Combat is very similar to PSO2's current combat system, down to the firearms, Photon Arts and Photon Blasts. It's only quicker, more mobile and smoother. You will find no more Perfect Attacks PSO2 Meseta; instead, it is more like contemporary action games with combos and counterattacks. Dodging and obstructing is more fluid for all classes too. Certain classes may observe a difference in drama.
There's no longer attacking from the air indefinitely, so expect to be on the ground more dodging and countering. Attacks and PAs are set up the same manner they're now with specific buttons performing specific strikes or the 1-2-3 system. So far as PB's go, since Mag's won't be a part of gameplay anymore, they behave more like Sophisticated Photon Arts, which have been introduced in Japan's PSO2 with Episode 6. Rather than summoning a monster, PB's will rather be a massive attack dealing serious harm that should be recharged through battle.
Of the three classes they revealed, Force had a few of the greatest changes. They now have a block much like Hunters on top of their dodge, which can be a much-needed addition as they can be delicate and slowed down by Technique charging. Techniques also have gotten better because they no longer need to get billed to use. They now have an uncharged attack which, while not as powerful as the billed version, still does some fantastic damage.
Another great change is that curing items may be used on the fly. No more getting stuck at a beverage animation hoping to heal only to be promptly smacked and lose it all without a thing you can do about it cheap PSO2 NGS Meseta. Healing will occur instantaneously in NG at the same time you do more important things, such as dodging. Overall, the combat is receiving a much-needed update whilst still feeling perfectly comfortable.