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Message ID: 3051
Date: Tue Jun 18 12:25:42 BST 2002
Author: Louis Gumaer
Subject: Re: [EverQuest] getting started
----- Original Message -----From: RichSent: Tuesday, June 18, 2002 12:26 AMSubject: Re: [EverQuest] getting startedLet's look at this. I've played most of the classes into the teens, most to the lower 20's finding out grouping and soloablity of each, to decide what ones I wanted to play. Shadowknights and Paladins make good backup tanks, and main tanks. both get the same weapon skills, as the Shadowknight is the "anti-paladin". Both get Dual Attack at level 20, which means they get a free hit from time to time. Dual wield (1 hand weapon in each hand) is only gotten by monks, beastlords, rogues, rangers, and warriors. as far as spells, paladins get some of the cleric line of spells, including the buffs, heals, and resurrection spells. Shadowknights get necromancer spells, and even though they are powerful spells for the necro when he gets them, they just add to the power of a Shadowknight. at level 9, the shadowknight spells are some of the necro level 1 and 4 spells. the pet is a level 4 pet. throughout his career, the pet an Sk has will never be much more than half his level, and rarely will it be that (more easily thought of as a walking DoT). Neither class gets the spell gate.for soloing and grouping, it depends upon tactics, and knowing the strength and weaknesses of your class, in order to be successful with either, or both.Rich----- Original Message -----From: SuSent: Monday, June 17, 2002 8:24 PMSubject: Re: [EverQuest] getting startedAnother class that might be good is shadowknight. The drawbacks: Good races
won't want to sell to you and some may even want to kill you. If you play a
darkelf the newbie grounds completely and totally suck but you get pretty
cool armor when you can manage to find all the stuff you need for it. People
don't think of shadowknights when they think of tanks. They don't often
invite them to group. I don't think they get the spell "gate".
The bonuses: You make a decent tank, you can summon a pet to tank for you
while you med, you can lifetap to heal yourself, and you get a spell that
snares and dots a mob at the same time. You can solo alot and are a good
asset to a group. Way later in the game you get to summon your own horse
called an Unholy Steed.
My brother started a shadowknight and got him to lvl 35 in 8 days.
Paladins are welcome in all good cities. Don't usually have problems selling
to merchants. Get good damage, duel wield, disarm. Are thought of as tanks
and can get into group. Can also heal and buff. Can even resurrect. But they
cannot gate. They can solo pretty well with a good weapon and armor. There
are newbie paladin armor quests for humans and halfelves in freeport.
Druids, not really great tanks but can snare/root and dot from afar. sucks
alot of mana. Sometimes they can charm an animal to attack a mob for them.
But then the animal turns and attacks them when charm wears off. They can
also track, port, and heal.
If you like things to be more difficult, there's clerics. They can pretty
much get into any group because people always seem to want a healer. But
they can't really solo much and have alot of downtime from medding.
luv,
-Su
> It depends on your playstyle. Solo or group, this will matter a lot later,
> the druid you can solo all the way to level60 with if you want and can
group
> up, but the warrior will have problems crossing the road without getting
> killed without a healer back him up. But the warrior is in need in numbers
> in the highe end raiding game where the druid is an assist class.
>
> Answer is: it depends on your goals.
>
> -----Original Message-----
> From: eclipse4449 [mailto:perrenoud@...]
> Sent: Monday, June 17, 2002 4:58 AM
> To: EverQuest@yahoogroups.com
> Subject: [EverQuest] getting started
>
>
> I choose to be a Ranger right at the start, maybe a bad choice
> because i'm dying more often then playing.
> What is the best way to get started, & and which character is a good
> newbie character?
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