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Ability Tree Ideas

makkahmakkah Member Posts: 72
In one of the recent videos, right before it does a scene-cut, the narrator says something like "Each race will have 4 abilities they can train in." I was curious what you all thought they might be using the mmorpg.com articles as reference.

Warrior: Weapon skills, Agility/Defensive, Strength/Offensive, Group Boosts

Ranger: Bow skills, Nature-ish boosters, Snares/Traps, Companion/Tracking

Rogue: Weapon skills, Thief abilities (lockpicking, pickpocketing, traps), Stealth (Hiding and Stalking, Backstabbing), Boosters

Wizard: Boosters, Elemental magic, Summoning (Elemental/Familiar), Transport/Other

Necromancer: Undead control, Disease/Pestilence, Necro-ish boosters, ?

Gearknight: Tinkering/Creation (Alchemy?), Defensive Boosts, Group Defense, Invention Use (mortars and the like)

Healer: Transfer (Direct Healing), Empathic Damage (Anti-Triage and the like), Group Effects (Zone of Recovery), Boosts

Cleric: Resurrections, AOE (Sanctuary, Mercy Grounds), Direct Effect (Hexes, Smite), Boosts?

Bard: Influence/Charm, Loremastery, other Direct Effect (Lullabye, Demoralize, etc), Boosts (Reflect, etc.)

Just bored and wanted to toss some ideas out. I really have no idea how it's gonna work, but I figured I'd give it a shot.  (This was also posted in the Hero's Hall forums)

Comments

  • raccoonraccoon Member CommonPosts: 51
    Hmm, well, for Clerics they'd have some Melee skills. They're fighters in the Simu games. And Gearknights will likely have some aggro-type mob control, like taunting.

  • makkahmakkah Member Posts: 72

    <<Hmm, well, for Clerics they'd have some Melee skills. They're fighters in the Simu games. And Gearknights will likely have some aggro-type mob control, like taunting. >>

    Yea, but I almost see those two as completely staple skills available to everybody.

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