Skip to main content

· Combat & progression

Group combat, battleground builds, and cooking

The playtest footage shows moment-to-moment group combat against open-world enemies, a boss encounter, battleground fighting, and a brief use of the cooking profession. The player alternates between healing and damage, indicating flexible combat roles within the current build and gear limitations.

Combat pacing appears to depend heavily on group size and coordination. Farming enemy packs is presented as more efficient with several players, and some opponents are described as significantly harder to defeat alone.

Open-world combat and boss fighting

A group gathers to fight ordinary enemies and at least one boss. The player remarks that the boss is dangerous and that the encounter ends quickly once enough players are present. During one attempt, the player chooses to focus on healing because of limited gear, then contributes damage when possible.

Enemy farming is shown as a practical activity in the playtest. "Stingers" are identified as a good farming location because many of them spawn in one place. Other enemies mentioned include a skeleton berserker, a skeleton warrior, and cultists.

The footage also suggests that some encounters are chaotic when many players converge on the same target. Boss respawn waiting is mentioned, implying repeatable testing of the same encounter during the session.

Build choices and combat abilities

The player repeatedly highlights a silence effect as especially strong in the current build. In battleground combat, silence is used to shut down an opposing druid, and the ability is described as highly effective for securing kills.

Healing tools are also emphasized. The player repeatedly keeps allies alive during PvP and deploys a "tree," apparently a supportive druid ability or summon used to stabilize a push. Druids are described as difficult to kill and as having a major impact on battleground gameplay at this stage of testing.

An opposing player is noted as having a strong build, suggesting that build quality and ability combinations are already noticeable factors in PvP performance.

Battleground talent restrictions

One explicit rules note is given for battlegrounds: battle talents cannot be changed while inside the battleground. This is presented as an important limitation for players to know before entering PvP.

That restriction implies that battleground preparation happens in advance and that players are expected to commit to a chosen setup for the duration of the match.

Mana pressure and role execution

Resource management is visible throughout the session. The player nearly runs out of mana during group fighting and later fully runs out while trying to sustain allies. This indicates that healing throughput and utility use are constrained by mana economy rather than being freely spammable.

The player also shifts between support and offense depending on the situation, showing that practical play involves adapting to gear level, party composition, and the immediate pressure of the fight.

Cooking minigame

The session briefly switches from combat to cooking. The player checks available materials and attempts a recipe using ingredients including beefy meat and mushrooms. The process appears to involve a timing-based or accuracy-based minigame in which actions can score "perfect" results.

Several successful inputs are recorded before one miss causes frustration, indicating that crafting is not purely passive menu selection. The cooking sequence therefore appears to include an execution component tied to recipe completion or quality.

Source

  • Recording: Playing the Scars of Honor Playtest with the Community
  • YouTube: Watch on YouTube
  • Published: Friday, May 15, 2026 at 12:10 PM UTC

← Back to Combat & progression