active block. If it is a tank buster, u better dodge it. Block it - you get a ton of dmg AND still lose stamina.
Also you can't dodge a tank buster if you spend your stamina on blocking bs attacks
rogue nerf when
That's been my take-away too. As interesting as active block might be, I think it's a feature that's dead in the water because of its intrinsically anti-synergistic behaviour/useage.
Tanking right now is about positioning, movement, GPH (kinda), dodging, sometime knocking a mob to cancel an ability, and having a decent cleric. Other things like block, cc, weapon procs, your own heals and shields, are having a very low impact in comparison.
Ofc you will have situations when utilisation of these low impact things means difference between life and death but generally speaking - nuh.
And I'm not talking about aggro at all coz there is no problem in this department for sure.
I hope for a full tank rework during the alpha coz the archetype is not tanky and has an unimaginative design.
Ok, rant is over🦧
This is what I've found as well. I did some try-harding with the DR abilities and I honestly cannot tell the difference from when I forget all about it.
The low amount of hit points feels weird when some classes can do better against single mobs for (not) taking damage due to good stun/CC usages with virtually the same amount of health.
Tank inherently feels good but performs like a kitten, which is a strange juxtaposition for the moment. It absolutely needs help, and some kind of re-think on DR abilities. Grit makes me grit my teeth from pure frustration.
To me, an easy solution to DR is to let it proc off of Slam.
Also I wish Slam didn't take me a step forward >.<
the pve is braindead anyway
Helpful.
Blocking is bad for tanking currently - people use dodge instead
Question for the players who tested Rogue and Fighter at max level, in which situations do you think one is better than the other?
PvE solo, PvE group, PvP solo, PvP 8 man group and mass PvP
This is a good question my rogue isn't max yet but is gear and lvl 20. Fighter has better survival and is in my opinion much better in group pve due to the aoe damage and multiple ways to trip and incap on the spot. Rogue has those things too but they require certain distances or have longer cd. The rogue is a monster in 1v1 and small group pvp. Fighter is also good in small group pvp but not nearly as effective. Neither one really brings great things to the table for large scale pvp. Though the rogue can stealth and pick off stupid people that are far away from the group.
I'm still working through all the skill set for the rogue however I can say the rogue has a much higher skill floor and ceiling. Bad rogues would be very very bad. Fighter on the other hand are pretty straight forward. You can tell between a bad fighter and a great fighter but the skill floor and ceiling are lower
Fight me!
Rogue always been that way no?
Rogue is easy to play but HARD to master. And if you cant play it well it soon becomes a flop
I've come to the realization that anyone playing a Tank should have a GPH approaching 0.
Why?
Steven expressed that they have systems to measure every use of every skill (paraphrased).
This means that if as many as possible just stop using Grit in PvE, the devs will be sure to notice that something is horribly wrong.
And thanks for coming to my TEDx talk.
Jokes aside, they likely know there's a problem with it anyway.
Lol im fairly certain that they already know this.
Yes, which I did mention as well. I just enjoyed looking up GPH and having a bone to pick with Grit (like everyone else), I made some low-brow satire about it 😄
Is there any plans for a Fighter Archetype Update? @mighty nimbus @signal flame Does intrepid feel that fighter needs further iterations, or are you guys happy with where they're at? I understand gathering data, performing re-works and then implementing them takes allot of time so I don't expect some overnight fix I'm just hoping for some more communication on fighter and where the studio is at concerning them. Every fighter main including myself is waiting with bated breath hoping to hear from you guys on this subject.
One of the designers, Bucky, said they plan to get back and work on the older archetypes to bring them up to the levels of newer archetypes
(e.g. Fighter/Tank/Ranger)
Is there an indicator of where your actual stealth level is as a stat?
We're not 100% happy with where any archetype is at
We have a lot of balancing to do. This isn't just archetypes. TTK, stats, gear, enchants, and a lot of things that impact player power... we have balance work that needs to get done
Tbh Bucky needs to design all of the classes or none of the classes
I thought this was tank chat, what happened?
