I has querys for the answerings.

DudeTheMan

Dalayan Beginner
Ok so I used to play EQ way back in the day like everyone else and just found out about this emu that changed things up. Sounds interesting, but I have several nagging questions. If this is in the wrong section please forgive me because I know not what I do..

Without further ado.

Q1. Are there mounts?
Q2. Are Bards a thousand times faster than all of the lesser classes?
Q3. Do Bards still have a disgustingly bad mana regen rate?
Q4. Are the Bard/Rogue illusion masks/items in-game?
Q5. Is there an equivalent to melody? How does it work?
Q6. Is there caster plate armor similar to the crafted diety armor?
Q7. I read somewhere where the devs said Monks are THE pullers. How are they in DPS and tanking and soloing, etc..
Q8. I also read that there are no epic quests. Are there any very involved, very long quests?
Q9. How low does the exp penalty go for staying in a zone "to long"?
Q10. Due to the "exp debt" change can you no longer lose levels due to death?
Q11. When in an adventuring band do you gain exp while not online? I may be reading the wiki wrong, but that is how it is worded.

Q12. Last, but most importantly. Is there a breakdown of the class roles some where? I have found so far that: Warriors are the single target tanks, SK are the small group tanks and Pallies are full blown area tanks. Monks are the pullers (Anyone else?). Enchanters and Bards are buffers/crowd control (how needed is crowd control throughout the game?). How are the healers broken down? What are the DPS tiers like? Do the pet classes have a defined role?

Edit: Q13. Do people still sell buffs? Like KEI for instance.

I realize this is a lot of questions. You are basically saving me a lot of time by answering any of the above and I appreciate it. Thank you for any info in advance.
 
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Q1. Are there mounts?
No there are no mounts.

Q2. Are Bards a thousand times faster than all of the lesser classes?
Bards still have selo's + drum, and are still the fastest class by a margin.

Q3. Do Bards still have a disgustingly bad mana regen rate?
Yes they do.

Q4. Are the Bard/Rogue illusion masks/items in-game?
Yes they exist, though obviously not in the same locations.

Q5. Is there an equivalent to melody? How does it work?
There is no real twisting in SoD. There is a melody here, but I wasn't around for melody in Live, so I'll let an experienced bard handle the specific differences.

Q6. Is there caster plate armor similar to the crafted diety armor?
Nothings stopping us from using plate armor models on caster gear... we just don't tend too very often. I can think of a few melee robes though.

Q7. I read somewhere where the devs said Monks are THE pullers. How are they in DPS and tanking and soloing, etc..

Q8. I also read that there are no epic quests. Are there any very involved, very long quests?
The deity aug quests that are implemented certainly qualify. The Vah quest is possibly the longest quest line in an MMO. The Main Quest can as well.

Q9. How low does the exp penalty go for staying in a zone "to long"?
Exp penalty resets at set levels up to 65. Then it resets after a certain amount AA or AA equivalents are earned. The post 65 amount needed is very sizable.

Q10. Due to the "exp debt" change can you no longer lose levels due to death?
This is correct.

Q11. When in an adventuring band do you gain exp while not online? I may be reading the wiki wrong, but that is how it is worded.
Kind of. You gain an exp cache while offline, and get it in bulk the next time you are online, getting all the experience and/or levels at once.

Q12. Last, but most importantly. Is there a breakdown of the class roles some where? I have found so far that: Warriors are the single target tanks, SK are the small group tanks and Pallies are full blown area tanks. Monks are the pullers (Anyone else?). Enchanters and Bards are buffers/crowd control (how needed is crowd control throughout the game?). How are the healers broken down? What are the DPS tiers like? Do the pet classes have a defined role?
I'm not touching this one

Q13. Do people still sell buffs? Like KEI for instance.
You see it every now and again, but I wouldn't consider it very common.
 
Q7. I read somewhere where the devs said Monks are THE pullers. How are they in DPS and tanking and soloing, etc..
Monks are incredible in every category really. SKs can also FD pull, as well as necros. All around monks are good.

Q8. I also read that there are no epic quests. Are there any very involved, very long quests?
There are also 'archetype specific' quests. The rewards are not the best of the best in some cases. Ytrazliarch, for example, is a great war/rng sword that requires a lot of questing. Many quest rewards can be surpassed by raid loot, of course. There's not really any class specific reward quests other than your thurgadin and starfall quests.

Q12. Last, but most importantly. Is there a breakdown of the class roles some where? I have found so far that: Warriors are the single target tanks, SK are the small group tanks and Pallies are full blown area tanks. Monks are the pullers (Anyone else?). Enchanters and Bards are buffers/crowd control (how needed is crowd control throughout the game?). How are the healers broken down? What are the DPS tiers like? Do the pet classes have a defined role?
Warriors can aggro more mobs with less effort via the foelock mechanic. Any experienced/somewhat skilled player can aggro a lot of mobs. Paladins do it with less mouse clicks. Clerics are the most powerful healers, followed by druids and shamans. I would check the wiki possibly for more information. wiki.shardsofdalaya.com
 
A commend about monks: Monks are good for tanking when you have incredible gear, and not so much before.
 
