Actions stayed on after changing class in beta's, however you had to have enough points for them on the class you changed to or they'll get removed.
Actions stayed on after changing class in beta's, however you had to have enough points for them on the class you changed to or they'll get removed.
So... I was hoping that when you set actions/abilities/weaponskills on the action bar for a given class, when you switch classes, they disappear and you have to set the action bar up differently for each class and that switching back to the previous class would 'remember' your actions you had set on it.
So, now it just keeps everything on the bar and you -have- to make action change macros to clear shit off of them? (or do it manually each time you change your main-hand)
I was hoping pretty much the same as you till I read that exchange on Core earlier. Seems a more cumbersome way to go about it, but whatever ~GW: So even abilities you can’t use won’t be unequipped?
DK: For example, when a gatherer changes to a fighter class, their gathering skills are automatically unequipped. We’d like to change that to make it less cumbersome when they decide to switch back.
GW: We’ll be able to set both battle and gathering skills and change which are usable just by changing our weapon?
DK: If there is space. We’re still working on making unused skills not take up AP. There are still other things that need adjusting, but I can say we are currently working on a solution.
Just use Action Bar #__ for each class you play. We have several different action bars, right? I don't remember offhand how many we have, but surely enough for 4-5 classes? Just give each action bar a class and scroll to it when you switch.
This is what I'm probably going to do, but when I hit the point where my classes have more than 9 abilities I want access to (endgame, etc.), it's going to get stupid... especially with the limited macro lines. It's going to take 2~4 macros to fully change between two highly-developed classes ;/
oh, there was only 3 action bars in open beta as far as I knew
Yeah. I saved my beta macros in that way knowing that good things wouldn't happen. Marco lines are still 10 >.>...
Local and field leves are still separate afaik.
local and regional? field was part of regional before.
yeah
I think someone screwed up and confused Fieldcraft and Local Guildleves when they reported that sad news. Regional (Battle&Field) were separate leve-counts from Local all the way through open-beta.
I'm guessing no repeats on fieldcrafts if you dc just a lost chance?
Lol some of these quests seem funny.
"A fruitful murder" is basically a cinderella+snow white combo!
A lot of them have flashbacks it seems.
It almost seems like the next quest in the main story tells you to visit one of the other towns. Hopefully there'll be a shadow dragon at the end :Q_
No new zone between the desert and forest? Nothing new added to cut-scenes near the start? (So I can skip right over em and get into the game). How soon can you start class quest? Any new info on the shoes? Still level 38 and is there a limit? I will get the game in a few hours but I need to know these things now!
Shoes are level 1 and the rumor says it works for 15min every 24h. (25% quickening)