Fight
Ahn'Qiraj Raider
- 4,636
- 5,557
Feel free to PM me if you want to get back in the game, but don't know where to start.
Check back for edits and updated information:
Sever Selection
Progression Guild Options
Where to Start
Map Downloads
Note: You need both of the following downloads packs. Unzip them into your EQ/maps folder.
How EXP Bonuses work in EQ
Leveling Guide 1 to 90
-Note: This guide is for players that would like to start fresh and two-box. Any class combination will work, but merc's are required.
(OUTDATED INFO AS OF THE HEADSHOT & SWARM NERFS)Advanced Power Leveler's guide, 1-90+ on Test Server
-Note: Ever wondered how to take a character from level 1 to level 90+ in 10 hours or less? This guide is not for everyone. It has very precise requirements for optimum power leveling using multiple accounts.
Mercenary's: Info and the guide for Journeyman 5 rank
Classes: Current state of balance and roles
Note: DPS ranked on a 1-10 scale.
Tanks
Hybrid & Melee DPS
Casters
Healers
Check back for edits and updated information:
Sever Selection
- Test Server:Rerolled's server of choice.Free gold level account access, free expansions, free character copy from any server, 100% exp bonus, full access to Veteran rewards. No catch, all free. Very limited server economy, due to the ability to copy unlimited platinum on to the server. Join the chat channel: /join rerolled:trannies
- Normal Servers:A high population normal server is probably the best option for a traditional EQ experience. But, that assumes you have a guild and don't mind paying the fee for gold account access.
- Firiona Vie:Paying for gold account access required. The server features 50% exp bonus, all items tradeable and vibrant economy. No Common tongue exist on the server for role playing reasons. Everyone uses Elvish as the communication language.
Progression Guild Options
- Test Server- The Faceless Order
- Visithttp://thefacelessorder.com/Awesome people and they make it very easy to jump right into the mix.
- Current Progress: Underfoot
Where to Start
- Maps:Downloads the map packs (links below).
- Pick the Right Server and Class for You:Decide on a server. Have old characters that you do not want to give up, but want to try the game? Copy them to the Test server, get free and full access to all content and expansions. Or, try something new and pick a class you like. Tanking, Pulling, DPS'ing, Healing, Support. All the roles are very defined in EQ and some classes have some overlap, so pick the one most exciting to you. All classes are pretty balanced and effective at this point in the game, so you cannot go wrong.
- Hire a Merc:Once you are in game, hire a Journeyman 1 (not apprentice rank) Tank Mercenary in the Plane of Knowledge. The race of the merc does not matter or have any bearing on performance.
- Being Social and Grouping:After you have your maps loaded, in your player options (ctrl O) click the Consent Corpse "Friend, Group, Guild" buttons. This is a good start to be "group friendly". Nobody wants to hang around with the noob who can't find his way around the zone to meet up, or inconveniences the group when they die. Be social and be pro-active. Get your own groups together. Putting on /LFG and expecting everything to come to you is the quickest way to burn out. Get a guild, even if it is temporary. The help you will receive, both in items and knowledge will be invaluable. Be nice, offer up loot to your groupmates before taking it yourself. The fastest way to develop a regular group of friends is to be someone that other people want to group with, and not some greedy A-hole that takes loot for their 3rd alt just because you won the roll. If you have a good grouping experience tell people you are adding them to /friends and suggest they do the same.
- Goals to Avoid Burnout:Have a goal and set out to complete it. Max level? Epic 1.5 and 2.0? See the new content? Experience the old world? EQ is a massive game and as a returning player if you do not have a goal or a purpose, everything will feel daunting and intimidating.
Map Downloads
Note: You need both of the following downloads packs. Unzip them into your EQ/maps folder.
- Launch thru VoA:http://www.mapfiend.net/index.php?pageid=mappacks
- Rain of Fear:http://rof.eqresource.com/maps.phpChoose to overwrite with these files and some of your old world zone will be update with new information for RoF.
- Call of the Forsaken:Call of the Forsaken Maps - EQ Resource - The Resource for your EverQuest needs
How EXP Bonuses work in EQ
There are many misconceptions on how EXP bonuses add up. The most common being the the term "double exp". In truth, the bonuses do not provide "double exp" past the first one.
-Base Level EXP: 100%
-Test Server Bonus: 100%
-Ceremonial Elixir of Scholarship 100% or Lesson of the Devoted 100% or Enchanter level 76 Aura 5, 7, 9%: These bonuses do not stack with one another
-Holiday Bonuses: 100%
-Other Bonuses: AA Expense Bonuses depending upon how many total AA's a character currently has. The grandfathered in 'Recruit a Friend' accounts receive 100% and 300% respectively. Zone Experience Modifiers (variable), Grouping with real players (+20% per player), Hot Zones (15-25%).
Example:If a mob gives "100 exp points", the character will receive those 100 exp which accounts for 100% normal exp gain. Now if you apply bonus of the Test server and Lesson of the Devoted, they will receive 100+100+100=300 exp. The misconception is that the 2nd bonus doubles the other, which it does not (Example Incorrect: 100+200+600 /=/ 900%)
Best Case Scenario:Base (100%), Recruit a friend (300%), Test Server (100%), Exp Pot (100%), Holiday (100%), Hot Zone (25%), Full Group of real players (100%)= approximately +825%.
-Base Level EXP: 100%
-Test Server Bonus: 100%
-Ceremonial Elixir of Scholarship 100% or Lesson of the Devoted 100% or Enchanter level 76 Aura 5, 7, 9%: These bonuses do not stack with one another
-Holiday Bonuses: 100%
-Other Bonuses: AA Expense Bonuses depending upon how many total AA's a character currently has. The grandfathered in 'Recruit a Friend' accounts receive 100% and 300% respectively. Zone Experience Modifiers (variable), Grouping with real players (+20% per player), Hot Zones (15-25%).
