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More Everquest (9/15-22/00) |
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Garurumon (9/15/00)
Ok I just didn't want to come across like Mutt does :-P
AC was a fun game and I am glad I played it, my problem was the game
did not
have enough depth for me. EQ is a fun game and I am glad I play it and
I
hope to play it til I make lv60, which could take a long darn time,
also I
find more depth(things to do, things to see, places to explore, quests
to
do, monsters to see/kill, usable first person view, races/classes,
class and
race specific armors and weapons, classes that have pets, classes that
polymorph into to other things, the size differences in monsters and
PCs,
faction, underwater dungeons, huge boats to ride on, monsters that move
around the zones(like walk on patrol and run to attack if thier place
gets
invaded), monsters have faction too so sometimes you see goblins and
sarnaks
killing each other, the ablity to charm monsters and make them fight
for
you, weapons that cast spells when they hit, GM run events, the ability
to
Duel to the death(with anyone and anyplace), different planes of
existance
to visit, great dragons to slay, gods to do battle with, fishing off
the
dock and catching a rusty dagger.
Laters all, Thad
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Garurumon (9/19/00)
Hello all,
I saw this post and I liked it so I stole it and posted it here :-)
(also
there are many mistakes in it, but the ideas are good)
"I'll give MY basic run-down. There are some classes where I lack a bit
(a
lot) of knowledge on, and that'll be readily apparent. Feel free to
criticize my thoughts.
Cleric:
Pros - Some say they are THE best support class (group-friendly), and
those
that feel they aren't #1 will most likely list them as #2. You will
rarely
have trouble finding a group. You are the absolute ruler of healing
power
with no competition.
Cons - 99% of your time will be spent with your face in the meditate
book.
The other 1% is when you stand up to cast a spell (which is usually a
buff
or heal), then sit again to open that book. Oh, and don't think of
soloing
after about level 15 unless you choose your camp very carefully. You
need a
group...but then again, you excel at grouping.
Warrior:
Pros - Do you enjoy beating the crud out of everything? Do you enjoy
being
in the middle of fights and having the group depend on you to pull the
evil
baddies off the casters who lack your hit points? Go with a warrior.
Warriors are often termed "meat shields" because their designated role
in a
group is to take the beatings of the mobs while the casters kill them
off.
Cons - You have no ability to heal yourself so without a healer in the
group, if things go bad, you're SoL. Oh, and much like clerics, don't
think
about soloing after about level 15 and even if you choose your camp
carefully, to regen full hit points again to find a new mob, find a
safe
place to rest, sit, walk afk and watch a movie. When you get back after
a
nice two-hour flick, you MIGHT be back to full hit points. You need a
group,
but then again, you excel at grouping.
Enchanter:
Pros - Possibly THE most sought-after spell in the game belongs only to
enchanters (Clarity, baybee) and they also pretty much own the
jewelry-crafting market if you're into trade skills at all. They are
the
crowd-control experts of EQ. Their Mezmerize line of spells make them
an
absolute necessity for most dungeon crawls or camps. I always try to
keep an
enchanter in my groups.
Cons - You can't take a beating worth a darn. You have to pray there
are no
resists to Mez, and if there are, beg your group's meat shield to pull
it
off you so you can attempt to re-Mez. Oh, and at the lower levels, no
one
understands how to effectively work with an enchanter.
Druid:
Pros - You would be able to do a little of everything. Healing,
buffing,
nuking, DoT'ing, and druids are also one of only two classes that can
teleport themselves and others around the happy lands of Norrath.
Druids are
also one of three classes that receive the ever-begged for spell, SoW
(Spirit of Wolf) so you will never be at the mercy of mobs that aggro
you
unless they are some of the rare ones that also travel with SoW. While
druids are not the ruling masters of any of their given tasks, they
usually
rank within the top three of them all. Druids are also one of very few
classes that can efficiently solo, if they choose to do so.
Cons - The class has a relatively bad reputation. They are a nice,
relaxing
class to play, but because of this, many dr00ds were born who used a
druid's
abilities to exploit every possible game flaw, and generally irritate
every
non-druid in the game. Expect a bad reputation before you even meet
anyone.
You can NOT tank. Very limited on armor possibilities. Most other
classes
have at least four or five styles to choose from, at a minimum, while
druids
can wear only leather (there are some exceptions to that rule, but most
of
the exceptions cost 1k pp or more). There are a LOT of druids out
there, so
you'll be one face in the crowd.
Shaman:
Pros - Extremely handy in groups. Shaman can buff pretty much any stat
you
want, turning an average party into one of efficiency. Shaman have the
Togor's line of spells that slows down the damage a mob can do,
therefore
making a healer's life much easier. Shaman can also heal, DoT, and nuke
a
little. At level 35, shaman receive pets (wolfies).
