Archetypes

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The eight Archetypes in Ashes of Creation.[1]

Why did I decide on these eight archetypes? I felt they embodied an equilibrium between them: The martial art and the arcane arts. I felt that these were tending to be the core class identities that have existed across MMORPGS from a fantasy perspective over time. I mean, each of them has their own player segment that people are interested in. Summoners and support, bard and the healer, and mage: Those are all arcane elements that I think embody a lot of what we can do from a from an active ability standpoint that people are traditionally accustomed to. Rogue, ranger, fighter, tank: Those represent I think all of the martial elements of fighting classes that players like to see in fantasy games.[2]Steven Sharif

At the start of the game players may choose from eight Archetypes, which essentially defines a character's role.[3][4]

We're fairly similar to the holy trinity of class identity. I think that the way our primary archetypes and secondary archetypes, the combination of that creating these 64 different classes, it is a goal to kind of blur the line between those identities, that standard Trinity that's present. I think additionally the way that we're developing classes is to be that rock-paper-scissors type of interaction, especially balance them around group vs. group kind of dynamics or group dynamics; and... by utilizing the augment system allows for players to kind of take skills outside of just the realm of their identity and into a different area.[6]Steven Sharif
Icon Archetype Type.[7] Role.[8]
bard symbol.jpg Bard Arcane Support
Cleric symbol.png Cleric Arcane Support
fighter icon.png Fighter Martial Damage
Mage symbol.png Mage Arcane Damage
ranger thumb.png Ranger Martial Damage
rogue icon.png Rogue Martial Damage
Summoner Class.jpg Summoner Arcane -
Tank symbol.png Tank Martial Tank

Bard

Bard symbol.[9]

Bard is an archetype in Ashes of Creation.[10]

Truly a force multiplier, the bard weaves songs of glory and conquest, inspiring his comrades to ever greater heights. The bard knows secret and powerful words, is able to speak into being terrible nightmares, or convince foes to become friends.

Bards are a support role that makes a party better as a whole.[11]

Bards are intended to amplify a party or raid's ability to perform within their own class. That amplification isn't just intended for DPS, but also for support, for healing, for taking damage, for movement. Bards have often been portrayed as a musical class and while they can be that, many Bard applications may exist in just telling a story. Telling a story is going to be the thematic component of how the Bard interacts with the party. And that story is going to enhance player's abilities to perform. Very similar in a way to buffing up a party, but you are not going to see him as a "buff bot" that you might have experienced in previous games, where they are only good for their buffs and then you kick them out of party and they sit in a corner and come back in 30 minutes. Those buffs are going to be related to how they perform.[12]Steven Sharif

Bard classes

Class Primary Secondary
Magician Bard Mage
Minstrel Bard Bard
Siren Bard Tank
Song Warden Bard Ranger
Songcaller Bard Summoner
Soul Weaver Bard Cleric
Tellsword Bard Fighter
Trickster Bard Rogue

Bard skills/abilities

Bards are a tactical support class. They will have more significance based on their mobility and placement in the battle.[13]

  • Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[14][15]
    • Certain higher tier Bard abilities will utilize proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[16][14]
Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[13]Steven Sharif
  • Bards may offer proximity-based or proc-based healing to a much lesser degree than Clerics.[17]
    • This may be outdated, as Bards have been more recently referred to as a non-healing support class.[13]
  • Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[18]
    • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[19][20]
In other games, Bards tend to be a relatively passive kind of way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that kind of stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to kind of help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[22]Jeffrey Bard
  • Bard buffs include Songs, Stories, and Dances.[23]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[24]
    • Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[12]
Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[12]Steven Sharif

Cleric

Cleric is an archetype in Ashes of Creation.[10]

In a world often fraught with peril, a Cleric is never wanting for friends. They can protect their allies in a number of ways, and when necessary, snuff the life out of others. As masters over the very essence of vitality, they can sense the broken and corrupted... The strands of this essence connect everything and everyone. Clerics find themselves particularly attuned to the threads that channel life and motive energy. By reinforcing these tendrils, they can heal and even resurrect those that have been wounded. By tearing them, they can steal energy from their foes, turning their enemies’ powers against them amid the frenzied heat of battle.[27]