Example:If a mob gives "100 exp points", the character will receive those 100 exp which accounts for 100% normal exp gain. Now if you apply bonus of the Test server and Lesson of the Devoted, they will receive 100+100+100=300 exp. The misconception is that the 2nd bonus doubles the other, which it does not (Example Incorrect: 100+200+600 /=/ 900%)
Best Case Scenario:Base (100%), Recruit a friend (300%), Test Server (100%), Exp Pot (100%), Holiday (100%), Hot Zone (25%), Full Group of real players (100%)= approximately +825%.
Leveling Guide 1 to 90
-Note: This guide is for players that would like to start fresh and two-box. Any class combination will work, but merc's are required.
1.Level 1-25:If you are on Test server, be sure to use /testbuff- Sure the levels and starter items are nice, but the real reason to do it is for the skill increases. Otherwise you will be fizzling your spells to frustration. The amount of time and headaches testbuffing saves is invaluable. If you are not, kill noob mobs in Crescent Reach and Blightfire till level 20-25.
2.Level 25-40:Blightfire Moors, Moonwhisker Rats- They are not social mobs, so you can control the pace. Your tank merc will be able to handle 3 at a time. If you pull more than 3, your merc will panic and run, so keep it to 3 agro'd at all times for maximum exp gain. GREAT exp per kill all the way till level 40. You can do levels 25-40 in under an hour here.
3.Level 40-70:The Hole, drop down into the pit from Paineel. At this point, your lone tank merc will need healing to stay alive. Recommend you 2-box for this reason. AFK killing the 2 gargoyles and the Construct roamers at the secret door near the drop down point is a popular thing to do. This will be a difficult zone at 40, but it is doable with mercs. Once you get into 50+, you can move up the tunnels to the castle area. It is full of ghosts and gargoyles on the walls, that makes the grind to 65+ very easy. It is also a great zone to stop at AA, because the mobs have low HP's yet give huge exp.
4.Level 70-75:Loping Plains- Worgs, Gators, WereOrcs. Do theReducing the Threattask from NPC Tyrinam to get bonus EXP for mobs are you are already grinding.
evel 75-80:[/b]Ocean Green Hills (hotzone January '14)- Hunt Bears, Wolfs, and other animals in the areas of the map noted below. The animals should be targeted, because they are easier than other mobs in the zone, yet give equal exp. If this comes out of the hot zone rotation, a better zone might be found for the level range.
evel 80-90:[/b]House of Thule- Immediately upon zoning in, you see a few NPCs with available kill quests. Ruppoc Rockjumper will give you kill quests for Snakes, Dogs, Skeletons, Bone Crafters, Haunts, Terror Guards, Cubes, and Bone Golems. Gather up all the quests, stay outside the house and park your party on the outer wall. The kill quests give 10+ AA's upon turn in and you can grind them out fast. This is a very popular spot and it should be easy to get groups going. The Grounds is the next zone over and a current hot zone (January '14) if you get bored. It is a solid zone for level 85-92 or so.
2.Level 25-40:Blightfire Moors, Moonwhisker Rats- They are not social mobs, so you can control the pace. Your tank merc will be able to handle 3 at a time. If you pull more than 3, your merc will panic and run, so keep it to 3 agro'd at all times for maximum exp gain. GREAT exp per kill all the way till level 40. You can do levels 25-40 in under an hour here.
3.Level 40-70:The Hole, drop down into the pit from Paineel. At this point, your lone tank merc will need healing to stay alive. Recommend you 2-box for this reason. AFK killing the 2 gargoyles and the Construct roamers at the secret door near the drop down point is a popular thing to do. This will be a difficult zone at 40, but it is doable with mercs. Once you get into 50+, you can move up the tunnels to the castle area. It is full of ghosts and gargoyles on the walls, that makes the grind to 65+ very easy. It is also a great zone to stop at AA, because the mobs have low HP's yet give huge exp.
4.Level 70-75:Loping Plains- Worgs, Gators, WereOrcs. Do theReducing the Threattask from NPC Tyrinam to get bonus EXP for mobs are you are already grinding.
(OUTDATED INFO AS OF THE HEADSHOT & SWARM NERFS)Advanced Power Leveler's guide, 1-90+ on Test Server
-Note: Ever wondered how to take a character from level 1 to level 90+ in 10 hours or less? This guide is not for everyone. It has very precise requirements for optimum power leveling using multiple accounts.
1.Getting Started:It is my assumption that your are on Test server with a 100% base exp bonus. Also you have access to EXP pots for all of this. Sure, it is not required, but having a backpack full of EXP pots will essentially cut down your time spent PL'ing by half and if you are going to go to the effort, do it right. On Test server, it is simple to just copy over new characters from FV with pots and gear. So arrange ahead of time.
It is recommended that you have a minimum of two accounts that have existing characters that can be used to power level new characters from level 1 to 95+. We will call them account 'A' and account 'B'. The sole purpose is to have the tools in place to level characters ASAP in the most efficient way possible. In any other scenario it would seem completely convoluted and wasteful to have the same character class on the same account, but it will make sense when you realize the goal.
Here Is How the Accounts will be Referred to and the Character Requirements
-Account 'A': Shaman minimum level 63 ('Swift like Wind' 60% haste), level 81+ recommended for better buffs.
-Account 'B':NOTE, these are precise levels that cannot be exceeded, due to grouping restrictions. Once the levels are obtained, make sure these characters are on 100% AA exp, so they stop leveling: Druid level 60. Ranger level 73, rank 8 Headshot. Ranger level 90, rank 19 Headshot. Berserker level 100, rank 3 Decapitation.
