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  #21  
Old 05-06-2026, 10:21 PM
Anonymous Anonymous is offline
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wiz /dru / brd <Dial a Port>
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  #22  
Old 05-06-2026, 10:23 PM
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rog / enc / shm
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  #23  
Old 05-06-2026, 10:49 PM
BradZax BradZax is offline
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wiz /dru / brd <Dial a Port>
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  #24  
Old 05-08-2026, 04:58 PM
jolanar jolanar is offline
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I wish there was just classic EQ with multiclassing instead of whatever abomination we are getting.
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  #25  
Old 05-08-2026, 11:05 PM
Swish Swish is offline
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I wish there was just classic EQ with multiclassing instead of whatever abomination we are getting.
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It's coming, they won't be able to resist themselves...
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  #26  
Old Yesterday, 02:43 PM
thoradinDaDorf thoradinDaDorf is offline
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It's coming, they won't be able to resist themselves...
what on EARTH
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  #27  
Old Yesterday, 08:32 PM
Vexenu Vexenu is offline
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From watching the streams, one of the biggest changes that is glossed over is the out-of-combat health/mana/stamina regen. It looks as if your character will regen 4% of each per tick, so with just one minute of downtime you regen a full 40% of each. And since you don't have to sit to med, your "downtime" can be running around looking for other mobs. This has huge implications, as it turns a lot of the classic EQ XPing meta on its head.

Traditionally, XPing is all about prioritizing efficiency over a long session to get more kills per hour. Mana and health regen were always the bottleneck of how many mobs you could kill, and thus how much XP you could get. So spells like Lich, Clarity, Chloro were very powerful, along with Bard regen songs, and items like the Fungi Tunic. But when you have massive out-of-combat health/mana regen, those things are much less impactful. Instead, what matters a lot more is in-combat burst damage. If you can kill mobs very quickly, you can then resume your enhanced out-of-combat regen before doing it again. For this reason I think Mages will be one of the strongest classes, due to their unique combination of burst and sustained DPS. Wizards I also expect will be considerably better than in classic (read: actually viable for XP outside of quadding), especially if they give them some sort of special nuking stance, which seems likely.

It also looks like the difficulty of the mobs is much, much easier than classic EQ, even on the highest difficulty setting. The devs were running around Befallen at level 5-10 and easily killing mobs 5+ levels higher than them in newbie gear. It really seems like they are going for a very "inclusive" experience in this regard, meaning that you can play just about any class combination and find success. There won't be much of a need to min/max unless you want to solo on the highest difficulty level. Even then, it doesn't seem like it will be as difficult as P99 solo. For example, I think a lot of people are going to roll Enchanters thinking that charm will be necessary, but that doesn't seem to be the case at all. In fact, it will probably end up being more trouble than it's worth in most cases.

Also, with no XP loss on death and respawning at the zone entrance, death itself loses almost all of its sting. This seriously devalues the entire Feign Death spell/ability, which is another huge change from classic. Pulling also seems much less important, and most people will probably be crawling through dungeons rather than camping certain areas.

It doesn't look like an ideal class meta for grouping/raiding will even develop, simply because there doesn't seem to be much of a need for it. Maybe the raiding will be substantially more difficult (I hope so), but from what I've seen, even on level 4 difficulty, a four-man group won't have much trouble unless they start playing extremely recklessly.

Overall it's clear that this is going to be a VERY different game from classic EQ. It's much more casual-focused and emphasizing fun and QoL over hardcore challenge. For this reason I don't think it's even worth trying to come up with a min/max class combo. You're literally better off just playing whatever you think will be the most fun, because the game simply doesn't appear to be difficult enough to justify min/maxing. Oh, and the loot system they have in place completely negates farming items, so there is zero incentive to roll a traditional "power" combo (i.e. ENC/CLR/MAG or MNK/SHM/ENC, etc...) thinking that this will allow you to farm difficult camps. Items are going to be extremely cheap because they will be very easy to acquire. This also means there is very little incentive to even farm plat. This really looks like a version of EQ that is heavily focused on encouraging solo and small group dungeon play for most of the leveling experience, where the player will gain XP while personally looting most of his own gear.
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