Helm's Deep makes a few changes to gameplay this time around.

First off is the new talent tree system, replacing the old class traits.

This can have a rather profound effect on how a character is played. Old

hybrid trait builds are no longer really viable, since buying traits

outside of the specialization tree costs two times as much. Some players

will find this a tough pill to swallow, particularly if they have been

running hybrid for a very long time. Others may find that it makes their

characters more focused and effective - though this might be a bit of an

illusion based on the raising of certain stat caps and removal of

diminishing returns.





There are also changes to the threat system, which can have a profound

effect on group content. The new system is supposed to be simpler, but may

not take into account how much threat an uncapped and incautious Hunter

generates with his newly-supercharged attacks. Threat leeching skills -

Whirling Retaliation for Guardians, for example - have had the threat

leeching effect removed, but threat generation on tank-spec classes has

been increased overall. The new system may take some getting used to for

long-time players with set skill rotations. On the other hand, since

players can now just swap specs on the fly, any time, for no cost,

hybridization is much less important, and characters can afford to take a

narrower approach to their tasks.

The Big Battles system (also called Epic Battles, but we'll stick with

Big Battles to avoid confusion with the other "epic" things already in

place) is something new altogether. The bastard offspring of skirmishes

and session play, Big Battles put the character in the role of a defender

at five key locations during the battle at Helm's Deep. This is not your

average "kill all the trash mobs, then fight a boss" style of instanced

space - most of the trash mobs are handled by the NPC soldiers, and there

aren't really any named bosses. Instead, the player is tasked with manning

siege and anti-siege weapons - building, loading, aiming and firing

catapults, for example, or loading and using rock traps to kill orcs

trying to climb up the walls - ordering soldiers around by issuing

commands to NPC captains, and completing random side objectives which

actually do involve some proper fighting.

Characters specializing in support roles will have a pretty easy time

adapting to this new type of content, but front-line fighters, tanks and

DPSers, will probably need to adjust their play style significantly.

Except for the side-quests, attacking the invaders is kind of pointless.

They usually charge straight towards their objectives and get handled by

the Rohirrim soldiers - they don't respond to threat generation, but some

can be pulled for a short time by using forced-attack taunts. In between

side quests, the player should more likely be focusing on making sure

everyone's combat orders are current, ensuring that battle standards and

equipment are in good repair, and keeping soldiers healed up if possible.