-Account 'C': The account being power leveled
Notes on Levels, Buffs, and Zone Requirements:EQ has a number of balance (Anti-Power leveling) mechanics in place. Here are the important factors:
Buffs:
-At level 1 you can receive a buff spell that goes up to level 50
-At level 45 you can receive a level 60 buff spell (aego/kei)
-At level 55 you can receive a buff up to level 65 (virtue, fo7, c5)
-At level 61 you can receive any buff currently available
Level spread for Grouping:
-General Rules:Take your current level and multiply it by 1.5 and that is the highest level character that you can group with, as long as the total level spread does not exceed 30 levels.
-Important Levels:Level 45 can group with a 60. Level 55 can group with a 82. Level 60 can group with a 90. Level 70 can group with a 100.
Relevant Zone Level Requirements to this Guide:
-Crypt of Decay:Level 55 required.
-Plane of Time:Level 62 required (pass thru zone to get to SoD expansion zones).
Leveling Up:
2.Level 1-40:45 minutes
Where:Blightfire Moors
Who:Account 'A'- Shaman to buff/haste the Tank merc of 'C'. Account 'B'-Druid for casting damage shield on merc of 'C'.
How:Account 'C' should not be grouped with anyone other than their Tank Merc, set it to "Main Tank" role designation. Accounts 'A' & 'B' can be grouped together for convenience.
Strategy:On Test server, use /testbuff to jump from level 1-25. If not on Test, then kill mobs at the zonelines of Crescent Reach/Blightfire to get to level 25. Moonwhisker Rats are not social mobs, so you can control the pace. Your tank merc will be able to handle 3 at a time. If you pull more than 3, your merc will panic and run, so keep it to 3 agro'd at all times for maximum exp gain and send Shaman's wolf pet in on mobs less than 50% HP to finish them off quickly and still send the exp to Account 'C'. GREAT exp per kill all the way till level 40. You can do levels 25-40 in under an hour here.
3.Level 40-55:2 Hours
Where:The Hole
Who:Account 'A'- Shaman to buff/haste the level 60 Tank merc of Account 'B'-Druid. Account 'C' should suspend their merc for now (suggest you switch to cleric merc at this point) and group up with Account 'B' and the Druid's Merc. Account 'A' should buff/haste the Merc and heal from outside of the group.
Strategy:After dropping in to the Hole, fight your way up the path towards the castle area. A level 60 Merc with haste and damage shield will mow through mobs very quickly and the castle will provide an unlimited supply of Ghosts and Gargoyles to grind through. Once level 55 is reached, teleport the entire group out to Plane of Knowledge. On to the next zone.
4.Level 55-62:1 Hour
Where:Crypt of Decay (level 55 required to zone in)
Who:Account 'A'- Shaman to buff/haste and heal from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 73 Ranger along with the Ranger's Tank Merc.
Strategy:This zone is densely packed with mobs susceptible to Headshot. Pop the level 73 Tank Merc, set his role to Main Tank, and start picking off the Puslings and the Bubonian Rats located in the map below. Your Shaman outside of the group should buff the Ranger and his Merc with Haste. The Merc will require occasional healing as well. On the Ranger, remember to create an /autofire button. You won't need to use 'Vinelash Cascade' or any other Headshot tricks at this level, your Merc can tank 6-7 at time while you pick them off in rapid succession. Clear the corridors of Puslings, then swing up to the Rats. By the time you clear the Rats, the Puslings will be back up. Occasionally, you will get a Named Pusling (Greater Foul Pusling) or Rat (Bubonian Warlord/Great Mystic) which your merc will have to grind down, because they cannot be headshot. Grind it out to level 62, which will come very quickly.
5.Level 62-70:1.5 hours
Where:Field of Scale
Who:Account 'A'- Shaman to buff/haste and heal from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 90 Ranger.
Strategy:This will be the most challenging part of the power leveling curve. Even at level 90, Field of Scale can be a challenge for a Headshot Ranger... but as they say, high risk, high reward. If you are looking for less of a challenge, a slower and more steady pace, I suggest you take the group to the Plane of Fire and headshot the C2 camp from 60-70. But, if your level 90 Ranger is up to the task and you are comfortable with general Headshot tactics, then continue on to Field of Scale. Check outthis pagefor what to do.
6.Level 70-80:2 Hours
Where:Toskirakk
Who:Account 'A'- Shaman to buff/haste from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 100 Berserker. Account 'B' will have their cleric merc suspended when pulling Recklessness swarms and out healing in the interim.
Strategy:At level 100, a Berserker can decapitate all mobs in Toskirakk in one or two rounds of combat. Given the densely packed nature of this zone, it makes it a perfect exp grindhouse. Berserkers have a discipline called Recklessness, where they will Riposte 100% of attack for about 10 seconds. This, in combination with their activated AE attacks makes pulling and killing, literally EVERY mob in the zone a possibility. It can only be done once every 25 minutes, so in the mean time, you can pop a cleric merc to go around and clean up mobs 2-3 at a time. If you get good at pulling, it is not uncommon to gain 30 AA limit, and 2-3 levels in one pull. That is the kind of power and leveling speed we are talking about here. As for pulling, my suggestion is to explore the entire zone, look for groups of mobs, avoid the slaves, but Boars, Beatles, and all Ogres are free game. The named Ogres are a pain in the ass because they summon, but are still susceptible to Decapitation. If you can pick them off prior to pulling huge waves, do so. There is an entire upper level to the zone that is rarely visited, again with major clusters of mobs. If there are groups going in the lower areas, go up top and you will find an equal number of Ogres to kill. Two hours here and level 70-80 will be complete.
7.Level 80-90+:2 Hours
Where:The Grounds
Who:Account 'A'- Shaman to buff/haste from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 100 Berserker. Account 'B' will have their cleric merc suspended when pulling Recklessness swarms and out healing in the interim.
