Tank

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Alpha-2 Tank preview gameplay.{[1]

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.[2]

Tank1.PNG Tank is an archetype in Ashes of Creation.[3]

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 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.[4]Tradd Thompson

All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[5][6]

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.[5]Steven Sharif
  • The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[7]
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.[7]Steven Sharif
  • Tanks in general will have some control over encounters but will likely not have total control.[8]
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.[9]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.[11]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Tanks will have different build options:[12]

Tanks will not be forced to have a shield but it will definitely be a viable option.[12]Jeffrey Bard

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

Skills/abilities

Tank combat abilities

Skill Icon Base skill
Absorption Field Absorption Field.png A field of absorption.[13]
Aegis Aegis New Icon.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.[14]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[15]
Grapple Grapple Icon.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.[16][17]
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.[18]
Hatred V Tank Ability Active.png Single target that adds hate.[19]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[20]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[21]
Beveiligen Protect (Active).png Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[22]
Rush of Courage Rush of Courage.png You feel a surge of resolve - gain 100 Courage.[23]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[24]
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.[25]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[26]
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.[27]

Tank passive abilities

info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.
Skill Icon Base skill
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[28]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[29]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[29]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[29]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[30]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[29]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[29]
Maximum Health Maximum Health.png Increase maximum health by 75.[29]
Movement Speed Movement Speed.png Increase movement speed by 5%.[29]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[31]

Aggro

Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[32][33]

  • In PvE, aggro against player characters is based on a hate table.[33]
  • In PvP, aggro may force target switching to the Tank. Feedback on this will be sought during testing.[34]
If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[34]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[34]
  • There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[35]
Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[32]Steven Sharif
Skill Icon Base skill
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[15]
Grapple Grapple Icon.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.[16][17]
Hatred V Tank Ability Active.png Single target that adds hate.[19]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[20]
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.[25]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[26]

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[37]

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[38]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[38]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
Pre-alpha castle siege combat featuring a Tank siege ability.[39]
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[38]Steven Sharif

Shields

Shields are a type of weapon in Ashes of Creation.[41]

  • Shields in the MMORPG grant a static defense/damage mitigation value.[42]
  • Shields may also offer additional value/block chances on a directional basis.[42]
  • Shields cannot be dual wielded.[43][44]

Timeline

The Tank archetype is expected to be present at the start of Alpha-2.[45]

Kunstwerk

Archetype list

Icon Archetype Type.[48] Role.[49]
Bard2.PNG Bard Arcane Support
Cleric4.PNG Cleric Arcane Support
Fighter2.PNG Fighter Martial Damage
Mage3.PNG Mage Arcane Damage
Ranger3.PNG Ranger Martial Damage
Rogue2a.PNG Rogue Martial Damage
Summoner3a.PNG Summoner Arcane -
Tank1.PNG Tank Martial Tank

Zie ook

Referenties