kcfalcon wrote:
I just started the 14-day trial a few days ago and am completely new to this game. I was hoping to get some help with several questions...
kcfalcon wrote:
1. Is the Berserker's thrown axe make him a true ranged threat, or is it more of just a weak-damage pulling tool?
Throwing axes are viable DPS and Zerkers can do a number of different effects with them, all instantly, including stun, jolt and snare. Zerkers have the best throwing arm in the game. And I've actually killed mobs that were too strong for melee with my Zerker, Lizzieborden Tookanaxe, by kiting them (snare and stun) and throwing axes as I ran from the mob.
kcfalcon wrote:
2. I've read that Berserkers are usually not wanted much for groups. Is this true?
I've never heard anyone, when starting a group say, "Okay, I really need a Zerker." The reason for this is that all classes have some form of utility. Zerkers are very limited in their utility. But I think their ability to stun and snare instantly, as well as their DPS makes them valuable in a group. Problem is, that's not well known. So, basically, you need to sell it.
kcfalcon wrote:
3. Is the Paladin ever expected (or able) to function as the primary healer in a group, or is his role usually just tanking with maybe some back-up heals?
They CAN be the primary healer, with the right focus. But you're dealing with an EQ mindset that has been cultivated to believe that there is only one healing class in EQ: Cleric. I often see groups in General asking for a Cleric, never a healer. If you stay with your Paladin, you will rarely, if ever, be asked to be the group's primary healer. You're a meat shield.
kcfalcon wrote:
4. I've read that barbarians (among others) have no night vision, and that rangers cannot bind. How significant are these factors? Should they be weighed heavily when choosing a race, or do they matter much at all?
Barbarians, like Erudites, are related to humans and as such, have no night vision. This is not a terribly serious detriment as buffs and gear can supply you with night vision.
Binding (the ability to give you a location to return to when you gate or when you die and opt to return to your bind point) is an ability of only pure casters (Enchanter, Necromancer, Wizard, Magician) or Priest classes (Cleric, Druid, Shaman). Rangers, being hybrids, cannot bind. But that's not that serious. There are soul binders (NPCs who bind) in PoK and in the Guild Lobby. If you prefer to be bound at another spot, any of those listed classes can bind you at your preferred spot.
kcfalcon wrote:
5. At what level do players usually leave the Gloomingdeep mines? (Also, can you return once you leave?)
You can log into Gloomingdeep until you're level 10. After that, you will no longer get the option to return to the Tutorial at the log in screen. If you're bound there, you can gate to Gloomingdeep until level 15. Try to gate there after 15, you will be sent to PoK.
kcfalcon wrote:
6. I am currently a level 8 dwarf Paladin and still in the mines. I seem to have reached a point where I have difficulty killing anything that actually gives exp. I'm doing a quest right now where I need to kill grunts, warriors, slave wardens, and one other mob. I've already killed the first two, but am struggling with the slave wardens. Is this a point where I simply need to get a group, or do I need a better weapon? (currently using an iron sword)
Are you getting buffs from Rytan? Run up to him, the Erudite Cleric near the cave entrance to the mines and say "blessed." If you can't find a group, go to Rashere and say "Bind My Soul," and he will bind you. Then go to Arias, the Barbarian and say "Ready to leave." He will send you to PoK. From there, run to the Guild Lobby and beg a Temp from a Cleric, Augmentation or Epic Haste (Speed of the Shissar) from an Enchanter, then a TL from a Wizard (or use a Gate Potion). You will be warped back to Gloomingdeep, ready to kill. And with those buffs, you'll be pretty much a match for anything.
Check the merchants. Sometimes some good weapons will drop (the Defiant line). It may be that someone found one and sold it to the merchant. For plat, open every barrel you see. The staves carried by some of the kobolds also sell well. There are much better weapons than the iron sword. Just a matter of finding them.
kcfalcon wrote:
7. I am still trying to decide if Paladin is truly the class for me. Personally, the best class that I have ever played in any mmorpg was the Thane class in DAoC. It was perfect for me -- good tanking, could use shield or 2H, and cool ranged lightning damage to add some flavor. With this in mind, what do you think would be the best class for me in this game? (I'm currently considering Warrior, Berserker, Paladin, and Ranger)
Paladins, because of their limitations of having to either use 2 handers or carry a shield (no dual wielding) suffer from rather poor DPS among the tank classes. They hold aggro well, because of their use of stuns. Against the undead however, they are unmatched in DPS. It sounds like the class most like the one you used to play is Ranger. While they are not generally considered a tank class, they can tank, and with their bow they are supreme. They do have some fast cast nukes and innate proccing spell that make them rather burst with the fireworks in melee. Great DPS. Sometimes too good. They tend to steal aggro, which is why there are so many jokes about how often Rangers die. Sounds like the class you'd most enjoy. Sometimes, you just need to reign it in. Zerkers are good DPS, too. But not as fireworky. No magic. Warrior has the most HP in the game and are generally main tanks during raid events. Like the Zerker, they are not as spectacular in their damage dealing as the Ranger, but they can take a beating and they have the tools to hold the aggro. Use them.
kcfalcon wrote:
Any other miscelaneous advice is certainly welcome too! Thanks in advance!
Edited, Feb 16th 2009 4:13am by kcfalcon