Ashes of Creation: Tank Archetype NDA-Free Overview



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With the official NDA release of Ashes of Creation’s Alpha, we take a deep dive into the games Tanking Class: The… err… Tank.
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33 thoughts on “Ashes of Creation: Tank Archetype NDA-Free Overview”

  1. 3:00 Yeah like I commented before (hope you're reading this Steven) I dislike the linear upgrade path for abilities.
    If there's no choice, but just a flat upgrade, it makes the rank 1 and 2 abilities meaningless.
    Everyone is just gonna rush rank 3 and forget about 1 and 2.

    Would've been cooler to have 3 options.
    1 being straight but higher damage than the "upgraded" abilities.

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  2. i hope in future alpha 2 or beta test combat will be done bcs dont like this change combat tab to action on keyboard hah,i mean they remove this swap options and everything will be "auto change" when you use action or tab spells!

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  3. Thanks for another update on the AoC process. I really respect your dedication to meticulously investigate and provide feedback. Here's to hoping the gods of AoC listens.

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  4. Healing should be limited to healer classes. Full stop. I don't know when everyone in the rpg dev community decided everyone needed heals but its annoying. That's sentence alone sold me. If this game sticks to this philosophy I will be happy.

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  5. when you talk about resounding smash, like it's a 'must-have' for all tanks' there I see a big problem, this is the same thing what wow do, people are forced to spent talents on such spell they MUST HAVE so it's not really a choice is it? so resounding smash should be nerfed a lot so it has not such an impact on gameplay or should be baseline… pls don't encourage them to make the same mistakes as blizzard does

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  6. Characteristics of a tank class:
    High threat generation on almost all abilities
    High damage mitigation (block, dodge etc)
    Moderate CC functionality (stun, knockdown etc) singe target and AOE
    Moderate group damage mitigation/protection
    Moderate self mana replenishment ability
    Limited self healing
    Low DPS

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  7. I think it is confirmed Ashes of Creation will be a Monthly Fee game so I wouldn`t play it even when non Wipeable content is finally delivered but if it turns out not to be the case and it`s actually open for F2P players (outside of "non influential" microtransactions) This video made me think for solo first play trough I'd be most likely ~ Cultist πŸ˜› Or Shadow Disciple… Depending if the first or the second part of the leveling is easier… I mean … First I will be in case A) solo leveling dps with I assume marginal down time and some dificulties … But when it becomes nearly impossible to continue solo or with loot of down time… Boom Add a healing 2nd class on top… and voila dps + self sustain… Or Option B) … Slow self sustained level… up to the point where it just become too slow/not possible solo and Boom a fresh Breez of DPS from the rogue 2nd class πŸ˜› I mean just lok @ how cool Shadow Disciple sounds.. Cultist is a bit fanatical for my taste… and Paladin … I mean.. come oon .. Paladins .. And Apostle sound like some religious freak. Even thou on for real thou Oracle will probaly be the strongest solo leveler because dps + Range + Self Sustain.

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  8. I was tank main in wow for several years. I would change a bit your concept for tank in AoC to not have artificially increased threat on dmg abilities and to focus on CCs and debuffs and create threat with them.
    This way it makes sense for enemies to want to kill tank more than mage (that one creating aoe hell on their location) only if tank knocks them back, knocks down, kicks in the liver, throws sand in the eyes, punches in the face, smacks with a shield, and disarms.

    Lets make threat that way – packed with CC. Tank would have to choose between threat and dmg mitigation.

    But then comes reality check: meta will form by players who want to be able to solo things even as a tank and with it most of tanks are going to be Paladins and Knights πŸ™‚

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  9. Tank sounds pretty awesome. Instead of comparing it to WoW's old school Tanks, I think of Everquest 1 Tanks. However. Although they did far less damage than other classes, they at least had some type of gimp self healing, either from skills/spells or items/gear/procs. Yes this is being pushed as more of a social group style game.. but you're still going to have plenty of casual players that hop on to do a few things alone that really don't need a group but your solo survivability so piss poor it makes you second guess anyone rolling a Tank. I really hope they can find a way to add some skills/spells/items/gear/procs that doesn't unbalance the game and their vision for Tank, so Tanks aren't ganked or worthless when alone.

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  10. One of the most enjoyable parts of my tank building was getting my gear to the point that I was uncrushable. No more crits! I love the idea of blood drain tanks tho, I think there is room for balance here with these old school things that define the class and the new school stuff. I hated the fact that the mages could do everything I could do better in classic wow leveling because they could freeze targets solid and put out twice my dmg. If I had my own game I was designing right now, my primary focus would be making the skills achieve both these things I mentioned above. Think of building bleeds through skills that also apply dmg buffs, HP and Defense buffs, and using a big finisher at the end to absorb all the bleeds into HP. Edge of your seat kinda game play.

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