Rift: Planes of Telara Interview

Ten Ton Hammer has conducted a post-E3 interview with Trion Worlds' Scott Hartsman about their plans for the class system, respec mechanics, and end-game balance in Rift: Planes of Telara.
Ten Ton Hammer: So with all of these choices at hand, let's talk a little bit about the inevitable - revising your choices with a respec. Could you describe the respec options you're planning to make available to players?

Scott Hartsman: What we're going for is, I think, pretty ambitious for a launch feature set, but this is one area that there was no way in hell that we were going to skimp on. What we are doing from the outset is, yes, you absolutely can from the outset go to a trainer and pay (with in-game currency) to reset your souls. You can then re-invest those points any way you choose.

Characters will also have multiple attunements - multiple specs - from the get-go, so you do have the ability to buy multiple specs immediately in the game. All of those have hotbars saved with all of your loadouts, and once you have those multiple loadouts, you can switch between them in the field.

For example, my current character has a high-end DPSing plate-wearer. He's got his 'I am übertank' spec, which is mostly invested in a single tank soul. He also has a hybrid soul where he's 50-50 with a DPS soul to really plow through soloing, questing, that kind of stuff. I can switch back and forth between those two anytime I want, and later on I'll go buy a third spec. And maybe later on when I find a different role for myself - PvP perhaps - I'll buy a fourth spec. The idea is to give players the ability to come up with loadouts that they like and be able to switch them at will.

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Ten Ton Hammer: Have you toyed with the idea of class build presets? Sort of the old KOTOR-ish auto-level idea?

Scott Hartsman: It's something we've talked about, but that's the kind of thing where I'd want to see what happens in beta first to determine if we really need that. In our testing so far, we have our own fair share of newbies (on a dev team this size, we have lots of people that aren't involved with the class system at all, and we haven't seen the need for it yet). If we need it, we can go that way.