
However all the pets lose health over time in addition to taking damage from the mobs they are attacking.

The more you merge, the greater the giant.

This class can spawn up to six tiny skeletons that can then be merged into one giant creature. The Tomb Raiser is another unique class, this one focused on pets. In a way the class feels like you’re creating an environment of damage for the enemy rather than directly damaging the mobs yourself. Planting requires the use of an energy pool but the main attack does not.
#Trove video game classes full
Once full grown, the turrets either create a persistent damage field or explode healing allies and damaging foes. The class places two types of plants (turrets) on the ground and must “grow” them with its main attack that functions as a damage ability and a heal depending on the target. That’s why I enjoy the class design in Trove so much, there are genuinely unique ideas at play. In nearly every MMO there are classes that use mana (a full pool of resources that depletes on use), energy (a resource that regenerates on its own) and rage (a resource generated from attacking a target) and variations on those ideas but none all too different from what’s gone before them. Yes, there are a number of different weapons all of which can be used in combination with one another but the underlying principle is the same-use ability X to build resource Y, spend resource Y on ability Z. While I love the combat in The Secret World, it illustrates this quite well. Across the board I’ve seen very little innovation with regard to how classes play from one game to the next. After you’ve played one or two MMOs, class design starts to grow stale.