Appreciate the quick reply! Now I know TTK and enchanting play into why Melee dmg in general is pretty rough but it isnt just power or TTK thats a problem for Fighters, its how we provide little to no meaningful unique buffs or de-buffs in group play, we need more than just dps we want some sideways progression and utility for group fights, our class has almost no options unlike, bard, Mage, Ranger and Rogue where there's at least some variety and synergy potential. Our group trips take allot of setup which makes it pointless to use in the current landscape and our momentum is just a trip resource with rarely having enough to actually use berserk. Also our cc break being a buff and de-buff is very clunky to use for group benefit, our fighting forms are seemingly intended to provide the option for differing combos but in their current iteration they do not, its just set and forget, we need more uniqueness to the fighting forms (imo) to provide synergistic combos and better group play . I know your all working hard and I appreciate that, this game is awesome and It takes allot of effort to make it that way. I love this game and Im looking forward to future updates on Fighter.
P.S. Is there any sort of word on how the TTK and enchanting re-works are progressing?
Steven said that the TTK update is aiming for around the end of the month
Gathering update is set for the 8th no?
The first set of updates is planned for the 10th April. Second 24th April. Third 8th May
It's a work in progress
To overshare here (mostly for @vale saffron to answer this for people 🙃 ) we may have an early version of a stat revamp ready for people to test on the PTR as soon as next week. No promises, but work is coming along.
More info here: https://ashesofcreation.com/news/the-gatherable-spawning-system-is-evolving
This is where the dates are at
That was where Steven commented on stat changes for TTK being aimed for the .9 release which as of 30th March was about 3 weeks away
rogue talent?
Just looks like the regular grappling hook to me 
i didnt realize they had that, i was so confused
I would like everyone to take a moment of silence. I have discovered that the rogue is in fact Batman.
Guess they love the number 242. Power speed and durability
That sombrero goes hard
Crappling hook in to building
Then a acrobatic manouvre + a tier 2 feint going outside of the building followed by a quick jump and a stealth
Yea, select the ' I'm Batman ' ability.
Works on buildings, 50% chance to fail on small up slopes
I hope they don't remove or nerf the grappling hook, it's such a fun ability and doesn't seem op in PvP. I want it for the exploring factor alone
I can see grappling hook being one of the main Cross archtype skills you can spec into if you take rogue as a second class
It would make me want to go Tank/Rogue for sure
Batman grapple + tank yikes grapple 👍
In the meantime, can we scrap the active block feature?
insanely op in pvp but I understand why you want to keep it
Have any other Fighters experienced issues knocking Rogues out of stealth with AoE attacks?
you need to deal 10% of their hp before the stealth drops
That is insane, I was unaware of that
yeah the class is astonishingly stacked atm
Kinda not testing the game right now due to the strength of rogues atm, I was able to be killed in about 2 seconds while the rogue was stealthed in my face without being able to knock them out of it. I was level 22, they were level 18.
understandable
it's a zero skill faceroll class
until they change things a bit it's not going to be fun to play, especially as fighter
rogue is currently just a better fighter
the best place to leave feedback is on the forums
Dumping bard for rogue 😂
nerf rogue to the fucking ground
have to agree with this
not yet
first they should focus a combat stat fix (defense/offense)
any big tweaks before that just wont feel good
and no - im not a rogue main
it just doesnt make sense to adjust a class because thanks to bad defense values it can 2 shot ppl
something finally came in and disrupted the bard and mage.
"nerf it to the ground!"
meanwhile there's still rangers that can snipe for 12k.
Bard wands still doing 2-3k auto attacks. Mage firebolts and conflag still killing people in 1-2 seconds. As shit as fighters are, it's possible for a geared fighter to 2 shot someone.
This isn't a 1 archatype problem.