Strategy:Making the transition from the Toskirakk to The Grounds makes sense at 80, because it is a higher level zone and also a current hot zone. The exp here is REALLY good. It is a definite step up in challenge though. Pulling Recklessness swarms will likely result in the death of your Berserker most of the time, although you will do some serious damage to a hoard of mobs in the process making it still worth it. In between Recklessness pulls, 1-2 mobs can be pulled at a time and Decapitated down. Mobs in this zone have about 2x the HP's as Toskirakk mobs and require 2 procs of Decapitation to kill off. All mobs except some names will be susceptible to Decapitation, so any area of the zone works just fine. My preference is the center area, making camp at the safe ramp where Druids and Wizzy's port in. The mob density and fast repops will make it nearly impossible to run out of things to kill. You can expect to grind through 80-90 in very quick fashion. This is also a great time to AA, because you can get upwards of 2+ AA'sper killhere. As for 90+, you can grind this all the way to 100, but it would be boring. I would suggest getting real groups and to start enjoying the game at this point.
It is recommended that you have a minimum of two accounts that have existing characters that can be used to power level new characters from level 1 to 95+. We will call them account 'A' and account 'B'. The sole purpose is to have the tools in place to level characters ASAP in the most efficient way possible. In any other scenario it would seem completely convoluted and wasteful to have the same character class on the same account, but it will make sense when you realize the goal.
Here Is How the Accounts will be Referred to and the Character Requirements
-Account 'A': Shaman minimum level 63 ('Swift like Wind' 60% haste), level 81+ recommended for better buffs.
-Account 'B':NOTE, these are precise levels that cannot be exceeded, due to grouping restrictions. Once the levels are obtained, make sure these characters are on 100% AA exp, so they stop leveling: Druid level 60. Ranger level 73, rank 8 Headshot. Ranger level 90, rank 19 Headshot. Berserker level 100, rank 3 Decapitation.
-Account 'C': The account being power leveled
Notes on Levels, Buffs, and Zone Requirements:EQ has a number of balance (Anti-Power leveling) mechanics in place. Here are the important factors:
Buffs:
-At level 1 you can receive a buff spell that goes up to level 50
-At level 45 you can receive a level 60 buff spell (aego/kei)
-At level 55 you can receive a buff up to level 65 (virtue, fo7, c5)
-At level 61 you can receive any buff currently available
Level spread for Grouping:
-General Rules:Take your current level and multiply it by 1.5 and that is the highest level character that you can group with, as long as the total level spread does not exceed 30 levels.
-Important Levels:Level 45 can group with a 60. Level 55 can group with a 82. Level 60 can group with a 90. Level 70 can group with a 100.
Relevant Zone Level Requirements to this Guide:
-Crypt of Decay:Level 55 required.
-Plane of Time:Level 62 required (pass thru zone to get to SoD expansion zones).
Leveling Up:
2.Level 1-40:45 minutes
Where:Blightfire Moors
Who:Account 'A'- Shaman to buff/haste the Tank merc of 'C'. Account 'B'-Druid for casting damage shield on merc of 'C'.
How:Account 'C' should not be grouped with anyone other than their Tank Merc, set it to "Main Tank" role designation. Accounts 'A' & 'B' can be grouped together for convenience.
Strategy:On Test server, use /testbuff to jump from level 1-25. If not on Test, then kill mobs at the zonelines of Crescent Reach/Blightfire to get to level 25. Moonwhisker Rats are not social mobs, so you can control the pace. Your tank merc will be able to handle 3 at a time. If you pull more than 3, your merc will panic and run, so keep it to 3 agro'd at all times for maximum exp gain and send Shaman's wolf pet in on mobs less than 50% HP to finish them off quickly and still send the exp to Account 'C'. GREAT exp per kill all the way till level 40. You can do levels 25-40 in under an hour here.
3.Level 40-55:2 Hours
Where:The Hole
Who:Account 'A'- Shaman to buff/haste the level 60 Tank merc of Account 'B'-Druid. Account 'C' should suspend their merc for now (suggest you switch to cleric merc at this point) and group up with Account 'B' and the Druid's Merc. Account 'A' should buff/haste the Merc and heal from outside of the group.
Strategy:After dropping in to the Hole, fight your way up the path towards the castle area. A level 60 Merc with haste and damage shield will mow through mobs very quickly and the castle will provide an unlimited supply of Ghosts and Gargoyles to grind through. Once level 55 is reached, teleport the entire group out to Plane of Knowledge. On to the next zone.
4.Level 55-62:1 Hour
Where:Crypt of Decay (level 55 required to zone in)
Who:Account 'A'- Shaman to buff/haste and heal from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 73 Ranger along with the Ranger's Tank Merc.
Strategy:This zone is densely packed with mobs susceptible to Headshot. Pop the level 73 Tank Merc, set his role to Main Tank, and start picking off the Puslings and the Bubonian Rats located in the map below. Your Shaman outside of the group should buff the Ranger and his Merc with Haste. The Merc will require occasional healing as well. On the Ranger, remember to create an /autofire button. You won't need to use 'Vinelash Cascade' or any other Headshot tricks at this level, your Merc can tank 6-7 at time while you pick them off in rapid succession. Clear the corridors of Puslings, then swing up to the Rats. By the time you clear the Rats, the Puslings will be back up. Occasionally, you will get a Named Pusling (Greater Foul Pusling) or Rat (Bubonian Warlord/Great Mystic) which your merc will have to grind down, because they cannot be headshot. Grind it out to level 62, which will come very quickly.
5.Level 62-70:1.5 hours
Where:Field of Scale
Who:Account 'A'- Shaman to buff/haste and heal from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 90 Ranger.
Strategy:This will be the most challenging part of the power leveling curve. Even at level 90, Field of Scale can be a challenge for a Headshot Ranger... but as they say, high risk, high reward. If you are looking for less of a challenge, a slower and more steady pace, I suggest you take the group to the Plane of Fire and headshot the C2 camp from 60-70. But, if your level 90 Ranger is up to the task and you are comfortable with general Headshot tactics, then continue on to Field of Scale. Check outthis pagefor what to do.
