you need to break down the Tank into ranged and melee Tank. The Healer will be force vs medpack. As well as stealth healing. I will be DPS for solo fun. Then Force Healer for group play. But that could change in 6 months when the game launches.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them? R.A.Salvatore
If people would look at the info provided in both on swtor and my full feature llist, theres is a relatively good breakdown of the classes but for your viewing pleasure
Based on 'Mace Windu' and 'Anakin Skywalker'. Lightsaber focused with some Force powers - Bioware/Holonet
Jedi Knight uses force points similar to that of the Sith Warrior to charge up the special moves - PC Gamer Jan 2010
Ability: "Destruction", The Knight can take advantage of explosive containers in the environment with a Destruction ability, which detonates them - IGN
Ability: "Saber Ward": to deflect incoming attacks for a short while - IGN
Ability: "Force jump", When triggered the Knight soars through the air and slams into the target, stunning it and building focus -IGN
Ability: "Sweep" ability, as well as causing damage to multiple opponent it also slows the their movements - Darth Hater
Ability: "Introspection" ability, passive healing that can be activated after fights - Darth Hater
Quote: The Jedi knight can fill a couple of roles in combat. In one-on-one combat, the Jedi knight is practically unmatched in melee power - Gamespot
Players who enjoy fast melee combat will identify with this class - Gamespot
Quote: At its core, the Jedi knight is about getting into battle as quickly as possible, dominating the fight and protecting allies -Gamespot
Sage: Single Saber / Powerful Telekinesis / Healing / Ranged Control / Damage or Healing
Skill Sets for Sage: Telekenetics & Seer
Telekenetics: Ranged Damage using Force attacks, such as ‘Telekenetic Blast’ which does high damage in an ‘area-of-effect’
Seer: Healing and buffs using the Force, with abilities like Serenity to boost Force regeneration and reduce damage taken.
The shared advance class is Balance: Overall survivability and utility, with abilities that enhance both melee and Force attacks
Ability: "Project" -- the power to telekinetically lift a chunk of rock from the earth below and hurl it at an enemy - Gamespot
Ability: "Force valor" ability, which, just like in Knights of the old republic, increases the target's resistance to various types of damage for the duration of the ability - Gamespot
Ability: "Meditation" ability, which lets your character quickly regenerate lost health and spent Force power - Gamespot
Ability: "Telekinetic throw" power, which lets the character mystically raise shards of earth and pelt the enemy with a continuous stream - Gamespot
Ability: "Force wave" ability, a powerful skill that takes place in a circular area of effect around the character and deals damage to any enemies in range and also knocks them clean off their feet - Gamespot
Ability: "Force potency" skill, a passive improvement which, until it expires, gives your consular the chance for any other Force power you use to have a "critical" effect - Gamespot
Ability: "Stasis field" ability, which--just like in Knights of the Old Republic--temporarily paralyzes an enemy, removing it from battle as a way to control crowds of foes - Gamespot
Force cloak/stealth seen during Developer Video -Developer Video
If you play a Consular as a healer your companions get stronger - Developer Video
Quote: "The key element of the Consular’s story is mystery, using intelligence and courage to seek the truth." - Developer Blog
James Ohlen: Visual reason for lightsaber restriction; Jedi Consulars with double bladed lightsabers are DPS. - Gamespot
Quote: "We wanted to capture the journey of Obi-Wan Kenobi – someone who begins with unusual insight and talent, but who is still growing into those powers" - Developer Blog
Quote: A Jedi Consular must sometimes accept the grayer path, the less perfect choice - Developer Blog
Quote: From what we were shown, this class is far from being a simple caster. Part melee, part puppeteer, part healer; the Jedi Consular could end up filling multiple play styles - Darth Hater
Quote: "The Jedi consular is more based in telekinetics" - Gamespot
Consular is a rear line support fighter not a front line melee. - PC Games
Skill Sets for Gunslinger: Sharpshooter and Dirty Fighting
Scoundrel: Blaster: ‘Shot Gun’ / Stealth / Medicine / Burst ranged damage or Healing
Skill Sets for Scoundrel: Scrapper and Sawbones
Sharpshooter skill-set includes many abilities geared at improving their personal damage, improving the performance of their groups, and gaining additional benefits from cover - Developer Blog
Dirty Fighting skill-set is all about getting an edge over people who prefer a straight fight - Developer Blog
Scrapper skill-set has an off-hand Scatter Gun, a number of powerful (but not necessarily fair) melee moves and access to a Stealth Field Generator - Developer Blog
