Maximizing Your Archetype: Why Each Skill Tree Should Have a Secondary Skill for Versatility

N3cro

New member
Hello everyone,

I want to discuss the importance of having a secondary skill in each archetype skill tree for versatility and optimal gameplay. For example, Witchcraft has a skill for curses that does not interfere with its other primary skills, while Holy has a healing skill that can be used if necessary instead of the damage skill.

Having a secondary skill can make a significant difference in combat scenarios and can prevent wasted points in a particular tree. For instance, investing solely in damage skills might seem tempting, but having a healing skill as a secondary option can provide a significant advantage in PvP or dungeon runs.

Furthermore, having a secondary skill can also open up more options for team play. Players can switch between skills depending on the situation and the team's needs, allowing for more strategic and efficient gameplay.

It is also worth noting that having a secondary skill can prevent a particular archetype from becoming too specialized in one area, making it more versatile and adaptable to different situations. This can lead to a more enjoyable gameplay experience and can make each character feel more unique and personalized.

In conclusion, having a secondary skill in each archetype skill tree is essential for maximizing versatility and gameplay. It can prevent wasted points, provide significant advantages in combat scenarios, and make each character feel more unique and personalized. So, be sure to explore all the skills available to you and find the perfect balance for your playstyle.

Thank you for reading, and I hope this has been helpful for you!
 
The class system sure allows, or a least tries to stimulate creativity, by being able to use a combination of any archetypes, but this flexibility in itself presents some intrinsic limitations that people will need to be aware of, especially if they intend to compete on the PvP scene.

Right now, the player base is very limited, and most players are experimenting with builds while playing solo. When the game launches however, group leveling and ganking will become the norm. The best PvP and PvE players are gonna take on a very specific role in their group and will build a class that's heavily specialized. Meta-builds are gonna appear for differents roles (Tank, healer & DPS) and people that stray too far from these builds will have a hard time keeping up. Healers are gonna spend skill points exclusively in healing and support skills and passive, while tanks are gonna focus heavily on CC's, DMG absorption and self-healing skills, while DPS are gonna go full dmg with little regard to survivability (provided by their dedicated healer). Most likely, if you try to be competitive with build like Paladins or other weird melee & spell dmg builds, you are gonna fall behind, sadly.

Of course, not all zones will always be PvP enabled so players will still be able to enjoy PvE the way they want to!
 

DouglasMack

New member
Hello everyone,

I want to discuss the importance of having a secondary skill in each archetype skill tree for versatility and optimal gameplay. For example, Witchcraft has a skill for curses that does not interfere with its other primary skills, while Holy has a healing skill that can be used if necessary instead of the damage skill.

Having a secondary skill can make a significant difference in combat scenarios and can prevent wasted points in a particular tree. For instance, investing solely in damage skills might seem tempting, but having a healing skill as a secondary option can provide a significant advantage in PvP or dungeon runs.

Furthermore, having a secondary skill can also open up more options for team play. Players can switch between skills depending on the situation and the team's needs, allowing for more strategic and efficient gameplay.

It is also worth noting that having a secondary skill can prevent a particular archetype from becoming too specialized in one area, making it more versatile and adaptable to different situations. This can lead to a more enjoyable gameplay experience and can make gta 5 mobile apk + data download character feel more unique and personalized.

In conclusion, having a secondary skill in each archetype skill tree is essential for maximizing versatility and gameplay. It can prevent wasted points, provide significant advantages in combat scenarios, and make each character feel more unique and personalized. So, be sure to explore all the skills available to you and find the perfect balance for your playstyle.

Thank you for reading, and I hope this has been helpful for you!
Thank you for sharing your thoughts on the importance of having a secondary skill in each archetype skill tree. You have made some excellent points about the benefits of having a more versatile and adaptable character, especially in combat scenarios and team play.

Having a secondary skill can provide an edge in PvP or dungeon runs, and it can also prevent a player from becoming too specialized in one area, leading to a more enjoyable gameplay experience. It is crucial to find the right balance between primary and secondary skills to suit your playstyle.
 

CrimsonLeaf

Active member
Hello everyone,

I want to discuss the importance of having a secondary skill in each archetype skill tree for versatility and optimal gameplay. For example, Witchcraft has a skill for curses that does not interfere with its other primary skills, while Holy has a healing skill that can be used if necessary instead of the damage skill.

