specializations

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  • Neverwinter details the Oathbound Paladin

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.02.2015

    Paladins are sort of a thing in any setting you claim to name. The very name conjures images of a fiercely devout warrior with heavy armor, heavy weaponry, and boundless dedication to a cause. Neverwinter's next class, the Oathbound Paladin, is certainly meant to play off of that image. It's a class that can specialize in tanking or healing based on the Paragon path it chooses, and it mechanically centers around helping allies without thought for itself. The central mechanic of the Oathbound Paladin is Divine Call, an ability that gathers energy passively and through certain Paladin actions. When used, it can taunt foes or offer big area healing. The more regular abilities for the class allow it to aura-buff the party, place damage shields on fellow party members, and absorb damage only to unleash it upon enemies shortly thereafter. Find out more about the class with the official preview.

  • Neverwinter shows off Paragon Paths for more classes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.25.2013

    The Paragon Paths in Neverwinter aren't just about making your character more powerful; they're about customizing your character to your playstyle. That's part of the reason why both Great Weapon Fighters and Guardian Fighters wind up sharing some potential paths. Yes, the Guardian Fighter is a tank and the Great Weapon Fighter isn't, but the added features of these paths make for very different characters. A Guardian Fighter on the Swordmaster path sacrifices some defense for more damage, producing a tank capable of hitting much harder than your average meat shield. Great Weapon Fighters who choose to be Iron Vanguards, meanwhile, pick up more control-based effects and wind up being more of a support archetype in the process. The latest development blog also shows off the new Control Wizard path, the Master of Flame, allowing this class to do some more serious damage over time by juggling flame and ice abilities. Check out more details on these new paths in the aforementioned development blog.

  • The Nexus Telegraph: Playing a WildStar mind game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.03.2013

    We still don't know exactly what the last two WildStar classes will look like, unless my speculation turns out to be true (and you'd better believe that I believe it). But as it happens, we don't know quite as much about one of the four we are aware of. Espers are a known quantity, but they've been... not hidden, precisely. But they're also not as visible as Spellslingers, Warriors, and Stalkers. Ironic, since they were one of the first classes we knew about. Last week I was focused on unpacking paths from the recent preview event. This time, I want to talk about Espers. I also want to talk about leveling your character and dissecting some of the other information we've been getting about the title, while leaving out one crucial bit of WildStar discussion in anticipation of next week. Yes, I have plans. You'll figure it out or see it in the "next week" blurb. Either way.

  • Everything you need to know about WoW's talents and specializations

    by 
    Elizabeth Harper
    Elizabeth Harper
    04.25.2013

    We're going back to basics today to talk about talents and specializations in World of Warcraft. If you're pretty new to the game, you might not know what these are at all, but anyone over level 10 has at least seen the terms thrown around. We're going to explain just what talents and specializatons mean for your character and well as how to get the most out of your talent choices. What are specializations? At level 10, every character (save death knights, who start at level 55) is prompted to choose a talent specialization. While many spells and abilities are core to the class -- meaning you'll get them no matter which specialization you choose -- there are also abilities that you only get if you've chosen a particular specialization. Each specialization focuses on a slightly different playstyle, so you should pick the one that most appeals to you.

  • PSA: Remaining Halo 4 multiplayer Specializations now available to some

    by 
    Jordan Mallory
    Jordan Mallory
    12.01.2012

    When Halo 4 launched way, way back on November 6, only those that purchased the game's Limited Edition were granted access to all eight multiplayer Specializations; normal players could only make use of two. As of today, however, a slightly greater number of people will be able to utilize the other six classes originally reserved for the cool kids. Codes to download "Specialization Priority Alpha" are currently being emailed to anyone that participated in Halo 4's multiplayer prior to November 20, Kotaku reports. The DLC acts as a key that unlocks Engineer, Tracker, Rogue, Stalker, Patherfinder and Operator Specializations, all of which grant unique armor and abilities after Level 50.For anyone that doesn't meet that criteria, well, you can always make your own unique armor out of cardboard and duct tape. Other players won't be able to see it, granted, but you'll know. And, in the end, isn't that the important thing?

  • Introducing Halo 4 'Specializations:' Multiplayer sub-classes with designer helmets

    by 
    Jordan Mallory
    Jordan Mallory
    08.15.2012

    Halo 4's online multiplayer components will feature a new way to differentiate your own Spartan from those used by the other seasoned warriors you'll be battling with over Xbox Live. Dubbed "Specializations" and available after reaching Level 50, Halo 4's version of character classes each feature nine levels of various unlockable cosmetic upgrades (outfits, armor and weapon skins, etc), capped off by a final tenth level that grants a class-specific ability.There are eight different Specializations in total, two of which will be available to everyone as soon as the game launches on November 6: Wetworks, which allows the use of Promethean Vision without the usual drawbacks, as well as a quieter sprint, and Pioneer, which gains XP at an accelerated rate, provided that perk is active.The other six Specializations (Engineer, Tracker, Rogue, Stalker, Patherfinder and Operator) will be gradually made available to players post launch, unless they preorder the Halo 4 Limited Edition, in which case all eight classes will be available from day one. Hit up that source link below for specifics on each Specialization and more pictures of weird space-bug helmets.

