Stamina

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Active blocking... might be consuming mana... In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[2]Steven Sharif

Archetype resources

Archetype resources (also called Class resources) are generated by certain skills based on specific criteria.[8] The current design approach is for every archetype to have its own resource, in addition to Mana, which is universal across all archetypes.[9][10][11][12]

Archetype resource Icon Archetype
Combat Momentum Fighter Momentum Buff Icon.png Fighter
Courage Courage icon.png Tank
Divine Power Divine Power Icon.png Cleric
Mana Mana Regeneration.png Universal

Active blocking

Tank active blocking with a Shield in Alpha-2.[13]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[14]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[15][1][16][2][14][17]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[2]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[18]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[1]
If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[1]Steven Sharif
  • Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[19][20]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[6]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[23]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[6]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[24]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[25]

See also

References