4 New Players, Classes?

terr281

Dalayan Beginner
I and 3 of my friends plan on joining the game world very soon, and I can't decide what class I want/need to play.

Last expansion play:

Friend 1: Played in a very select few Planes raids as a "ill equipped" rogue due to real life.
Friend 2: Played extensively during Velious.
Friend 3: Only played the "new" tutorial.

Myself: Began play from "Original" EQ with a Mage. Then, throughout the years, played an Iksar Shadowknight, High Elf Paladin, Half Elf Bard (with DE mask), and Half Elf Rogue (with DE mask) into their 40s. I also played every other class in the game into at least its 20s. However, my main character was a Dark Elf Cleric "Emissary to Cabilis". (Meaning, I turned in 3k or so bone chips for faction with Cabilis.) Char info: (Max level 67, Elemental Planes, Plane of Justice, and "lite" OoW equipped.)

We plan on playing an "evil" and a "good" party due to our P&P roleplaying background, as well as the game's alignment system.

"Evil" Party

Friend 1: Shadowknight
Friend 2: Monk
Friend 3: ?
Myself: ?

What part does the alignment system play since we have a Shadowknight in our party? Will equipment/raiding/xp leveling options be curtailed if we all end up picking different "evil" gods? (Meaning, since the SK must worship Marlow, we are all stuck worshipping Marlow?)

<<Class suggestions for the other two spots welcome.>>
I need to play the healer. (Req'ed cleric for heal/rez? Shaman for buff/slow? Druid for DS/heal/DoT?) Also, are there any "do not worship X god if playing X class since equipment isn't available for purchase in the zone" due to this game's "religion = friendly plane = buy items from that plane" system?

Friend 3 prefers doing lots of damage. (Rogue in WoW, Warlock & offensive Shaman in DAoC) Suggestions?

"Good" Party

Friend 1: Ranger or Froglock Warrior
Friend 2: ?
Friend 3: ?
Myself: Either a necro, mage, or beastlord. (Pet damaging class.)

Same question about religion since a Froglok may be involved.

Suggestions?

Thank you...
 
Your alignment isnt preset so basically you can choose whatever race/class combos you want There is no dedicated evil and good. It all depends on how you act in certain quests. As for pledging to the gods it only affects said char, wouldnt bother with this till your 65 unless your pledging Pariah. Altho there is certain Classes and 1 Race that is prepledged (Pal/Sk/Taldorians) Only suggestions I have for ones to not pledge to would be Tarhyl since that is an extremely prime raid zone. If any of this is wrong someone correct me I dont follow alignment stuff too much.
 
Play a healer/tank/dps/support.

My recommendation:
Healer: Cleric
Tank: Doesnt matter, they all have their differences
Dps: If you don't pick a sk for a tank, you are probably best off with a monk here. Just don't chose a wizard unless you are really intrigued by their class.
Support: Bard

Get familiar w/ MoP for travel or run a druid instead of a cleric.

Alignment isnt a big deal starting out. Paladins, Sk's, and frogloks come pre-sworn but you wont really run into any restrictions there until you start raiding the mid teirs.
 
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If you want to have fun:

Friend 1: SK/Pal (Dont pick warrior....might want to do Pal for buffs/heals. Hard to find a good SK though.)
Friend 2: Druid (heals are good and PORTS plus DS. Oh..and rez.)
Friend 3: Rogue (dps)
You: Mage or Necro (dps, pet fun, summons)

Keep in mind that you can play 2 characters at the same time on this server. Just make sure they are on seperate accounts. So if you want to 2 box you can add a Shammy in there somewhere and maybe another dps class...or whatever you want.

To be honest....just pick what you know you will have fun playing. The rest will work out. Doesn't matter what you pick...with 4 of ya you guys will have no problem leveling up and having lots of fun doing it.

You and your buddies might want to create an Adventuring Band also. Will keep you all close to the same level. Be sure to check out the SOD Wiki. http://wiki.shardsofdalaya.com/index.php/Main_Page

They explain adventuring bands there too. Plus it is a great resource.