Cleric classes

Class Primary Secondary
Apostle Cleric Tank
High Priest Cleric Cleric
Oracle Cleric Mage
Protector Cleric Ranger
Scryer Cleric Bard
Shadow Disciple Cleric Rogue
Shaman Cleric Summoner
Templar Cleric Fighter

Cleric skills/abilities

Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[27]

Clerics have control over life and this may relate to utility abilities that relate to corruption.[28]

Cleric combat abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[29][30][31][32] Heals you instantly for an additional amount upon hit.[29] Restores health and mana to nearby party members for the duration.[29]
Chains of Restraint ChainsOfRestraintIcon.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[33][34]
Cleansing Wave CleansingWaveIcon.png Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[35][36]
Communal Restoration CommunalRestorationIcon2.png Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[37][34]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[38][30][39][32] The energy orb will travel faster and heal for more.[38] The target will be infused with a slow, long-lasting healing effect.[38]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[40][30][41][32] Further attacks upon the target have a chance to heal the attacker.[40] The target has a chance to deal damage to itself when it attacks.[40]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[42][30] Increased healing.[42] Reduced mana cost.[42]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy that damages enemies.[43][30][44][32][45] The area provides a healing aura for allies.[43] Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[43]
Judgment GXrHhS1o 2x.png Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[46][47]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[48] Stacks up to 3 times.[30] Heals for a greater amount.[48] Cooldown removed.[48]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[49][30] Reduced mana cost.[49] Applies a 5% healing received bonus to the target.[49]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[50][30][51][32] Target resurrects with 50% health and 20% mana.[50] Target resurrects with 75% health and 25% mana.[50]

Cleric passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[52]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[52]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[52]
Disable Defense Disable Defense.png Reduce chance of being disabled by crowd control effects by 10%.[53]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[52]
Increased Healing Increased Healing.png Increase healing done by 10%.[54]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[52]
Maximum Health Maximum Health.png Increase maximum health by 75.[52]
Maximum Mana Maximum Mana.png Increase maximum mana by 100.[55]
Movement Speed Movement Speed.png Increase movement speed by 5%.[52]

Fighter

Alpha-2 Py'rai Fighter (left), Vek Cleric (middle), Empyrean Ranger (right).[56]

Fighter is an archetype in Ashes of Creation.[10]

The fighter is an expert in physical combat. A master of many weapons, this warrior strikes fear into the heart of his foes.[10]

The fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.[57]Steven Sharif

Fighter classes

Class Primary Secondary
Bladecaller Fighter Summoner
Bladedancer Fighter Bard
Dreadnought Fighter Tank
Highsword Fighter Cleric
Hunter Fighter Ranger
Shadowblade Fighter Rogue
Spellsword Fighter Mage
Weapon Master Fighter Fighter

Fighter skills/abilities

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[58]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[4] - -
Whirlwind Damages targets in range and applies a stagger effect.[59]

What we want the Fighter warrior to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player.[60]Steven Sharif

Mage

Alpha-1 preview Mage.[61]

Mages tend to have the most direct relationship with essence compared to others, and they manage that bond with a singular will. Passive essence is converted into useful forms and patterns under their direction, which can then take the shape of nearly anything imaginable! Mages can bend space, summon light, or set the very air ablaze – applying force in all its rawness, or in any shade of their elemental fury.[61]

Mage is an archetype in Ashes of Creation.[61][10]

  • Mages tend to have the most direct relationship with The Essence compared to others.[61]

Imagination. Destruction. Power. Mages cause devastation across large areas, and can apply elemental energies to break through any defense. While masters of mass chaos, Mages are also adept at focusing in on the foes at hand.[61]

As Verra brims with high magic, no party would be complete without a Mage. These masters of the arcane bring terrible elements to bear in devastating spells. If reality needs changing in some fashion, ask a Mage to help.[61]

As a Mage’s connection to essence develops further, their power will continue to grow, unfold, and take shape.[61]

