Spellshield

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Tank primary archetype combined with Mage secondary is a Spellshield class.[1]

Skills/abilities

Tank combat abilities

Skill Icon Base skill
Absorption Field Absorption Field.png A field of absorption.[2]
Aegis Aegis New Icon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[3]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[4]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[5][6]
Grit GritIcon.png Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[7]
Hatred V Tank Ability Active.png Single target that adds hate.[8]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[9]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[10]
Protect Protect (Active).png Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[11]
Rush of Courage Rush of Courage.png You feel a surge of resolve - gain 100 Courage.[12]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[13]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[14]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[15]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[16]

Tank passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[17]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[18]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[18]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[18]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[19]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[18]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[18]
Maximum Health Maximum Health.png Increase maximum health by 75.[18]
Movement Speed Movement Speed.png Increase movement speed by 5%.[18]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[20]

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[21][22][23]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[23]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[21]Steven Sharif

See also

References