Have fun.
 
Keep in mind that you can play 2 characters at the same time on this server. Just make sure they are on seperate accounts. So if you want to 2 box you can add a Shammy in there somewhere and maybe another dps class...or whatever you want.
Have fun.


i second this, if you guys two box you'll have a full group where ever you go.



GL with your group, sounds like fun.
 
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2 Boxing opens up a lot of options, that is the way to go if available.

My 2 cents worth:

SK (feign death Pulls FTW)
Cleric
Beastlord (melee and pet dps)
Mage (spell and pet dps + summons)

Another option:
Put Priest, tank, melee, and spell classes each in a separate hat and see what you get.
Let fate guide your adventure.
 
Another option:
Put Priest, tank, melee, and spell classes each in a separate hat and see what you get.
Let fate guide your adventure.

Nice idea. Go for it!


Or put each class in a single hat so you don't know if you are picking a priest class.....caster....tank. You get what you get.
 
So 4 players, if 2 of you 2box you have a full group. Id go with the following
1: Shaman
2: Sk (snap agro) or Pal (aoe agro)
3: Druid
4: Rogue
5: Bard
6: Beastlord
 
For our first party, the setup is "set" with a SK & a Monk. As such, with the 2 boxing in mind, my thought was:

Friend 1: SK (active) [Dark Elf]
Friend 2: Monk (active) [Probably Human, will try to convince to be Iksar]
Friend 3: Rogue (active) [Probably Half Elf]
Me: Druid (active) <For dot'ing, healing, and ports> [Either Half Elf or Wood Elf, can't decide...suggestions?]
Me: Mage (boxed on nearby computer) Water pet via /assist /pet attack button, damage shield, summoned items, and direct damage button [Probably Dark Elf]
Friend 3: Shaman (boxed on another nearby computer) <For buffs due to melee dps oriented group> [Probably Iksar]

Adventuring band alternates:

Friend 1: Ranger [Wood Elf]
Friend 2: ? <No Clue>
Friend 3: ? <No Clue>
Me: Paladin [High Elf], Account with Mage

"Duo partying"

Friend 3: Druid [Probably Wood Elf]
Me: Necro [Iksar]

Thank you for all suggestions so far. Just to confirm:

1. Alignment/religion isn't an issue except for the high-end, where (from my research) you can just go Pariah/Divine Light and not worry about it. (Except our SK main tank)
2. To two box, you must have the characters on separate accounts. (I thought I read this wasn't an issue anymore somewhere.)

Regards
 
No, we are pretty adamant about only playing on 1 account at a time, so keep each character on its own account.

In theory your Shadowknight could go Pariah as well, but then you'd miss out on the awesome Marlow Deity quest!
 
Hi everyone.

I never played Dalaya before, but I was an old school EQ player who stopped at PoP.

Im planning to play here, so am just looking thru the forums' threads.

Just wanna ask, why is Warrior not prefered as a main tank? In the other game, warriors ARE the only main tank. I understand Dalaya and EQ is totally different, so i don expect the classes to be the same. But just wanna find out the difference between warrior and paly/SK in Dalaya.

and why not wizard as a DPS class?

thanks
 
Warriors are great tanks, but are more gear/AA dependent for good aggro in the high end. Also, for exp purposes, warriors are more work for multi-aggroing large pulls. An experienced warrior can pull it off, but it's more work. Paladins have insane AE aggro, and shadowknights have excellent single target aggro.
 
Galaa,

When it came to day-to-day grouping in Live, my main character (cleric) preferred having our guild's Paladin "MT" to our guild's Warrior "MT." From my experience on the healing end, I could nearly always be certain that the mob would not agro me if I had a Paladin tank who knew what they were doing.

With Warriors, it was always more "hit and miss" since all a Paladin needs to do in a multi-mob or "AOE caster" pull situation is cast a single AoE heal (helping me), and the mobs run at him/her. (Or, begin chain stunning...)

