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#1 Feb 16 2009 at 1:09 AM Rating: Good
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...

1. Is the Berserker's thrown axe make him a true ranged threat, or is it more of just a weak-damage pulling tool?
2. I've read that Berserkers are usually not wanted much for groups. Is this true?
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?
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?
5. At what level do players usually leave the Gloomingdeep mines? (Also, can you return once you leave?)
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)
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)
Any other miscelaneous advice is certainly welcome too! Thanks in advance!

Edited, Feb 16th 2009 4:13am by kcfalcon
#2 Feb 16 2009 at 2:16 AM Rating: Good
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Welcome to EQ. HArd to learn, but much more gratifying that That Other Game (tm)

Ad. 1: no clue. Bezerkers damage output is amazing, I'd assume it goes for their Thrown attack as well. Find a Bezerker class board?

Ad. 2: No. A good player is always wanted, regardless of class.

Ad. 3: Depends entirely on the group and the mobs they are figthing, but a group doing melee fighting in hard content would probably be hard pressed with a PAL as primary healer.

Ad. 4: Doesn't matter the slightest. Everyone can 'bind' at a Soulbinder (sic!), and everyone can get a light source if they need it.

Ad. 5: You can return (don't ask how, though) at least until you are level 10, most leave at that time. Get the charm (goblin skull of some sort) before you leave.

Ad. 6: If you struggle with mobs that don't give xp in the Mines, you are doing something wrong. A better weapon would certainly seem a good idea, did you do the turn-in task where you get your sword upgraded? Something about bars of bronze, I think it was.

Ad. 7: Obviously a ranger is the only class to play, all the others are just there for our benefit! That said, I think you should start with a 'pure' class , and try a few different classes, before you make any definite decisions. All classes can be fun and challenging (for those unable to master the intricacies of the ranger class!), but by playing a 'pure' class first, you learn the mechanics of healing/meleeing/kiting etc. in EQ. A pure class is of course a Warrior, a cleric and an enchanter. But if you liked the Thane, I *think* you'll like a shaman. Very fun class, nearly as challenging and rewarding as a ranger!

EQoutrider.net and particularly The Crucible are places you'll want to visit(check the Reference Desk-tab!)

Again, welcome to EQ.

Edit: what's WITH those links?!?

Edited, Feb 16th 2009 11:19am by Whitman
#3 Feb 16 2009 at 6:10 AM Rating: Excellent
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3 and 6
In certain circumstances a paladin can be the only healer in the group. However at higher levels (60 plus, that would be a lot of dead folks.)
I did act as healer with my paladin in dranics scar one day. It was a paladin, a rogue, a beastlord and a wizard. Single pulls with paci and about the time I was needing to stop and cast a heal I could root mob, let beastlord warder tank and the wizard would start blasting. Only worked due to the high dps of other members. I have been duoing my two paladins in diff zones and they can keep up by healing each other. One heals gets the aggro and the other will self heal then attack again.
As for the weapon ther are steel bars that drop (or are they iron?) that you can turn in for a weapon to absor. You can also head out to pok by hailing the revolt leader (barbarian you first meet.) and saying ready to leave. If you leave by cave you go to Cresent Reach. Buy a weapon in the bazaar they are cheap. To re enter tutorial simply camp out and re-log making sure you have the ENTER Tutorial button on.
1 and 2 I would never turn down a zerker. The dps is very very good. However the axe at lower levels is really for pulling. Miss Mandie can tell you all about berserkers if she reads this thread.
4. No night vision with humans, barbs and erudite is a small pain that is now, mostly, a minor irritant. Lots of gear acts as a light source, and you can adjust the game lighting in the options.
5 Leave the mines when bored, when you have done most of the tasks and picked up some of the armor drops. That is usually between level 10 and 14. Two nice items to get as drops besides the skull charm are the stone that has a 5 percent haste on it.