Sawbones is designed to enchance the Smugglers Healing and Support abilities - Developer Blog
The shared ability is called Luck this skill-set focuses on improving many of the Smuggler’s base class abilities such as increasing energy regeneration - Developer Blog
The Smugglers start their story line after their Ship has been stolen. - Gamespot
During the Smuggler Class video stealth is shown in use - Darth Hater
The smuggler requires cover to survive, when people tried a direct attack they normally ended up dead - Gamespot
Abilities seen during the live demo at Pax include: Groin kick, Headshot, Triple Rocket, Flash Grenade, Cover shot and Barrage - GamesSpot
New abilities seen include: Flurry of Bolts, Charged Burst, Active recovery and 'Show cover locations' - Darth Hater
Scoundrel: Short Ranged, Stealth based Damage and Medicine - Darth Hater
Gunslinger: Long Range, Dual Pistols and Persuade - Darth Hater
Cover system shown working, Smuggler can select from a Silhouette of the PC or arrows to move to cover- Developer Video
Smuggler is the only class that can shoot while running away - Bioware/Holonet
When using cover the Smuggler gains a defence bonus, this is show on the mob that he is hiding from by a green symbol above the targets head - Bioware/Holonet
Commando: Heavy Blaster Cannon / Grenades / Ranged DPS
Vanguard: Blaster Rifle / Energy Shields and Defense / Tank
The DPS on the Trooper is amazing, being able to take on so many while staying alive was brilliant - TheDarkKnight Handson PAX
The Trooper Story starts as he is carried in to battle in a Troop Walker - Gamespot
Most of the trooper's combat abilities operate based on ammo, this seems to have changed since the last time media played it where it was based on points - Gamespot
Hinted that the two paths a Trooper can take are either a Crowd Control or all out DPS branch - Destructoid
Trooper is the Heavy Weapons specialist as well as using Heavy Armour, The big gun is his friend - Bioware/Holonet
Updated Trooper Abilities: Hammer Shot, Rifle Grenade, Full Auto, Sticky Grenade and Stock Strike - Darth Hater
Recharge & Reload ability is the Troopers Out of Combat self heal - Darth Hater
New abilities seen include: Fast reload, Hammershot and Rifle grenade - E3 Darth Hater
Mentioned by a Dev during the Q&A that the Trooper is a Ranged Tanking class - Darth Hater
I will be going Sith Warrior first and will most likely go pure darkside, with all the most intense of choices. Second will be Sith Inquisitor with most profitable choices (learn from others information). Third will be a Bounty Hunter or trying Republic side.
I thought about doing the tank differences, but not being in beta and so on I just didnt see how to do this. I remember the one demo they did where the melee tank took adds and the ranged tank took the boss. So, good point !
Whether or not people don't like the Trinity assumption, it is what sells best. Someone has to hold the boss in control while others kill him, and someone has to heal that controller to keep him alive. This is what players in MMOs are familiar with and seem to like.
Now if they decide to try to create a new style of play, that would be great, but remember BW still has to sell (A CRAP LOAD) to pay for the development of this game, and have been warned (can't find reference) that leaving the Trinity idea can be suicidal.
If you mention 'ranged DPS' and DPS separately, then you should also mention 'ranged tank', and when we're at it, if ranged tank and ranged dps are included then also the role 'stealth healer' should be mentioned as option.
Which brings me to another point, a very major one that you've forgotten: crowd control, which used to be one of the pillars of the trinity above dps.
And to a lesser degree, support & utility should be added as categories.
Especially crowd control shouldn't be forgotten as a category, since the team combat dynamics in SW:TOR is different in several aspects from the standard MMO run-of-the-mill team combat mechanics that we've become familiar with in MMORPG's.
From all the footage and information available, crowd control plays a far larger role in SW:TOR than currently in MMO's for several reasons:
- the number of NPC mobs that you're confronted with is higher in each encounter than in other MMO's, resulting in the classes having more AoE and crowd control skills already right from the start.
- there is no 'main tank AoE-aggros and holds the whole mob group' mechanic in SW:TOR. As seen every time in the available footage, the 'main tank' is a single-target aggro taunter, taking on the main boss in group encounters, leaving the second most dangerous mob and the mobs around it to the 'off tank', which can still leave some mobs unaccounted for, making the role of crowd control more important. As heard from the demo session reports, the consular was far more busy with crowd control and switching from healing or melee attacking a mob to crowd control.
