[Contest] Guess the remaining Ascendancy Class names

SHADOW
Cutthroat - Focuses on speed and maneuverability, along with giving being up close with the enemy (crit leech?)

MARAUDER
Berserker - Focuses on damage and life leech (maybe perma blood rage?)
Clansman - Focuses on totems (+1 max totems?)

WITCH
Elementalist - big boosts to elemental damage (+1 max power charge?)
Blasphemer - Focusing on curses (+1 max curse?)

RANGER
Survivor - Focuses on the evasion side of defense, giving bonuses when you dodge, and giving free spell dodge as well (spell dodge!)

TEMPLAR
Crusader - focusing on the support/tank aspect (increased maximum resist?)
Sage - focuses on area of effect spells (increased aoe?)

SCION
Ascended - Will have elements from all the other trees, though it won't be able to be as specialized.
IGN: ragol
Scion-Prostitute. Loses all combat abilities, no longer able to leave town, unlocks naked Scion.
If i were to guess on the templar ones

Martyr - some sort of self damage infliction bonus / punishment.

Dark knight - reverse inquisitor melee with desecrated ground / summon or support or curses.
Ranger - Waterdancer, because GoT
Templar - Knight, Monk
Mara - Barbarian
Last edited by internetTOUGHGUY123#2227 on Nov 24, 2015, 1:51:25 AM
Based purely on the Duelist set, I'm going to guess each class has a "pure damage" (Slayer), a "defensive" (Gladiator), and a "support" (Champion) option. E.g. Shadow "Assassin" is pure damage, "Saboteur" is defensive, and the unannounced is "support" with perks that aid party members directly. ...On second thought, not all classes are this simple... I'll go with it anyway.

SHADOW -
Infiltrator - "Support." Move speed. Dodge chance or blinds enemies. Enemies you attack deal less damage/move slower (Maim?) and take more damage (includes allied damage) ... Assassin's Mark curse on hit? Generally good at lowering enemies' defense and offense.

MARAUDER -
Berserker - "Pure damage." Gain onslaught on low life. Huge damage buffs, especially when going into dangerous situations and large crowds. Buff for taking damage.
Karui Shaman (or whatever the Karui equivalent of "shaman" is) - "Support." Totems. Need I say more? Ok. Four totems. (Ancestral Power + Soul Mantle + Shaman perk)

WITCH -
Warlock - "Pure damage." More damage against cursed enemies. Something with spell damage will be linked to mana... I say "1% increased damage per 1% unreserved mana." Blood Magic will mean 100% unreserved, but good luck making a Blood Magic Witch without other sacrifices. Or you run a Low Life build. Seems fair with the other Ascendancy classes.
Gaia's Fury - "Support." Elemental status ailments. One notable for each specific elemental status effect (utility/defensive), one that benefits from using multiple elements simultaneously (e.g. cold damage vs ignited targets), and two related to avoiding or benefits for having elemental status ailments.

RANGER -
Trailblazer - "Support." Generally enjoys running ahead, generally lessened effect of map mods. When hitting an enemy that is at full life, applies Poacher's Mark curse on hit. More damage dealt to and less damage taken from animals. Reduced effect of tar/chilled/shocked/etc. ground and curses.

TEMPLAR -
God's Hand - "Pure Damage." Someone on reddit (maybe?) mentioned that, historically, the church has hired assassins. Using one hand to keep the other hand clean, as it were. I wish I remember who said it. Anyway, I'm stealing the idea. Assassin-based merciful killer, doing what is right because it is necessary.
Paladin "Defensive." Mitigates damage, self-bonuses for taunting foes. Life leech and regen. Something to avoid killing blows... Rely on faith, not alchemy... A buff when not using flasks? Increased light radius.

SCION -
How will one class match the offensive, defensive, and supportive options given by all the other classes? How can the most diverse class have a single subclass to support spells, melee, projectiles, charges, energy shield, dodge, and auras, all at once? How can it be all that every other class already is, and still have something unique? Scion is a "Jack of all trades," master of a few things no other class can do. Any class can reach half the passive tree easily; only Scion can reach anywhere.
The dilettante subclass enhances benefits of a wide-reaching passive tree. Bonuses are generic, yet rely on multiple mechanics. Spell damage applies to attacks. Defined bonus per jewel/notable allocated (e.g. +10str+dex+int, not "Notables/Jewels have x% more effect)). Increased %life and/or mana per aura you cast. Too tired to think of more examples. (Edit: Oh, kinda like "Omniperitia" from page 1)
"Pick one of the other trees" seems too bland for me (these subclasses are exclusive to the class, why should scion make an exception), and "Jeweller" is too mainstream, so I say definitely not those.

... Are we allowed to re-use names that other people have suggested? I'll edit my post if I have to...
Last edited by ChiefOluk#1747 on Nov 24, 2015, 4:34:42 AM
WITCH:

- Elementalist: heavy focus on elemental damage and especially status ailments connected to them. Status ailments are altered or reinforced in certain ways.
- Mentalist: passives that interact with Energy Shield and utility magic (e.g. curses).