  • Aventurine reveals a few Darkfall 2.0 changes

    by 
    Jef Reahard
    Jef Reahard
    08.14.2011

    Aventurine has updated the Darkfall Epic Blog again, and this time there's a good bit of info regarding the upcoming 2.0 reboot. Producer Tasos Flambouras reiterates that 2.0 is "a new game created on top of the current game rather [than] simply an expansion." He also states that the devs don't want to get too specific and give everything away just yet. That said, this week's entry does provide a very interesting list of changes "that are already implemented." First and foremost is the game's new skill set customization which is in turn tied to a new armor system. In a nutshell, your armor choice will affect your usable skills by rendering certain abilities ineffective and leading to highly specialized character roles (as opposed to the current game where every character can learn every skill, given enough grinding). Skill and attribute gains have also been tweaked, and players who focus on skilling up a single role will excel at it in short order through "casual play." The catch, though, is the inability to have more than one specialization active at a time. Crafting has also been overhauled, and the world map has been "completely changed." There's more big news where that came from too, including UI tweaks, alignment tweaks, incapacitation, dungeon and magic school redesigns, and new combat mechanics like momentum and crosshair wobble. Read all about it at the official Darkfall website.

  • The Daily Grind: How much planning do you want for your character?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.16.2010

    All MMOs require some amount of planning for your character ahead of time. Sometimes it's just a matter of choosing whether you want to be a warrior or a healer (with apologies to game-specific terms), but sometimes you wind up in a game with a much longer list of options. There are differing talent builds in World of Warcraft, different Virtue specializations in Lord of the Rings Online, and buckets of different skill loadouts for Guild Wars. And that's not getting into the bevy of class options available in Dungeons and Dragons Online. But some people really dislike that approach. After all, it kind of does suck if you get to level 50 only to find that you made a bad choice back at level 14 that's going to screw your character forever. That's where you get reversible choices and non-permanent selections... but you still have to make some choices early on that you can't undo later. So how much do you like to plan out your characters in advance? Do you prefer games that let you make all your choices as you go, with no wrong options? Or do you like making long and detailed arrangements for your characters' future?

  • Cataclysm Beta: Mage talents and specializations

    by 
    Christian Belt
    Christian Belt
    07.14.2010

    Let me begin by telling you I had an Arcane Brilliance column about halfway done last week before a family health emergency intervened, preventing me from finishing it. The column was going to be all about predicting what the new revamped talent trees were going to be like. Now that Cataclysm beta build 12479 has dropped upon us like manna in the desert, the entirety of that now-ancient text is so outdated as to be worthless. Let me assure you that it was witty, and brilliant, and possibly mankind's greatest written work -- art of such singular value that small children would have been taught of it from textbooks with my picture upon their covers. But, alas, now it is gone, relegated forever to a remote corner of my hard drive, never to be seen by human eyes. The literary world mourns. Still, I was able to salvage one small fragment of it. It is but one of a batch of haiku I wrote about Improved Polymorph. I will reprint it here, because whatever else this monumental beta build has altered, my passion for this new talent remains. improved polymorph flaming warlock sheep corpses snuffleupagus On second thought, perhaps it's best that no more of that sees the light of day. Anyway, let's move on the rest of the awesomeness.

  • WoW Rookie: Weapon mastery

    by 
    Amanda Dean
    Amanda Dean
    06.24.2008

    WoW Rookie is brought to our readers to help our newest players get acclimated to the game. Make sure you send a note to WoW Insider if you have suggestions for what new players need to know. Having the right weapon can make a world of difference in a players leveling experience. Last time on WoW Rookie, we looked at the types of weapons that each class can use and where to train the skill for them. Now just because you can use a weapon, doesn't mean you should. This week we'll examine what to look for in a weapon. It's pretty important to keep your hands full. You have a four weapon slots at the bottom of your character sheet: Main Hand, Off Hand, Ranged, and Ammunition. Two handed weapons take up both the main hand and off hand slots. The off hand may hold a weapon if your class can dual weild, a shield, or an off hand item that either adds to your attributes or looks cool (such as Bouquet of Red Roses or a Dark Iron Tankard.) I recommend something useful when adventuring, though it's fun to see what folks come up with when roaming the city.

  • Shield specialization suggestion? Serious!

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    12.17.2007

    Sharkantos, a level 67 paladin from the Netherlands, wrote us with a question about blacksmithing specializations yesterday. "As you all know you can specialize in armorsmithing and weaponsmithing," he wrote. "Isn't it a bit odd that you can make epic chestpieces etc., but no shields? Shieldcrafting would be a 'normal' option, I guess...." This brings up a subject that has always interested me. How come some professions have much better specialization options than others? There are three types of weaponsmithing with wonderful upgradable weapons, but all armorsmiths get is a semi-crappy breastplate that tries to do too much for too many specs. How come you can't craft a wonderful BOP tanking shield, or for that matter, some decent tank armor sets? I figure that the best type of specialization is the sort that gives you little bonuses instead of forcing a chocie that will cut you out of half your recipes. That's why I love the alchemy specializations more than tailoring/engineering/leatherworking. But there are two specialization-less professions out there -- enchanting and jewelcrafting. These could easily accomodate "bonus" specializations like alchemy. Here are some ideas: Enchanting