Raiding was different, yes, as CH heal chains were the ONLY way to keep any tank alive. (And, our Warrior had quite a bit higher AC and HP than the Paladin.) But, day to day, I would take the Paladin before the Warrior anyday.

As for SK.'s, I usually bunched them in with Rangers as paper tanks. I NEVER met a Ranger tank that could handle tanking, and I only met a handfull of SKs.

When I finally got around to building a tank, I chose Paladin for a reason. But, all of this is from an individual Live Cleric's perspective, take as you will.

I hope what I have been told and read about this implementation is different, where my friend (who loves SKs) doesn't become a paper tank the higher we go.
 
Galaa,

When it came to day-to-day grouping in Live, my main character (cleric) preferred having our guild's Paladin "MT" to our guild's Warrior "MT." From my experience on the healing end, I could nearly always be certain that the mob would not agro me if I had a Paladin tank who knew what they were doing.

With Warriors, it was always more "hit and miss" since all a Paladin needs to do in a multi-mob or "AOE caster" pull situation is cast a single AoE heal (helping me), and the mobs run at him/her. (Or, begin chain stunning...)

Raiding was different, yes, as CH heal chains were the ONLY way to keep any tank alive. (And, our Warrior had quite a bit higher AC and HP than the Paladin.) But, day to day, I would take the Paladin before the Warrior anyday.

As for SK.'s, I usually bunched them in with Rangers as paper tanks. I NEVER met a Ranger tank that could handle tanking, and I only met a handfull of SKs.

When I finally got around to building a tank, I chose Paladin for a reason. But, all of this is from an individual Live Cleric's perspective, take as you will.

I hope what I have been told and read about this implementation is different, where my friend (who loves SKs) doesn't become a paper tank the higher we go.

Hmm, you cant really compare Sod with live like ur doing here. Cheal chains? No such thing here. SK's tanking? Very viable option here!
 
[...] just wanna find out the difference between warrior and paly/SK in Dalaya. [...]
  • Warrior
    • Class abilities – Most powerful damage mitigation abilities and high starting aggro (foelock).
    • Best at – Tanking creatures with high initial damage or spikes of very high damage.
  • Shadowknight
    • Class abilities – Unresistable single-target agro spells and feign death for splitting.
    • Best at – Tanking melee-immune or auto-riposting creatures, pulling.
  • Paladin
    • Class abilities – Area of effect agro spells.
    • Best at – Tanking multiple creatures at the same time and establishing agro on multiple creatures that appear suddenly.
Very rarely are one of the class's abilities so beneficial that you would consider it impractical to use a tank of another class (even on raid bosses). Paladin AoE agro is very convenient for most XP areas once your group becomes strong enough that splitting has become a waste of time, at the same time the types of things that Warriors and Shadowknights are good at become irrelevant. All three classes are useful and capable in the raid game.
 
The reason you don't want to play a warrior is because if you ever intend to raid each raiding guild only needs one warrior. You will rarely ever see more than a single warrior on any raid.
 
With play and party changes, we ended up with the following, for better or worse:

"Chaotic Good/Neutral" Band:

Warrior (me)
Shaman
Rogue
Wizard

Note: It is rather sad that my warrior will not be able to be played once we are higher level due to what the general game's culture seems to be in regard to warriors. (HP/AC only matter, only one per raid, etc.) But, I digress. I'll have fun as we level, since this will probably be the main party.

"Chaotic Evil/Neutral" Band:

SK
Druid (me)
Monk
Rogue
(Occasional) Boxed Shaman

Band 3: (When playstyle change is wanted, one person not available)

Paladin
Ranger
Rogue (me)

Band 4: (When another friend not available)

Beastmaster
Mage

Thank you all for suggestions.
 
Do not bother picking on the basis of things that can be acquired later down the line, or bummed, such as buffs. Go with sheer versatility and power. This basically means you're cutting out any healer class other than cleric, and any of the casting dps classes. At the high end melee dps bursts pretty much for as much, while being able to literally last forever and take a hit. Thus making monk rogue or ranger the choices you should be looking at for a dps slot.
 
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