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Since Toolkits and Hold-outs already exist, can we hope to see Commoner and Expert expendables soon? Or a feat progression leading to Commoner 7 (perhaps even a more specific "Miner 7")?
What constitutes an expendable for these classes? Since those are by definition combat actions, it has to be something that that takes place in battle even though these are not combat classes. I'm thinking of stuff like:
Appraise - a ranged action which has no effect on the actual combat, but improves loot drops for the targeted mob if it is defeated. This represents the Commoner hanging back in battle but observing the mob's stash of equipment. It makes having a Commoner in your party more attractive (important if the party limit remains 6)
Flee - Much like a charge, but away from the mob. It would have a longer range, but leave the character flat-footed at the end and would not end with an attack.
Play Dead (I still want to call it "Possum") - Knockdown on self, and mobs lose targeting on the character. Obviously, if there is no other target nearby, there's nothing preventing the mobs from reacquiring the target once the effect ends, but if you've dragged them from their starting point, they may return home.

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The more combat-focused maneuvers will likely be in sooner rather than later. They're implemented, and mostly just need art. Stripped down versions of the features will likely come in at the same time to provide keywords for the maneuvers.
Elements of the roles that interact with the gathering and production systems (including non-combat maneuvers, utilities, non-keyword elements of the features, and other passives) will take longer, as those will need new tech. I don't have enough visibility to speculate on an ETA for those.

celestialiar |

Since Toolkits and Hold-outs already exist, can we hope to see Commoner and Expert expendables soon? Or a feat progression leading to Commoner 7 (perhaps even a more specific "Miner 7")?
What constitutes an expendable for these classes? Since those are by definition combat actions, it has to be something that that takes place in battle even though these are not combat classes. I'm thinking of stuff like:
Appraise - a ranged action which has no effect on the actual combat, but improves loot drops for the targeted mob if it is defeated. This represents the Commoner hanging back in battle but observing the mob's stash of equipment. It makes having a Commoner in your party more attractive (important if the party limit remains 6)
Flee - Much like a charge, but away from the mob. It would have a longer range, but leave the character flat-footed at the end and would not end with an attack.
Play Dead (I still want to call it "Possum") - Knockdown on self, and mobs lose targeting on the character. Obviously, if there is no other target nearby, there's nothing preventing the mobs from reacquiring the target once the effect ends, but if you've dragged them from their starting point, they may return home.
Appraise is good. They need more skills like that.
Need reasons to spec non combat. The only one I find odd is play dead. Mainly because I can't see why it would be needed and it wouldn't help vs pvp. I think it could potentially be exploitable... as most lose target things are. If nothing else, pull, lose target, then nuke as they move back would get you more time than just attacking straight up.

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Actually, Play Dead could be very useful (even in PvP) if you know you're going to loose.
In PvP, if you know that the attacker might not have enough time to clean your corpse and if it turns you into a husk for the expected time but doesn't damage your gear and send you half-way across the map to your bind point.

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That could be a very cool rendition of play dead: something like character model vanishes and turns into a tombstone/husk (whatever normally happens on character death). Character can't move, but regains fatigue and even health at a normal rate. If someone tries to loot the false husk, character reappears (but in a knocked down state).