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Morrow

Trakanon Raider
3,341
948
Astro were you Sleestakk (different spelling than the screenshot you posted) on Veeshan? leader of Pravus Dei? That guy screwed that guild so bad at the end lol. My RL friends were all mostly in PD.
 

Kreugen

Vyemm Raider
6,599
793
I think my highest chars are some mix of 90-100 war/monk/wiz/sham on whatever dead as fuck server Veeshan became. (most progressed guild was Township Rebellion?)

I thought I learned from that experience to never fall into the boxing trap. Then I wound up boxing again on prog 2.0, where a sudden moment of clarity (heh) crushed all desire to play and I quit on the spot. (honestly sorry about that, EoE)

Will give away the lot for a 1070.

Or an Xbox.

Or a bunch of vicodin.
 
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Identikit

Redneck Pornographer
<Bronze Donator>
2,210
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looks like it could be fun. Lets see how they do progression though. If its like TBM im fuckin out.
 

Chukzombi

Millie's Staff Member
72,983
214,265
Wait a minute... Astro was Sleestack? Well that explains a great many things, lul.
Lol. Nobody ever saw sleestack. I made him around kunark launch and Played him enough to make the trip to east commons. 3 years ago i took him out of mothballs and began playing him again. He helped me relearn the game again from lv 15 to 82.

Astro were you Sleestakk (different spelling than the screenshot you posted) on Veeshan? leader of Pravus Dei? That guy screwed that guild so bad at the end lol. My RL friends were all mostly in PD.
nah man, i was an emarr boy through and through. i was on server for pretty much every big event that happened from server launch to when i quit in mid to late 2003. you know what a sleestack is though right?
tumblr_mejbudwQfu1qedb29o1_500.gif

its no surprise others would make an iksar with the same name.
 
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Tuco

I got Tuco'd!
<Gold Donor>
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I'm intrigued. This may get me to play on live servers with a heroic toon.

But the question is: What are the classes like on live atm? I know nothing about nothing of modern EQ

Like, seriously, can someone give a brief oveview of what the playstyle of each class has evolved into? Whats strong? Confirm that rogues are still ass stabbing little bitches?
The class styles are the roughly the same as they were in the velious era. Most have a lot more complexity. Biggest increase in complexity is probably warriors. Instead of hitting kick every few secomds and popping defensive you have like 50 abilities and items to worry about.

Bards otoh are super simple, since almost all their contribution is from one song line and a few cooldowns.
 

Big_w_powah

Trakanon Raider
1,887
750
The class styles are the roughly the same as they were in the velious era. Most have a lot more complexity. Biggest increase in complexity is probably warriors. Instead of hitting kick every few secomds and popping defensive you have like 50 abilities and items to worry about.

Bards otoh are super simple, since almost all their contribution is from one song line and a few cooldowns.

So like, can everything solo or molo fairly well?
 

Chukzombi

Millie's Staff Member
72,983
214,265
on cleric pullers, we had some pretty good ones. great for grouping situations. for raiding though they were still very useful in assisting monks. you gotta be a good cleric though. not just some retard sitting down all the time in a healing chain and clicking their rez stick.
 

