Additionally explaining mechanics, Mancil noted that the game will allow you to change classes on the fly - so long as you are in a city or town when you do so. All players currently have the ability to switch to one of the four basic classes; Warrior, Mage, Cleric and Rogue. By doing this, we have the ability to fill any of the normal trinity roles, or pick a class able to solo more effectively in different situations if that's preferred. The other nice thing about this is that armor, weapons and powers all change across the game as you switch classes, meaning you don't have to run back to your house or dig around in your bags or bank to swap armor. One click, and you're moving on with your game time - a considerate move we approve of most heartily.
The mobs we saw in the one area were incredibly detailed, and the "Grave Lord" boss that we got to see used a cool necromancer-type effect to raise zombie monsters out of the ground and send them after the warrior Trion was demoing. Once defeated, the warrior found a power "sub-class card" on the Grave Lord that allowed her to essentially permanently 'steal' his necromancy power. The card became incredibly useful later when an even bigger boss lumbered into town and started destroying the place, but wasn't responding to melee attacks. Switch that necromancy power in, and send wave after wave of zombie minions in after tasty boss brains. Yummy! As Mancil noted, it's "all about allowing people to be the right hero at the right time" when it comes to changing classes and using different abilities, giving even more options to those who want to play solo, or in smaller groups.
Another nice thing we noticed during the Heroes of Telara walkthrough was the fact that friendly NPCs nearby ran to assist with the fights, which we were assured are faction-based, and will react differently depending on your standing. Precisely how important faction-based play is to the overall game we can't say, but we get the impression that the mechanics will at least be more interesting than "grind 500 palm fronds for a pair of special faction socks while the NPCs stand idly about." That's a big win in our books, if so. Tedious, annoying faction grinds for nothing more than trinkets are so 2008.
Perhaps the coolest mechanic we saw at this early stage happened after the boss was defeated in the village. The entire village shifted from being overcast, dark and foreboding to being peaceful and under a starry sky - a simple state-change on the servers. Torches were lit, and the NPCs came out to celebrate our victory, walking up to the Warrior and cheering her on for achieving a victory against the big nasty monster that threatened their city. As a message went across the server of the daring deed, fireworks lit up the night sky, and the NPCs threw confetti - a suitably heroic ending to a nice first look at this game.
In short, if you're burned to a crisp on fantasy settings, Heroes of Telara probably won't appeal to you. If you're interested in mechanics and a different take on an old genre, the lofty goals that Trion is setting for itself in terms of what they're wanting to achieve may well pique your interest regardless of setting. Of course, if you're all about fantasy MMOs, then Heroes of Telara should definitely go on your watch list. With eye-candy, solo and small-group friendly mechanics, and the ability to really make your character feel pretty heroic, we're curious to see just how this one will continue to develop.