This is more a return to EQ group mechanics, where the enchanter played a major role with its crowd control and utility because of that the main tank often couldn't hold the attention of the whole mob crowd. The companions remind of the mage pets that could dps, tank or do limited crowd control (root skill), with the addition that companions can also have a heal role in SW:TOR. Also with the difference that in SW:TOR you'll have far more mobs to deal with in group combat, your main tank will probably often be a single-target ranged tank, and it's not clear yet how other roles as 'stealth healer' will exactly fit in the picture.
edit: lol. just saw that Artemisentr4 already mentioned the ranged tank and stealth healer as additional categories.
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Whether or not people don't like the Trinity assumption, it is what sells best. Someone has to hold the boss in control while others kill him, and someone has to heal that controller to keep him alive. This is what players in MMOs are familiar with and seem to like.
Now if they decide to try to create a new style of play, that would be great, but remember BW still has to sell (A CRAP LOAD) to pay for the development of this game, and have been warned (can't find reference) that leaving the Trinity idea can be suicidal.
Surprisingly they dont have to sell as much as you may think.... But I will let you work that one out......
Not Interested in the trinity concept , I believe that this game will offer something different, and I will be playing with people who feel the same.
________________________________________________________ Sorcery must persist, the future is the Citadel
I think I would like to be a healer because a good healer in pvp makes all the difference in the world but I think if I focus heavily on pve, I will be a tank.
Comments
ewww, I don't like how this is already going. I may have to choose ranged DPS lol.
There Is Always Hope!
Game is not out. So I dont follow your trinity assumption.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
First 2 classes will be Jedi and Bounty Hunter.
I rolled a shaman for cata and I love heals so much now. So thats what I will be rolling!
Remember Old School Ultima Online
If people would look at the info provided in both on swtor and my full feature llist, theres is a relatively good breakdown of the classes but for your viewing pleasure
Jedi Knight: - Class Thread Info. - Class Video - Jedi Knight Gameplay Video - Known Jedi Knight's Abilities
Advanced Classes:
Guardian: Single Saber / Heavy Armor / Leadership - Party Buffs / Tank
Sentinel: Dual Wield Saber / Saber fighting specialist / Melee DPS
Based on 'Mace Windu' and 'Anakin Skywalker'. Lightsaber focused with some Force powers - Bioware/Holonet
Jedi Knight uses force points similar to that of the Sith Warrior to charge up the special moves - PC Gamer Jan 2010
Ability: "Destruction", The Knight can take advantage of explosive containers in the environment with a Destruction ability, which detonates them - IGN
Ability: "Saber Ward": to deflect incoming attacks for a short while - IGN
Ability: "Force jump", When triggered the Knight soars through the air and slams into the target, stunning it and building focus -IGN
Ability: "Sweep" ability, as well as causing damage to multiple opponent it also slows the their movements - Darth Hater
Ability: "Introspection" ability, passive healing that can be activated after fights - Darth Hater
Quote: The Jedi knight can fill a couple of roles in combat. In one-on-one combat, the Jedi knight is practically unmatched in melee power - Gamespot
Players who enjoy fast melee combat will identify with this class - Gamespot
Quote: At its core, the Jedi knight is about getting into battle as quickly as possible, dominating the fight and protecting allies -Gamespot
Jedi Consular: - Class Thread Info. - Known Jedi Consular's Abilities
Advanced Classes:
Shadow: Double Bladed Saber / Stealth / Burst melee damage
Skill Sets for Shadow: N/A
Sage: Single Saber / Powerful Telekinesis / Healing / Ranged Control / Damage or Healing
Skill Sets for Sage: Telekenetics & Seer
Telekenetics: Ranged Damage using Force attacks, such as ‘Telekenetic Blast’ which does high damage in an ‘area-of-effect’
Seer: Healing and buffs using the Force, with abilities like Serenity to boost Force regeneration and reduce damage taken.
