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Old Just Starting? Been Away and Returning? Read HereFollow

#127 Jul 12 2012 at 10:12 AM Rating: Decent
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Druids have rez now. :D I think your nagging worked lol
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#128 Aug 03 2012 at 1:08 PM Rating: Decent
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A friend of mine is playing and I told him about this thread. He countered with this:

http://www.eqmagetower.com/wiki/ReturningtoEQFAQ

It has a lot of good information.
#129 Sep 30 2012 at 9:52 AM Rating: Decent
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Concerning AA's, especially valuable is this link:

http://www.eqaasearch.org/aainfo_search.asp?search_fd12=Magician

Altho it doesn't have all classes...yet....it provides specific info on the costs of higher ranks of AA's which is basically unavailable anywhere else, at least to my knowledge. Let's hope they get the rest of the classes added!
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#130 Dec 17 2012 at 12:57 PM Rating: Decent
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"Paladins of Norrath - Paladins (defunct?) " Yes, this domain is gone.

I noticed that The Spirit Realm has an active Paladin section: http://crucible.samanna.net/viewforum.php?f=53
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#131 Jan 26 2013 at 2:47 AM Rating: Decent
I'm currently returned EQ to have some fun with the new community I'm looking for a group/guild to play with...seems everyone keeps to themselves nowadays

I'm on Vox I'm a lvl 14 war..
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#132 Mar 14 2013 at 1:56 AM Rating: Decent
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I also recently returned back playing EQ after many years. Comparing to my active EQ days (first half of 2000s) the game now seems bit deserted. Let me share some observations.
1. In the past players were having difficulty finding spawn to kill. Now you have a lot of options and thats not a problem anymore. I guess decline in population, new content and avarage player lvl (most players are high lvls ) are important factors. Anyway, I would be surprised to see people arguing over KSing these days.
2.Mercs have huge impact on game. In the past you had to get in a group if you wanted to make headway. You could solo but the exp gain (due to many factors) was not good compared to grouping. Now depending on your class you can hire a merc and you can solo very efficiently. On the other hand, players seem to tend grouping much less compared to old days. Maybe it is because my level but I can hardly find someone to group with. Most people box (paly more than 1 toon) with mercs and you would see full groups of toons played by same player.
Having said that, mercs are the main reason I returned back playing EQ. My current real life status would not allow me burn time for trying and finding a group and then staying in it for a dedicated amount of time, as I did in the past. Now I solo my beastlord with my healer merc and I play whenever my time allows me.
3. One of the first things I noticed is that it is a lot easier to gain decent or above decent gear as you play. In the past that was out of question.
4. Spells, for one thing, are very easy to obtain now. As a beastlord I go to PoK and there spell merchants even categorized according to spell levels.
5. You can buy some importans potions from vendors, ie. mana / HP regen pots, haste , heal pots etc.
6. You can buy good stuff from vendors in PoK, like rings, earrings etc.
7. You can also obtain cool stuff via quests. I think Serpent Spine twist has huge impact on EQ since it is a very newbie-friendly content.
8. In some ways EQ has similar defects as it had in the past.
For example I read beastlord lvl 62 / 64 warders can *still* not benefit from pet enhance foci due to some technical issues (that is another story) But hey, what are the devs doing right there ? Isn't it their responsibility to handle this issue and repair whatever the issue is ? Nine years ago you wouldn't surprise to see such things but now I am surprised to see such carelessness still persists in EQ.
Another example; Durings yesterday's patching, server status at Everquest home page showed all servers as "up", but you wouldnt be able play EQ. How am I supposed to track the servers to see when they are up and when they arent if they don't show the correct information ?
These are my initial observations. I am sure there will be a lot more. Well, I am eager to witness them myself with my beastlord as I walk the land of Norrath :)
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#133 May 05 2013 at 10:01 AM Rating: Decent
Question, how do I using a laptop computer without scroll bar zoom out as so I can view my character ingame???
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#134 Aug 01 2013 at 6:00 PM Rating: Excellent
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New thing they added while I was away is a "level" tab in the vendors window. Very useful when trying to buy spells after getting a level. They also fixed the default total to buy for some things (spells for sure) so you have 1 instead of accidently getting an entire stack.

Long lost returning players should also spend some time touring Plane of Knowledge as they have semi-tutorialed it by placing all sorts of labelled NPC such as "auras" (by the north/nexus bank). These NPC explain in brief key features or additions to the game.