Mage classes

Class Primary Secondary
Acolyte Mage Cleric
Archwizard Mage Mage
Battle Mage Mage Fighter
Shadow Caster Mage Rogue
Sorcerer Mage Bard
Spellhunter Mage Ranger
Spellstone Mage Tank
Warlock Mage Summoner

Mage skills/abilities

Mage combat abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[62][30][63] Increased duration.[62][64] Explodes for area damage upon expiration.[62][64]
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[65][30][66][67] Now deals damage to enemies surrounding your departure location.[68][67] Reduced cooldown.[65][68][67]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[69][30][70] Heals you over the duration.[69][61] Reduced cooldown.[69][61]
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[71][30][72] Increased damage.[71][61][73][74] Burns the target for additional damage over time.[71][61][73]
Gift of the Magi Gift of the Magi Icon.jpg Restores mana upfront, plus an additional amount over time, to you and a friendly target.[75][30][76][77] Increased duration.[75][76][61] Increased initial amount restored.[75][76][61]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[30][78][79] Increased damage. Increased duration.[78][61] Increased damage. Increased duration.[78][61]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[80][30][81] Adds an extra meteor.[80][61] Adds an extra meteor.[80][61]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[82][30][83] Increased damage.[82][84] Snares hit targets.[82][85][84]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[86][30][87] Increased damage.[86][88] Now knocks down hit targets.[86][88]

Mage passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Increases attack damage by 5.[52]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[52]
Critical Hit Damage Critical Hit Damage.png Increase the damage and healing bonus from critical hits by 20%.[52]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[52]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[52]
Disable Chance Disable Chance.png Increase chance to disable by 15%.[52]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[52]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[52]
Maximum Health Maximum Health.png Increase maximum health by 75.[52]
Movement Speed Movement Speed.png Increase movement speed by 5%.[52]

Ranger

Ranger is an archetype in Ashes of Creation.[10]

Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.

Ranger classes

Clase Primario Secundarios
Bowsinger Ranger Bard
Falconer Ranger Summoner
Hawkeye Ranger Ranger
Scion Ranger Mage
Scout Ranger Rogue
Sentinel Ranger Tank
Soulbow Ranger Cleric
Strider Ranger Fighter

Ranger skills/abilities

Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[91]
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[92] - -
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[93]
Snipe Snipe.png A powerful charged attack.[94]

Rogue

Pre-alpha Rogue/Ranger (Predator).[95]

The rogue is master of opportunity, using skill, positioning, and the environment to dish out frightening amounts of damage. In their downtime, they provide solid utility, helping their friends navigate dangers otherwise unseen.

Rogue is an archetype in Ashes of Creation.[10]

The rogue is more physical disable oriented: Applying bleeds or snares or having precision damage that's situational. Being stealthy. That's kind of how I view the rogue role... The rogue's like you don't see me, I'm coming in and boom I stab you in the back and I do extra damage because of it. Now you're bleeding and you're trying to snare away and walking away, and that's kind of a rogue in my opinion.[57]Steven Sharif

Rogue classes

Clase Primario Secundario
Assassin Rogue Rogue
Charlatan Rogue Bard
Cultist Rogue Cleric
Duelist Rogue Fighter
Nightspell Rogue Mage
Predator Rogue Ranger
Shadow Guardian Rogue Tank
Shadow Lord Rogue Summoner

Rogue skills/abilities

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[96]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[97]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[97]

If you're in a party and you have a Rogue that's available, they'll be able to use that utility skill to discover these random doors that might exist in a dungeon. Now the way we make it so that it's not essentially the same door every time and it's just a first time thing and every time thereafter you know where that door's at, is these locations are randomly spawned throughout different times of the day so they'll change essentially as you go into a dungeon at different times. So it'll be important and relevant for parties to make sure that they have a diversity of archetypes available to them. And in particular for the rogues case because they can find those hidden type doors and then have access to different types of loot tables based off of that.[97]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Stealth This does not render a player completely invisible.[98] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[99] - -

Summoner

Summoner symbol.[100]

The summoner is never alone. Two hands are good, but in the summoner's opinion, four hands are always better. With the right tool for every job, there's no situation they can't handle.