Cons - I'm not overly sure, the class never really appealed to me. With
exception to Barbarians, the only races allowed to be shaman are evil,
so
unless you don't mind being KoS nearly everywhere or doing some serious
faction work, your life will be extremely difficult. Barbarians make
nice
shaman, but they're a dime a dozen these days. With exception to iksar,
the
other shaman races are large, so until you get your shrink spell, you
run
the possibility of getting yourself stuck in doorways and needing GM
assistance to get out.
Necromancer:
Pros - Eh. Heh. I don't know. I don't really like the class. They're
good at
what they do, I suppose. They're usually ranked as either #1 or #2 in
solo
ability. They get pets that some say are the best (they're either #1 or
#2
at pets). They can feign.
Cons - Much like druids, necromancers also have a very bad overall
reputation for many of the same reasons as druids. You're evil-aligned,
no
matter what race you select so either expect to be KoS nearly
everywhere, or
plan on spending a lot of time fixing factions.
Bard:
Pros - They're just NEAT! Their songs are...neat! Okay, redundant, but
they
are, dangit. God, I love bards. Healing, speed travel, invisibility,
MANA
SONG, speeding damage output of the melees, tracking at 35, Mez song,
Fear
song, etc. etc. etc. They can do it ALL.
Cons - If you're at all prone to carpal tunnel syndrome, don't even
think
about it. If you like chatting during down-time, don't think about it.
Bards
are the #1 class to reduce a group's down-time, but this is only
because
they get absolutely none - they're constantly working. Most groups will
expect you to twist at least two songs at once, therefore requiring
your
concentration...WHILE you're melee'ing. Bards CAN do it all, and are
expected to at the same time, all the time.
Paladins:
Pros - If the idea of cleric and warrior appeal to you and you only
have
time for one character, you may want to play a paladin since those are
a
paladin's parent classes. Most rank a paladin as the 4th best healer in
the
game, in addition to being the 2nd or 3rd best tank. Their Lay of Hands
ability (it's an ability more or less, not a spell - there is no
casting
time and serves as a Complete Heal) is invaluable and has saved many,
many,
many people. The role of a paladin in a group with both a warrior and a
cleric is usually secondary tank and back-up (possibly tertiary)
healer.
Paladins are also expected to eliminate down-time between fights by
healing
the party back to full while your healer(s) meditate, so they can
conserve
their mana for in-battle heals.
Cons - The paladin class arguably has the most quests overall, but 90%
of
their quests could be called sadistic in their difficulty. If you are
not
the type of person that likes a CHALLENGE, then look elsewhere.
Paladins are
also costly on the platinum since they not only wear plate armor like
both
their parent classes, but they also require the purchasing of
top-of-the-line weapons (like warriors) and need to keep up with their
spell
lines (clerics).
Rangers:
Pros - Many of the handy utility spells that druids receive are given
to
rangers. Rangers are also the only class that receives the ability to
track
at level 1, and I consider that SUCH a handy tool. They rank in the top
three for damage-doers in melee combat, and are the undisputed
champions of
archery.
Cons - Some say that rangers have a problem at the 50+ levels (I
haven't met
anyone who said they personally had this problem, but...some say it
exists).
Rangers are restricted to leather or chain armor and are not allowed to
wear
plate options (with some occasional exceptions), therefore making their
overall AC lower than other "tank" classes. Rangers are also costly on
the
platinum for many of the same reasons as paladins.
Shadowknights:
Pros - Okay, shadowknights are cool. They're ranked up there as either
#2 or
#3 tanks (depending on what people rank paladin), and while a paladin
tends
to lend the group a hand on the defensive side with heals/buffs, a
shadowknight assists the group with offense in the form of DoT's, Harm
Touch
(an "ability", much like the paladin's LoH, the SK's HT has no casting
time...and can it be resisted? I don't remember if they fixed that),
etc.
They're also one of three classes (monk, necromancer, shadowknight)
that has
the feign death ability which is extremely handy for if the rest of the
group gets plowed over, saving your own rear.
Cons - Evil aligned like their necromancer parent class, so they'll
either
be KoS nearly everywhere or will require serious faction work. Other
than
that, I'm not sure.
Monk:
Pros - Probably THE best at melee damage in the game. While rogues are
nice
with their backstab, a monk is consistently pounding the chosen target
with
numerous attacks per round that will often rival a caster's nuke...and
they
do it every round. They also are one of three classes that can Feign
Death,
and in my opinion, are the absolute best at it because the other two
classes
have it in spell form whereas a monk has it as simply an ability. FD
makes
monks rank as some of the best pullers (depending on who you ask - I
rank
them as #1 in many situations, but see a thread entitled something like
"Who
is the best pullers/tanks?" for a debate on the subject).
