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Class specialization

I've yet to play the game, but i'm trying to gather some info before the release.



What separates one particular class from someone else playing that same class at max level?  If you have two same level rogues for instance, will they have an identical skillset?  Can you have multiple variations of the same class?



Or are all classes simple a carbon copy of one another.  WOW has 3 trees for each class to add some variety, and in my opinion, 3 variations per class is very limited to begin with.  I havn't heard anything about class specialization in Vanguard as of yet so any light shed on the subject would be appreciated.
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Comments

  • godpuppetgodpuppet Member Posts: 1,416
    Originally posted by Scy22

    are all classes simple a carbon copy of one another
    Yes

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  • Scy22Scy22 Member Posts: 25
    Originally posted by godpuppet

    Originally posted by Scy22

    are all classes simple a carbon copy of one another
    Yes No variation whatsoever?  In a next gen MMO?  Good God,  tell me you're joking.
  • PB&JPB&J Member Posts: 255
    Originally posted by godpuppet

    Originally posted by Scy22

    are all classes simple a carbon copy of one another
    Yes

    Wrong.



    For example, Shaman can specialize by picking a particular totem spirit.



    http://wiki.silkyvenom.com/index.php/Shaman



    Another example,



    Clerics can choose an affinity which enhances one particular part of their character



    http://wiki.silkyvenom.com/index.php/Cleric



    This is on top of racial traits that are not in the game yet.



    Edit: You also are able to allocate attribute points in this game enhancing one particular area. For example a melee centric shaman that uses the bear totem might focus on Vitality, Srength, and Dex while a caster oriented shaman might choose Wis, Int, and Vit. They would play completely differently. A caster shaman would probably pick a goblin due to higher int caps and a melee shaman might pick an orc for the extra strength caps.
  • Scy22Scy22 Member Posts: 25
    Well that's a bit of a relief,  thanks for the info.
  • godpuppetgodpuppet Member Posts: 1,416
    Originally posted by PB&J

    Originally posted by godpuppet

    Originally posted by Scy22

    are all classes simple a carbon copy of one another
    Yes

    Wrong.



    For example, Shaman can specialize by picking a particular totem spirit.



    http://wiki.silkyvenom.com/index.php/Shaman



    Another example,



    Clerics can choose an affinity which enhances one particular part of their character



    http://wiki.silkyvenom.com/index.php/Cleric



    This is on top of racial traits that are not in the game yet. Thats two classes.

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  • PB&JPB&J Member Posts: 255
    Good grief, I don't want to copy and paste the entire web site here. I gave a couple of examples of classes that I know. If you want more information go look for yourself. You were wrong, get over it.
  • godpuppetgodpuppet Member Posts: 1,416
    Originally posted by PB&J

    Good grief, I don't want to copy and paste the entire web site here. I gave a couple of examples of classes that I know. If you want more information go look for yourself. You were wrong, get over it.
    Actually, I was curious. Couldnt find any info on the webby.

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  • PB&JPB&J Member Posts: 255
    Even if Silky Venom's site isn't up to date, they wouldn't add specializations in for two classes in the game and leave the rest out in the cold.



    Suffice it to say, there will be class differences. I've been looking for a game that lets us modify our own attributes since AC1 and its finally here. Attribute buffs are quite noticeable in this game. This leads me to believe that attribute differences will play a heavy roll in defining your own character even if you have the exact same skills.
  • Scy22Scy22 Member Posts: 25
    Originally posted by PB&J

    Even if Silky Venom's site isn't up to date, they wouldn't add specializations in for two classes in the game and leave the rest out in the cold.



    Suffice it to say, there will be class differences. I've been looking for a game that lets us modify our own attributes since AC1 and its finally here. Attribute buffs are quite noticeable in this game. This leads me to believe that attribute differences will play a heavy roll in defining your own character even if you have the exact same skills.
    I'm in the same boat.  Specialization plays a big part in the immersion of a MMO for me.  Putting a personal twist on your character to make him different from Cleric A and Cleric B, is a good start.  And that site has some pretty good info on it.



    Have you heard much as far as gear variation goes?  Armor dyes/ variations and the like.  I'm just hoping there isnt a "best" set of armor or weapons that everyone will be running around with.
  • VengefulVengeful Member Posts: 473
    Originally posted by godpuppet

    Originally posted by PB&J

    Good grief, I don't want to copy and paste the entire web site here. I gave a couple of examples of classes that I know. If you want more information go look for yourself. You were wrong, get over it.
    Actually, I was curious. Couldnt find any info on the webby.

     

    Monks also pick fighting styles. Necros choose between Skeleton, Wraith, Lich form.

    This is in addition to an Alternate Advancement system which will be patched into the game within the first months. (Hopefully)

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  • Deron_BarakDeron_Barak Member Posts: 1,136

    Would someone that has a higher level character, say level 30, please shed some light on this? It's a great question but one word answers by people who obviously have a blind vendetta against a game (just check the sig) don't cut it.

