michaelleung: Let's steer the thread out of DRM Hell and talk about loot and skill trees and mods. RIGHT. NOW.
You can download the skill respect mod which adds a potion to the general goods seller in town that will reset all skill points spent on quaff. If you're just trying out builds to see which skills are actually worth a damn you might like it.
A few of the Vanquishers abilities are either dead boring and/or dead useless. Poison daggers for example... what a yawn. I'm not a fan of the Alchemists early minions either, the golems are kind of cool, but it was a bit of a let down how much you have to invest in them just to make them even semi useful, they never pack much punch. That kind of leaves both early minion types as well as your pet, as meat shields, but with no 'summon provoke' ability they can end up being completely useless.
The Vanquisher's traps aren't subject to stupidly wandering away and pack a far heavier punch than the alchemists minions. The flachette cannon is godly and you've got traps for nearly all elements to cover monster weaknesses.
It wasn't until some of my kit started making my alchemist look like iron man and I got the fist beam to match that I really began enjoying playing him. Can't wait for my second tin man.
The barbarian guy (devastator?) is all early game fun, your different abilities come on soon and you're jumping, swinging and charging for all kinds of fun but the later stage abilities aren't all that interesting. He gets a really cheap frost shield ability that protects from physical and elemental damage (and looks god awful, a big white circle of light around you). The Alchemist only gets a physical shield ability and the Vanquisher gets nothing like that (other than the blocking ability they all get).
Seems like it needs more balancing. I can't see the depth there for an MMO yet.