Fight

Ahn'Qiraj Raider
4,640
5,560
Disclaimer- This is about 3 years old, so some of the info has been changed or classes nerfed... such as Headshot, Decapitation, and Swarm Pulling.
Tanks
  • Warrior
    -Info: The mitigation tanking kings of EQ. For what they lose in utility, they gain in the best DPS of the tanks, a host of tools to reduce incoming damage, and the biggest stamina to HP bonus. Highly dependent upon both gear and AA's to be effective. A rare class, outside of raiding guilds due to some of the limitations.
    -Primary Roles: Tank, DPS
    -DPS Rating: 6
    -Duo Partners: Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.
    -Tricks of the Trade: Most revolve around agro gain and damage reduction in some fashion.​
  • Shadow Knight
    -Info: The Shadow Knight is a very versatile tank. It can fulfill the roles of both Tank and Puller very well. A well played SK will reduce the healers work quite a bit through use of life taps and other skills which gain life with melee damage inflicted. Highly dependent upon both gear and AA's to be effective. SK's are the most popular tanks in the game, due to their utility.
    -Primary Roles: Tank, Puller
    -DPS Rating: 4
    -Duo Partners: Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.
    -Tricks of the Trade: Swarming is something that higher level SK's can do to pull massive amounts of mobs and using Death Coil, Damage Shields, and Riposte skills not only survive, but thrive. Most swarming must done in zone with light blue and green mobs. An essay could be written on things to do with Feign Death and Snares, but suffice to say it will service all your pulling and survival needs. Harm Touch scales with levels, doing well over 100k at the highest levels. It can also be used in different forms that not only damage the mob, but heal the SK like a massive life tap. They get a pet, but it is a novelty at best when fight current era content. They also get a host of insta-cast direct damage spells and dots, but the dps they add is minor.​
  • Paladin
    -Info: The Paladin is a versatile tank, who really shines as an off-tank that can heal and crowd control mobs a bit with stuns and roots. They shine in groups with their buffs, rez's, cures, heals, and reverse damage shields. Highly dependent upon both gear and AA's to be effective. A fairly rare class in today's EQ.
    -Primary Roles: Tank, Buffer, Healer
    -DPS Rating: 4
    -Duo Partners: Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.
    -Tricks of the Trade: They can pull quite well, if they take the time to setup with their Pacify line of spells. They destroy undead with AA's and spells alike. Their DPS goes from a lowly 4 to a 7-8 potentially when fighting undead. Their self-buffs also increase their mana regeneration, which helps when they are without a enchanter or bard.​
Hybrid & Melee DPS
  • Bard
    -Info: The jack of all trades in EQ. They can do a little bit of everything just about any other class can do. Melee, DD, Dot, Mez, Charm, Memory Blur, Mana/Health Regen, Invis, Travel, Pacify, Drop Agro, DS's, Snare, Slows, Haste, Buff DD & Dot Damage, Cures, Stat & Resist Buffs. All that, and I am probably still missing some stuff. They shine as pullers and group enhancers. Everyone loves bards.
    -Primary Roles: Puller, Scout, Buffer, Debuffer, Crowd Control
    -DPS Rating: 5
    -Duo Partners: Everyone.
    -Tricks of the Trade: Only limited by the imagination of the player. Bards are a class that is probably the most dependent upon the skill of the player, and there is not any class that will not benefit greatly from partnering with a Bard.​
  • Beast Lord
    -Info: Shaman/Monk hybrid that gets a high DPS pet. A great option for a boxer that wants Haste, Slows, Mana Regen, but also wants more DPS than a Shaman/Enchanter/Bard can provide. Very low maintenance 'set-it, forget-it' DPS class. Great group buffs in the form of Stats, Attack, Mana Regen, Haste, and melee buffs like double and triple attack bonus. Low dependency on Gear and AA to be effective.
    -Primary Roles: DPS, Tank (Pet), Buffer, Debuffer
    -DPS Rating: 7
    -Duo Partners: Necro's and Magicians. Paladins, SK's, and Warriors.
