Btw, is it a "holy trinity" type of a game, or are they knocking off GW2 on this one?
There are clear healer/tank/dps roles, but there are a couple of factors to consider:
- no combat log (for IMMERSHON!)
- no floating damage/heal numbers (see above)
- all health bars shrink to the middle, Skyrim style (see above)
- center-of-screen targeting of friendlies, FPS style (see above)
- there is no buff bar (see above) and no official plan to put one in. Buff/debuffs are determined through visual cues in third person and by going into the character sheet. Will probably be left to UI mods, which indicates what kind of pub (though there is no group finder and no place in the UI for one right now) dungeon experience they're aiming for.
- no minimap, none planned (see above), so spatial awareness in huge fights can be tricky
- both tanking and healing are primarily defined through weapons that everyone can pick up and use (sword and shield/restoration staff)
- PvP currently gives unlimited skill points, so everybody can max out everything
- However, Templar have a class tree that's devoted to healing, and healing a group without that tree is considered a nightmare
- In general, class trees are more important than any skills you can pick up elsewhere, at least in the early game. This is in part because class trees use magicka (stamina gets depleted while running, dodging, blocking...), in part because weapon skill lines are both narrowly focused (2hand is limited AoE with spash damage, dual wield is channelled single target and debuffs, destruction staff is debuffs, bow is shit) and still kind of weak (I'm guessing to make balancing easier)
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However, the guild skill tree that increases based on amount of dungeons done is very healing intensive, so everybody will be able to chip in if they're willing to slot those skills. Those healing skills are of the combo variety: player places a "blood fountain" to do some healing, everybody else can "drink" from it for more. This is done QTE-style, so as long as you can hit a button, you'll always execute the combo.
- in-combat mana/stamina regen is very limited in the early game; you'll be using auto attacks most of the time in long boss fights. There is no healing auto attack.
- aggro management is all-or-nothing; I haven't seen any percentual aggro reduction/increase skills yet (and certainly no passives, since passives can never be turned off). It's "force enemy to attack you for x seconds."