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Rapporter et oversættelsesproblem
It is important to note that mana in general has been reworked (actually, in most cases, entirely removed). All classes now rely on unique resources only, usually achieved via abilities or mechanics eg. Summoners now only rely on drops of blood, not mana and blood like before, so to perform most of their spells, they need to gain drops of blood only.
Classes can also now choose between Assault, Support and Healing 'Aspects' - these improve your abilities in X category and make rubies related to that role usable. For example, an Assault Summoner won't get any benefit from selecting Healing rubies in the talent grid and vice versa. However, the majority of said rubies are still neutral.
I can't speak much about PvP as I've not taken part in it for years, though PvE boils down to group quests, dungeons/astral and raids (group content), and distortions & time void (solo content). Distortions are designed in a way where you will be thrown into a random Allod and, for most of them, a random enemy type (Architects, Bandits, Elementals). Assault spec shines here much like it does for levelling, though it is entirely possible to do them with a support or healing build if you are patient. Group content goes without saying -- you have the party astral/dungeons and full on raids -- various roles, as expected, will be desired (Tanks, healers/support, DPS).
Class wise, the entire point of 7.0 New Order expansion was to revamp all classes and tweak them to be as balanced and as multi-viable as possible, so you should probably experiment a bit before you dive in because it is nothing like it was 5 years ago. Nothing like it AT ALL.
Have fun,
Ropey