    The few chars I have created are around level 6 (into Diplomacy and Crafting atm) so I cannot answer.  Since there are 15 classes I'm sure the variation at the beginning is not that big of a deal.  One thing I can tell you is that fighter classes get "modes" for either dps or defensive.

     

    Just not worth my time anymore.

  • PB&JPB&J Member Posts: 255
    Some people love this statement and some hate it, but Brad McQuaid said that "there will always be another piece of gear superior to what you currently have". By all accounts it appears as if the game will revolve heavily around gear. Also, crafting is pretty deep and a lot of epic weapons will be made by crafters with key ingredients bing supplied as drops or rare harvestables deep within a dungeon.
  • KorrowanKorrowan Member Posts: 60

    The thing about specialization is that for the end game there will always be one set that is btter than others and like WoW if you do not have that setup you will be ostricized and forced into a certain spec for raiding purposes.. that is atleast what ALL the End Game guilds did on the 3 servers I played the end game on.... I went to nearly the end of the END Game in WoW ... did all but like 3 bosses I do believe... and those guilds cookie cutter classes so I believe by doing it with attributes rather than skill trees may be better in the long run and not alienate so many people.

    I do not remember this being an issue in EQ since it was not possible... and you proved your worth via performance rather than skillset...even though not having certain spells could make you or break you.

  • PB&JPB&J Member Posts: 255
    Originally posted by Korrowan


    The thing about specialization is that for the end game there will always be one set that is btter than others and like WoW if you do not have that setup you will be ostricized and forced into a certain spec for raiding purposes.. that is atleast what ALL the End Game guilds did on the 3 servers I played the end game on.... I went to nearly the end of the END Game in WoW ... did all but like 3 bosses I do believe... and those guilds cookie cutter classes so I believe by doing it with attributes rather than skill trees may be better in the long run and not alienate so many people.
    Yes. I agree with you on this. But the attributes you choose to modify will be based heavily around your specializations. And even then a shaman that doesn't give a daman about healing might skip vitality and wisdom altogether and max out strength, Dex, and maybe con for resists. Each attribute I've seen really is good for just about every class. Some interesting combinations look possible even among a class with the same spec.
  • godpuppetgodpuppet Member Posts: 1,416
    Originally posted by Deron_Barak


    Would someone that has a higher level character, say level 30, please shed some light on this? It's a great question but one word answers by people who obviously have a blind vendetta against a game (just check the sig) don't cut it.
    The few chars I have created are around level 6 (into Diplomacy and Crafting atm) so I cannot answer.  Since there are 15 classes I'm sure the variation at the beginning is not that big of a deal.  One thing I can tell you is that fighter classes get "modes" for either dps or defensive.
    I hate SoE not Sigil, and why write a three page post when all you need to say is one word?



    I got my necro to 22.

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  • RumorsRumors Member Posts: 161
    At the moment, not really.  Sure Shaman can pick a totem, but 2 Bear Shaman will be the same for the most part.



    The attribute points you get don't make the OMGWTF difference.  They are supposed to add an AA / Talent point after release (along with, you know, loads of other things that should have been in a long time ago for testing).



    But for now, your a carbon copy.
  • Scy22Scy22 Member Posts: 25
    A gear based game worries me.  WOW was heavily gear based, and it was one of their major flaws in my eyes.  Some people enjoy the gear grind, i'm not one of them.



    Being forced into huge raids just to compete for gear doesn't make for an enjoyable gaming experience for a lot of us.  Crafting is great.  It makes for a good economy, and gives an alternate to the gear dungeon grind.  BUT... 



    If you require drops from inside said dungeon to craft decent gear, then that totally defeats the purpose.  Might as well just go raid the dungeon.



    I've heard mixed reports on Vanguard, but i've taken most with a grain of salt.  From what I hear this game could be pretty good overall.  That was until I heard it was gear driven, as opposed to player skill driven.



    That may have killed it for me.



    If i do play this game, it'll be on the FFA pvp server.  Not because I like to gank lowbies, but instead because I enjoy the challenge, and the thrill of being in danger virtually at all times.  What I do NOT want to be is a PVE dungeon raider.  If it turns out to be that kind of game, I suppose i'll look elsewhere.
  • PB&JPB&J Member Posts: 255
    They have said the game will be 20% raiding, 20% solo, and the rest group oriented.



    The game will be gear dependent to some extent. Whether it takes it to the point of WoW remains to be seen. But generally, people like to get gear in MMORPG's.



    If you want a non gear based MMOG that allows some character customization then pick up CoX.
  • Scy22Scy22 Member Posts: 25
    Originally posted by PB&J

    They have said the game will be 20% raiding, 20% solo, and the rest group oriented.



    The game will be gear dependent to some extent. Whether it takes it to the point of WoW remains to be seen. But generally, people like to get gear in MMORPG's.



    If you want a non gear based MMOG that allows some character customization then pick up CoX.
    While the CoX series has its pluses, it is missing one of the vital components in my criteria.  PVP.  The pvp system in that game is horrible.  Once i heard Vanguard might have a FFA server, everything changed.