Editing this in after saying it on the main forum to a person coming back (that hadn't played since Luclin) that wanted plat, gear, haste item and advice:
The Crescent Reach levelling chain is compact and great xp compared to older content. If your a complete fresh start on a new server, it is also (in my experience) the best way to level and make money at the same time without having to stop and farm a lot. There is a lot of high-value vendor trash in the Serpent's Spine (the expansion this zone & levelling chain is from). Most low mobs have 1 drop that is worth significant plat rather than the usual copper from the low levels. Mobs in this chain of zones also have the /con of "weaker than..." so you can kill higher cons (especially with a tank merc) and get faster xp. Example: spiders in Goru'kar Mesa which a beastlord can likely handle somewhere in the 40s, certainly by 51 where my ranger was eating them up.

By level 20, if you want variety, go to Plane of Knowledge and visit Franklin Teek as he will tell you the "hotzone" (area with xp bonus modded put on it) and offer you a task. The rewards from the task are better at level 20 than what my Ldon era level 65 chanter had managed to earn... and the belt has haste on it (just make sure you pick the appropriate melee or caster version). The tasks can be redone daily (iirc).

If the hotzone is too hard you can usually get amazing xp killing light blues in the previous level bracket hotzone.

If your account is old then visit Alerynal kind of south of the Nexus stone in PoK. The bag of platinum is about 14000 plat so if you need a $ leg up... I just claimed 2 for my "broke and alone on Luclin server" ranger.

If you have a decent baz then skinspikes of various levels will be reasonably priced... using them can make levelling 1-60 very fast depending on class.

The various Defiant armor bits are world drops. Sometimes they are cheap in baz. Some pieces get really overpriced. Honestly, unless you purposely level slow you will end up somewhere around level 55-60 with a mismatched set in different slots and amazing stats compared to old gear. Under /claim the one 999 count claim Gift of Legacies Lost can be used once per character. Note: I usually save this until higher levels when the baz defiant gets expensive and the difference in focus effects can be important as what you get depends upon the level you open the box at.

Also, if the account is older... you will have the yellow text message on login "you have veteran rewards available for this character..." the first reward "lesson of the devoted" is a 30 minute xp gain buff that persists through death, refreshes every day. Veteran rewards are limited (you can't claim it on 30 alts) based on the age of your account. My account was old enough that I had earned another set of rewards so my ranger got to be a veteran. You can look at these abilities in the AA interface (press V is default to view iirc).

Edited, Aug 5th 2013 2:47pm by snailish
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#135 Aug 10 2013 at 1:26 PM Rating: Good
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Thanks Snailish, ive been thinking of playing some F2P EQ i was playing gold about 6months ago and took a break. Maybe its time to return again for a bit.
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#136 Mar 13 2014 at 8:02 AM Rating: Excellent
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Heroic Characters (Presently boosted to level 85) are now an option for the returning player. From the Allakhazam news post:

Quote:
It's a big patch today! Making their debut are two new race/class combinations (Froglok Monk & Wood Elf Beastlord) as well as Heroic Characters (check out this link for SOE's FAQ about this new feature). You can find the full patch notes posted here.

If you're starting a heroic character, you'll probably want to take note of two things:

•The "dream" version of the Feerrott has been set up to be very "new character-friendly" (clearly intended as a start zone for newly created Heroic Characters):
â—¦A large area in the northern part of the Feerrott has been made non-hostile (protective NPCs surround the area, keeping hostile mobs away).
â—¦A soulbinder, a banker, a parcels vendor, and a mercenary liaison have been added.
â—¦Most (possibly all) Feerrott quest NPCs, spell vendors, and adventure merchants have been moved to this same area.
â—¦The Plane of Knowledge portal stone to Oggok now points to both the original Feerrott as well as the "dream" Feerrott (an option window pops up).
•If you have a Heroic Character and want access to Tier V Journeyman Mercenaries, you'll want to run through the task "No Heroism Without Fear" (given by Investigator Drolmer in the Feerrott).