    -Tricks of the Trade: Their signature skill is Paragon of Spirit, which is a fast acting health/mana heal. Comes in two versions, single target and group (which can be mass group buffed). Both versions have AA's to reduce cooldowns and increase effectiveness to a point they are full heals even at the highest levels. They rely quite a bit on their pet's DPS to contribute to groups. They have enough healing to limit downtime, but not enough to ever play a healer role. They have a host of insta-cast DD's and DoTs, as well as burn abilities which are nice to have when a Named mob is pulled. They even get the ability to Feign Death at higher levels, although it is nowhere as good a Monk's, Necros, or Shadow Knight's. Even with maxed out damage avoidance/mitigation AA's, the Beast Lord cannot tank with any effectiveness. Their pets come it at #2 in terms of tanking and dps, just above a necro's, but still behind the abilities of a Mage pet.​
  • Berserker
    -Info: The most one dimensional class in EQ. They auto-attack and do crazy damage with crits, triple attacks, and flurry's. They have a number of abilities on cooldown that can be activated in a burn to do the most damage of any class on a single mob for a short period of time. One of the most gear dependant classes in the game... like raid-level-gear to be effective. Lower AA requirements than many classes though.
    -Primary Roles: DPS
    -DPS Rating: 8 (10 on burn)
    -Duo Partners: Shaman primarily and Beast Lord to a lesser extent.
    -Tricks of the Trade: At high levels, they have the ability to Decapitate any mob level 88 and below, doing upwards of 450k instant damage. This triggers very often, usually within the first couple rounds of combat. With Decapitation, they have their own version of swarming, which includes gathering as many level 88 and below mobs (entire zones if you can swing it, Tosk works great), bunching them up, and triggering their Recklessness Discipline. Literally, hundreds of mobs will die instantly for insane power leveling and AA gain. Other abilities in their arsenal include, they can drop agro and exit combat. They can snare and make enemies more vulnerable to attacks. They have a multitude of abilities to increase melee damage, crits, crit damage, flurry rates.​
  • Monk
    -Info: Pulling is still an essential skill in EQ and monks are the kings of it, because of their survivability. They often control the pace of the group, get to do and see more while the group is stuck back at camp, and then once they find a mob for the group they get to kick it in the head (really hard!). There is nothing dull about this class. They add great DPS on top of it and can even do some tanking, in a pinch. Less AA and gear requirement intensive than a tank.
    -Primary Roles: Puller, DPS, Scout
    -DPS Rating: 7
    -Duo Partners: Shaman primarily and Beast Lord to a lesser extent.
    -Tricks of the Trade: They have all the pulling, pacify, and feign death skills that you could ask for. They also have a many burn DPS abilities to trigger when needed. Plenty of self-healing and damage avoidance abilities also, for when the occasion calls.​
  • Ranger
    -Info: Before the Headshot nerf, they were the undisputed most popular class in EQ. Everyone and their grandmother had a ranger. They have great DPS, they can track entire zones for named mobs, they have good group buffs, and while they are not the best equipped for it, they can pull adequately when needed. Their ranged DPS is solid, but their melee is better. Lower AA and gear requirements than most classes.
    -Primary Roles: DPS, Puller, Scout
    -DPS Rating: 7
    -Duo Partners: Shaman add a tremendous amount of DPS to Rangers with their Melee/Dex buffs that exceed stat caps.
    -Tricks of the Trade: They have great sustained DPS from either melee or ranged. They have enough healing to limit downtime, but not enough to ever play a healer role. They also get many insta-cast DD and DoTs. They have the ability to drop agro. They get a number of activate-able burn-abilities to use when extra DPS is needed.​
  • Rogue
    -Info: Stealth assassins of EQ that put up massive DPS numbers with Backstabs. Similar DPS results to a Berserker, with slightly more depth as a class. High gear requirements, but lower AA requirements to be effective.
    -Primary Roles: DPS, Scout
    -DPS Rating: 8 (10 on burn)
    -Duo Partners: Tanks, Shaman primarily and Beast Lord to a lesser extent.
    -Tricks of the Trade: Rogues can pick locks, detect traps, and pick pockets... even if these are somewhat lost arts in today's EQ. The real fun of rogues is the ability to invis ones self and literally go anywhere without being detected by any mobs. Have many abilities to leave combat at will or make the mob forget them. Many activateable burn-abilities to send DPS through the roof when needed. Their poisons are essential to their DPS output and are extremely strong.​
 
