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Supporter Skills & Subclass/Specialist

Ravenwolf Silvermoon

Well-Known Member
Hello. Here are the current and complete Supporter & Subclasses abilities (Duelist, Sentinel, and Warlord) for June 22 2022 Beta test build. Will update new version for each Beta test build (when can). For now this is what I have, for those who may be interested or just want to see what abilities the classes has to offer before taking/deciding to test play each class.

New Version June 22 2033Supporter Abilities New.jpg
 
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Warlord Skills/Abilities..... Heads up the Rejuv & Quickstep DO NOT WORK in/during combat..... So i picked this Sub class because it looked kind of Bard-Shaman-ShadowKnightish ??? from other fantasy games (EQ1) but I do not get that feeling from this class atm LoLOL. Both Rejuv and Quickstep are pretty useless imo.

Open Wound - is nice gives you another attack skill.

Quickstep - speed is so slow mobs catch up to you and RIP when you try to flee.

Rejuv only works out of combat soooo yahhh thats a dud and again the HP Regen is so Low that when i did use it out of combat i did not see or feel any advantages.... ill report back once I get to Lv8 and Unlock the other stuff
Warlord_EbersAdrift.png
1 more thing sadly.... say you had 2 Warlords in a group.... you would think each could play a diff Aura or Song right ?? Nope.... only 1 song/aura can be on in a group, SO if u had a group of 6 Warlords you could only use 1 still LoL 8P.... plz change this one thing at the very least.


I'm not trying to be a Dick/ Complain/moan, i'm just giving my honest opinion....
 
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Hey Papa

I picked this toon for the same reason as you, reminds me of a bard/sham combo. Initially, I was underwhelmed. My thoughts on skills up level 11:

Rejuvenating Hymn: working as intended. Roughly provides the equivalent of an ember ring when not in combat. I do not like that once group combat is finished, it can take a bit of time for the combat icon to come off, so you can have the hymn running with no effect until you/group is completely out of combat. A minor quibble but did find it annoying. Overall the skill 'nice'.

Open wound: does whats its suppose to do. No changes needed.

Quickstep: agreed. Useless as is.

Stifle: can not tell if its working. If I understand this correctly, this debuffs/ slows the rate of attack speed by 10%. Tough to quantify visually, but if it's working as I think it is, then it's 'nice' to have.

Energizing battle chant: This went from being useless to 'nice' to have. It's a non factor in short battles, but in longer fights it can be a game changer. That was the only real time I noticed it - having 3 or 4 two chevron mobs for the group to kill in a single battle made this chant valuable.

Terrors of War: the more I tested it the more I liked it. The fear has a small element of RNG. If you fear the mob and it wonders far enough, it's taken out of the field of battle. If the fear only makes the mob wonder and still stay in agro range it's obviously still a factor.

Focusing battle chant: can't really comment as I've not tested it. I imagine it's use is for short battles, then you would switch to energizing hymn as/if needed.

Bottom line: Notice how 'nice' was used? Individually, the skills are pretty 'meh', but the class as a whole is very utilitarian. Not one skill has a punch, so I can completely understand your sentiment, but together combined with the ability to heal I found it rewarding.

Two warlords in a group: probably considered OP and would become the meta making the other sup classes less desirable? Not sure why else they do not want multiple hymns.

I wish there were ways we could further specialize in an individual skill. Add some custom flavor/ individuality to your class. Then again I wish that for every class.

Cheers,
Skeezix
 
aye I'm lovin this Warlord. it might be the Best class and or well rounded class in the game atm. Excited to see what other skills/abilities we get added to its arsenal.

The STAM Regen is prob the best skill in game atm imo LoLOL. the Fear/Terror is def a strong contender but 2nd best skill for sure.
 
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I am new to this game but have played healers in many old school and new MMO's. My thoughts up to level 11, healing is satisfying to play, gives me an old school feel. With that said I played a Duelist then switched to Sentinel.

Triage AOE heal is not good enough for the stamina cost at low level.

Reinforce Heal over time is not good enough. Its worse than a normal heal, which doesn't seem right. Normally Hots are more efficient not less. It needs another tick or lower stamina cost.

Buff like Screen seems too stamina costly for what its giving at low level.
Debuff like Distract should be less stamina costly.
I think the game should encourage buffs/debuffs so that skillful players can stand out by being aware of the cooldown timers and using them situationally due to cooldown timers. Making them choose between those and a heal, I don't think that's the way to go, unless buff/debuff are very powerful and using them is obvious.

Not sure about high level yet as I haven't gotten there.
 
@RazorBrains next time you test in game you can hover over an ability and press ALT. This will show you what the next "inherent upgrade" is to the ability, usually every 10 levels starting at 8 or 10. Some abilities likely get better the higher the levels so they need to start weaker to not be overpowered late game. Definitely a challenge as a tester trying to compare an ability at level 10-15 towards what it might look like at 40-50, especially since generally stam cost decreases for all abilities the higher you go.
 
@Pelirow thanks for tip. Wouldn't it seem normal if the ability would scale each level? Why have set break points? Not sure the purpose of that.
 
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@Pelirow thanks for tip. Wouldn't it seem normal if the ability would scale each level? Why have set break points? Not sure the purpose of that.
I think it does improve a tiny bit each level, maybe 1 stam% less each level depending on class, but this may have been removed. Reagents are supposed to be the big way to "improve" the use of skills before the bumps happen but the reagent rework and "final" implementation is still ongoing but hopefully done in the next couple weeks.