Cons - Monks have a serious limitation in that they can carry 10 weight
TOTAL without suffering an AC penalty. This 10 weight includes the
armor,
weapons they may choose to use (although fists are usually best), and
food
as well as any loot they pick up. Make absolutely certain you work your
Agility up because monks do not take hits well. Monks are also
restricted on
their armor selections, generally due to their weight restriction.
Rogue:
Pros - Backstab, pickpocket, sneak, hide, evade, pick locks, safe
fall...
Rogues are neat, although the class does have many problems. Many of
the
newer dungeons have made it necessary to have a rogue to assist in
entry.
Cons - Much like a monk, you don't take hits well when you do get
smacked,
and backstab (a serious damage doer, so don't overlook it) is a serious
taunt. Pray that both your group's tank and healer are on the ball when
you
land a really impressive BS. Some also have bad opinions of rogues due
to
bad past experiences (I'm in this catagory) because some rogues tend to
pickpocket while in groups, therefore lowering the loot that the rest
of the
group receives and being accused of theft (imagine that, a rogue).
Mage:
Pros - Most say the #2 nuker (second to wizards - and some will say
druid is
the #2 nuker, depending on the level being discussed but even then,
they'll
list mage right after them - I'd say mage is #2, generally), and the #1
pet
class (some say #2 since necro pets are so nice). Mages can summon
pretty
much anything under the sun. Is your puller out of arrows? No problem,
hand
him a few stacks. Does someone need bandages? Not anymore, you can
summon
them. Is someone in your group night-blind? Summon them a heat or cold
stone. Going to an underwater area? Summon your group a few water
stones to
make sure no one drowns. You can pass your summoned goodies out like
candy.
Cons - Mages are often underestimated in their usefulness so you may
not be
as welcomed if someone is not aware of the full benefits that a mage
brings
to the group. They're a caster so they lack the hit points and will
take a
serious beating if they become the object of the mob's affection,
however.
Wizard:
Pros - THE absolute, undisputed, best nuker in the game. Wizards can
out-nuke any class, so if your group is taking a serious beating and
that
mob needs to go down NOW, it is the wizzie's job to make sure that
happens.
Cons - OVERBURN. With all of my healer characters, I tend to cringe
when a
wizard is entering my group until I'm certain that s/he knows the
definite
problems relating to overburn. While it is nice to take a mob down
quickly,
it also really really sucks if the mob wasn't quite as low on life as
you
thought it was and that big 'ol nuke you drop on it makes him beat the
living bejeezus out of you, therefore eating away the healer mana and
frustrating your group's tanks.
Okay, I'm done. God, that was longer than I
thought it would've been."
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Mutt (9/20/00)
> I printed the beginner guides for each
class off > castersrealm and read them on the train last night
and > I have a couple questions: > > 1) Shaman
looks pretty cool with decent stuff with > which to solo or
support, he has healing, can wear > plate, and even gets a
trade skill which could be a > kind of fun change. But it
didn't seem like he got > mentioned a lot in the conversation
here. So whats the > deal? Does the Shaman bite or is he just
overlooked? > > 2) Does being evil (or a KOS class like
Necro) really > matter? How much does it suck to be KOS some
places? > Do you end up traveling to different places
and > saying, "Damn, I wish I could go into this town but
I > can't...thats it, I'm rerolling." I could imagine
it > becoming less important once you know the
landscape > and know where you will be welcomed, but I could
see > it being annoying for a first char. Just wondering
if > this was accurate. > > 3) It seems like the
emphasis is really on group stuff > and that soloing is hard.
Is it easy to get into a > group if you don't know anyone on?
I used to just do > some pickup hunting in AC, but that was
just about the > dawn of time and I pretty much always play
solo at odd > hours anymore, often not seeing more than a
couple > people let alone hunting with someone. And
especially > because I'd want to play some kind of support
caster > who is going to suck without a tank. Is the EQ
culture > different just because the game forces you to
join > forces with others? > > 4) Do some races
suck? When I look at the starting > stats, natural abilities,
and XP penalties of > different races it seems like there must
be some other > benefit I can't see that would make people
want to > play them. Like why wouldn't you play an Erudite
(and > max your Int) if you were one of the
spellcaster > classes? What advice would you all give about
race > selection? And what difference does it make to be
big > (Trolls, Ogres, etc.)? > > -Chris the
curious
1) Shamen's Rule, thats what Chanda is (Aka Ai Renshai)Very powerful
and
if She wasnt playing one I would have had one as an ALT.