6.Level 70-80:2 Hours
Where:Toskirakk
Who:Account 'A'- Shaman to buff/haste from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 100 Berserker. Account 'B' will have their cleric merc suspended when pulling Recklessness swarms and out healing in the interim.
Strategy:At level 100, a Berserker can decapitate all mobs in Toskirakk in one or two rounds of combat. Given the densely packed nature of this zone, it makes it a perfect exp grindhouse. Berserkers have a discipline called Recklessness, where they will Riposte 100% of attack for about 10 seconds. This, in combination with their activated AE attacks makes pulling and killing, literally EVERY mob in the zone a possibility. It can only be done once every 25 minutes, so in the mean time, you can pop a cleric merc to go around and clean up mobs 2-3 at a time. If you get good at pulling, it is not uncommon to gain 30 AA limit, and 2-3 levels in one pull. That is the kind of power and leveling speed we are talking about here. As for pulling, my suggestion is to explore the entire zone, look for groups of mobs, avoid the slaves, but Boars, Beatles, and all Ogres are free game. The named Ogres are a pain in the ass because they summon, but are still susceptible to Decapitation. If you can pick them off prior to pulling huge waves, do so. There is an entire upper level to the zone that is rarely visited, again with major clusters of mobs. If there are groups going in the lower areas, go up top and you will find an equal number of Ogres to kill. Two hours here and level 70-80 will be complete.
7.Level 80-90+:2 Hours
Where:The Grounds
Who:Account 'A'- Shaman to buff/haste from outside the group. Account 'C' should suspend their merc for now and group up with Account 'B' and the level 100 Berserker. Account 'B' will have their cleric merc suspended when pulling Recklessness swarms and out healing in the interim.
Strategy:Making the transition from the Toskirakk to The Grounds makes sense at 80, because it is a higher level zone and also a current hot zone. The exp here is REALLY good. It is a definite step up in challenge though. Pulling Recklessness swarms will likely result in the death of your Berserker most of the time, although you will do some serious damage to a hoard of mobs in the process making it still worth it. In between Recklessness pulls, 1-2 mobs can be pulled at a time and Decapitated down. Mobs in this zone have about 2x the HP's as Toskirakk mobs and require 2 procs of Decapitation to kill off. All mobs except some names will be susceptible to Decapitation, so any area of the zone works just fine. My preference is the center area, making camp at the safe ramp where Druids and Wizzy's port in. The mob density and fast repops will make it nearly impossible to run out of things to kill. You can expect to grind through 80-90 in very quick fashion. This is also a great time to AA, because you can get upwards of 2+ AA'sper killhere. As for 90+, you can grind this all the way to 100, but it would be boring. I would suggest getting real groups and to start enjoying the game at this point.
1. Mercenary's can be hired at level 1 for free. As you level up, they take a small amount of money every 15 minutes from your inventory to "pay for their services". At level 100, they take 100pp every 15 minutes to maintain.
2. Ranks- They can be purchased as either Apprentice (DON'T buy this) or Journeyman (Buy this one). Later on further ranks of Journeyman can be unlocked in Seeds of Destruction progression. The difference in the performance of Apprentice, to Journeyman 1, to Journeyman 5 is drastic. Nobody does the unlocks for J2 - J4 because the time commitment and the ability to jump straight to the J5 unlock. See the guide below for more information.
3. Mercenary's come in a variety of classes: Warrior, Cleric, Rogue, Wizard
-Warrior:Has an Aggressive, Passive, and Assist settings to control AI behavior. Can and should be set to "main-tank" in the same manner player characters are set and it's AI will be modified to seek agro on all mobs attacking any group members. From level 1-65, the Warrior Merc should be used by all classes. At levels 75-100, it will tank single mobs and named adequately if they are properly debuffed. It will start to struggle to stay alive with multiple mobs. It has some of the agro and survivability tools of the Warrior class, but much more limited.
-Cleric:Has a Reactive, Efficient, Balanced, and Passive settings to control AI behavior. When in doubt, use Reactive (especially if J5, because mana will not be an issue). Will rez the corpses of group members with 96% rez after level 60, lower percentages prior to that. Will buff group with AC/HPs, spell haste. Can heal with a variety of heal types and will also cure group members of ailments. The most reliable and least frustrating of all Merc types.
-Rogue:Has a Passive, Assist, Burn, and Steady DPS settings to control AI behavior. Great for groups with player tanks. Use this merc over the Wizard if you have Haste in the group. Will add about 75% of the DPS of an equal leveled and adequately AA'd/geared player. Will invis itself, apply poison, and give the group some minor melee aura buffs.
-Wizard:Has a Passive, Assist, AoE, Burn, and Steady DPS settings to control AI behavior. Great for pet-heavy groups and those that lack haste. Will add about 75% of the DPS of an equal leveled and adequately AA'd/geared player.4. Only one mercenary can be used at a time, but multiple others can be "stored" in a suspended state, if the account has been upgraded with Station Cash to unlock more slots.
5. With the Call of the Forsaken expansion, mercenary's have the ability to wear "merc only" gear and gain AA abilties.
6. Unlocking Journeyman 5 Mercs: This is a must do, if you are going to play EQ at the highend.
-Level 80 Required.Most classes will need a full group or the help of a level 95+ to do the tasks with.
-These are all in Korascian Warrens which is off of Tosk from the void.
-All of the quests in the guide below must be completed, but the order does not matter.