The shared advance class is Balance: Overall survivability and utility, with abilities that enhance both melee and Force attacks
Ability: "Project" -- the power to telekinetically lift a chunk of rock from the earth below and hurl it at an enemy - Gamespot
Ability: "Force valor" ability, which, just like in Knights of the old republic, increases the target's resistance to various types of damage for the duration of the ability - Gamespot
Ability: "Meditation" ability, which lets your character quickly regenerate lost health and spent Force power - Gamespot
Ability: "Telekinetic throw" power, which lets the character mystically raise shards of earth and pelt the enemy with a continuous stream - Gamespot
Ability: "Force wave" ability, a powerful skill that takes place in a circular area of effect around the character and deals damage to any enemies in range and also knocks them clean off their feet - Gamespot
Ability: "Force potency" skill, a passive improvement which, until it expires, gives your consular the chance for any other Force power you use to have a "critical" effect - Gamespot
Ability: "Stasis field" ability, which--just like in Knights of the Old Republic--temporarily paralyzes an enemy, removing it from battle as a way to control crowds of foes - Gamespot
Force cloak/stealth seen during Developer Video -Developer Video
If you play a Consular as a healer your companions get stronger - Developer Video
Quote: "The key element of the Consular’s story is mystery, using intelligence and courage to seek the truth." - Developer Blog
James Ohlen: Visual reason for lightsaber restriction; Jedi Consulars with double bladed lightsabers are DPS. - Gamespot
Quote: "We wanted to capture the journey of Obi-Wan Kenobi – someone who begins with unusual insight and talent, but who is still growing into those powers" - Developer Blog
Quote: A Jedi Consular must sometimes accept the grayer path, the less perfect choice - Developer Blog
Quote: From what we were shown, this class is far from being a simple caster. Part melee, part puppeteer, part healer; the Jedi Consular could end up filling multiple play styles - Darth Hater
Quote: "The Jedi consular is more based in telekinetics" - Gamespot
Consular is a rear line support fighter not a front line melee. - PC Games
Smuggler: - Class Thread Info. - Class Video - Smuggler Gameplay Video - Known Smuggler Abilities
Advanced Classes:
Gunslinger: Dual Pistols / Quickdraw / Fast Attacks / Ranged DPS
Skill Sets for Gunslinger: Sharpshooter and Dirty Fighting
Scoundrel: Blaster: ‘Shot Gun’ / Stealth / Medicine / Burst ranged damage or Healing
Skill Sets for Scoundrel: Scrapper and Sawbones
Sharpshooter skill-set includes many abilities geared at improving their personal damage, improving the performance of their groups, and gaining additional benefits from cover - Developer Blog
Dirty Fighting skill-set is all about getting an edge over people who prefer a straight fight - Developer Blog
Scrapper skill-set has an off-hand Scatter Gun, a number of powerful (but not necessarily fair) melee moves and access to a Stealth Field Generator - Developer Blog
Sawbones is designed to enchance the Smugglers Healing and Support abilities - Developer Blog
The shared ability is called Luck this skill-set focuses on improving many of the Smuggler’s base class abilities such as increasing energy regeneration - Developer Blog
The Smugglers start their story line after their Ship has been stolen. - Gamespot
During the Smuggler Class video stealth is shown in use - Darth Hater
The smuggler requires cover to survive, when people tried a direct attack they normally ended up dead - Gamespot
Abilities seen during the live demo at Pax include: Groin kick, Headshot, Triple Rocket, Flash Grenade, Cover shot and Barrage - GamesSpot
New abilities seen include: Flurry of Bolts, Charged Burst, Active recovery and 'Show cover locations' - Darth Hater
Scoundrel: Short Ranged, Stealth based Damage and Medicine - Darth Hater
Gunslinger: Long Range, Dual Pistols and Persuade - Darth Hater
Cover system shown working, Smuggler can select from a Silhouette of the PC or arrows to move to cover- Developer Video
Smuggler is the only class that can shoot while running away - Bioware/Holonet
When using cover the Smuggler gains a defence bonus, this is show on the mob that he is hiding from by a green symbol above the targets head - Bioware/Holonet
Trooper: - Class Thread Info. - Trooper Gameplay Video - Known Trooper Abilities
Advanced Classes:
Commando: Heavy Blaster Cannon / Grenades / Ranged DPS
Vanguard: Blaster Rifle / Energy Shields and Defense / Tank
The DPS on the Trooper is amazing, being able to take on so many while staying alive was brilliant - TheDarkKnight Handson PAX
The Trooper Story starts as he is carried in to battle in a Troop Walker - Gamespot
Most of the trooper's combat abilities operate based on ammo, this seems to have changed since the last time media played it where it was based on points - Gamespot
Hinted that the two paths a Trooper can take are either a Crowd Control or all out DPS branch - Destructoid
Trooper is the Heavy Weapons specialist as well as using Heavy Armour, The big gun is his friend - Bioware/Holonet
Updated Trooper Abilities: Hammer Shot, Rifle Grenade, Full Auto, Sticky Grenade and Stock Strike - Darth Hater
Recharge & Reload ability is the Troopers Out of Combat self heal - Darth Hater
New abilities seen include: Fast reload, Hammershot and Rifle grenade - E3 Darth Hater
Mentioned by a Dev during the Q&A that the Trooper is a Ranged Tanking class - Darth Hater
---------------------------------------------
Sith Classes
Designing the Darkside Video
Sith Warrior: - Class Thread Info. - Class Video - Sith Warrior Gameplay Video - Known Sith Warrior Abilities
Advanced Classes:
Juggernaut: Single Saber / Heavy Armor / Fear and Darkside Auras / Tank
Marauder: Dual Wield Sabers / Armor / Saber fighting specialist / Melee DPS
Based on Darth Vader. Lightsaber focused with some Force powers - Bioware
The Sith warrior starts his career as an acolyte serving a bitter, angry overseer who leads the training of you and your fellow acolytes - Gamespot
The SW abilities are based on Rage points, do basic attacks to gain points for more powerful attacks. - Gamespot
Lightsaber knockback ability seen during Video, similar to force push but with a LS - Bioware/Holonet
Can use a Single, 2 Handed or Dual wield Lightsabers - Bioware/Holonet
Sith Warrior can spec in to either DPS or deflecting front line fire - GamesSpot
Sith Ability of 'Channelled Hatred' Shown as a Out of Combat self heal - EuroGamer
Sith Warrior abilities seen during demo at Pax include: Force Charge, Slash, PowerSlash, Impale, Smash and Force Choke -GamesSpot
More powers seen for Warrior such as Force Push and Lightsaber throw - Class Video
Sith Inquisitor: - Class Thread Info. - Known Sith Inquisitor Abilities
Advanced Classes:
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
I like healing alot also, I played a shaman from vanilla up into cata (yes, I already cancelled my account since cata is so bad).