Summoner is an archetype in Ashes of Creation.[10]

Q: Summoner has been said to fill in the gaps in a party's role composition. What exactly does that mean in practice? Are they capable of speccing to be pure DPS, pure heals, or pure tank? Or instead are they supposed to be doing all three at a lesser level as needed?
A: It depends on the summon that they bring out. They will have a variety of summon options and they will have supporting abilities that enhance the role of that particular summon, or that can hybridize the role of that summon based on the ability they cast on the summon or support by attacking- by casting on the target either. So is something that is flexible based on the summoner; and then when you choose a secondary archetype as your total class, that- as a primary summoner- that will influence which category your summons perform best as a role. So if you go with a secondary archetype for your class selection that's more DPS oriented this summons from a role category perspective will be a DPS summons. You'll still have the flexibility, but it won't be as strong as if you had chosen a support or a tank roll and the summon benefits you would have as a result of those secondary choices.[101]Steven Sharif

Summoner classes

Class Primary Secondary
Beastmaster Summoner Ranger
Brood Warden Summoner Tank
Conjurer Summoner Summoner
Enchanter Summoner Bard
Necromancer Summoner Cleric
Shadowmancer Summoner Rogue
Spellmancer Summoner Mage
Wild Blade Summoner Fighter

Summoner skills/abilities

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[102]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[103]Steven Sharif
  • Summoners can summon up to three Summons.[104]
  • Abilities from the summon appear on the summoner's hotbar.[102]
  • Summoner has control over their summon, unless the summon is under ancillary effects.[105][102]
Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[105]Steven Sharif
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[110]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[107]
  • Summoners will likely not be able to fuse with their summons (eidolons).[111]
  • Summons can be leveled through the application of skill points to their active skill.[103]
  • Summons will be able to use crowd control (CC).[112]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[113]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[114][115]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[114]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[106][116]

  • Animals.[116]
  • Spirits.[116][117]
  • Zombies, skeletons and other undead creatures.[107][117]
  • Corpses (potentially).[116]
  • Some summoners may summon multiple things.[116]
  • Other summoners may only summon one powerful thing.[116]
  • Certain summoners may only be able to summon effects and/or temporary energies.[116]

Augments from a secondary archetype can be applied to a summons.[118]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[118]Steven Sharif

Tank

Alpha-2 Tank preview gameplay.{[119]

As the heart of any good unit, a Tank knows their duty and strength lie at the front lines of the fray. All around them, the battle ebbs and flows with the steady beating of that heart. While some may channel essence to create fire or summon ethereal beings, Tanks manipulate essence to gird their bodies and reshape the battlefield. Against an unstoppable force, the Tank becomes an immovable object, with essence binding them to the earth. Tanks can pull at the threads of an opponent’s mind, manipulating their emotions and goading them into devastating tactical mistakes.[120]

Tank is an archetype in Ashes of Creation.[10]

Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that kind of thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[121]Tradd Thompson

All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[122][123]

Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[122]Steven Sharif
  • The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[124]
Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[124]Steven Sharif
  • Tanks in general will have some control over encounters but will likely not have total control.[125]
Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[126]Steven Sharif
Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[128]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Tanks will have different build options:[129]

  • Evasion tanks
  • Control tanks
  • Shield tanks

Tank classes

Class Primary Secondary
Argent Tank Bard
Guardian Tank Tank
Keeper Tank Summoner
Knight Tank Fighter
Nightshield Tank Rogue
Paladin Tank Cleric
Spellshield Tank Mage
Warden Tank Ranger

Tank skills/abilities

Tanks will not be forced to have a shield but it will definitely be a viable option.[129]Jeffrey Bard

Tank combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Aegis AegisIcon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[130]
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[131]
Grit GritIcon.png Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[132]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[133]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[134]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[135]

Tank passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[136]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[52]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[52]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[52]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[137]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[52]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[52]
Maximum Health Maximum Health.png Increase maximum health by 75.[52]
Movement Speed Movement Speed.png Increase movement speed by 5%.[52]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[138]

See also

References

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