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Fight

Ahn'Qiraj Raider
4,640
5,560
Casters

  • Enchanter

    -Info: The buff-bots of EQ. A class of convenience, but rarely required for anything. They have the best Haste and Mana Regen in the game, so they stay relevant to some extent. The problem in current era EQ, is that if there is a bad pull, often times people will be dead before the Enchanter even has a chance to get things under control. So, most groups focus on making good pulls to begin with, leaving the Enchanter with not much to do. If they are not Charming mobs, their DPS options are pretty limited as well. Best survivability of the casters and also the lowest gear & AA requirements.​

    -Primary Roles: Buffer, Crowd Control​

    -DPS Rating: 3​

    -Duo Partners: Druid and Ranger are primary duo partners for Charming. Other than that, classes that benefit from both haste and mana regen always love Enchanters​

    -Tricks of the Trade: Slows, Resist Debuffs, Cripples, Runes, Mezzes, Mem-blurs, Roots, AE Roots/Agro drops, Stuns, and EXP bonus aura.​

  • Necromancer

    -Info: The most self-sufficient class in EQ and the best sustained DPS class in EQ. Even though they are known as solo'ers, a well played necro will be the cornerstone of any group. Moderate AA requirements and low gear requirements to be effective.​

    -Primary Roles: DPS, Puller​

    -DPS: 9​

    -Duo Partners: Shaman, Bard, Beast Lord, and Magician.​

    -Tricks of the Trade: They have a couple key abilities revolutionized the class at 86+. Death Bloom, which essentially gives the necro the ability to regain all mana every 3 minutes or so. And, fast dots. They only last 3 ticks, but hit between 40k-90k per tick. Necros have 3 of these dots they can stack on a mob continually. They also have an ability to insta-cast a personal rune, rendering them invulnerable for 45 seconds, during which time they can cast spells freely. Perfect for soloing named mobs. With Snares and Feign Death they are great pullers. They can root/mez also. They can heal themselves, they can insta-cast-invis, drop agro, they have the best personal mana regen in the game, group Mana/Health taps, Summon bodies from any zone, and Rez. They have two varieties of pets, a warrior and a rogue. The Warrior is sturdy enough to tank current era content tier 1 zones. The Rogue adds serious amounts of DPS and can double backstab. They also have a host of swarm pets.​

  • Wizard

    -Info: The most one dimensional class among the casters, which is not necessarily a bad thing. Nobody hits harder and faster than a Wizard. They also have the best AE damage abilities in the game. No real group benefits in the way of buffs, but they can make most challenging encounters with named mobs quite trivial. Low to moderate AA requirements and low gear requirements.​

    -Primary Roles: DPS, Travel​

    -DPS Rating: 9 (10 on burn)​

    -Duo Partners: Bards for their mana regen and enhanced nukes.​

    -Tricks of the Trade: Roots, snares, BIG nukes, AE nukes, lots of crits, twin casts, evacuations, and teleports to most relevant zones in the game.​

  • Magician

    -Info: The must have class for all boxers. They have the best pets in the game and are second only to Wizard in nuke ability. Great swarm pets, decent AE nukes, and a different variety pet for any occasion. They are limited in their utility though, having no slows, roots, snares, group buffs, etc. So, they partner up with other classes in groups extremely well. Their pets are about the most durable thing in EQ. Many times groups will let them tank named mobs, because players and mercs go down when abilities proc and damage spikes. A top 4 most popular class in EQ. Moderate AA requirements and low gear requirements.​

    -Primary Roles: DPS, Tank (Pet)​

    -DPS Rating: 9​

    -Duo Partners: Shaman, Necro, Beast Lord, Bard, Druid.​

    -Tricks of the Trade: Each pet has its own specialization. Fire is a ranged caster. Water is a rogue that backstabs. Air has high avoidance and procs a stun. Earth is a tank and when maxed out on AA's their Earth pets exceed the tanking ability of max level Mercs and many player tanks. They can enhance other people pets quite a bit with summoned items. They have the best Damage Shields in the game (nearly 400! at max level). They also have the Call of the Hero spells that summon players to their location.​


Healers

  • Cleric

    -Info: Clerics are the ultimate healers in EQ. They have different heals for every scenario... fast heals, slower big heals, group heals, heals over time, reverse damage shields, heal on target's target, heals based on health percentage... you get the idea. But, they actually have quite a few other tools in their bag as well. While Merc healers get the job done, they are no substitute for a true Cleric. They are the most durable of the healers and can actually solo quite well in some level ranges. They also are essential buffers, with the best HP & AC buffs in the game. Moderate AA and gear requirements.​

    -Primary Roles: Healer, Buffer​

    -DPS Rating: 3​

    -Duo Partners: Tanks are their best duo partners, but they shine in all groups.​

    -Tricks of the Trade: Stuns, Pacify, Roots, ability to remove themselves from combat, spells that slaughter undead, Spell Haste buffs, Cures, Interventions to save players from death, Rez's, Invulnerability, and self buffs that will cause weapons to proc nearly every swing.​

  • Druid

    -Info: As EQ has progressed over the years, the Druid has suffered a bit of an identity crisis. For the longest time, while considered healers, they were very under-equipped to keep a group alive. That is no longer the case and they now have a host of types of heals to keep everyone healthy. They are now a very versatile class that brings as much damage as they do healing. They are probably the 3rd best nuking class, only behind Wizards and Mages. They are also very good solo'ers with their Snares and DoTs. They have moderate to high AA requirements because of all the different types of spells they cast (nukes, heals, dots), but their gear requirements are on the low end. They are one of the rarer and least played classes in EQ.​

    -Primary Roles: Healer, Transportation, DPS, Scout​

    -DPS Rating: 5​

    -Duo Partners: Beast Lords, Bards, Enchanters, Shaman​

    -Tricks of the Trade: Teleports, Tracking, Damage Shields, HP/Mana Regen Buffs, host of Nukes and DoTs, Cures, Heals, Rez's, and Resist Buffs.​

