Dwarf Warrior -> Ironbreaker, Hammerer, Longbeard
Dwarven Warriors still use Grudge as their primary mechanic. Oathfriend no longer exists so instead you gain 3 Grudge whenever any groupmate within 100 feet of you is attacked. You do not gain Grudge whenever you are attacked. Dwarf Warriors do not have a basic attack that generares action points, instead their basic attack generates 3 Grudge. Of course, like most classes there are passives and tactics that adjust these values in the different specializations. Grudge base is at 0 and the max is 100, but there is a tactic that increases this to 150.
Dwarven Warriors still use Oath Buffs which cost Grudge. However, these now apply to the caster and defensive target rather than your Oath Friend, which no longer exists. This means you no longer have to keep track of Oath Friend, you just make sure your defensive target is who you want to apply the buffs to (less button presses for the same thing basically). Dwarf Warrior AP regeneration also comes as a Grudge spending ability.
Dwarf Warriors still have abilities which scale with amount of current Grudge you currently have with breakpoints at every 33.
As these mechanics are not very solo friendly; there is a tactic that inverts the way Grudge is generated. You gain Grudge when attacked but not when groupmates are so that solo players can still generate their mechanic.
Oathbreaker -> Skavenslayer, Exiled, Giantslayer
Oathbreakers use Rage which is somewhat similar but with a few distinctions. Rage starts at 0 and goes to a maximum of 100; it decays at a value of 1 per second. Whenever you take damage or deal damage you will gain a buff for 5 seconds which generates 6 rage per second. At 26 – 75 rage, you are “Furious” which causes you to lose 50% of your armor and all your resistances. You will gain penetration equal to 20% of the amount lost. At 76 – 100 rage, you are “Berserk” which in addition to the previous state you will lose 0.75 times of your % incoming healing stat. You will gain melee attack power equal to 10 times the amount of this stat lost.
Exhaust skills no longer exist. Instead you will have skills that consume a certain amount of Rage (listed on the tooltip) when used. There is no bonus to being in Furious versus Berserk for these skills.
Bloodthirst is your secondary mechanic. Bloodthist lasts for 60 seconds and stacks to a maximum of 5. Bloodthirst generates 1 rage per second per stack. It is generated primarily by some abilities that consume rage. Your strongest abilities consume Bloodthirst.
Overall this mechanic allows oathbreakers much better control of their mechanic than before without making certain tactics mandatory. However it is far more punishing than before as offset to this newfound control. Since the generation of rage isn’t based on combat but instead on taking/receiving damage, in-combat bugs don’t impact the class, also means that you have to be somewhat aggressive to have high rage, can’t just hide outside of range and come into the fight with max rage. Also because there are 3 paths for their abilities: action points, rage, and bloodthirst; the class can have incredibly high sustained output as well as match their abilities better to the situation rather than just spamming 1-3 abilities.
Engineer -> Rifleman, Grenadier, Tinkerer
Engineer mechanic is now called Dawi Munitions. You can hold up to a maximum of 10 bullets, 10 grenades, and 10 kit. You generate 1 kit every 12 seconds.
None of your regular abilities cost action points. Now instead, each ability will cost a certain number of bullets, grenades, or kit. Outside of kit, these are not normally generated during combat. You have an ability that costs action points that will allow you to craft these munitions, which will cause breaks in your ability to actively fight. Engineers do not have a basic attack, so they generate action points with an ability that costs 1 kit called “Ammo Pack” which will give AP to your defensive target within 30 feet. (which would need to be you, but you can do to others as well.)
Rifleman will have more bullet-based abilities; Grenadiers will have more grenade-based abilities; and Tinkerers will have more kit-based abilities.
Constantly having to craft munitions isn’t what we actually want you to do under optimal circumstances which is where the specialization sub mechanics come in.
Rifleman can place gun turrets down for 2 kit. In addition to the minor damage the turret will deal, it will also provide 1 bullet to its owner every 2 seconds as long as it is within 30 feet. This means that a Rifleman standing near their turret has pretty much unlimited uptime on using his bullet skills. The turret is instant cast with no cooldown, so you no longer need tactics to make the turrets useful, but there is no redeploy skill either. So this means every time you want to redploy your turret, its going to cost you 2 kit. Eventually if you have to move too much, you will need to actually craft.
Grenadiers do not have turrets, but that have an off GCD ability called Improvise which converts kit into grenades. This is less efficient per use of kit that crafting munitions, but it allows them to spam more grenades whenever they need to in a pinch.
Tinkers as heavy users of kit for their effects and as such have passives that lower the interval on kit generation in addition to some other ways to generate kit. Tinkerers are tanks that have ranged skills right? But the limited availability of bullets and grenades unless they stop to craft prevents sustained ranged damage output.
Runescribe -> Runelord, Runepriest, Runesmith
Runescribes now actually have a mechanic and it is called Runic Magic. Most of your abilities fall into one of three ancestor rune categories: Grimnir, Valaya, and Grungni. Whenever you use an ability in that category, you gain a depleted ancestor rune of that category that lasts for 8 seconds and prevents all abilities in that category from being used. To make up for this shared cooldown system, most of your abilities either have zero action point cost or have output levels far higher than their listed action point cost.
In addition, you have an off GCD ability that causes the next skill you use to be augmented in addition to NOT applying the depleted ancestor rune, which is where most of your action points will be going.
This mechanic means the player has to choose what skills to use and when a little more carefully as it will lock the rest of the skills from that category for 8 seconds; but they can spam what they want at higher effects if they have the AP to augment.
Each specialization has their own sub mechanic which works off this. Runelords can Venerate the Ancestors to convert their resistances into melee and spell attack power which goes with the fact that they are offensive support. Runepriests have kind of a version of their old Oath Buffs; where they mark a friendly target to receive additional heals. Ruensmiths use something similar to old master runes but actually has abilities which target around the area as well.