This is the system that uses Rift and has its advantages and disadvantages, which may not be obvious at first. The remainder of this guide SWTOR will be devoted to examining them. If you did not know, in the Rift there are 9 different talent trees, and you can make your class using any of three trees and Buy Swtor Credits. This results in many different combinations, and each class in the game can be a DPS class, plus a tank, healer, or both. The major advantage is that it is easier to get groups going when many classes can heal and tank. The major drawback is that this approach is a waste of balance. Rift PvP is unbalanced in favor of certain categories. Polish can make up a class PvE completely unbalanced, so it's a very slippery slope when it comes to tuning classes. This may be a problem in SWTOR since they offer so many options and Cheap Swtor Credits to players. More options means that the PvP is not likely to remain in balance. This might hurt subscriptions Rift is now dealing with a lot of subscriptions canceled because of poor game balance. However, in SWTOR, there will be fewer options than in the Rift should not be nearly as big of a problem. The real problem I see here is that this approach is just a band-aid approach to the real problem: most players will not play healers or tanks; it is difficult to meet the groups. In SWTOR, magazines (or dungeons) are 4-player cases that require a tank, a healer, and swtor credits in "hard" (ie on Heroic). This means that 25% of all players need to be healers and 25% of all players must be reservoirs. I think this would be easy to fix: hot spots and instances could be built around the group composition. It would be easy to fill in a dungeon of 4, so tune around 4 dps players, even heroic in the game with Swtor Gold. Allow players to choose whether their group is a "group of DPS" or "normal group" and two subsets of monsters and bosses based on what the players choose. As you can reuse the same textures for each version, I think it would not take much work to change the enemy / boss around based on the composition of the group.
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