  • Shaman

    -Info: A must have class for boxers and the preferred duo class of just about everyone. They have the unique combination to Heal, Slow, and Haste... all absolutely essential skills in EQ. In addition, they are the best stat, melee buffers in the game, with the ability affect avoidance & damage modifiers as well as buff past skill caps. They are the best De-Buffers in the game. They have very respectable damage capability with their DoTs, considering everything else they can do. Moderate to High AA requirements due to all the different abilities they have, but low gear requirements. They are in the top 3 most played classes in EQ.​

    -Primary Roles: Healer, Buffer, Debuffer​

    -DPS Rating: 4​

    -Duo Partners: All Tanks, all Melee & Hybrids, Necro's, Magicians.​

    -Tricks of the Trade: Heals, Cures, Slows, Haste, Buffs to just about any and every stat, self mana gain through Canibalization, Resist Debuffs, Melee capability Debuffs, Roots, moderate Nukes, great DoTs, a weak Pet that does moderate DPS, and Swarm Pets..​
 
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Big_w_powah

Trakanon Raider
1,887
750
Given the Decap/Headshot/Assassinate nerfs it seems like Zerks and Rogues can't get XP without a group worth a shit.

Thats disappointing, cause rogues always piqued my interest.

How much of a shitstorm would I be in if I had a mage on a free account to pet tank for a rogue?
 

Fight

Ahn'Qiraj Raider
4,640
5,560
Can't pet tank for a Rogue. Agro laws, don't work. Though, you can kind of Mercenary-tank for a Rogue, but probably not. It takes the agro generation of the real deal (Warrior, Paladin, SK) to hold agro and allow Rogues to do their thing.
 

Cyni

Lord Nagafen Raider
565
216
You still playing test server Fight? Sorry I gave it up, Dota2 called... Hahah.
 

Fight

Ahn'Qiraj Raider
4,640
5,560
No, I haven't played since they dropped that joke of an expansion 'Call of the Forsaken'. I'm full time Dota2 also.

Though, I could be tempted to return for the new Kunark expansion.
 
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Big_w_powah

Trakanon Raider
1,887
750
Can't pet tank for a Rogue. Agro laws, don't work. Though, you can kind of Mercenary-tank for a Rogue, but probably not. It takes the agro generation of the real deal (Warrior, Paladin, SK) to hold agro and allow Rogues to do their thing.

One change I DID follow is that pets can tank for pc melee now
 

Tuco

I got Tuco'd!
<Gold Donor>
47,411
80,901
So like, can everything solo or molo fairly well?
Well that's an interesting question.

I personally three box a bard, warrior and mage. Generally with 2 caster DPS mercs and a healer merc making a full group. With this the "solo" game evolved from being able to grind mobs down with a merc + warrior to being a pretty intense and versatile combat system with a way higher skill cap than I could possiblyreach.

For me the question of whether a warrior (or a rogue/bard/wizard who might be shit at moloing??) can effectively molo is the wrong question, because why would you do that instead of multi-boxing? For me if you're not multi-boxing in EQ (or grouping/raiding) you're doing it wrong.

Another key thing is having multiple toons watch multiple camps simultaneously. No need to camp those PoP flags yourself, just park a ranger at zone in and check track every ten minutes while actually playing the game on your main character.
 
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Tuco

I got Tuco'd!
<Gold Donor>
47,411
80,901
Casters

  • Enchanter

    -Info: The buff-bots of EQ. A class of convenience, but rarely required for anything. They have the best Haste and Mana Regen in the game, so they stay relevant to some extent. The problem in current era EQ, is that if there is a bad pull, often times people will be dead before the Enchanter even has a chance to get things under control. So, most groups focus on making good pulls to begin with, leaving the Enchanter with not much to do. If they are not Charming mobs, their DPS options are pretty limited as well. Best survivability of the casters and also the lowest gear & AA requirements.​

    -Primary Roles: Buffer, Crowd Control​

    -DPS Rating: 3​

    -Duo Partners: Druid and Ranger are primary duo partners for Charming. Other than that, classes that benefit from both haste and mana regen always love Enchanters​

    -Tricks of the Trade: Slows, Resist Debuffs, Cripples, Runes, Mezzes, Mem-blurs, Roots, AE Roots/Agro drops, Stuns, and EXP bonus aura.​

