A quick overview of the healing and what health potions could potentially look like in the pre-alpha and hopefully we’ll see in the Alpha 1 for Ashes of Creation!
So, what does the healing spells look like at the moment? Since Steven and the team are leaning towards a hybrid combat with a mix of tab and action combat, the meta in healing in a raid group may come close to something we see in Guild Wars 2. That being, having more AoE burst healing and empowered healing over time rather than your traditional like healing roles like you might find in a game like World of Warcraft and Final Fantasy 14.
There is evidence that goes against this. With Steven mentioning in an interview that they are not trying to reinvent the wheel when it comes to the Trinity System of the Tank, Healer, and DPS. Further in the skill itself, the Righteous Blessing, which is a dedicated spot heal for a single target. However, it’s currently unknown what the cooldown for this is.
Potions are a must for almost all of the classes due to the nature of the game being action based. It relies on you actively mitigating damage taken resulting in slower grind speed which essentially gimps your silver per hour. So instead, players opt to maximizing damage and face tank abilities mitigation that results in frequent use of potions for self-sustainability.
In Ashes of Creation, we do have a healing potion that is teased to have multiple tiers. We also have the Alchemy Artisan skill but there is no way for us to know if potions will play a major role of a class’ self-sustainability or not. Due to our Augment system, it seems that some classes will have zero access to self-healing as Intrepid Studios want the healing abilities to come primarily from the Cleric and Bard classes.