Having a secondary skill can make a significant difference in combat scenarios and can prevent wasted points in a particular tree. For instance, investing solely in damage skills might seem tempting, but having a healing skill as a secondary option can provide a significant advantage in PvP or dungeon runs.

Furthermore, having a secondary skill can also open up more options for team play. Players can switch between skills depending on the situation and the team's needs, allowing for more strategic and efficient gameplay.

It is also worth noting that having a secondary skill can prevent a particular archetype from becoming too specialized in one area, making it more versatile and adaptable to different situations. This can lead to a more enjoyable gameplay experience and can make each character feel more unique and personalized.

In conclusion, having a secondary skill in each archetype skill tree is essential for maximizing versatility and gameplay. It can prevent wasted points, provide significant advantages in combat scenarios, and make each character feel more unique and personalized. So, be sure to explore all the skills available to you and find the perfect balance for your playstyle.

Thank you for reading, and I hope this has been helpful for you!
I agree with you. This is something I've been pointing out in another thread. We have a lot of wasted points in skills that makes no sense just to open the ones we need. An example of this is when you use Spell Power, but you need to waste points on skills that use Attack Power just to unlock a passive or a defensive skill. You end up with attack skills that you will never use (or that will have a joke of a damage because your main stat is for Spells).
I believe that we need a balance, like another option in each skill tree's line (specially in the first lines) based on something different from the current skills. I.e. if we have an Attack Power based skill in the first line, they need to add a second option in that line based on something usefull like Defense/Magic Defense, or Healing, or anything that is different. Even a normal buff that would be usefull to anyone would be better than wasting points on things we will never use.
This lack of balance will lead to limited choices on the mix of Archetypes. Many combinations will make no sense and will be useless.

Also, just to add something about what the friend up there said.. I like the idea of being able to play in party, but many players, specially adult ones have limited time to find a fixed group to play with, or their one lives lead them to be able to play in a not regular hour of the day, leading these to be lone wolves and playing solo in most part of the time. Being heavily specialized is not a good thing for that player base, and we should be able to be more flexible so everyone can enjoy this amazing game.
 

Sophis

Member
I really like the ideas here. I'm afraid of doing a heavily specialized build, like a healer for example, if that means I'll have no damage whatsoever, making it mandatory to play with a group or level 10x slower. But then, if I mix a bit, I might not be really good in anything since I'll have to spend (waste) a lot of points in different things I won't ever use just to get some minor effects.

This will limit the amount of build choices I have since most of them will be useless outside of the roleplaying factor. RP is important and all, but I don't want to take 5 minutes to kill a trash mob because the class I like is trash. I see this as a big problem since one of the selling points of the game is the amount of classes. It's the illusion of choice: yes, you have 50 choices, but 30 of those won't be used since they don't do anything really good to stand out. Each class should have something unique to it.
 

CrimsonLeaf

Active member
I really like the ideas here. I'm afraid of doing a heavily specialized build, like a healer for example, if that means I'll have no damage whatsoever, making it mandatory to play with a group or level 10x slower. But then, if I mix a bit, I might not be really good in anything since I'll have to spend (waste) a lot of points in different things I won't ever use just to get some minor effects.

This will limit the amount of build choices I have since most of them will be useless outside of the roleplaying factor. RP is important and all, but I don't want to take 5 minutes to kill a trash mob because the class I like is trash. I see this as a big problem since one of the selling points of the game is the amount of classes. It's the illusion of choice: yes, you have 50 choices, but 30 of those won't be used since they don't do anything really good to stand out. Each class should have something unique to it.
I wouldnt be able to say it in a better way. This is exactly how I feel about this subject.
 

ViniciusSanctus

Well-known member
Lovely ideas guys, sadly from the devs updates I've seen since beta is gone, looks like quests and voice acting are the focus instead of core gameplay :cry:

Just hope they really focus more on core gameplay before the game releases instead of quests and voice acting which are time demanding and (at least for me) far from the reason I play this game. :pandaadmirewizard:
 

CrimsonLeaf

Active member
well, i love doing quests. Most fun I had was doing it. But what is this voice acting you talking about?
 

Vapore

New member
They should look into allowing some spill over from Attack Power -> Healing Power, Healing Power -> Attack Power or I foresee a lot of the builds having issues. Maybe 50% effectiveness or something along those lines.
 
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