As for whether skills actually do improve a bit per level or if it's only every 10 levels and why it's only every 10 levels, that's something for the devs to answer. I think for gameplay purposes they wanted abilities to improve in tiers like this to keep difficulty up so that those few levels before your abilities upgrade, you really need to duke it out. Better for Undone to answer this one to be certain though!
 
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I think it does improve a tiny bit each level, maybe 1 stam% less each level depending on class, but this may have been removed. Reagents are supposed to be the big way to "improve" the use of skills before the bumps happen but the reagent rework and "final" implementation is still ongoing but hopefully done in the next couple weeks.

As for whether skills actually do improve a bit per level or if it's only every 10 levels and why it's only every 10 levels, that's something for the devs to answer. I think for gameplay purposes they wanted abilities to improve in tiers like this to keep difficulty up so that those few levels before your abilities upgrade, you really need to duke it out. Better for Undone to answer this one to be certain though!

I can understand the idea behind once you get that next ability its awesome.

However I still think that a Heal over time vs a normal heal using equivalent reagent should be the same usefulness at the various breakpoint then. For example why have a HOT non stamina efficient at level 5 compared to a bandage, but at high level 20 all a sudden the HOT is stamina efficient compared to a bandage.

I guess I will have to see later if the HOT ever outperforms the bandage using equivalent level reagent. Just doesn't seem intuitive for it to flip flop.
 
Hello. To test out the fullness of HoT and Triage, try it in a full group in dungeons and at the exiles fort or spiders. Try it at level 10 and then at level 20. I like both, I like the HoT when its focused on the main tank (hopefully the Defender), while rest of group continues on. I also like the Triage for the quick recovery cooldown time, that they can use when in a pinch or when mob(s) uses their AoE on the group and the entire group gets damaged. There is, will, there are some boss type that does AoE with a large range radius. Thats when Triage comes handy, yet HoT while the tank focuses on the mob.

Also, this is from my perspective when using no reagents at all. I have played Duelist or similar before they became Duelist, until this beta build. Tried the Sentinel because I thought they finally got a fix, handle on the HoT (instead of doing 1HP per tick or 40 HP per tick starting out). Still, I think the HoT will get more changes for balance later on. I really like both subclass lol. For this test build, am doing the Sentinel. I do not use reagents when I solo, but for groups, I do use reagents, since that's about the only reason why some of us uses reagents now, for groups.

May try the Warlord, next build for longer then 4 hours. Maybe I try it for a week.
 
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I have done Duelist and Sentinel. Triage for the duelist is nice for party heals or to "wake up" any party members that go down without having to change your def. target. It isn't as useful for single target heals and will aggro mobs easier. The Sentinel is good at single target heals where you can pop protect on the tank as the pull comes in, then hit with the HoT to save having to cast the big heal right away. Sent is pretty good for solo. I usually only have to use the HoT during fights, unless I pull a ^^ or an orange. I have yet to try the Warlord, but now that it has been reworked I may drop Sent and pick it up to try it out.
 
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Happened to be able to play Sentinel in a full dungeon group. Didn't chose the class, stumbled into it. I quite enjoyed it, between the HoT and direct heal, armour buff mob debuff it felt like a great support class. My biggest gripe is the tiny skill cone for the heals combined with the horrible mouse control. Healing the bloke behind me is a chore and takes several seconds of repositioning, and heaven help me if the guy also repositions. It's like trying to get a cat to eat its vitamins.
And then you have to heal the tank again, so the entire thing starts over. Feels like I'm in a Stan Laurel and Oliver Hardy film.
Disconnecting heals from LoS would be an entire world's worth of a QoL improvement.
 
Hello. After playing each of the three Supporter class for each test build, I have come to conclude the Warlord is the most powerful class of all (imo). Though the Warden does do a lot of DPS, the Warlord has regeneration HP and Stamina abilities. They can solo far better then any Strikers (though it may take a little longer then a Warden or Brigand), the Warlord will not run out of HP or Stamina anytime soon because of their special unique abilities.

They can solo very well, kite extremely well, and at times, go toe to toe with some blue/white two chevron...may have to run away and heal some and regen stamina, but able to return and go toe to toe again to finish up the melee battle.. Like all range class, Strikers and Supporters, they are very efficient at kiting, as long as they have a bow or crossbow. As long as they have ammunition available.

I think I may end up playing the Warlord as my main Supporter. Use to play the Duelist a lot, tried the Sentinel couple of Beta test build, liked it. Almost was going make the Sentinel my main Supporter go to guy. Now, Warlord by far, is the best class. It may be over powered (imo), but for now, will enjoy the extreme usefulness, effectiveness (both solo/kite and group wise).

In a group, the heal over time is really nice, the stamina over time is nice. Although you have to keep it as active as you can every 30 seconds. For a group, its a win win situation. Heal over time for group, stamina over time. And its suppose to even get better as you level up, as you get higher in levels, those HP/Stamina will increase in numeric values. But, a Sentinel is still a great asset to have in a group with a Warlord.
 
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Hello. Have updated the new and complete Supporter and Subclasses abilities for June 22 2022 Beta test build for those who want to compare or check out what each abilities does. If you want the old version info, let me know. Otherwise, will start to just post newer version when can.
 
I feel banners are pretty useless. My suggestion would be to change the stats up a bit and make banners somewhat like an aura. For example, add health/stam regens, hit/flank/pen bonuses for the group, or just give those to the wearer. Nothing huge or game-breaking, just a reason to have them. Right now it seems staves are the only viable weapon for supports with not much variety.
 
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