| Most of what's new about VG combat comes from having seperate offensive and defensive targets. It is most notciable for healer classes, all of which have a number of abilities meant to be using offensively at the same time they are healing, making them far and away the most unique and interesting classes to play. For example, a level 12 cleric can debuff a mobs damage and gain mana with melee attacks.
For all the rest - not much. Rescues are cool and used much more extensively than any other game. Dungeons are PACKED with roaming mobs, which really brings back the art of pulling and the need for patience vs WoW and EQ2's pre-packaged feel. Personally I prefer WoW's way, because of how brutal trash pulls can be in a 5-man heroics without having to resort to "puller fucked up" or "random packs of adds from behind" type randomness. It has its moments though, like pulling out the victory from seemlingly endless waves of mobs vs WoW's "you will fight x mobs in y waves." That's straight out of EQ1 there. Hell it even has the same bugs, when you can have a stuck or warped aggro mob somewhere sending mob after mob after you.
PS: My highest level was 20, don't quote this as gospel, heh.
Last edited by Kreugen; 04-02-2007 at 09:05 AM..
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