I remember grinding out the class quests when going through 40-50. I was thinking on this topic while reading another poster's suggestion about solo players being able to get something in line with what people who regularly raid. It got me to thinking about how hard it is to learn secondary roles while leveling, unless you regularly group while leveling.
I have 3 level 75's (rk, champ and guard), been playing for a little less than a year, and have learned so much more about my classes while grouped and what their capabilities are. That being said, I was thinking that it would be cool to have a class quest skirm that players can solo to help learn the other aspects of gaming outside of solo play.
For example, a quest line for guards that focuses on keeping and building agro with other npc's. A champ line that would help learn how to off tank when needed. A RK line that would focus on the different damage (fire vs lightning) and healing types (single tank vs group). So on and so forth. Quest/instance/whatever could have the mechanics of it set up in such a way as to have them fail if they aren't 'doing it right' ie holding agro, off tanking, healing, and so on.....
Obviously a solution to this would be to group while leveling, and I realize that. But I think it would also add to the quality of in game play. Players who have solo'ed much of the content will at least have a background in how they function in groups. That way there is less of a learning curve when grouped, which should increase the overall competency (hopefully) of PUGS, and also shorten the learning curve for those that level alts to add to kins raiding ability.
Along with this you could add in class specific items to reward the completion of it, some tp, or whatever.
I think this is a great idea. I could see many ways to improve on this idea, and believe that it's a wonderful way to integrate the solo mindset, into the group mindset, and increase the capability of the typical solo player in a group atmosphere.
Imagine having the option in different classes as a dps role, or heal, or tank role in said skirmish.
+ rep for this, and hopefully Turbine has a looksy.
Agreed, great idea! +rep
I'm mostly a Solo player (and currently leveling though 40-50), I've been in a few rag-tag fellowships and have never been sure if I was using my Class in the best way to help the group. Solo quests or skirms to prepare me better for different classes/roles and group stuff at later levels would be highly welcomed.
Even just class-specific solo skirms that had a skill/role training angle, like an advanced tutorial that unlocks at Lvl40.
I liked the class level 15 and 30 class quests, which are kind of like what the OP is suggesting. I remember my burg had to use stealth, my hunter had to use traps, my mini had to heal, my captain had to use sprint-jumps.
The level 45 one isn't really; it was just meant to be a hard quest with some nice rewards.
If they could come up with something that would help people learn more about their class (esp. in a group role), that would be great. I certainly tend to learn more from the hard quests, like Death From Below used to be.
Unfortunately, developing 9 separate class quests would take a while.
Probably what they should do, is add small class quests for level 10, 20, and 30. Each one could focus on a couple skills you get during the previous 10 levels. We get so many new skills in the beginning, and we level so fast it's hard to get to know them.
By the time you're level 75, if you don't know how to play your class, well, I doubt a single quest is going to help you much.
I like the idea of breaking it out into the smaller levels, you do gain so many skills at the lower levels. I have noticed, for myself at least, that you tend to use the same set over and over again. Perhaps this could be something that the class trainer gives as a quest before granting the skill? Kind of a "I'll teach you skill x, now go practice it before I toss you out in the real world."
No argument here that development of it would be difficult. But I do think you could simulate skirms and raid mechanics fairly easy. The guys who develop each class have a good idea of the roles and how they funtion.
To the argument that if you don't know how to play your class when you hit 75 I would counter that roles and mechanics in groups are fairly different than when in solo play. Champs and hunters stealing agro from tanks (yes this could be the tanks fault) but understanding that dynamic of what it does to a raid is valuable not only for end game content but also for the content while you level.