Some other things about Heroics:

-You have several pieces of clicky gear with really good effects on them
-If you have been away awhile, they make most clicky gear clickable from inventory now. You can move the icon onto hotbars. All of the Heroic gear is hotbar clickable.
-As a gold sub I couldn't pick Kelethin or Rathe as home city for the new wood elf beast or Froglok monk home cities. Since they put trainers in these home cities, I expect this is an oversight that will get fixed. (Silver/bronze accounts can only set Crescent Reach as home city)
-You can boost any old character with the heroic feature. I did a level 51ish necro I had lying around. I also created a new mage. It works out the same either way, except the necro had a bunch of old gear I had to trash.
-Both my heroic characters are augmentless, so hitting old hotzones (as a returning player) is one fast/easy/cheap way to put on some.
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#140 Nov 03 2014 at 8:59 AM Rating: Good
i recently came back as i do from time to time. the Eq world is the best in the gaming industry.

loved the merc system. Made actually playing the game for the first 70 levels tolerable. After that, it was begging for groups again and spending what little free time you have doing something close to nothing.

i will leave again for the same reason i always do. Boars me to tears after a few hours of playing. sorry, it just does. love the world, just cant find enough reason to log on after revisiting some old haunts after a week or so.

Heroic toons? why 85? that level is soooo ungroupable. the bottom of the exp spread for grouping with 100. 90 would have been more useful.

Eq has never made any sense to me with the decisions they make. NO PAIN, NO FUN should be their motto. Probably a hit with bdsm fanatics though.

EQ is the only game i have ever played where i have walked away angry at times after playing. The only game where i have played for a couple hours and accomplished nothing. The only game where grouping is just flat out boring. The only game where soloing is PUNISHED unless you are boxing more than one account.

it makes you feel like an abused spouse. kick them and they come back for more.

something for everyone i guess.
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#141 Apr 20 2015 at 2:14 AM Rating: Good
I dont know what to play. I prefer pve raiding. Which classes are needed or not needed in a raid? Could you write pros and cons?
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#142 Apr 20 2015 at 5:02 AM Rating: Excellent
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Raids need tanks, healer, dps and support.

The best tank class for raiding is the warrior. Followed by shadowknight and paladin.

The best healer class is the cleric. Followed by shaman and druid.

The best dps class is wizard. But also providing excellent dps are magician, necromancer, berserker, rogue, monk, ranger, beastlord.

There are no "best" support classes per se, it just comes down to what the remaining classes have to offer. Enchanters provide mind buffs, can boost dps of other classes and have some decent dps of their own, but not enough to put in the dps class. Bards offer excellent abiilities to improve the capabilities of everyone else in the raid. Bards and monks are excellent pullers, but pulling has become an ability that several classes can now manage to excel at, especially when the mage's call of the hero spell is added to the mix.

Several classes have a buff or two which are very useful to have cast "MGB" (Mass Group Buff) on the entire raid but for some ONE of that class is sufficient to keep the raid buffed. Ranger, paladin, druid, enchanter, beastlord all have those kinds of buffs. Every raid wants at least one player to be able to contribute these buffs to the raid.

Frankly, if I had to pick a class that can most be left out of raids, it would be the necro. Necro dps, based on dots, works well on boss mobs, but even then you can almost always replace that kind of dps with more wizards and mages.

If you want to have the easiest time joining a raiding guild make a warrior or cleric or wizard. If you want a challenge, make a necromancer,

Yes, my comments are arguable. I look forward to the arguments. Smiley: lol

____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#143 Apr 21 2015 at 5:49 PM Rating: Excellent
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Sippin wrote:


Yes, my comments are arguable. I look forward to the arguments. Smiley: lol




Sippin is 100% correct. Smiley: wink
#144 Apr 29 2015 at 6:13 PM Rating: Excellent
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snailish wrote:
Sippin wrote:
Yes, my comments are arguable. I look forward to the arguments. Smiley: lol
Sippin is 100% correct. Smiley: wink

Snailish is wrong. Smiley: tongue
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#145 May 01 2015 at 5:03 AM Rating: Good
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Like I used to tell my young son, I'm right when I'm right and I'm right when I'm wrong. Smiley: wink
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#146 Aug 23 2015 at 9:41 PM Rating: Decent
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Best raid tanks: (1) Warrior (2) Paladin (3) SK
Paladin > SK hands down, just for the amount of healing AA's and disciplines, I will usually Parse in healing #1 or number 2 when tanking current content on myself. Both classes mitigate dmg basically the same, the difference is. Healing. Paladins can heal almost as good as a cleric on a raid. Paladin healing depth in the AA department probably makes us an overpowered class as it is. Yes we can tank better then an SK. WE can heal almost as well as a cleric, and then lets not forget. Splash heals. The reality is that SK's do need some help, right now on raids, they really dont bring anything to the table. They do make good offtanks, but just dont have the utility and ability that the Paladin does.
Oh as for necro's being the least desirable on raids, thats not true. Least desired is clearly SK's. A good necro can parse 2nd 3rd or fourth and sometimes #1 on a raid. SK's will never do that. SK's are lucky to make the top 10 in parse. Most of the time they dont. Their dots are the weakest in the game and just take up slots that are better suited for more powerful, higher DPS dots that other classes, like necro's can bring to the game.

