Passive skills

מתוך Ashes of Creation Wiki
(הופנה מהדף Passive abilities)
קפיצה לניווט קפיצה לחיפוש

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[3]Steven Sharif
Passive skill Icon Archetype(s) Base skill
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[5]

Skill upgrades

Skill upgrade Icon Primary Upgrade to Description
Act of War Art of War Skill Tree IconAlpha.png Fighter Switching forms no longer triggers cooldowns or costs Combat Momentum.[6]
Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[7]
Climactic Whirlwind Climactic Whirlwind Skill Tree IconAlpha.png Fighter Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[8]
Concentrated Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[9]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.[10]
Ensnaring Vine Field Vine Field reskin.png Ranger Enemies are Snared while within Vine Field's area of effect.[11]
Expeditious Barrage Expeditious Barrage Skill Tree IconAlpha.png Ranger Reduce Barrage's movement penalty while channeled.[12]
Greater Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[13]
Hasting Snipe Heartseeking Snipe Skill Tree IconAlpha.png Ranger Gain 20% increased attack speed for 5 seconds after casting Snipe.[14]
Heartseeking Snipe Heartseeking Snipe Skill Tree IconAlpha.png Ranger Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[15]
Meditative Form of the River Meditative Form of the River Skill Tree IconAlpha.png Fighter Form of the River increases your mana regneration by 0.01% of your maximum mana per point of Combat Momentum you have.[16]
Mortal Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot deals 50% additional damage to targets below 50% of their maximum health.[17]
Multi Trap Bear Trap Multitrap Skill Tree IconAlpha.png Ranger Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[18]
Multi-Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot has an additional charge.[19]
Omnidirectional Disengage Omnidirectional Disengage Skill Tree IconAlpha.png Ranger Disengage now moves you in the direction of your input instead of always backward.[20]
Overdrive Climactic Whirlwind Skill Tree IconAlpha.png Fighter After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[21]
Raging Blitz Raging Blitz Skill Tree IconAlpha.png Fighter Blitz generates 20 Combat Momentum.[22]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[23]
Refreshing Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[24]
Reinvigorating Disengage Omnidirectional Disengage Skill Tree IconAlpha.png Ranger When you hit one or more enemies with Disengage, its cooldown is refreshed and can be used again. This can only occur once per cooldown period.[25]
Reinvigorating Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[26]
Reinvigorating Lethal Blow Raging Blitz Skill Tree IconAlpha.png Fighter Killing an enemy with Lethal Blow resets the cooldown of Blitz.[27]
Relentless Form of the Avalanche Relentless Form of the Avalanche Skill Tree IconAlpha.png Fighter Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[28]
Slicing Maim Slicing Maim Skill Tree IconAlpha.png Fighter Maim launches a piercing projectile that deals damage to enemies in its path.[29]
Trap Slinger Bear Trap Multitrap Skill Tree IconAlpha.png Ranger Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[30]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[31]
Weapon Mastery: Bows Weapon Mastery Bows Skill Tree IconAlpha.png Ranger Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[32]

Skill points

אלפא-2 Ranger skill tree user interface.[33]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[33]Tradd Thompson

Players receive skill points at specific points as they level.[34] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][38]

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.[39]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[34]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[34]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[40]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[41][42]
  • Augments do not cost skill points.[43] It was previously stated that certain augments will have more expense required on the skill point side.[44]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
  • It will not be possible to max all skills in a skill tree.[38]
  • 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.[45]

Respeccing

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[41][42]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[41]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[46][47]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[41]

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[49][50][51]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[55]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[45]
  • There is no spellbook requiring memorization.[56]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[49]Steven Sharif

Primary skills

אלפא-1 preview primary skills.[57]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[58]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[59]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[60][61]

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[40][65]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[65]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[40]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[40]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in אלפא-2.[68]
  • Universal skill progression may align with a player's passive skill tree.[65]

Weapon skills

אלפא-2 work-in-progress Greatsword weapon skill tree.[69]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[70]Brian Ferguson

Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[71] 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.[72][73][74][75][76][77][78][79][80][36][37][81][2][82] This synergy also applies to active skills from other characters.[73][35]

Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[72]Steven Sharif
Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[75]Steven Sharif
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.[37]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.[36]Steven Sharif

See also

הפניות

  1. 1.0 1.1 שידור חי, 2020-08-28 (1:12:50).
  2. 2.0 2.1 February 8, 2019 - Questions and Answers.
  3. 3.0 3.1 שידור חי, 2021-06-25 (23:08).
  4. שידור חי, 2023-03-31 (1:30:07).
  5. Trail Speed Bonus Description.png
  6. Art of War Skill Tree Description.png
  7. Brutality Description.png
  8. Climactic Whirlwind Skill Tree Description.png
  9. Concentrated Scatter Shot Skill Tree Description.png
  10. Consuming Lethal Blow Description.png
  11. Ensnaring Vine Field Skill Tree Description.png
  12. Expeditious Barrage Skill Tree Description.png
  13. Greater Brutality Description.png
  14. Hasting Snipe Skill Tree Description.png
  15. Heartseeking Snipe Skill Tree Description.png
  16. Meditative Form of the River Skill Tree Description.png
  17. Mortal Headshot Skill Tree Description.png
  18. Bear Trap Multitrap Skill Tree Description.png
  19. Multi-Scatter Shot Skill Tree Description.png
  20. Omnidirectional DIsengage Skill Tree Description.png
  21. Whirlwind Overdrive Skill Tree Description.png
  22. Raging Blitz Skill Tree Description.png
  23. Recharging Lunging Assault Description.png
  24. Refreshing Headshot Skill Tree Description.png
  25. Reinvigorating Disengage Skill Tree Description.png
  26. Reinvigorating Exert Skill Tree Description.png
  27. Reinvigorating Lethal Blow Skill Tree Description.png
  28. Relentless Form of the Avalanche Skill Tree Description.png
  29. Slicing Maim Skill Tree Description.png
  30. Bear Trap Trapslinger Skill Tree Description.png
  31. Unstoppable Exert Skill Tree Description.png
  32. Weapon Mastery Bows Skill Tree Description.png
  33. 33.0 33.1 וִידֵאוֹ, 2023-12-19 (5:29).
  34. 34.0 34.1 34.2 שידור חי, 2023-07-28 (1:03:27).
  35. 35.0 35.1 רֵאָיוֹן, 2020-07-29 (55:44).
  36. 36.0 36.1 36.2 36.3 36.4 רֵאָיוֹן, 2020-07-19 (53:59).
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  57. toast-keybinds-skills.png
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  64. class secondary.png
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