Q10. Due to the "exp debt" change can you no longer lose levels due to death?

you never "lose" experience that you have already gained, you just don't get any xp from new kills until you pay the debt

Q12. Last, but most importantly. Is there a breakdown of the class roles some where? I have found so far that: Warriors are the single target tanks, SK are the small group tanks and Pallies are full blown area tanks. Monks are the pullers (Anyone else?). Enchanters and Bards are buffers/crowd control (how needed is crowd control throughout the game?). How are the healers broken down? What are the DPS tiers like? Do the pet classes have a defined role?

vague roles, some classes show up more than once:

tanks: warriors, shadowknights, paladins
melee dps: rogues, bards, monks, rangers
ranged dps: rangers, wizards, magicians, necromancers
burst dps: wizards, magicians
utility/support/buffs: bards, beastlords, enchanters, shaman
crowd control: bards, enchanters, necromancers
heals: cleric, druid, shaman
debuffs: bard, shaman, enchanter
pulls/splits: shadowknight, monk
pets: beastlords, necromancers, magicians (shut up druids)

crowd control is streaky in its necessity, there are some things that absolutely require it but you will find that in many places you can power through tough situations with enough gear.

Pet classes largely use their pets to supplement their dps

You may wish to browse around these forums a bit to get a handle on some of the other nuances of the various classes. Also make sure you check out http://wiki.shardsofdalaya.com/index.php/Main_Page
 
Warriors are the single target tanks, SK are the small group tanks and Pallies are full blown area tanks.

I am not going to say a lot, for the same reason Cyzaine did not touch this... it is controversial with lots of whine threads.

Just note that the wiki is excellent in some regards. Good in others and inaccurate in a few. [It is completely player run and so we only have ourselves to blame.] The tank descriptions are subjective. Each tank does its job differently and can do all things to greater and lesser degrees. Warriors are the main raid tank in almost all guilds. All the tank classes can tank for EXP groups.

Monks are just sickeningly good at almost everything they do.
 
Cil is just sickeningly good at almost everything he does.
Fixed

Going along with what Manguadi said, gear is the determining factor with monks. With enough gear, even a ranger can tank! Although, I would order the ability to take hits by War, Sk/Pal, Monk/Bard
 
First of all thanx for the flood of info guys! Was not trying to create a problem with Q12 guess I didn't think it through.

On Q6. I used the diety armor on my enchanter to have the plate armor graphic of any race I wanted, at any given time. So I guess my question should have been more focused. Is there a single set of full plate, that isn't extremely hard to get, that an enchanter can wear?

On Q9. I might have phrased it wrong. What I meant to ask was how big of an exp penalty can you get for an area? 10%? 20%? 50%? What is the cap? Or is there a cap? Can it go to 100%?

Every answer other than Q11 has been what I would of hoped for. I don't know if I like the idea of getting exp for being offline. Seems like it would create situations where people use one or two people to get exp for them while they do nothing. Will have to see how it goes.

I was planning on playing a Bard as it was my main on live up until w/e expansion came after PoP. However since crowd control is apparently not as important as it was and Bards are not main pullers (these were my two favorite roles, pulling and CC), I think I will try something new. This might sound like I am complaining, and maybe I am in a small way. But half of the reason I want to play this emu is that it is different. So I guess I don't really have a leg to stand on so to speak. Ranger, Monk and Shaman were my main alts. Seeing how two people have said Monks are pretty well off I will start with a Monk I think, and go from there.
 
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On Q6. I used the diety armor on my enchanter to have the plate armor graphic of any race I wanted, at any given time. So I guess my question should have been more focused. Is there a single set of full plate, that isn't extremely hard to get, that an enchanter can wear?
None come to mind that you'd actually WANT to wear, though I think there is plate graphic all/all armor for sale in the pocket plane if you are a donator.


On Q9. I might have phrased it wrong. What I meant to ask was how big of an exp penalty can you get for an area? 10%? 20%? 50%? What is the cap? Or is there a cap? Can it go to 100%?
-25% is the biggest penalty. It should be noted they start at +25%.

Every answer other than Q11 has been what I would of hoped for. I don't know if I like the idea of getting exp for being offline. Seems like it would create situations where people use one or two people to get exp for them while they do nothing. Will have to see how it goes.
This is in fact the intention. The adventuring bands are made for groups of friends who can't always play together, so one person who plays more, can still play with their buddies, when their buddy gets online. Or to link 2 characters you box together, to ensure they stay close to each other. The exp doesn't come from no where, every point still has to be earned.