SHADOW:

- Blade Dancer: Dual wield, sword and knife specialist.

RANGER:


- Druid: Undead minions are replaced by animals and feature different stats. Cannot summon undead minions.

MARAUDER:

- Berserker: pure offense.
- Shaman: Totem and Warcry specialist.

TEMPLAR:

- Monk: unarmed specialist.
- Priest: spellcaster focused Templar.

SCION:

- Polygloth: a wide variety of weird and specific specialisations.
Last edited by Soepkieken#7149 on Nov 24, 2015, 4:40:31 AM
"
ChiefOluk wrote:
Karui Shaman (or whatever the Karui equivalent of "shaman" is)

I think it's 'Spirit-singer', Maramoa uses the term when you ask her about Hargan - "He's no warrior nor spirit-singer; He's a korangi".

You can change it if you want.

"
ChiefOluk wrote:
... Are we allowed to re-use names that other people have suggested? I'll edit my post if I have to.

Of course, checking every post on previous pages would be somewhere between cruel and merciless. Using the same name as someone else is obviously good if he's right, but he also might be wrong :)

Also, your descriptions may differ in which case the contestant with a closer one gets the advantage in case of a tie.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Nov 24, 2015, 4:46:52 AM
Templar
Elementalist - Spell + totem spec with elemental effects as triggers for certain bonuses
Paladin - Melee spec with armor+es focus (example regenerate 1% of armor value as ES per second) and minor aura bonuses

Shadow
Shade - Phasing + elemental damage spec (example gain x% more elemental damage for x second after breaking phase)

Scion
Oracle - All around spec with 12 nodes of general type (melee, range, spell, etc)

Marauder
Conqueror - One hand spec with stun + armor as focus (example gain increased armor upon getting hit)
Berserker - 2h spec with onslaught or frenzy as focus (example 30% chance to gain onslaught on stunning an enemy)

Ranger
Huntress - Traps + melee spec with bonuses (example %increased damage with weapons after a trap triggers, etc)

Witch
Sorcerer - Spell/elemental focus with triggered bonuses to penetration (example ignore enemy lightning resist while enemy frozen) and energy shield interactions (damage over time doesn't stop energy recharge for example)
Enchantress - Wand / projectile damage spec with focus on power charges and skill/charge duration (example power charges duration increased by skill duration + 30% skill duration)
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Nov 24, 2015, 5:48:29 AM
I already guessed mine so this is just theorycrafting.

Ranger: A more defensive ranger could be Warden (as in a forest warden, not brutus).

Marauder: Where I guessed Totemist, Spirit Singer as someone else posted sounds very good for an iron-will, totemist, summoner, allround more supportive and less direct build. So marauders with minions have one suiting path even if another may work at least defensively, for utility, and "Johnny the combo player" stuff (MTG meme). I'm still guessing Totemist because that's what I initially wrote and I don't feel like editing my orignial post based on what someone wrote after me. But if I had come here now, I would probably have guessed Spirit Singer.
Gravity is just a prejudice. A part of Earth's jurisdiction. As an apache helicopter, I find that very oppressive.
Last edited by Zorajin#7086 on Nov 24, 2015, 8:15:26 PM
OLD (before art prints)
Spoiler
WITCH
wandslinger - focus on wand usage*
avatar - focus on elemental spells*

SCION
queen - versatility*

TEMPLAR
architect - totem focus*
judge - aura focus*

SHADOW
alchemist - melee elemental focus

RANGER
blade dancer - dual wield focus

MARAUDER
brute - heavy offense focus*
tribal - iron grip + iron will


Witch
Avatar, Archon, Adept - elemental spells and wand usage*
Occultist, Sorceress - mana, spell life/mana leech

Scion
Queen - bypass stat nodes on passive tree

Templar
Guardian, Knight - melee, shield and aura
Judge - caster

Shadow
Rogue, Assailant - melee elemental focus

Ranger
Hunter - hybrid between melee and ranged combat

Marauder
Brute, Berserker - heavy offense focus*
Tribal - passive iron will/grip and totem focus*

*pretty confident in role
italics are my own, original names

unrelated to thread but I just feel like making a few wishful predictions

the duelist gives fortify and melee splash passively as well as chance to block spells like attacks
the ranger gives additional projectiles and chaining passively (though much weaker than their gem versions)

I wonder if and what passive gems will be obtainable via ascendancy classes, they free up gem slots and that's really appreciated

Templar unlocking a blood magic ascendancy that only affects active skills, letting you reserve mana for auras?

Ranger unlocking block chance reduction and fork ascendancy?

Shadow unlocking mana leech ascendancy?

pessimistic about this but Marauder unlocking endurance charges to never expire ascendancy? (cannot consume them), Juggernaut seems pretty weak, it tries to replace keystones but there's no point really, high accuracy to never miss but it's not like the Marauder can become a crit class, high stun threshold but it's not like it can become a dodge class.
Last edited by Coal48#3951 on Jan 11, 2016, 11:33:28 PM

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