You know what, I honestly don't know if you start out with just one or all four abilities. No one asked that question. But I'm going to speculate that you start out with 4 and the additional 4-10 class abilities have to be found in the wild as part of tiering up. So rogue will have utility/2 offense/1 movement from the get-go.Tier 1 everyone starts out with one of each ability type in their class bar.
Makes more sense now. Whether I like it or not depends on whether the game requires a respec fest at every turn or if it's more of a "well this ONE guy sucks for rogues, play ranger or blademaster if you dont want to struggle"No. You have 4 weapon skills, 4 character ability skills.
The character abilities are specific slots depending on the class.
IIRC, Rogue has 2 offense, 1 utility, 1 movement. That means when multiclassing you can only slot 2 offense, 1 utility, 1 movement skill from your owned classes but no defense skill.
Blademaster is 3 offense and 1 movement (again IIRC) so he can only slot 3 offense and 1 movement skill from his owned classes. No utility, no defense.
Got it?
"If you play DPS... Get out"so yeah not reading the last 120 pages, anyone care to summarize? or can we just get a summary thread with shit that is actually known from people that were at SOE live/saw the panels/asked direct questions not covered in panels?
I didn't really get the impression that the Class Ability slots changed through tiers - it just unlocked more abilities for them to be able to put in the slots.A sample tanking class would look like this through the tiers. With 40 classes you can see the chance for unique guild builds to finish raids etc.
Remember that each class will have access to different armor and weapon types, which have different weapons skills (weapons) and different mechanics (armor). Paladin wielding a 2H- Hammer will have different weapons skills than Paladin wielding a Sword & Shield.When you choose your class all it chooses if your weapons and armor. The ability's you can mix and match between the classes you know. That would fit with the play what your want system and also the system with no trinity.
Class ability slots never change. Rogue always has the 2O, 1U, 1M.I didn't really get the impression that the Class Ability slots changed through tiers - it just unlocked more abilities for them to be able to put in the slots.
I don't think they've decided. I heard considering 5 or 6, but I think they only had 4 group at the demo.Did they say how big the basic groups are going to be? Is it 5 like everyone is talking or just an assumption?
Apparently it's completely on-the-fly, as long as you're not actually in combat. Of course, if the class you're switching to is drastically different from the one you're currently using, you're going to need to carry around a lot of extra gear to be at all useful.Makes more sense now. Whether I like it or not depends on whether the game requires a respec fest at every turn or if it's more of a "well this ONE guy sucks for rogues, play ranger or blademaster if you dont want to struggle"
This would still work in the system I mentioned. Especially with 40 classes, that is a LOT of customization of raid forces. Also very easy to tune fights to I would assume.Class ability slots never change. Rogue always has the 2O, 1U, 1M.
Debut Overview|EverQuest Next Debut Video 1/2(Skip to 26:30 if not interested in lore/sand art) |EverQuest Next Debut Video 2/2so yeah not reading the last 120 pages, anyone care to summarize? or can we just get a summary thread with shit that is actually known from people that were at SOE live/saw the panels/asked direct questions not covered in panels?
Probably. But if you're smart you'll group with a support guy.heal pots on the station store!
They could still have tanks and support without taunt mechanics. Especially with the voxel tech. Put the tank(s) up front, wedged between two solid objects of some sort. Rocks, trees, magic ice blocks, what have you. Put the support and ranged dps behind (not sure where the melee dps go in this situation).I think the main thing they're trying to do is ditch the taunt/aggro mechanic because it makes encounters predictable and boring. The tank taunts to hold aggro, healer spams heals on tank, dps do damage. Once you remove aggro, encounters can become alot more interesting given that the AI is well done. I just hope they keep roles but remove the taunt/aggro mechanic.
Yep.This would still work in the system I mentioned. Especially with 40 classes, that is a LOT of customization of raid forces. Also very easy to tune fights to I would assume.