  • Necromancer

    -Info: The most self-sufficient class in EQ and the best sustained DPS class in EQ. Even though they are known as solo'ers, a well played necro will be the cornerstone of any group. Moderate AA requirements and low gear requirements to be effective.​

    -Primary Roles: DPS, Puller​

    -DPS: 9​

    -Duo Partners: Shaman, Bard, Beast Lord, and Magician.​

    -Tricks of the Trade: They have a couple key abilities revolutionized the class at 86+. Death Bloom, which essentially gives the necro the ability to regain all mana every 3 minutes or so. And, fast dots. They only last 3 ticks, but hit between 40k-90k per tick. Necros have 3 of these dots they can stack on a mob continually. They also have an ability to insta-cast a personal rune, rendering them invulnerable for 45 seconds, during which time they can cast spells freely. Perfect for soloing named mobs. With Snares and Feign Death they are great pullers. They can root/mez also. They can heal themselves, they can insta-cast-invis, drop agro, they have the best personal mana regen in the game, group Mana/Health taps, Summon bodies from any zone, and Rez. They have two varieties of pets, a warrior and a rogue. The Warrior is sturdy enough to tank current era content tier 1 zones. The Rogue adds serious amounts of DPS and can double backstab. They also have a host of swarm pets.​

  • Wizard

    -Info: The most one dimensional class among the casters, which is not necessarily a bad thing. Nobody hits harder and faster than a Wizard. They also have the best AE damage abilities in the game. No real group benefits in the way of buffs, but they can make most challenging encounters with named mobs quite trivial. Low to moderate AA requirements and low gear requirements.​

    -Primary Roles: DPS, Travel​

    -DPS Rating: 9 (10 on burn)​

    -Duo Partners: Bards for their mana regen and enhanced nukes.​

    -Tricks of the Trade: Roots, snares, BIG nukes, AE nukes, lots of crits, twin casts, evacuations, and teleports to most relevant zones in the game.​

  • Magician

    -Info: The must have class for all boxers. They have the best pets in the game and are second only to Wizard in nuke ability. Great swarm pets, decent AE nukes, and a different variety pet for any occasion. They are limited in their utility though, having no slows, roots, snares, group buffs, etc. So, they partner up with other classes in groups extremely well. Their pets are about the most durable thing in EQ. Many times groups will let them tank named mobs, because players and mercs go down when abilities proc and damage spikes. A top 4 most popular class in EQ. Moderate AA requirements and low gear requirements.​

    -Primary Roles: DPS, Tank (Pet)​

    -DPS Rating: 9​

    -Duo Partners: Shaman, Necro, Beast Lord, Bard, Druid.​

    -Tricks of the Trade: Each pet has its own specialization. Fire is a ranged caster. Water is a rogue that backstabs. Air has high avoidance and procs a stun. Earth is a tank and when maxed out on AA's their Earth pets exceed the tanking ability of max level Mercs and many player tanks. They can enhance other people pets quite a bit with summoned items. They have the best Damage Shields in the game (nearly 400! at max level). They also have the Call of the Hero spells that summon players to their location.​
Healers

  • Cleric

    -Info: Clerics are the ultimate healers in EQ. They have different heals for every scenario... fast heals, slower big heals, group heals, heals over time, reverse damage shields, heal on target's target, heals based on health percentage... you get the idea. But, they actually have quite a few other tools in their bag as well. While Merc healers get the job done, they are no substitute for a true Cleric. They are the most durable of the healers and can actually solo quite well in some level ranges. They also are essential buffers, with the best HP & AC buffs in the game. Moderate AA and gear requirements.​

    -Primary Roles: Healer, Buffer​

    -DPS Rating: 3​

    -Duo Partners: Tanks are their best duo partners, but they shine in all groups.​

    -Tricks of the Trade: Stuns, Pacify, Roots, ability to remove themselves from combat, spells that slaughter undead, Spell Haste buffs, Cures, Interventions to save players from death, Rez's, Invulnerability, and self buffs that will cause weapons to proc nearly every swing.​

  • Druid

    -Info: As EQ has progressed over the years, the Druid has suffered a bit of an identity crisis. For the longest time, while considered healers, they were very under-equipped to keep a group alive. That is no longer the case and they now have a host of types of heals to keep everyone healthy. They are now a very versatile class that brings as much damage as they do healing. They are probably the 3rd best nuking class, only behind Wizards and Mages. They are also very good solo'ers with their Snares and DoTs. They have moderate to high AA requirements because of all the different types of spells they cast (nukes, heals, dots), but their gear requirements are on the low end. They are one of the rarer and least played classes in EQ.​