-Minimum of 3 player characters required to request the final group mission in the series.J5 Merc Walkthrough:
2. Ranks- They can be purchased as either Apprentice (DON'T buy this) or Journeyman (Buy this one). Later on further ranks of Journeyman can be unlocked in Seeds of Destruction progression. The difference in the performance of Apprentice, to Journeyman 1, to Journeyman 5 is drastic. Nobody does the unlocks for J2 - J4 because the time commitment and the ability to jump straight to the J5 unlock. See the guide below for more information.
3. Mercenary's come in a variety of classes: Warrior, Cleric, Rogue, Wizard
-Warrior:Has an Aggressive, Passive, and Assist settings to control AI behavior. Can and should be set to "main-tank" in the same manner player characters are set and it's AI will be modified to seek agro on all mobs attacking any group members. From level 1-65, the Warrior Merc should be used by all classes. At levels 75-100, it will tank single mobs and named adequately if they are properly debuffed. It will start to struggle to stay alive with multiple mobs. It has some of the agro and survivability tools of the Warrior class, but much more limited.
-Cleric:Has a Reactive, Efficient, Balanced, and Passive settings to control AI behavior. When in doubt, use Reactive (especially if J5, because mana will not be an issue). Will rez the corpses of group members with 96% rez after level 60, lower percentages prior to that. Will buff group with AC/HPs, spell haste. Can heal with a variety of heal types and will also cure group members of ailments. The most reliable and least frustrating of all Merc types.
-Rogue:Has a Passive, Assist, Burn, and Steady DPS settings to control AI behavior. Great for groups with player tanks. Use this merc over the Wizard if you have Haste in the group. Will add about 75% of the DPS of an equal leveled and adequately AA'd/geared player. Will invis itself, apply poison, and give the group some minor melee aura buffs.
-Wizard:Has a Passive, Assist, AoE, Burn, and Steady DPS settings to control AI behavior. Great for pet-heavy groups and those that lack haste. Will add about 75% of the DPS of an equal leveled and adequately AA'd/geared player.4. Only one mercenary can be used at a time, but multiple others can be "stored" in a suspended state, if the account has been upgraded with Station Cash to unlock more slots.
5. With the Call of the Forsaken expansion, mercenary's have the ability to wear "merc only" gear and gain AA abilties.
6. Unlocking Journeyman 5 Mercs: This is a must do, if you are going to play EQ at the highend.
-Level 80 Required.Most classes will need a full group or the help of a level 95+ to do the tasks with.
-These are all in Korascian Warrens which is off of Tosk from the void.
-All of the quests in the guide below must be completed, but the order does not matter.
-Minimum of 3 player characters required to request the final group mission in the series.J5 Merc Walkthrough:
Solo Tasks:
[__] Nedsin #1: Find Your Allies: is given by Nedsin Tabbels.
[__] Nedsin #2: Whom Frogs Destroy: is given by Nedsin Tabbels.
[__] Nedsin #3: The Wrath of Korascian: is given by Nedsin Tabbels.
[__] Ylatra #1: Disrupt the Siege: is given by Ylatra the Vassal.
[__] Ylatra #2: Champions No More: is given by Ylatra the Vassal.
[__] Retinue of the Frog-God is given by Sterik Gristmaker.
Group Mission:
[__] Murdunk's Last Stand is given Ylattra The Vassal.
------------------------------------------------------------------------
Here is a breakdown of the quests.
Find Your Allies
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- None
Phrase- I will help
Mission steps:
. Collect 1 Empty Stone Vial - Korascian Warrens
. Collect 1 Crushed Helmet - Korascian Warrens
. Collect 1 Empty Water Urn - Korascian Warrens
. Deliver 1 Empty Stone Vial to Nedsin - Korascian Warrens
. Deliver 1 Crushed Helmet to Nedsin - Korascian Warrens
. Deliver 1 Empty Water Urn to Nedsin - Korascian Warrens
. Explore the Crystal Gateway - Korascian Warrens
. Speak with Ylatra - Korascian Warrens
Reward:
. 40 Chronobines
. Miniature Rallosian Right Glove Shell
Notes:
Nedsin wants to find out whats happened to his friends. You will need to pick up three ground spawns and give them to him as evidence they are dead. Then travel up the passage northwest to trigger the explore and hail Ylatra to complete the task
You can add these markers to your map to mark the spawns and trigger:
P -333.2749, -715.0703, -24.7966, 0, 127, 0, 2, Urn
P -346.9570, -292.8418, -30.7810, 0, 127, 0, 2, Helm
P 160.5112, -617.8027, -48.5000, 0, 127, 0, 2, Vial
P 169.1791, -836.4720, -44.8413, 0, 127, 0, 2, Gate
------------------------------------------------------------------------
Whom Frogs Destroy
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- Find Your Allies
Phrase- assistance
Mission steps:
. Rescue 5 thralls - Korascian Warrens
. Speak with Nedsin - Korascian Warrens
Reward:
. 40 Chronobines
. Miniature Rallosian Greave Padding
Notes:
Nedsin wants you to free some thralls. Head north west into the frog area and you will find 5 "a Korascian thrall". When you hail them (not invis) they will either flee and update task or they will attack (and nearby mobs will assist). You can do this via DA, or can mem-blur attackers, but ultimatly you need 5 to run away. Once completed return to Nedsin to complete the task.
-------------------------------------------------------------------------
The Wrath of Korascian
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- Whom Frogs Destroy
Phrase- I will strike
Mission steps:
. Kill 5 Korascian Champions - Korascian Warrens
. Kill Korascian Prime - Korascian Warrens
. Speak with Nedsin - Korascian Warrens
Reward:
. 30 Chronobines
. Miniature Rallosian Breastplate Front
Notes:
Nedsin wants you to exact some revenge on the frogs. Head back to where the thralls were and kill 5 of the champions and the large Korascian Prime. They aren't particularly difficult. Once they are dead head back to Nedsin to complete the task.
