Lets talk Conan.
So, now that I have resigned myself as a Age of Conan player and closed my WOW account, I think I need to talk about Conan a little.
Here are the things that I like about Conan.
Combat:
Combat in WOW for most classes boils down to clicking between 2-5 buttons over and over and over and over and over and over and over. For most fights you are not moving, just standing there mashing a button. In WOW there is one button for auto attack, then some other buttons for special attacks / spells. You click that button and the spell or attack happens.
Combat in AOC for most classes is a complex dance of movement. In AOC there are three basic attacks (left, middle, and right). Those are similar to your auto attacks in WOW, but they are semi-automatic (one click = one hit). In AOC there are “Combos”. A Combo is a button that you hit, similar to WOW, but then up on your screen pops one or two arrows. For example Up and right. You must press up and right in that order to initiate the combo attack. Combos do much more damage than regular attacks and have other abilities, like adding a DOT, lowering armor, lowering damage, or many other things. If you fail to hit those two basic attacks in that order within a short period of time (about 3 seconds) then the combo fails to cast.
This means you have to pay attention. Each combo is the same each time you cast it (so “Rapid Blows rank 2″ is ALWAYS right then up). So, you start to learn which combos happen in which order.
The other thing to keep in mind are shields. You, and mobs you are attacking have three shields. They start having one on the left and right, and one up. If you focus your attacks on one side they will shift their shields to that side, exposing the other side. One good strategy is to start out with a couple medium attacks to one side to get their shield switched, followed by your strongest hit aimed at the newely exposed side.
Choosing the right combo based on what the mob is, how much ability you have to kite, how many mobs there are, and how much life the mob has is critical to success. If you open with things that lower damage / armor then that helps, but when the mob is almost dead using an attack that does huge damage makes little sense.
Fatalities:
I thought about putting this next inside combat, but these are cool enough to warrant their own section. A fatality is a killing blow….kind of a Crit killing blow. If you do a fatality it does a really cool animation, then gives you a buff. That buff increases damage and gives you a good amount of stamina regen. When fighting chains of mobs a fatality can really cut your downtime. Also, I slightly underplayed the animation, but they are FREKIN SWEEEEEEET! As an assassin my fatalities are all based on dual wielding daggers. At first you start with one that lunges the dagger into their chest and yanks it out sideways with a loud yell / growl. Later on they get more complex. The one I started seeing this past weekend was I would jump up into the air and stab my dagger into the side of their throat, then yank it out the front of their throat. Blood sprays everywhere. The DPS buff is pretty substantial.
Death:
If you die it is pretty forgiving. You get a debuff that lasts 30 minutes. If within the 30 minutes you make it back to where you died you find your headstone (it shows up on the map). You click on the headstone and it removes your debuff. I have had 3 stacked at one time doe to stupid choices. 5 minutes later they were all done.
Pots:
Heath pots work differently, they instantly heal a small amount, then apply a HOT that lasts about a minute. Same with Mana, and Stamina potions.
Stamina is a new element. Every class has Stamina, it is used for sprinting (fast running), and Melee attacks. So, if you are doing a run around and get things quest, pop a Stam potion and you can spring more. If you are in a long fight pop one to keep your stam up, so you can keep dealing melee damage.
Bags:
You start out with a backpack that has three tabs. One is general, for everything that you can vend. The second is for Quest items, the third is for crafting mats. All quest items and crafting items automatically go to the correct tab. You can buy a second bag that adds another general tab. They are expensive and not that big.
Inventory control is a big concern. Frequent trips back to town to empty my bag reminds me of Diablo, or early WOW days.
Quests:
The quests have a story behind them, and all relate to plot lines. Many of the plots are intertwined. Once you complete a step in one plot, then the other plots reflect that action. I really enjoy the quests. The other nice thing is that all quest end points show up on the map. So, you can look at the map and see for example a large hatched circle telling you where the bears you need to kill are, then an X showing where the sword you need to find is, then 3 X’s showing where the berries you need to pick are. That makes it VERY easy to swing thru the countryside completing quests in batches, avoiding un-necessary running around.
Classes:
The classes are divided into groups and subgroups. So, there is a tanking group. Within that there are three classes. Each of those three classes share traits with the other three, but have their own special abilities. Rangers (hunters), assassins (rouges), and Barbarians are all in the same class, so there are skills that they all have, and skills that are specific.
Feats:
These are similar to talent trees in WOW. There are two trees for your sub class, and one tree that is generic for your class type. Rangers and Assassins are both stealth classes, so the generic class tree has things that buff generic things that DPS needs. Trees are not locked up by dependencies (i.e. you must take this skill to get to that skill), there is simply a requirement that you must have a certain number of points in that tree.
Eating / drinking:
In AOC food and water are consumable buffs. That is all. There is no eating and drinking like wow. Instead you get an ability called “Rest” that is usable out of combat. It regenerates Health, stamina, and mana. No more carrying stacks of water for mana.
Skill Points:
As you level up you get skill points that you can assign. Skills include boost things like climbing, run speed, increase health / stamina / mana regen while resting, decrease stamina drained while running, ability to hide, movement speed while stealthed, stealth detection, etc. None are 100% required for gameplay, but they are all nice.
Loot:
This is a huge thing. Generally, you loot items that are an appropriate level for what level you are. Quest items are really strong. The harder the quest, the more powerful the items. For example, I did an epic quest at level 20. I got a pair of pants I looted off the boss that were for a level 18. I did not replace them until level 28.
Also, when you kill something the loot drops in a bag on the ground. If you open the loot box and loot something, then leave something behind, other people can come along and loot that item. So, if you are running thru somewhere it is not uncommon to see bags of loot on the ground with junk items in them. If you have bag space you can loot them for some free cash. This is handy when running into an area just for one quest as you are likely to not be there long enough to fill your bags, and free cash is free cash.
Ok, that is a good start. I’ll come back with more as I think of it.
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