Oh, but to be fair, they do pull aggro and usually can hold it over a Paladin, still, Force of Disruption / Unflinching Affirmation / Pet down / Force of the darkened Sea / Valiant deflection., and a pally whas no issues holding or maintaining aggro.

Edited, Aug 23rd 2015 11:49pm by RatheLinden
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#147 Aug 24 2015 at 1:47 AM Rating: Decent
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Sippin wrote:

Frankly, if I had to pick a class that can most be left out of raids, it would be the necro. Necro dps, based on dots, works well on boss mobs, but even then you can almost always replace that kind of dps with more wizards and mages.

If you want to have the easiest time joining a raiding guild make a warrior or cleric or wizard. If you want a challenge, make a necromancer,

Yes, my comments are arguable. I look forward to the arguments. Smiley: lol



// Praetor Captain Tita Aragus in 823s, 428122k @520197sdps / Necromancer + pets 56643k@68825sdps (72619dps in 780s) [13.23%]

// Arc Auctus Ingens in 510s, 165017k @323564sdps / # Necromancer + pets 31251k@61277sdps (64436dps in 485s) [18.94%]

// Arc Facultas Ingens in 912s, 466834k @511879sdps / Necromancer + pets 57683k@63249sdps (65400dps in 882s) [12.36%]

What necro's bring to the table is good sustainable dps. A good necro is a great asset to any raiding guild. An SK on the other hand, can only do so much, Kite, offtank, and if they are good they can MT some targets in TDS for a brief time. Nothing against SK's, it would be nice to see the Dev's actually do something to improve the class.



Edited, Aug 24th 2015 3:52am by RatheLinden
#148 Aug 24 2015 at 5:57 AM Rating: Good
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Nice stats but my point was a wizard will usually out-dps a necro so what does the necro bring that another wizard wouldn't? Probably same argument for a mage. Mage's nukes out-dps necro's dots and a mage pet is a better fighter overall than a necro pet. My point was would any raid pick a necro over a wiz or mage? I'd say NO.

I was keeping the class types distinct in making my point. I've never raided with a SK of my own so I will pass on debating whether SK's on a raid offer tanking benefits not available from a warrior or paladin. But, yes, IF a raid can afford to drop a tank to add a caster ("afford" meaning the raid would still have enough tanks after the swap), then yes, the raid would benefit from replacing the SK with a necro. But this is just an instance of the rule that any raid would benefit from replacing EXCESS tanks with dps. This is NOT a profound theory!

But, my point is it would be EVEN better to replace the SK with a wizard... or a mage. Therefore I stick by my reasoning that the necro is the least needed class on raids. Along with, MAYBE (at least till we hear from a raiding SK what are the special benefits SK brings to a raid), the shadowknight. depending on the raid's mix of class types.

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#150 Aug 29 2015 at 2:17 PM Rating: Good
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Then let me us that same logic

An SK can be easily replaced by a paladin or a warrior on any raid both add more stability and are crucial to a raid. An SKY is not. Paladin splash heal and cure group heal and boost stats like a.c. and healing effectiveness with aa's to the group. Warrior mitigate damage and keep the thing going. A necro can replace the SK. Hell at least more dpts nothing.

Edited, Aug 29th 2015 4:20pm by RatheLinden
#151 Aug 29 2015 at 3:01 PM Rating: Good
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Y'know, ultimately I'd agree with you. A shadowknight is the class least needed on raids. At least until an experienced SK posts to make a contrary argument. I just don't see necros contributing anything special in terms of their class-specific abilities. That's always been my point. Rreplace SKs AND necros with wizards and/or mages and I think any raid force would be better off. Now there MIGHT be a specific unusual raid encounter where a raid force is more likely to succeed when including one or more sk's and necros---due to the special conditions of the encounter (maybe requiring charming undead and the like)---but atm I can't think of any.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
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