-------------------------------------------------------------------------
Disrupt the Siege
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- The Wrath of Korascian
Phrase- Opportunities
Mission steps:
. Kill 1 chef - Korascian Warrens
. Kill 2 catapult tenders - Korascian Warrens
. Kill 4 shocktroopers - Korascian Warrens
. Kill 6 marauders - Korascian Warrens
. Kill 4 scouts - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Left Glove Padding
Notes:
Ylatra sends you up north to strike a blow into the forces of the Rallosians. The scouts are random goblin pops and are hardest to find, the rest are plentiful up near the Rathe Council Chamber zone area. Just need to satisfy the kill counts to complete the task.
-------------------------------------------------------------------------
Champions No More
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- The Wrath of Korascian
Phrase- defeat them
Mission steps:
. Kill 15 Rallosians - Korascian Warrens
. Kill Krant - Korascian Warrens
. Kill Bikk - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Right Glove Padding
Notes:
Ylatra sends you up north to strike a blow into the forces of the Rallosians. Any mob with the word "rallosian" will count towards the 15, then you just need the two "named" that spawn near Murdunk. Neither are anything special.
------------------------------------------------------------------------
Retinue of the Frog-God
Who- Sterik Gristmaker
Where- Korascian Warrens
Requirements- none
Phrase- prove
Mission steps:
. Kill 6 Korascian Sentinels- Korascian Warrens
. Speak with Sterik - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Greave Hips
Notes:
Sterik sends you up northwest in search of sentinels. These frogs are fairly plentiful and not overly challenging. Return to Sterik when finished.
------------------------------------------------------------------------
Murdunk's Last Stand
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- Champions No More; requires 3 real players in the instance for the script to start
Phrase- strike
Mission steps:
. Follow Ylatra's [directions] to your ambush location - Korascian Warrens
. Kill 35 Rallosian reinforcements - Korascian Warrens
Reward:
. variable Chronobines
. Timeshear Green Fragment Ena
. Gain faction with Mitius, Herald of Change
Notes:
Ylatra wishes you to stop rallosian reinforcements from reaching the fight with the creatures of Rathe. When ready say "directions" to Ylatra to be ported into the instance. Shortly there after rallosians will begin spawning at the Toskirakk zone line and heading towards the Rathe Council Chamber zoneline. If more than about 9 make it, you lose. Set up camp and kill them as quickly as you can to stay ahead of the pace. All but the giants can be mezzed. When the 35th dies the mission ends in victory. Drop the instance and invis to get out.
[__] Nedsin #1: Find Your Allies: is given by Nedsin Tabbels.
[__] Nedsin #2: Whom Frogs Destroy: is given by Nedsin Tabbels.
[__] Nedsin #3: The Wrath of Korascian: is given by Nedsin Tabbels.
[__] Ylatra #1: Disrupt the Siege: is given by Ylatra the Vassal.
[__] Ylatra #2: Champions No More: is given by Ylatra the Vassal.
[__] Retinue of the Frog-God is given by Sterik Gristmaker.
Group Mission:
[__] Murdunk's Last Stand is given Ylattra The Vassal.
------------------------------------------------------------------------
Here is a breakdown of the quests.
Find Your Allies
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- None
Phrase- I will help
Mission steps:
. Collect 1 Empty Stone Vial - Korascian Warrens
. Collect 1 Crushed Helmet - Korascian Warrens
. Collect 1 Empty Water Urn - Korascian Warrens
. Deliver 1 Empty Stone Vial to Nedsin - Korascian Warrens
. Deliver 1 Crushed Helmet to Nedsin - Korascian Warrens
. Deliver 1 Empty Water Urn to Nedsin - Korascian Warrens
. Explore the Crystal Gateway - Korascian Warrens
. Speak with Ylatra - Korascian Warrens
Reward:
. 40 Chronobines
. Miniature Rallosian Right Glove Shell
Notes:
Nedsin wants to find out whats happened to his friends. You will need to pick up three ground spawns and give them to him as evidence they are dead. Then travel up the passage northwest to trigger the explore and hail Ylatra to complete the task
You can add these markers to your map to mark the spawns and trigger:
P -333.2749, -715.0703, -24.7966, 0, 127, 0, 2, Urn
P -346.9570, -292.8418, -30.7810, 0, 127, 0, 2, Helm
P 160.5112, -617.8027, -48.5000, 0, 127, 0, 2, Vial
P 169.1791, -836.4720, -44.8413, 0, 127, 0, 2, Gate
------------------------------------------------------------------------
Whom Frogs Destroy
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- Find Your Allies
Phrase- assistance
Mission steps:
. Rescue 5 thralls - Korascian Warrens
. Speak with Nedsin - Korascian Warrens
Reward:
. 40 Chronobines
. Miniature Rallosian Greave Padding
Notes:
Nedsin wants you to free some thralls. Head north west into the frog area and you will find 5 "a Korascian thrall". When you hail them (not invis) they will either flee and update task or they will attack (and nearby mobs will assist). You can do this via DA, or can mem-blur attackers, but ultimatly you need 5 to run away. Once completed return to Nedsin to complete the task.
-------------------------------------------------------------------------
The Wrath of Korascian
Who- Nedsin Tabbels
Where- Korascian Warrens
Requirements- Whom Frogs Destroy
Phrase- I will strike
Mission steps:
. Kill 5 Korascian Champions - Korascian Warrens
. Kill Korascian Prime - Korascian Warrens
. Speak with Nedsin - Korascian Warrens
Reward:
. 30 Chronobines
. Miniature Rallosian Breastplate Front
Notes:
Nedsin wants you to exact some revenge on the frogs. Head back to where the thralls were and kill 5 of the champions and the large Korascian Prime. They aren't particularly difficult. Once they are dead head back to Nedsin to complete the task.
