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01-03-2008, 02:29 PM
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Lil Newbie
Server: Butcherblock
Posts: 3
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Returning players. Class choices.
Ok i have been lurking here for a few days since my return i had played during the release on Guk, and was just looking for some information:
I need a bit of help on class choice, I've made the classes recommended in the multiple class threads and just haven't found them that engaging
So far I've played Wizard up to 20. I found 1-20 to be very fun but once i hit butcherblock all i was getting was resists on the same level mob. it started to be quite frustrating. So im pretty much cutting out spell casters, that was just way too frustrating for me a seasoned veteran of 8 years, i believe resisting 4/5ths of my spells is a little obscene.
Bruiser to 16: much more my pace of killing; melee and what not. but i just seem to have a hard time getting past the whole not using blades and axes. so im thinking i like the melee aspect of the game over the spell casting.
Questions: How viable are berserker as dps/tanks and what would be a decent healing class to start off from scratch?
A friend might also be starting up what melee/healer combo would be recommended: Evil Pref i found that the gear given from TD question is far superior to the other new areas.
Thanks in advance,
Eckson
Last edited by Eckson : 01-03-2008 at 02:31 PM.
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01-04-2008, 06:24 PM
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I took the red pill :(
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 7,466
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Re: Returning players. Class choices.
Quote:
Originally Posted by Eckson
So far I've played Wizard up to 20. I found 1-20 to be very fun but once i hit butcherblock all i was getting was resists on the same level mob. it started to be quite frustrating. So im pretty much cutting out spell casters, that was just way too frustrating for me a seasoned veteran of 8 years, i believe resisting 4/5ths of my spells is a little obscene.
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You're right, it's extremely obscene, and even if it isn't a full 4/5ths of your spells, it sure as hell feels that way. Having to fully upgrade virtually the same spells 6 or 7 times to combat the problem until level cap isn't fun either.
I grinded a zerker to 54 before SE'ing it and was advised to use a fury for the dps. But low hit rate (and thus aggro loss to the mentored T7 wizard) was kicking my ass so I betrayed the fury to a warden for the melee skill buff.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/126 Troubador, 73/107 Coercer, 60 Paladin
An enchanter epic weapon without subjugation is like a Buckeyes T-shirt without the colors scarlet and gray.

Don't find yourself fixing things out of fear that you should have fixed out of love.
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01-05-2008, 10:39 AM
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C17H22O2 Killin' shit since Shakespeare was a l'il gansta
Character: Kvendal
Guild: Soulforged
Server: Antonia Bayle
Posts: 10
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Re: Returning players. Class choices.
I group with a couple of strong 'zerkers and they are fantastic MT's. A good damage dealing 'zerker will have no problems with aggro. They may not have as many taunts as some other plate classes but they usually control aggro with the higher DPS. I have also seen those same 'zerkers do 1600-2000 zone wide in EoF raids. My 1st toon was a Pally that I took to 70 b4 Rok, I mothballed his ass about 24hrs aft I hit 70, vowing to never roll another Plate Tank again. However, after grouping with the 'zerkers in my guild Im strongly considering rolling one.
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Quote:
Originally Posted by Papertankftw
Your a dumb fuck, a retard, a juvenile little brat that needs to go die in a fire. Let me put it nice and simple for you: You are the cum your mother should have swallowed.
R.E.T.A.R.D
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I dunno who he was pissed at, but I think Papertankftw would be happier if he expressed himself & didnt hold back so much. LOL!!!!!
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01-07-2008, 11:12 AM
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Lil Newbie
Server: Butcherblock
Posts: 3
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Re: Returning players. Class choices.
So i took a zerker to 25 and after being lfg with 4 other zerkers around my level i decided to start something a little more group friendly and rare, i was told troubs are quite rare. Bards being my forte' so we'll see how it goes. Any AA advice on speccing a troub?
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01-08-2008, 11:36 AM
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Visitor
Character: Zaneluke
Guild: Unguilded
Server: Everfrost
Posts: 52
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Re: Returning players. Class choices.
here is a breakdown of post level 71 classes might give you a good feel for what is really needed in game at the end. of course this can change once you hit mid 70s. But fairly good data for your cause and you can get a server breakdown at eq2 players
By Population
4674 Fury
4554 Wizard
4345 Necromancer
3664 Conjuror
3508 Warden
3169 Guardian
3003 Templar
2891 Ranger
2792 Berzerker
2771 Paladin
2728 Monk
2385 Shadow Knight
2295 Dirge
2280 Warlock
2207 Swashbuckler
2184 Assassin
2168 Bruiser
2099 Brigand
2082 Mystic
1889 Illusionist
1820 Defiler
1801 Inquisitor
1519 Troubador
1400 Coercer
By Class
Assassin: 2184
Berzerker: 2792
Brigand: 2099
Bruiser: 2168
Coercer: 1400
Conjuror: 3664
Defiler: 1820
Dirge: 2295
Fury: 4674
Guardian: 3169
Illusionist: 1889
Inquisitor: 1801
Monk: 2728
Mystic: 2082
Necromancer: 4345
Paladin: 2771
Ranger: 2891
Shadow Knight: 2385
Swashbuckler: 2207
Templar: 3003
Troubador: 1519
Warden: 3508
Warlock: 2280
Wizard: 4554
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01-08-2008, 01:29 PM
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Lil Newbie
Server: Butcherblock
Posts: 3
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Re: Returning players. Class choices.
Thanks for the continued help, always a daunting task figuring out which class to devote so much time to.
Im liking the troubadour alot so far.
But the question that i have now is, are they needed end game vs dirges?
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01-08-2008, 05:12 PM
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Feel My WRATH!
Character: Sioned
Guild: Fallen
Server: Befallen
Posts: 265
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Re: Returning players. Class choices.
It depends on the guild - but we always run with 2 dirges 2 troubs
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01-08-2008, 07:47 PM
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This is Oi's weetawts hunting v---avatar---v
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Re: Returning players. Class choices.
Quote:
Originally Posted by Zaneluke
here is a breakdown of post level 71 classes might give you a good feel for what is really needed in game at the end.
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That goes to show it... Coercers ftsuck. I've tried playing that godsforsaken class multiple times to affirm my loathing of it. I keep thinking it's just more challenging but ending up with it's just less fun. ROFL
What's funny is the next 4 up from the bottom are all actually pretty fun classes imo (Illusionist, Defiler, Inquisitor, Troubador). I'd say go with any of those if you want to be unique and Defiler or Troub are pretty marketable in the endgame actually.
I've masochistically rolled another Coercer hoping this time I just might enjoy it... nope. If you want to charm crap roll a Necro since relying on SoE's charm mechanics as class definition will just lead to a case of the deletes. /wink
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01-09-2008, 04:02 AM
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I took the red pill :(
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 7,466
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Re: Returning players. Class choices.
I started grinding my 70 coercer again for the plat income. It ain't easy staying awake on that shit, I don't care HOW many months and long hours I spent playing it in the past. So I put her in the blue GL40 sleaze BP, and that doesn't keep my attention either. Believe it or not I think coercers are the most fun against heroics, on solo and epic mobs it's just absolute meh.
__________________
80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/126 Troubador, 73/107 Coercer, 60 Paladin
An enchanter epic weapon without subjugation is like a Buckeyes T-shirt without the colors scarlet and gray.

Don't find yourself fixing things out of fear that you should have fixed out of love.
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