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Question on groupingFollow

#1 Oct 16 2006 at 12:34 PM Rating: Decent
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1,141 posts
As you can see, I am a WoW player. I'm at the level cap, have alot of good gear, and am in a prominant raiding guild.

I, however, am burning out, and have a few friends who play EQ2.

So I'm downloading the 7-day trial, and after reading the sticky at the top, still have a question.

Is there a class/race combo that, if I choose, will become one of the masses? It seems that there is alot of diversity since each race can be any of the classes. But is every 15 year old kid playing a half-elf ranger? Or something along those lines.


Any other advice you wish to give to someone coming over, I'd love to hear. I dunno if I plan on staying, but it can't hurt to try.

Thanks,
Stri
#2 Oct 16 2006 at 12:41 PM Rating: Good
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315 posts
I'd guess that the most heavily played races are:

Wood Elf
Half Elf
High Elf

I have no idea as far as classes are concerned. If you twisted my arm, I'd probably spit out:

Priest (Fury/Warden)
Mage (Wizzy)

??? I really have no idea though, so don't listen to me ;)
#3 Oct 16 2006 at 12:49 PM Rating: Decent
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1,141 posts
Heh, I also just realized that I never actually asked my intended question (Did ya notice how the topic had nothing to do with the post?!?)

I read that you can pretty much solo to the cap, but that PUGs are much more common, and are generally a helpful way of leveling and acquiring gear.

So my question was, with so many jobs to chose from, are there favored class combinations?

Which classes are considered:

Main Tanks
Off Tanks
Main Healers
Backup Healers
Ranged Damage
Melee Damage

?

If anyone could kind of break them down for me, that would be great.
#4 Oct 16 2006 at 12:58 PM Rating: Good
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315 posts
Quote:
Which classes are considered:

Main Tanks
Off Tanks
Main Healers
Backup Healers
Ranged Damage
Melee Damage


Ok, here goes...I'm sure I'll miss some and I'm not sure about others so I'll answer what I know. Please someone correct my shody answer if necessary before this poor poster goes and actually listens to me Smiley: grin

btw...talking only the good side here...I only have 1 evil toon and have not clue about the "dark side" hehehe.

Main Tanks:
Paladin
Guardian
Beserker

Off Tanks:
Monk
? - I'm sure there are more here.

Main Healers (funny I don't know this since my main is a Fury):
Inquisitor?
Mystic?
Fury - although others may disagree here
Warden

Back Up Healers (same here):
??

Ranged Damage:
Ranger (ha-ha)
Troubador
Dirge
Swashy?

Melee Damage:
Ranger
Swashy
?? - Sure there are more here too.
#5 Oct 16 2006 at 1:25 PM Rating: Decent
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801 posts
Starting where Lady R. left off:

Bear foremost in mind that any archtype can perform it's role in a normal group setting, though each does what they do differently and has certain advantages in certain situations too varying to go into here.

Main Tanks
Shadowknights are plate tanks too. Monks and Brawlers (Bruisers?) can tank a group but might have a little trouble with hard hitting much higher level, nameds or epic MoB's. (Even though that's not how SOE originally advertised the character balancing...)

Off Tanks
Any tank class, of course. Brigands and Swashbucklers can get aggro if they want and can hold up pretty well when being beat on, then they can easily get rid of the aggro.

Main Healers
Templar and Defiler round out the healers. Any healer can heal a regular group alone, though they each heal differently and some are better in certain situations than in others due to the nature of their heals.

Backup Healers
All healers have some sort of utility in buffs, debuffs or DPS they bring to a group if they're the backup. Two healers will let your group take on much harder content than just one. Paladins have healing capability they can use to back up a main healer, Monks have one group heal but I wouldn't count on it on in a pinch.

Ranged Damage
Wizards and Warlocks cast from a distance and have the best mage damage. Necros and Conjurors send their pets in and cast from a distance, they're kind of a hybrid.

Melee Damage
Assassins have the highest melee damage output, that's their main role. I think Troubadors and Dirges fall more in the melee category, but their DPS is lower than other scouts and mages. The main thing they bring to a group is awesome buffs (Troub) and debuffs (Dirge), which let the group as a whole do a lot more damange. Monks do the best melee damage of the fighters but not as much as scouts.
#6 Oct 16 2006 at 3:05 PM Rating: Good
One of the nice things about EQ2 is that the classes are very balanced. This allows a viable group to be composed of any healer, any DPS and any tank. You will often find a group (pug or otherwise) get started and even complete the session without ever having any kind of optimum selection or specific combination of classes.

I mostly group solely with guildies and often enter an instance with 2 healers 3 tanks and a DPS, (or some other oddball combination). In spite of this, we never seem to have a problem reaching and killing the named mobs, even in the end game.

Even a group made up of 6 templars can kill a named mob - they just have to stand there beating on it till it gets bored to death!

If you're concerned about cliche toons (like high elf rangers named leggoliss) then don't play one! Choose something that will play against type instead. (like an ogre druid or a high elf zerker)

But whatever you choose, know that in all likelyhood, there will be a place for you in more groups than you will ever have time to join! This assumes that you play well and that not everyone on the server hates you! (anyone remember shadowrealm?)
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