    That was the most important aspect in any MMO i was looking for.  Once that was out of the way, I then started probing for some of the other aspects i was looking for.  Customization, gameplay,  and loot system.



    I don't necessarily mind putting some time into the PVE grind in order to be competetive,  but once the game goes as far as WOW has, then all efforts on the PVP front are dead.  When Mr. "I have full epics so you cant beat me ever" steps on the scene, and without an ounce of skill, lays the whole room down.  We've got problems.
  • ColdmeatColdmeat Member UncommonPosts: 3,409

    The individual classes are pretty different from one another, but at this time, within each class there really isn't much variation, other than a focus on offensive or defensive play, which in most cases you can switch back and forth as needed. At some point after release, they plan to add racial traits, and an AA system, which may or may not make much of a difference over all, depending on the specifics.

    As for gear, well, other than CoX, all these games are focused on gear. Though, so far, the separation between different tiers of gear seems to be much lower than it was in WoW. Granted, there isn't any of the high high end stuff floating around at the moment, but still. Of course, who knows how things will look in 3, or 6 months or a year from now.

  • PB&JPB&J Member Posts: 255
    Originally posted by Scy22

    Originally posted by PB&J

    They have said the game will be 20% raiding, 20% solo, and the rest group oriented.



    The game will be gear dependent to some extent. Whether it takes it to the point of WoW remains to be seen. But generally, people like to get gear in MMORPG's.



    If you want a non gear based MMOG that allows some character customization then pick up CoX.
    While the CoX series has its pluses, it is missing one of the vital components in my criteria.  PVP.  The pvp system in that game is horrible.  Once i heard Vanguard might have a FFA server, everything changed.



    That was the most important aspect in any MMO i was looking for.  Once that was out of the way, I then started probing for some of the other aspects i was looking for.  Customization, gameplay,  and loot system.



    I don't necessarily mind putting some time into the PVE grind in order to be competetive,  but once the game goes as far as WOW has, then all efforts on the PVP front are dead.  When Mr. "I have full epics so you cant beat me ever" steps on the scene, and without an ounce of skill, lays the whole room down.  We've got problems.

    I couldn't agree with you more. I can't say if epic gear thing will or will not be a problem. Full looting is still being discussed on the FFA server but you can have bindable items. I'm just not real sure and I don't think anybody is sure how the end game PvP will be in this game. I will probably not play on the FFA server just for the fact that on that server PvP will be what the entire game is about. I like team based PvP better.



    I see a lot of fun to be had in faction based city raids. Sea based invasions  with dozens of Orcs and Goblins flooding off ships tearing apart elf land. FFA PvP will be more guild based in my opinion. As it is, you are currently KoS with a lot of other NPC towns even on the PvE servers until you earn reptuation to go into those towns. (This is being implemented in the latest patches) On faction based PvP servers, you will most likely never earn that rep as you will be laying waste to their citizens. I don't know how this works on FFA servers since you'll be killing your own faction as well as other factions.



    I also agree with CoX PvP. It just wasn't all that fun.
  • PB&JPB&J Member Posts: 255
    Originally posted by Coldmeat


    The individual classes are pretty different from one another, but at this time, within each class there really isn't much variation, other than a focus on offensive or defensive play, which in most cases you can switch back and forth as needed. At some point after release, they plan to add racial traits, and an AA system, which may or may not make much of a difference over all, depending on the specifics.
    As for gear, well, other than CoX, all these games are focused on gear. Though, so far, the separation between different tiers of gear seems to be much lower than it was in WoW. Granted, there isn't any of the high high end stuff floating around at the moment, but still. Of course, who knows how things will look in 3, or 6 months or a year from now.
    I wasn't really referring to the modes (offense and defense) available to a class. For example, shamans undergo some sort of quest to pick out their defining totem. It isn't something you switch on and off like the offensive and defensive modes. Its a one time decision.
  • AbisbowaAbisbowa Member UncommonPosts: 91
    So right now the different races are pretty much just cosmetic?
  • brihtwulfbrihtwulf Member UncommonPosts: 975
    Class specialization would be nice, especially since there are no skill trees (which in my opinion is a better character advancement system),  It does however make balanceing easier to have classes, and it defines a set role for the varying classes.  In most games, this can be a problem with sometimes 6 or fewer class choices.  But in Vanguard I don't see it as such a problem with the available choices (once they are all there).  Could/should they add in more customization options for the class skills/qualities?  Yes.  It would be nice to see something like the AA system, or the trait system present in some other games.  But they certainly won't be having something like that at release, and likely not in the near future either.
  • PB&JPB&J Member Posts: 255
    They have different base attributes and different attribute caps but for the most part yes. They are pretty much cosmetic. They are added in racial traits later on (at least thats what they are saying. Make of that what you will but they do seem to be working very hard on the game now.)



    The race you pick will decide your faction and from the looks of the latest patch notes you will be KoS to other cities until you earn the reputation to get in.
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