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#1
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![]() For old people like myself that have forgotten the real descriptions of classes (not EQs) since we played last and for new players that never played EQ in the past, it would be nice to have this information.
I searched the forums and this could have been brought up in the past but I was unable to find this information. I have looked at the Wiki but I am really thinking of more of a how it really was for the classes in each expansion (that will will eventually progress to). Below I will try to give an example, which may be wrong but you will get the idea. If you would like please add to this so newbies and forgetful people alike will know what they are getting themselves into! Class: Necromancer Classic Pros and Cons: Very powerful soloer, in classic maybe the best? Melee in classic don't have the access to the great weapons such as in Kunark. Necromancers kill slower than some other classes due to dot mechanic but are very self reliable with mana conservation. Maybe the only class in classic to not have any mana issues? Maybe one of the less desirable classes for groups. Kunark Pros and Cons: Melee are getting stronger but the necro is mainly a solo class and continues to do well in this arena. Grouping situation still about the same. There are more classes joining the ranks for better solo ability such as the Shaman. Velious Pros and Cons: The necro still stays one of the more powerful solo classes and I believe group desirability still is very low. Class: Paladin Classic Pros and Cons: Group functions and desirability, DPS versus other classes, special skills desired by others or that make them unique, changes in desirability and function per era. Kunark Pros and Cons: Velious Pros and Cons: Class: Enchanter Etc etc etc I wish I could add to this but I am one of the forgetful ones that would like to know what changes a class goes through the trilogy, what are their weaknesses and strengths and desirability. What makes them special? I remember melee getting stronger as time passed. I do remember rangers having issues etc. I would really like to know what an Enchanter is like through the expansions, do they get more desirable or less? How about rogues? etc | ||
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#2
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![]() Necros power during kunark and velious droped alot. Necro pets didn't get much improvement compared to the 49 pet, even EoT wasn't that good. In the same time the only good upfront dps dot we got was Pyro and we lacked burst dps. Finaly our major force compared to other dps classes, mana conservation, vanished with KEI.
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Last edited by ammut; 01-23-2011 at 04:34 PM..
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#3
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![]() Necro-
Quote:
Don't fights in Kunark last longer so a necromaner's dots are able to go their full duration? | |||
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#4
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![]() KEI is Luclin, this server will never progress that far thank god. So stating anything about it was totally pointless.
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#5
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![]() A GOOD necro is actually a great addition to many group compositions. They may do a bit less damage than a magician, but the ability to heal and mana dump can easily make up for it. The weak mez can also come in useful, as well as being able to snare.
Too many necros will just play like a subpar magician though and not utilize the massive benefits of their heal and twitch. | ||
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#6
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![]() A necro can solo break and hold pretty much any camp in guk/solb short of efreeti and Frog King... And invite 5 other people to leech xp and call it a group.
You are 0 for 1 on descriptions, GL on the other 13. [You must be logged in to view images. Log in or Register.] Necro can pull for any xp group.. Be crowd control. Be main healer, backup healer.. Be dps.. snarer.. Once Shaman and Druids get better heals in kunark necros lose a little luster, but they are always going to be the same jack-of-all-trades class that a bard is. | ||
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#7
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#8
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![]() Well, this thread was de-railed pretty quickly. I think this might have been more useful, OP, if you'd just called people out to update the Wiki, rather than trying to gather it here. Just copy and past whatever's there, and (as with any opinion expressed on internet forums), people will be falling all over themselves to expand/edit it.
Also, this is going to be at least partially wrong (especially Velious stuff), but here's my basic recollection of roughly how relative power of the classes changed with the first 2 expansions: Warrior Classic: Low (aggro problems) Kunark: Better (disciplines) Velious: Better Rogue Classic: High (Low without a group) Kunark: Better (new weapons) Velious: Same Bard Classic: High (Lower in raids) Kunark: Better (overhaste) Velious: Same Ranger: Classic: Low (except Tracking raids) Kunark: Better (itemization) Velious: Better (itemization) Shadowknight Classic: High (Lower in raids) Kunark: Worse (though not much) Velious: Same Paladin Classic: High Kunark: Worse (by attrition) Velious: Same Cleric Classic: High (Low without a group) Kunark: Same Velious: Same Shaman Classic: High Kunark: Better Velious: Better Druid Classic: High Kunark: Worse (rain spell) Velious: Same Magician Classic: High Kunark: Worse (by attrition) Velious: Worse (by attrition) Wizard Classic: Medium Kunark: Much Better (AoE grouping) Velious: Same Necromancer Classic: High Kunark: Worse (by attrition) Velious: Worse (by attrition) Enchanter Classic: High (crack, soloing, crack) Kunark: Same Velious: Same If you have some corrections to make (and I'm sure you do), please, just be specific about the what/how/when. | ||
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#9
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![]() Quote:
The only thing i am not sure about is the impact of the dot stacking difference between the emu and official servers on the necro class usefullness dps wise during boss fights. And don't fucking answer me that the necros are usefull because they can be twitch whores... | |||
Last edited by ammut; 01-24-2011 at 02:58 PM..
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#10
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![]() Quote:
__________________
Formerly: Phisting Uranus/Violently/Mcbard/Xosire
Phisting Furiously 60 Grandmaster <The Mystical Order> Kolored on Red. ![]() | |||
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