Post by Tim on Jan 15, 2010 10:10:27 GMT -6
Some of you may have noticed that the new starting classes I've revealed so far don't have any of the Weapon specific skills that the current classes do. Well there's a good reason for that. I give you: Weapon Focus!
So basically, weapon skills are no longer tied to a specific class (though with some restrictions). This way if you want an Armsman that uses a bow, go for it.
Here's the skill tree for Sword skills as an example.
Each weapon has a "Finess" and a "Mastery" skill for their passive skills. The finess skill decreases the number of equip points required to use a weapon of that type and the mastery skill adds damage bonuses to weapons of that type (these bonuses don't effect the weapon's equip points cost). The other skills (the Active Skills) are skills that are developed by those who focus on the weapon type, but the bonuses will apply even if you are not currently using that type of weapon.
Weapon Focus:
When creating a character, the player must choose a weapon type for the character to focus on. This selection determines which weapon skills the character gets. These skills will be available on the skill page, on a separate tab from the class skills. Weapon skill trees include 2 Passive skills and 3 active skills, with the same type of dependancies as skill trees for Starting classes.
There are some restrictions that apply to weapon focus based on the character's nationality (ie. Aiel can't focus on Swords) and class (ie. Only channelers can focus on weaves)
When creating a character, the player must choose a weapon type for the character to focus on. This selection determines which weapon skills the character gets. These skills will be available on the skill page, on a separate tab from the class skills. Weapon skill trees include 2 Passive skills and 3 active skills, with the same type of dependancies as skill trees for Starting classes.
There are some restrictions that apply to weapon focus based on the character's nationality (ie. Aiel can't focus on Swords) and class (ie. Only channelers can focus on weaves)
So basically, weapon skills are no longer tied to a specific class (though with some restrictions). This way if you want an Armsman that uses a bow, go for it.
Here's the skill tree for Sword skills as an example.
Sword:
-- Cat Crosses the Courtyard: +2x% defense
- Finess: -x% points
--- Heron Spreads its Wings: +x-2x damage, +x% damage, +x% defense
- Mastery: +2x% sword damage
-- Parting the Silk: +2x% damage
-- Cat Crosses the Courtyard: +2x% defense
- Finess: -x% points
--- Heron Spreads its Wings: +x-2x damage, +x% damage, +x% defense
- Mastery: +2x% sword damage
-- Parting the Silk: +2x% damage
Each weapon has a "Finess" and a "Mastery" skill for their passive skills. The finess skill decreases the number of equip points required to use a weapon of that type and the mastery skill adds damage bonuses to weapons of that type (these bonuses don't effect the weapon's equip points cost). The other skills (the Active Skills) are skills that are developed by those who focus on the weapon type, but the bonuses will apply even if you are not currently using that type of weapon.