Anyone got a list for the pros and cons of each class?

Beastro

Dalayan Beginner
A friend of mine whos started playing this game a few weeks before me today said there wasa thread of the boards which listed the changes from vanilla EQ and what each classes strengths and weaknesses.

I'd really like to find this thread before I decide on which class to choose.
 
Necro (which btw, is very easy class to play) -

Pros -
High survival rating with a list of defensive spells like...
Feign Death, Harmshield, Root, Mez
Self Mana Regen Buff
Can Heal Self With Lifetap
Semi-High DPS
Moderate Damage with Pet
Can Solo Anything That Doesn't Summon


Cons -
Most races start with low charisma, which means more average resists than other class's race selection
DPS is the only use of a necro on a raid
Lich line can kill you if you arn't paying attention
 
Bonk84 said:
...Most races start with low charisma, which means more average resists than other class's race selection
DPS is the only use of a necro on a raid

However, most necro spells don't resist much, by my understanding, because of their resist checks. On raids, while DPS is their primary role, necro's can in fact do more than 'just dps'.


And this is the problem with such threads; bad info, mis info, 'opinions', etc...

Best bet is to play, read the forums, etc.. worst bet is to try and get a thread like this going ;)
 
Wizard:

pros:

high non-sustainable DPS
low sustainable DPS
can port almost anywhere

cons:

low-survivability
single functioned
constantly gets asked for ports

Mages:

pros:

good non-sustainable DPS
can summon critical items for raids (searfire/peridots)
has a very powerful pet
more survivability than wizards

cons:

with no pet they are defenseless
constantly gets asked for summoned items

enchanters:

pros:

plays a key role in grouping (crowd control)
has lots of important buffs

cons:

has lots of important buffs
no real DPS, but does have several ways of increasing others DPS


that should round out the INT casters


edit:

DPS is the only use of a necro on a raid

we can also FD and rez after wipes, which is pretty clutch, and we can cure disease and make people fly and breath underwater

but the dps is pretty good too
 
The friend I'm playing with who started before me went necro so I couldn't really go after it to, I decided on playing an SK.

Good choice or are Sks as bad as what I've been hearing about Shamans?
 
I don't know what people you listen to, but neither shamans nor SKs are bad in any way.

Shaman: best slow, best statbuffs, ok heals (not as incredible overpowered as on live, tho)
SK: 2nd best tank, best aggro ingame.
 
I think all classes are very well balanced here and every one is needed.

Shaman

+ awesome buffs
+ awesome mana re-gaining
+ ok healing
+ best resist debuffs
+ different types of slowing
+ only class with epic currently in game, which makes them the best slowers if they finish it

- will get pestered for buffs
- no group heals

Druid

+ good healer
+ has some nice buffs
+ group ports to lots of places + succor
+ can do some dps
+ can kite well
+ tracking, foraging
+ damage shield

- will get asked for ports a lot
- at 65 the pet is almost useless
- root spells do damage

Rogue

+ nice dps
+ can scout around
+ lockpick!

- low survivability
- doesn't have the "gate" spell :p
- hard to solo with

Shadow Knight

+ best aggro
+ FD
+ good tank/splitter

- I see nothing bad about them, my favourite tanks.
Well, maybe the fact that melees and hybrids are more dependant on gear than casters.

Beastlord

+ good pet
+ can tank to some extent and does some dps
+ some nice buffs, especially casters love them for wrath/cunning <3


Mages <3

+ awesome pets, that can be offtanks in groups if needed
+ even better AAs that affect their pet
+ nice toys to summon
+ damage shield
+ good dps
+ call of the hero

- are less dps on mobs that whirlwind (because most of us try to keep the pets alive)
- almost cry when they see their fellow mates wizards do primal blasts
 
Beastro said:
I did a DE SK, think that was a faux pax and that I should went troll?

Do whatever you want to do. There is not best or worst class, if you intend to play it to the higher levels. Sounds like you're pretty new, so just play the class for a while and then figure out if you should re-roll. If you like the way DEs look, go with it. The second time around, you'll be able to level much more quickly and will know what you're doing in terms of picking a class and what you want out of it.

Oh, and your SK is basically a low-powered, armored necro. So, you're not all that different from your friend! ;)
 
I played on live from Kunark to LODN as a Druid, so I know the game well, just not what they've done to the class on this emu.
 
If you think SKs need nerfed or are underpowered at all you're totally fucking stupid and haven't played one at the high end. SKs are probably one of the most balanced classes, but we could use a few tweaks.
 
Beastro said:
I played on live from Kunark to LODN as a Druid, so I know the game well, just not what they've done to the class on this emu.

So...why not play a Druid and see?!

Have you heard what they've done to Rogues here? You can actually break into houses and steal stuff! Pretty cool.

But, no, I've never seen that kind of thread, actually.
 
tinkaa said:
Druid

+ good healer
+ has some nice buffs
+ group ports to lots of places + succor
+ can do some dps
+ can kite well
+ tracking, foraging
+ damage shield

- will get asked for ports a lot
- at 65 the pet is almost useless
- root spells do damage

Imho the whole pet thing doesnt go up here, the pet for druids is more of a toy then a serious thing to use as a tank or dps. I know you might feel this way since your main is a Mage, but naming the druid pet a con isn't right.

Imho the only two downsides on the high end for a druid are:

- getting asked for ports
- no cc (snare = summoned druid & rooting = summoned druid)

But, basically i dont really care for these two con's either... since i normally ignore anybody that nags for a port and i never cc, but i kill it :p
 
Meh, noone did this....


+ Cleric

pros:
- Hard to kill. (healing self if an option, 3 invulnerability + 1 AA)
- Plate user. (thus having good AC).
- Key role.
- Not-so-bad DPS (I've been parsed to 120-130, not using pet, or spells)
- Good soloing capacity. (believe or not, a cleric is able to solo a lot of things... for my next trick... gloom guards, in a couple upgrades).
- Able to reduce their agro (though this is a bit tricky on a raid mob... but we have atone, anyway).

Cons:

- Slow killer.
- Low versatility.
- Only 1 stat to forget, if you want max potential, int.
- Bored as hell in raids (sometimes you don't even get to see the mobs)
- Overpopulation (most tanks have a boted cleric)
- Too dependant on gear


Anyway, the low versatility could be discussed. A cleric can be ghetto CC, in some situations, with root. Stuns really solve most caster mob problems (and bash to boot). Fatebind/doom is a handy debuff (though it won't stack with some debuff, and, supposedly was intended to stack with all). A cleric can also offtank, in most situations, except raid/high end zones (And even so, I managed to tank an everchill giant for 1 min or so, without using DA.

Anyway, imo, worst point is that, if a cleric is not geared, is only a healing thingy, without any other use, except rezz.
 
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