EQ is a game of teamwork and cooperation for the most part, and with
that being said, there are many "niches" to fill... Classes are a big
part of the
game, and grouping a Balance of these classes is what makes or breaks
groups.
Shamens are a MUST in my honoest opinion for a group. Very strong
Heals,
strong
DD spells (Direct dmg) and great DOT (Dmg over time) and can buff EVERY
STAT
2) Faction is what were talking here, You can go into any town
EVENTUALLY. WOrk on faction by killing baddies that would give you GOOD
FACTION in one of those towns and eventually you will be able to walk
thru that town without problem. Faction is one of my favorite things in
the game, it MAKES an ORc fight a Goblin and you can sit and watch, its
fun!
3) /shout The Muttmarines are taking Group applicants for an Assult on
Sarnak Castle send tells! <------- Its that easy, but with all of
us
on the server you will not need to look hard. BUT, you CAN SOLO. Its
slower but can be done! Im level 30 and I was SOLOing
in Frontier Mountain last night on monsters 26-30 Levels (I am level
30)
It CAN be done and by MOST classes. (Clerics are obvious support to
mention the main class that has trouble soloing)
4) Let me tell you, Races for stats dont
matter much. Lets take the Human Ranger vs. the Wood Elf Ranger.
Wood Elves have great night vision, and get FOraging, and Hiding,
and other SKILLS. Seeing at night is a BIG plus tho. So you see you
get certain advantages indirectly ,if you will, rather then
directly, as it relates to your class.
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Ravenwood (9/20/00)
Ok forget all the bad thing I may have said about EQ before, it is much more
fun when you know some people. Muttfyre, Akireye, and Devimon all welcomed
me with open arms like I was a long lost brother. It was awsome.
I highly recomend that if you haven't tried EQ, you do, at least for the
month. Mutt will spoil you rotten, and you'll fall in love.
Now don't fret, I'm not giving up AC, just spreading my love around a bit.
Ravenwood - AC
Sedan - DT
John (Call me T.Bone if you want to irritate Rachelle)
P.S.
I saw an Ogre killing everything in site, and it scared the shit out of me
because it was heading right for me. It turned out it was just another
player, totally cool.
Ok another funny little thing that happened last night with Mutt.
He buffed me with all sorts of spells, the coolest being a spell that
damages your opponent every time you dodge their attack, and I was killing
everything around me.
Everything is fine, then Mutt suggests we go to a little more difficult
zone, so I can really rack up the experience. So we arrive in this new zone
and Mutt buffs the hell out of me again.
"Go Kill" Mutt Says
"Attack anything?" I asked.
"Yes what ever you can't handle I can"
So I start attacking some low level beasts and doing well, then I see a big
ass snake. I start attacking and it starts yomping me, but Mutt's got my
back and he is slinging the heals like there is not tomorrow. But, I just
can't do any decent damage and after about 10 heals and getting severely
poisoned Mutt finally has to kill it for me. He then spoke the wisest words
of the night:
"No more snakes"
Ravenwood
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Khali (9/22/00)
So I think the Shaman is pretty cool and would give me
a lot of ability to solo and play support mage in a
group which is what I'm looking for. But....
Today's new favorite class is: Enchanter. Oh man do
these guys look cool.
Crowd control. Who doesn't want to own those mobs?
With Mesmerize, Enthrall, Color Spray (or whatever
those things are called) you have at least three
different lines that can stop whole groups in their
tracks. You decided who fights when. You stop the
train. I read several very good strategy guides
describing how to rotate and round robin spells while
regaining mana to keep a whole spawn in check while
your group or your pet dishes out some lovin.
Charming. You get the baddie to fight on your side. Oh
that is too cool. Yes dangerous, but it just seems so
evil and devious. Plus, as a bonus, you can summon a
pet and have some decent DOT spells.
Oh, did I mention that the illusion spells are about
the neatest thing I've read about in the game. I mean
just changing your appearance is cool enough, but they
mess with faction which sounds like a really neat game
mechanic, at least for a newb just exploring. I love
the idea of being welcomed or shuned in a certain
town. I love the idea of certain creatures being
indifferent to me. I mean the idea of doing a quest
for a Halfling somewhere and then having halflings
like me -- that's cool. This would make me really want
to play Dark Elf just so I could mess around with
faction and play with illusion to try and get into
"good" places.
Right now, Enchanter looks like the most fun I could
have playing EQ.
But of course that is just today. Hmmm, what about
Bards? That whole thing about weaving multiple songs
sounds cool...hmm....
-Chris, Having fun exploring EQ during his commute
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