8 I have played Paladin and ranger up to 66 and 63. Both class can solo ranger very good solo in outdoor zones. Paladin takes a lot more damage and you have to kill him twice with the lay on hands. Small drawback to ranger is using up your arrows and having to make them. I have seen quite a few solo Berzerkers
but my personal preference would be to box one with my druid or cleric.
If you leave the tutorial via crescent reach take the time to do the newbie quests in the zone for nice items.
#4 Feb 16 2009 at 9:56 AM Rating: Excellent
Paladin is a wonderful starting class to play. Using the lull - soothe - calm - pacify line, you can zzz a mob and pull his close by friend as long as you don't pull him through the zzz mob. You can do this to up to level 55 mobs using the pacify spell. You can use your yaulp line to build your abjure skill. You have an inviso vs undead spell. Buy cloudy potions from http://eqbeastiary.allakhazam.com/search.shtml?id=10211 in plane of knowledge for regular inviso on non undead mobs. Be sure to keep your shield bash skill up. Using bash, your 1st stun spell cease and stun you can own a caster to level 55. Paladin is nice on spell skills. You can forget raising divination after you get 101, conjuration isnt needed, abjure trick above, healing will keep your alteration up. 1hand slash will be the most common weapon when you use your shield. The best casual 2 hander in game for pally is 2 hand pierce. Try to work on 2hand slash as well. Defiant weapons should be cheap in bazaar.
When you hit 55, be sure to starting working on AAs like run 3, combat agility 3 combat stability 3. If you plan to ever solo without super healer merc, I would work on healing adept and healing gift as well. Keep your defensive AAs maxed every time they come available, they help a lot. Physical enhancement is the best defensive AA purchase for the buck. Slay undead line is super nice!
Good Hunting
#5 Feb 16 2009 at 10:21 AM Rating: Excellent
You can stay in mines to level 11ish. Go beatup the fort and the jail area. Overlord and slavemaster can drop a nice 1hs, 1hb, 2hs and 2hb. Rufus (named rat in 1st room with rats) and overlord can drop a 10 % worn haste item. Aggro every rat and bat in that room and bring them to guards to kill to spawn rufus. Rufus will eventually drop the haste item. Farm overlord and slavemaster until you get the weapons. Open the barrels to look for the bows that sale for 1pp. The staffs off the shaman sale nicely as well. After the mines there is a quest giver right out from soulbinder in plane of knowledge.(bind my soul to her). Work on these several quests. This will bring you to level 20. The prince area in the warrens will also net you some nice pp. Be sure to root the mobs in warrens as they will make a huge train when they run, ack root is level 19 spell for you. Might need to wait till 19 to do warrens then. You can make 19 in kurns tower off field of bone if you need to. At 20 you can start the wonderful james the watchmaker series from the gnome in plane of knowledge and the silverwing quest line from the drakkin close to guild lobby. This will give you plenty to do. Attack haste potions are sold by the alchemy vendors in plane of knowledge. There are 3 kinds of attack haste; worn haste, spell buff attack haste(the attack haste potions are spell buff haste) and bard song overhaste.
#6 Feb 16 2009 at 10:40 AM Rating: Default
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seen a level 13 in mines.then again I found out my level 15 can book into Plane of Tranquility, thought you had to be a min level?
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#7 Feb 16 2009 at 1:29 PM Rating: Good
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No minimum level for POt anymore. Levels dropped for a lot of the Planes to open up content.

Disagree about 1hs for paladin. There are some very nice paladin, sk only 1hb weapons out there. My 1hs us usually fabled ghoulbane, though I did just buy the evolving blade to use with winjon. Never had a weapon evolve and wanted to try.
All my weapon skills are close to max with both paladins, and with my ranger.
#8 Feb 16 2009 at 3:55 PM Rating: Excellent
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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?
If you're more offensive oriented, you might want to try a shadowknight. The premise is the same as a paladin; good tanking, chances to use both 2-handers or one hander+shield but where paladins have clerical-style buffs and heals, shadowknights use necromancer magic to damage their opponents, drain life or raise up a (fairly gimpy) skeleton pet.

The immediate downside is that shadowknights take a bit longer to really "get started" where you feel like your spells are worth anything. Also, paladins do have some offensive specializations such as magical stuns and eventually some impressive bonuses against undead mobs. Shadowknights eventually get some pretty nice damaging magic and a lot of lifetaps (where you steal your opponents life energy to heal yourself). Both get bunches of other stuff but I doubt you want a full catalog of spells. Virtually all weapons and armors available to one is available to the other (EQ calls them the "knight" classes and tends to treat both fairly equally in the gear department).

Anyway, you have eight character slots so play around. I'm not really trying to sell you on anything; I just noticed you mentioned liking a tank class that has some offensive magic in a different game.

Edited, Feb 16th 2009 5:56pm by Jophiel
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#9 Feb 16 2009 at 7:03 PM Rating: Decent
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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
#10 Feb 17 2009 at 6:58 AM Rating: Decent
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Quote:
1. Is the Berserker's thrown axe make him a true ranged threat, or is it more of just a weak-damage pulling tool?


I haven't played the Berserker yet, so I'm not sure.

Quote:
2. I've read that Berserkers are usually not wanted much for groups. Is this true?


Personally, I gladly welcome any class into a group, but Berserkers, damn, I rarely find any who want to be in a group. I'll bring in a zerker any day if I'm looking to make a group.

Quote:
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?


Lower levels, no. With the higher levels though, I've been in many a group where our healer was a Pally and they always do just as well as a cleric in many cases. Although when making a group I do try to get a Shaman in there and often they share the job of healing when there's no cleric so that the Pally can help fight.

Quote:
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?


What Whitman said.

Quote:
5. At what level do players usually leave the Gloomingdeep mines? (Also, can you return once you leave?)


If I'm going to put a toon through the tutorial, I stay until all the missions are completed or lvl 10.

Quote:
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)


If you get those ore things to drop(liek the bronze or iron bars), bring them and your weapon to the weapon guy for a slightly better weapon. I never really had any trouble soloing that mission with either my WAR or my SHM, but I take stupid risks so.../shrugs


Quote:
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)


I've personally never liked playing a Pally. If you're looking for a good tank, go with the Warrior or Berserker. If you want decent Melee with some decent spells and good dps, go with Ranger. If you want a pretty good tank with healing, go with Pally.
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#11 Feb 18 2009 at 5:29 AM Rating: Decent
If you get the answer then please do inform me also.
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