Be aware you can play 2 characters at once here, so if you are going to play a melee, it just makes sense to make a healer too, thats 2/6's of a group already! You should also keep in mind that the way exp is split here is something like:
Mob worth 1000xp
You kill it, you get 1000xp
You and 1 friend kill it, you get 500xp
You and 2 friends kill it, you get 500xp
You and 3 friends kill it, you get 500xp
You and 4 friends kill it, you get 500xp
You and 5 friends kill it, you get 500xp

So there is absolutely no reason not to fill up your group if you already have 2 people in it, and no reason not to group unless you can kill twice as fast by yourself as with 2-6 people.
 
I don't know of plate armor for an enchanter. Feel free to look through this information:
http://wiki.shardsofdalaya.com/index.php/Category:Enchanter_equipment

In the bands, yes you can put a toon in your band (as long as he is within 10 levels) and never play him while he levels. Honestly if you don't want to do that, then don't. I have not noticed that it is a big problem. You are mostly looking at alts being PL'd. That or friends who want to stay in the same level range to group.

The only issue with monks is that there are a ton of 'em.

Seriously, you should play what you enjoy. Bards CC all the time in groups, less so in raids. It is true they do not normally pull. I can't tell you how much I like bards in my group. They really are awesome. And with good gear (and AA's) they can tank well. All this to say, that if you enjoy playing bards, then play a bard. People want them in their groups. And they are much rarer than monks.

Also, consider boxing a healer. It helps.
 
I don't really like the idea of playin something that is heavily overplayed. So I guess I will wait at the very least on Monk. I am going to go out of my comfort zone and try some casters/healers for my first chars. I did not know about the boxing until you mentioned it. I think I will try Druid + Necro. I have never played either very high and I should seriously be trying some new classes. Not just playing those i've already gotten to 65 in live. I always wanted to try Necro they look fun as all hell. Druid seems nice for the DS/Buffs/Heals/Ports/Stuff. Think I may try this out.
 
I use this combo a lot. Necromancer was my first character. They make great starter toons because they can do quite a bit with little or no gear. They are not very gear dependent at the early stages of the game at all. Druids also are great soloers, and can provide heals and DS for the necro pet. It's a very effective low-level duo, even more fun being used in a kiting duet.
 
If youre an enchanter you can always just Illusion: Platemail yourself.

There are not very many "complete sets" of armor available in many places, and afaik know the ones that exists don't include a full plate graphics for cloth wearers.
 
Only all/all plate I can think of, off the top of my head, is spectral plate from Kaladim. But the caster stats would be mega-bad.
 
If I were to start again, I'd probably go Paladin or SK with a cleric bot. Having a tank and good healer is just so nice to have. Sure, no insane DPS but you can pretty much do any zones. I highly doubt I'd start as an Enchanter again.
 
If youre an enchanter you can always just Illusion: Platemail yourself.

And after aego and potg/won, caster shielding won't stack, but illusion plate DOES. if I'm "fully" buffed I always have illusion platemail on Cornel giving me a nifty full plate look. (I'm an enchanter)
 
I don't really like the idea of playin something that is heavily overplayed. So I guess I will wait at the very least on Monk. I am going to go out of my comfort zone and try some casters/healers for my first chars. I did not know about the boxing until you mentioned it. I think I will try Druid + Necro. I have never played either very high and I should seriously be trying some new classes. Not just playing those i've already gotten to 65 in live. I always wanted to try Necro they look fun as all hell. Druid seems nice for the DS/Buffs/Heals/Ports/Stuff. Think I may try this out.

There are good reasons classes are overplayed sir.
 
There are good reasons classes are overplayed sir.

This is true and one of the reasons melee is preferred is resists;

Charisma and resists
Charisma is important for snare, mez, and damage spell lands.

Next is mana. If you keep with it, you will have it a lot better then any other int caster. This doesn't start until you get the spell "Lich" which is where the mana conversion becomes better then the corresponding enchanter buff.

Regen gets better as you level, but there is a limit to how much you can cast. Your regeneration is balanced by spell costs, long time to max damage, and a binary resist system for dots. You aren't burst dps whatever anyone tells you. You are stable, linear dps over a long period of time.

The last is mobs eventually summon. This is a solo issue, but nec mitigation is not great. They pretty much take all the damage, all the time.

The advantages are;

Because of your huge mana regeneration at high levels, you can solo anything that doesn't summon regardless of health. If you can control it
and manage your mana.

In raids, you do nice dual target damage on trash, and relentless single target damage on bosses.

Very nice group utility, that many won't remember, but will be happy to take advantage of once reminded.

Last, don't get discouraged that there are many players that don't want int casters in their groups. They will tell you back, "We need dps". This means they want melee dps. Just laugh and put them on ignore.

And yes, I'm a Necro.
 
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