From EverQuest2.com:
Kunark Ascending makes Ascension classes available as a form of progression for all max level characters. Ascension classes are the apotheosis of a facet of energy, and are the gateway to ascended power. Once you have completed the Kunark Ascending signature quest line you may speak with one of the four masters in the Obulus Frontier to begin down the path to Ascension.
Ascension Forms
Each Ascension class grants the character the ability to shift into an avatar of that Ascension, converting all damage done from any ability that does not deal damage based on your weapon’s damage type. This conversion will also convert most pet and swarm pet damage.
The four Ascension classes that are available with Kunark Ascending are:
- Elementalist: Wielders of the opposing forces of fire and ice, Elementalists have the power to rain down destruction or degrade the defenses of an opponent. Initiates of this class convert ability damage to cold.
- Etherealist: Master of arcane and planar energies, Etherealists have abilities that deal with the manipulation of ambient or latent magical power. Etherealists convert ability damage to magic.
- Geomancer: Sometimes the most effective form of persuasion is the application of brute power. Geomancers are able to bring literally staggering force down on an opponent. These masters convert ability damage into crushing.
- Thaumaturgist: Most things have some form of life energy, and Thamaturgists are able to manipulate and control that energy, twisting or bolstering it to meet their needs. Blood Mages convert ability damage to disease.
How to Level Your Ascension Class
Once an Ascension class has been initiated by speaking to the correct master in Obulus Frontier, you will be offered a scroll that will guide you on your path to Ascension.
When studied this scroll will grant you a buff that will allow the character to earn a set amount of Ascension experience. Once the granted experience amount has been earned, the guidance buff will fade until you study another scroll. Ascension masters will only grant you a single guidance scroll each day, but these scrolls may be collected and studied at your convenience.
You may view your currently active ascension class in your character window, and view your current ascension experience points by right clicking on your experience bar and selecting Show Ascension Experience.
Changing Your Ascension Class
Changing Ascension classes is as simple as going to the appropriate Ascension master and picking up the class. All of the progress made on your current Ascension class is saved, and you will pick up right where you left off when you return to that class. Any Ascension abilities you have earned will remain in the Ascension tab in your spellbook, though you will not be able to access those abilities until you return to the matching Ascension class.
Note that many of the abilities in the above spellbook are greyed out because they are from an ascension class that is not currently active.
Ascension abilities can combo with other abilities to add an extra effect. In addition, Ascension abilities have the full range of spell tiers from Apprentice to Ancient.
Want to check out Ascension classes now? These are available on our beta server and all players that pre-order Kunark Ascending can take them out for a test drive now! If you haven’t already pre-ordered Kunark Ascending, you can pre-order here. Kunark Ascending is scheduled to release on Tuesday, November 15!
I don’t understand the different types of Ascension classes – based on the descriptions – to be honest.
Will have to look at the spells pertaining to each to make up my mind.
Think of it as being based on the four damage types – physical, arcane, noxious, elemental – with appropriately themed abilities, all accessed by toggling an alternate form. There will be bonuses from “multi-classing” apparently.
PROTIP: Try to match your Ascension to your class debuffs. Also co-ordinate your weapon procs for maximum effect. Finally, the special weapon infusers that change weapon damage type will be a must have!
…I know, it’s early, but it’s never too soon to lay your plans!
Do the class debuffs even matter any more? PC resists are >200.000 (same with mob resists?) while debuffs are 5k-10k at most…okay, times 24 it stacks up, but you won’t have a whole raid debuffing the same damage type, do you?
A little birdy is telling me that, yes, it is going to be a big deal…
Thanks Anaogi for the clarification.
Hopefully, the Ascension stuff will be interesting.
I agree on the debuff thing. But there’s more to it. Raid leaders will need to designate ascension classes. They are required for zone mechanics in T4 raids.
But on a more personal note…
Thaumaturgist seems to hitting the hardest, nuke for nuke.
Geomancer gets the most overall damage potential due to the amount of damage spells it gets.
Are we going to get 4 more toolbars and longer macros due to all of the extra spells?
From what i gathered:
Elementalist – Wizzy//Ranger/Rogue
Thaumaturgist – Warlock/Necro/SK/Dirge ?
Etherealist – Chanter/Scouts
Geomancer – Tanks
That is based on the Utlity/Dmg Spells and the Lvl10 Endline Ability
Goemancer is a great option for any dps class. Most healers will probably see the most use out of Thaumaturgist and Geomancer as well. Fury and channeler might not agree though. It’s really a coin toss and preference.
Instead of guess work, which I greatly appreciate from fellow EQ2 members, can Daybreak for once produce a complete white paper on exactly what to expect on the new Ascension Classes