Weapon skills
Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[2] – Tradd Thompson
Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[3] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[4][5][6][2][7][8][9][10][11][12][13] This synergy also applies to active skills from other characters.[14]
- The weapon use combo system determines special effects that proc based on weapon progression.[11][13]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[4] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[9], and Combat tree[10]) based on their preferred weapon types and the grade of the weapon.[5][6][2][8][10][9][11]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[10] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[9] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur.[7]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[15]
Skill points

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[17] – Steven Sharif
Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[14][9][10][18]
- It will not be possible to max all skills in a skill tree.[18]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[19]
- Players are able to reset and reallocate their skill points.[20]
- Augments do not cost skill points.[21] It was previously stated that certain augments will have more expense required on the skill point side.[22]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[23] – Steven Sharif
Weapon use combo system
A weapon use combo system (also referred to as Combo system[11], and Weapon use ability[25]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[6][11][26]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[7]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[15]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[7] – Steven Sharif
- This system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[27]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[7] – Steven Sharif
- Depending on class skill choice these effects will have synergy effects with the combat montage.[7]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[7] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[7]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[7]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[7] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[15]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[15]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[11] – Steven Sharif
Classes of weapons

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[8]
- Blunt weapons
- Slashing weapons
- Piercing weapons
See also
References
- ↑ Twitter - What’s your go-to weapon?
- ↑ 2.0 2.1 2.2 Video, September 30, 2022 (24:49).
- ↑ Livestream, October 14, 2022 (18:34).
- ↑ 4.0 4.1 Livestream, June 30, 2022 (1:12:38).
- ↑ 5.0 5.1 Livestream, September 30, 2022 (53:15).
- ↑ 6.0 6.1 6.2 Livestream, September 30, 2022 (43:45).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 Podcast, September 29, 2021 (47:57).
- ↑ 8.0 8.1 8.2 Interview, February 7, 2021 (49:18).
- ↑ 9.0 9.1 9.2 9.3 9.4 Interview, July 19, 2020 (53:59).
- ↑ 10.0 10.1 10.2 10.3 10.4 Interview, July 18, 2020 (1:07:51).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 Livestream, January 30, 2020 (1:28:40).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 13.0 13.1 Livestream, June 4, 2018 (1:11:19).
- ↑ 14.0 14.1 Interview, July 29, 2020 (55:44).
- ↑ 15.0 15.1 15.2 15.3 Livestream, February 28, 2020 (1:10:21).
- ↑ Livestream, June 25, 2021 (23:08).
- ↑ Livestream, August 28, 2020 (1:12:50).
- ↑ 18.0 18.1 Livestream, July 28, 2017 (19:05).
- ↑ Livestream, November 16, 2017 (30:02).
- ↑ Interview, July 29, 2020 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interview, July 18, 2020 (1:07:06).
- ↑ Livestream, August 28, 2020 (1:19:24).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ Livestream, January 18, 2018 (22:46).
- ↑
- ↑ Livestream, September 24, 2021 (1:19:17).
- ↑ Livestream, August 27, 2021 (1:04:30).