    -Primary Roles: Healer, Transportation, DPS, Scout​

    -DPS Rating: 5​

    -Duo Partners: Beast Lords, Bards, Enchanters, Shaman​

    -Tricks of the Trade: Teleports, Tracking, Damage Shields, HP/Mana Regen Buffs, host of Nukes and DoTs, Cures, Heals, Rez's, and Resist Buffs.​

  • Shaman

    -Info: A must have class for boxers and the preferred duo class of just about everyone. They have the unique combination to Heal, Slow, and Haste... all absolutely essential skills in EQ. In addition, they are the best stat, melee buffers in the game, with the ability affect avoidance & damage modifiers as well as buff past skill caps. They are the best De-Buffers in the game. They have very respectable damage capability with their DoTs, considering everything else they can do. Moderate to High AA requirements due to all the different abilities they have, but low gear requirements. They are in the top 3 most played classes in EQ.​

    -Primary Roles: Healer, Buffer, Debuffer​

    -DPS Rating: 4​

    -Duo Partners: All Tanks, all Melee & Hybrids, Necro's, Magicians.​

    -Tricks of the Trade: Heals, Cures, Slows, Haste, Buffs to just about any and every stat, self mana gain through Canibalization, Resist Debuffs, Melee capability Debuffs, Roots, moderate Nukes, great DoTs, a weak Pet that does moderate DPS, and Swarm Pets..​
I'd say this report is about right. I'd argue that they overemphasize the utility of today's bards and overrate warrior DPS. This thread:
Bard DPS.. something to think about. | Page 4 | EverQuest Forums

Goes into some good detail on the bards, but a good quote describing the problem of today's bard is:
Rakan said:
“THIS is the biggest problem with bard. I couldnt care less about my DPS but I want some ACTIVE role that has real value, DPS is just the easiest one to imagine.

A bard that /melodies, hits their epic every 2 minutes, and hits two burn macros at the more or less correct time once per fight is adding to0 much value relative to a bard that is playing all out.

Give me some stuff to do so that it feels like I am really making a difference by playing my best. Make it so that 10-15 button pushes over the course of a 10 minute fight arent responsible for 85% of my value.

If the extra attention and effort mean more DPS great, if they mean more ADPS great just make it so it matters more!

(PS this is primarily from a raid perspective. In a fast killing group where I also pull, off tank and CC its less of an issue)
tldr: bards are the easiest class to play at 90% efficacy, making them super boring.
 

Morrow

Trakanon Raider
3,341
948
They don't release "expansions" anymore. We get excited because Kunark is mentioned, but really it will be reused assets from current zone libraries with a few color changes and a bunch of blah. I remember being so excited when I heard LDON had 40+ new zones. I was like OMG. And then I found out that really, it was 5 zones. What a letdown. I still have a fond place in my heart for LDON though. But EQ doesn't release proper expansions anymore. Sure, there were a few after LDON that were proper. But from what I hear and from what I've seen, since DBG took over, they aren't real expansions, and even before then, it wasn't much. I think the last real expansion was Seeds of Destruction or Underfoot. God getting the original J5 merc was so fucking hard, but so rewarding. Even then, they aren't the expansions from the old days, nobody releases those anymore. I can hardly even believe they used to release expansions with TWENTY + new fucking zones, all distinct and unique. I miss those days. Pure awe at an expansion release and a sense of true adventure and exploration, never knowing where you'll end up or what zone you'll run into and what will be there. *sobs quietly*


Lol just look at The Broken Mirror:

  • 4 completely new zones and 3 revamped zones.
Oh really!? 4 completely new zones and 3 revamped ones!? Holy shit!!

Sorry, I'm just mad that they're trying to use the Kunark name and I know there won't be any real substance behind it.
 

Zaide

TLP Idealist
3,904
4,751
I dont want to pay for multiple accounts? I dont want to have to run 3+ clients?

If you play on test it will be free and if you run ISBoxer it is more like one client. That said, I never multi box unless competition demands it so I definitely feel you there. I sort of like being immersed in my character and it's hard to get immersed in a 12 mage army or my sk/sk/sk/wiz/wiz/Bard poopsock crew.