I wrote a whole ton of words to describe the midgame a bit to the members of my LS who haven't made it there yet or haven't gotten beta keys. Reposting it here.
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So I spent the final night of the beta running around with a group of really excellent Japanese players, and got a good taste of what I think the game has to offer for daily play (not including level 50 endgame/raid content of course, as we're not there in beta). I'll be writing from a tank (Gladiator) perspective, as that's my highest level class right now.
First, a big blob about tanking. If you don't care about tanking mechanics, skip to below the dotted line.
So, PRIOR to level 29 (Haukke Manor, the second highest dungeon currently available) I was starting to get really down on Gladiator. The tank rotation for Gladiator is 1>2>3>1>2>3 ad infinitum, where 1 is your basic attack, 2 is Savage Blade, and 3 is Rage of Halome. If you have MP, you can flash every two rotations to keep up the Blind effect, but that's just about all that Flash is good for. It will hold hate off a healer, but any AoE damage from a THM and you have to single target for threat. If a boss has a skill or spell you want to stun, you do have a skill for that. However, it's on the GCD. So if you want to stun something, you have to sit there waiting while doing nothing else. It also breaks your skillchain, costing you even more threat while you start it over. You have a reactive shield bash type skill which is also on the GCD, making it clumsy (although its damage per TP and damage per second are quite good, and it doesn't break your 1>2>3 combo).
So level 29, when THMs had good nukes and I had all my hate tools available, was when the tanking game got fun for me. Yes, the rotation was still the same 1>2>3, and it will be that way at level 50. So single target tanking a boss is still awful. But AoE tanking against competent DDs was very fun. I could start a pull with shield lob+Flash to get things going. Then all hell would break loose. The ARC in my party laid down impressive single target damage, so I was obligated to start on his mob with a 1>2. But by the time I had those down, the THM was rapidly pulling threat on everything else so I had to tab target and put my 3 on a second mob. Then I had to tab to another and 1>2 and quickly decide if I could afford to lay the 3 on a 4th target or if I had to put it back on the primary so the ARC didn't pull. Usually I'd have to use offensive cooldowns to generate enough threat as I went. A couple of the trash pulls in Haukke Manor were also extremely intense, so despite rather good gear I had to constantly rotate defensive cooldowns. These, like offensive cooldowns, are not on the GCD. However, they seem to have their own "buff-class" GCD, as you can't just spam them as fast as you want. All in all, AoE tanking at high levels was a frantic mess that was a lot of fun. Single target tanking was lame.
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Okay, tanking rant over!
So activities:
The dungeons are nicely done, and Haukke Manor (level 29-31) is the best I've done so far. It has a lot of classic MMO dungeon elements that have largely been forsaken in newer games. Roaming patrols, pulls that can be split if you're smart, and so on. This kind of attention to fundamentals will, in my opinion, give the game more longevity than dungeon design based purely on "follow the script and don't stand in the red circle." Most of the boss scripts did also involve some sort of teamwork element, and failing on them usually meant that it would become harder to succeed rather than an instant wipe. In fact, we actually had a case where our Archer and I died outright (the servers are running with a HUGE amount of latency right now, this needs to get better before launch) and the THM and CNJ were able to do the last 30% of the final boss through a lot of kiting and crowd control. Really impressive that player skill can have that much of an impact, and I love it.
Guildhests are another very cool activity. Starting at level 10, you gain access to 2 per 5 levels, going at least as high as level 30. These are 4-person minidungeons; either a single room or a small enclosed area. The first few are meant to serve as training exercises in party tactics, and give pretty good instructions as to the strategies that will help you succeed. Things like focus fire, killing adds so the boss is left to stand alone, curing status effects, and so on. Later guildhests are more like challenges, where you need to do the mechanics well or things get out of hand quickly. Sort of a 4-person event with more raidlike tuning. Something for a small group of people to work at and feel like they've accomplished something when they beat it.
The last thing we really got involved in was a roaming FATE party in South Shroud. For anyone who has played RIFT: FATEs are Rifts. A localized event on the map that any player can go and join in, where they'll be rewarded based on how much they contributed to the fight. By running/teleporting around with your party (or I guess solo if you can count on other parties to be there), you can gain huge amounts of XP/gil/Company seals. There was pretty good variation in the higher level FATEs; some were just a pack of mobs to kill, but others involved laying siege to a camp (or defending the camp if the prior siege had been successful) or killing a boss monster. The giant stone golem was basically an HNM fight. It had lots of HP, highly damaging skills that could be stunned or dodged (by running out of the frontal cone), and rewarded truckloads of XP. During the brief downtime between the FATE respawns (sometimes there was none, if it was just our one party clearing them out), we would run regular guildleves that we linked together.
So there's a fair bit to do, and the XP required to level around the mid-30s was high enough that you actually got to do a bunch of these things rather than instantly leveling out of them, but not so high that it felt like you weren't making progress. I got from 29-32 in one long evening of doing these 3 things.