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Message ID: 3150
Date: Mon Jul 1 20:04:08 BST 2002
Author: Su
Subject: Re: [EverQuest] Re: getting started


I saw coffins for sale in the cleric guild in Neriak. Not sure if they are
the right ones. What type of coffin do you need?
luv,
-Su


> Cynfyn MacCulloch said "Sk have the lesser summon corpse spell but ihave
not
> used it yet and still can't find whre Ineed to get the coffin Ineed for
that
> spell seeing as Neriak still doenst have them hehe I may ned to go into
> Paineel for it."
>
> The easiest place to buy coffins is on the moon, in the bazaar zone. The
> first merchant next to the bank sells them. He sells both kinds, stackable
> and non-stackable coffins. I just had to buy a couple yesterday :-( Some
> guild members do not listen about pushing mobs through the wall, I was
> tanking a flurry drake in NToV and it got pushed through the wall and it
> summon myself and 2 others. Since I was bound in bazaar and the corpse's
> were now almost to the Plane of Mischief zone, they had to be summoned.
>
> BTW, has anyone else been to the PoM zone before? Some card drops are
> dropped at a ridiculous rate.
>
>
>
> -----Original Message-----
> From: carmacculloch [SMTP:crhydderch@...]
> Sent: Tuesday, June 18, 2002 6:34 PM
> To: EverQuest@yahoogroups.com
> Subject: [EverQuest] Re: getting started
>
> I have to Agree with Erik here. Each class hass a role to play in
> any grouping. Especially when it comes epic Raids. As one of the
> premier Sk's in my guild on Saryn, I'm needed in regards to
> tanking, Fearing on occassion and if we need to go to aplace with
> alot of undead like the Epic raid to The Hole this past weekend IVU
> was needed to get to where 2 of the Epic mobs spawned so we didnt
> have a bunch of casualties. alos using hat Evocation skill is a
> definate plus when using the Ward Undead line of spells. Also to a
> minor degree so far with FD we can stay at the pull spot and be the
>
> spy network to give out the all clear if everyone in the group is
> dead so the Clerics if they have not zoned or logged can come in
> and
> rezz folks
>
> Monks are great for pulling when it comes to breaking agro's. Using
>
> FD 9 times out of 10 they can sucessfully break the agro train so
> the rest of us can go after one particular mob.
>
> Clerics obviously are a plus when it comes to heals and rezzes if
> things go completely awry
>
> Rangers and Druids have that nice tracking ability to let folks know
>
> if the objective has spawned or not. Not to mention the dot's,
> snares and roots they have
>
> Necros have this nice little spell called summoned corpse. if
> things
> get hairy and peeps who were not able to get out in time need to get
>
> a rezz and their corpse happens to be deep into the zone with a
> gazillion mobs between the zoneline and their corpse (CT, ToFS, The
> Hole, Befallen are prime examples) If the prson manages to make it
> back tot he zone nekked then the necro can target the PC and summon
> the corpse. admittedly Sk have the lesser summon corpse spell but
> ihave not used it yet and still can't find whre Ineed to get the
> coffin Ineed for that spell seeing as Neriak still doenst have them
> hehe I may ned to go into Paineel for it. Plus necros can fear cast
>
> IVU and also have other nice damaging spells at teir disposal. and
> DMF is to die for when you need to swim to someplace and you dont
> have a good underwater spell not to mentionletting you see invis
> and float at the same time
>
> Shamans have a lot of nice spells to cast on peeps and some can be
> stacked with other peeps buffs. not to mention they have some nice
> dot's and back up roots if the Druids are unable to root.
>
> Pallies make great tanks as well as back up healers and at higher
> levels can do limited rezes. buffs are of the lower end Cleric line
>
> but if no cleric is around for heal's buffs and rezzes, are you
> gonna
> complain? I ain't cause a pally buff/heal could mean the difference
> between life and death.
>
> Chanter's have ths nice mezz line of spells as well as charm. Ever
> been to a raid or in group where you have a couple of mobs on your
> rear end and you happen to see a mob fighitng another mob? Thank
> that Chanter for that. And their Clarity line of spells are a
> godsend for all of us mana users
>
> Speaking of Meddings and such dont forgett eh bards with their mana
> song that goes quite well in conjuntion with Clarity. also their
> Regen song goes great in conjunction with some of teh Regen spells
> some peeps (shammy comes to mind right off the bat) have
>
> Then you have the Rogues. Not only do they tank well but they also
> have this nice backstab ability that can do some serious damage to
> the mob giving that nice death from behind effect
>
> Mages and Wizards have some great nuke spells that come quite handy
> when an especially difficult mob is encountered and the pally lay on
>
> hands is used up the sk harm touch is used up and your healers are
> oom
>
> And last but not least oyu have the Warrior. The premier Tank
> class. You need a tanks to help take down a mob call a warrior.
> not
> only do they hit hard but the can do some nice crits as well as kick
>
> harder than a mule and igf I remember correctly they can duel wield
> and double attack thus making them a force to be reckoned with.
>
>
> My apologies if I did not mention the Beastlord. I have not come
> across one yet at the time of this writing so i have very little
> (read as none =()information as to how they fit in the scheme of
> things.
>
> All of the above of course is based on my personal encounters with
> each of these classes. Whether my encounter be in group or based on
>
> the chars I have of a particular class.
>
> Cynfyn MacCulloch 47 DESK
> Halyburton Bearhugger 22 BarbShm
> Saltaque 12HIEEnch
> Qapmoc 11HalfElfRng
> Oroblram 8HuWar
> Defender of the Faith
> Saryn
>
> --- In EverQuest@y..., "erik" <naslund@a...> wrote:
> >
> > This is the kinda thing that gives people the wrong impression
> about
> > classes. Shaman are extremely important to a raid, from slowing a
>
> mob to
> > giving melee some excellent stat buffs. High level Rangers put
> out
> obscene
> > amounts of damage and are able to tank mobs that aggro on casters,
>
> while
> > being about to almost immedialely reduce aggro when needed. Mages
>
> are
> > excellent for mana regen (mod rods) and CotH. Druids are
> excellent
> > secondary healers on raid, throwing in heals between CHs. Monks
> and SK's
> > are excellent indoor pullers (breaking Fear is terribly hard
> without a Monk
> > or SK to scout).
> >
> > There really isn't one single class that is not needed in a raid
> situation.
>
>
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