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.Wait a minute... Astro was Sleestack? Well that explains a great many things, lul.
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?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.
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.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.
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.
Well that's an interesting question.So like, can everything solo or molo fairly well?
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:Casters
Healers
- 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.
- 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..
tldr: bards are the easiest class to play at 90% efficacy, making them super boring.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)
I dont want to pay for multiple accounts? I dont want to have to run 3+ clients?