I will be going Sith Warrior first and will most likely go pure darkside, with all the most intense of choices. Second will be Sith Inquisitor with most profitable choices (learn from others information). Third will be a Bounty Hunter or trying Republic side.
I thought about doing the tank differences, but not being in beta and so on I just didnt see how to do this. I remember the one demo they did where the melee tank took adds and the ranged tank took the boss. So, good point !
Whether or not people don't like the Trinity assumption, it is what sells best. Someone has to hold the boss in control while others kill him, and someone has to heal that controller to keep him alive. This is what players in MMOs are familiar with and seem to like.
Now if they decide to try to create a new style of play, that would be great, but remember BW still has to sell (A CRAP LOAD) to pay for the development of this game, and have been warned (can't find reference) that leaving the Trinity idea can be suicidal.
If you mention 'ranged DPS' and DPS separately, then you should also mention 'ranged tank', and when we're at it, if ranged tank and ranged dps are included then also the role 'stealth healer' should be mentioned as option.
Which brings me to another point, a very major one that you've forgotten: crowd control, which used to be one of the pillars of the trinity above dps.
And to a lesser degree, support & utility should be added as categories.
Especially crowd control shouldn't be forgotten as a category, since the team combat dynamics in SW:TOR is different in several aspects from the standard MMO run-of-the-mill team combat mechanics that we've become familiar with in MMORPG's.
From all the footage and information available, crowd control plays a far larger role in SW:TOR than currently in MMO's for several reasons:
- the number of NPC mobs that you're confronted with is higher in each encounter than in other MMO's, resulting in the classes having more AoE and crowd control skills already right from the start.
- there is no 'main tank AoE-aggros and holds the whole mob group' mechanic in SW:TOR. As seen every time in the available footage, the 'main tank' is a single-target aggro taunter, taking on the main boss in group encounters, leaving the second most dangerous mob and the mobs around it to the 'off tank', which can still leave some mobs unaccounted for, making the role of crowd control more important. As heard from the demo session reports, the consular was far more busy with crowd control and switching from healing or melee attacking a mob to crowd control.
This is more a return to EQ group mechanics, where the enchanter played a major role with its crowd control and utility because of that the main tank often couldn't hold the attention of the whole mob crowd. The companions remind of the mage pets that could dps, tank or do limited crowd control (root skill), with the addition that companions can also have a heal role in SW:TOR. Also with the difference that in SW:TOR you'll have far more mobs to deal with in group combat, your main tank will probably often be a single-target ranged tank, and it's not clear yet how other roles as 'stealth healer' will exactly fit in the picture.
edit: lol. just saw that Artemisentr4 already mentioned the ranged tank and stealth healer as additional categories.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
This is more a return to EQ group mechanics, -Cyphers
I wonder, could this be possibly the reason i like the combat mechanics, reminds me of EQ? never thought of it that way.
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
Surprisingly they dont have to sell as much as you may think.... But I will let you work that one out......
Not Interested in the trinity concept , I believe that this game will offer something different, and I will be playing with people who feel the same.
________________________________________________________
Sorcery must persist, the future is the Citadel
I think I would like to be a healer because a good healer in pvp makes all the difference in the world but I think if I focus heavily on pve, I will be a tank.