-------------------------------------------------------------------------
Disrupt the Siege
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- The Wrath of Korascian
Phrase- Opportunities
Mission steps:
. Kill 1 chef - Korascian Warrens
. Kill 2 catapult tenders - Korascian Warrens
. Kill 4 shocktroopers - Korascian Warrens
. Kill 6 marauders - Korascian Warrens
. Kill 4 scouts - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Left Glove Padding
Notes:
Ylatra sends you up north to strike a blow into the forces of the Rallosians. The scouts are random goblin pops and are hardest to find, the rest are plentiful up near the Rathe Council Chamber zone area. Just need to satisfy the kill counts to complete the task.
-------------------------------------------------------------------------
Champions No More
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- The Wrath of Korascian
Phrase- defeat them
Mission steps:
. Kill 15 Rallosians - Korascian Warrens
. Kill Krant - Korascian Warrens
. Kill Bikk - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Right Glove Padding
Notes:
Ylatra sends you up north to strike a blow into the forces of the Rallosians. Any mob with the word "rallosian" will count towards the 15, then you just need the two "named" that spawn near Murdunk. Neither are anything special.
------------------------------------------------------------------------
Retinue of the Frog-God
Who- Sterik Gristmaker
Where- Korascian Warrens
Requirements- none
Phrase- prove
Mission steps:
. Kill 6 Korascian Sentinels- Korascian Warrens
. Speak with Sterik - Korascian Warrens
Reward:
. 45 Chronobines
. Miniature Rallosian Greave Hips
Notes:
Sterik sends you up northwest in search of sentinels. These frogs are fairly plentiful and not overly challenging. Return to Sterik when finished.
------------------------------------------------------------------------
Murdunk's Last Stand
Who- Ylatra the Vassal
Where- Korascian Warrens
Requirements- Champions No More; requires 3 real players in the instance for the script to start
Phrase- strike
Mission steps:
. Follow Ylatra's [directions] to your ambush location - Korascian Warrens
. Kill 35 Rallosian reinforcements - Korascian Warrens
Reward:
. variable Chronobines
. Timeshear Green Fragment Ena
. Gain faction with Mitius, Herald of Change
Notes:
Ylatra wishes you to stop rallosian reinforcements from reaching the fight with the creatures of Rathe. When ready say "directions" to Ylatra to be ported into the instance. Shortly there after rallosians will begin spawning at the Toskirakk zone line and heading towards the Rathe Council Chamber zoneline. If more than about 9 make it, you lose. Set up camp and kill them as quickly as you can to stay ahead of the pace. All but the giants can be mezzed. When the 35th dies the mission ends in victory. Drop the instance and invis to get out.
Classes: Current state of balance and roles
Note: DPS ranked on a 1-10 scale.
Tanks
- Warrior
-Info:The mitigation tanking kings of EQ. For what they lose in utility, they gain in the best DPS of the tanks, a host of tools to reduce incoming damage, and the biggest stamina to HP bonus. Highly dependent upon both gear and AA's to be effective. A rare class, outside of raiding guilds due to some of the limitations.-Primary Roles:Tank, DPS-DPS:7-Duo Partners:Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.-Tricks of the Trade:Most revolve around agro gain and damage reduction in some fashion. - Shadow Knight
-Info:The Shadow Knight is a very versatile tank. It can fulfill the roles of both Tank and Puller very well. A well played SK will reduce the healers work quite a bit through use of life taps and other skills which gain life with melee damage inflicted. Highly dependent upon both gear and AA's to be effective. SK's are the most popular tanks in the game and only 2nd to Rangers as the most popular class.-Primary Roles:Tank, Puller-DPS:4-Duo Partners:Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.-Tricks of the Trade:Swarming is something that higher level SK's can do to pull massive amounts of mobs and using Death Coil, Damage Shields, and Riposte skills not only survive, but thrive. Most swarming must done in zone with light blue and green mobs. An essay could be written on things to do with Feign Death and Snares, but suffice to say it will service all your pulling and survival needs. Harm Touch scales with levels, doing well over 100k at the highest levels. It can also be used in different forms that not only damage the mob, but heal the SK like a massive life tap. They get a pet, but it is a novelty at best when fight current era content. They also get a host of insta-cast direct damage spells and dots, but the dps they add is minor. - Paladin
-Info:The Paladin is a versatile tank, who really shines as an off-tank that can heal and crowd control mobs a bit with stuns and roots. They shine in groups with their buffs, rez's, cures, heals, and reverse damage shields. Highly dependent upon both gear and AA's to be effective. A rare class in today's EQ.-Primary Roles:Tank, Buffer, Healer-DPS:4-Duo Partners:Haste is a must, so Shaman, Enchanters, Beast Lords, and Bards are all great partners, especially when supported with a healer merc.-Tricks of the Trade:They can pull quite well, if they take the time to setup with their Pacify line of spells. They destroy undead with AA's and spells alike. Their DPS goes from a lowly 4 to a 7-8 potentially when fighting undead. Their self-buffs also increase their mana regeneration, which helps when they are without a enchanter or bard.
- Bard
-Info:The jack of all trades in EQ. They can do a little bit of everything just about any other class can do. Melee, DD, Dot, Mez, Charm, Memory Blur, Mana/Health Regen, Invis, Travel, Pacify, Drop Agro, DS's, Snare, Slows, Haste, Buff DD & Dot Damage, Cures, Stat & Resist Buffs. All that, and I am probably still missing some stuff. They shine as pullers and group enhancers. Everyone loves bards.-Primary Roles:Puller, Scout, Buffer, Debuffer, Crowd Control-DPS:5-Duo Partners:Everyone.-Tricks of the Trade:Only limited by the imagination of the player. Bards are a class that is probably the most dependent upon the skill of the player, and there is not any class that will not benefit greatly from partnering with a Bard. - Beast Lord
-Info:Shaman/Monk hybrid that gets a high DPS pet. A great option for a boxer that wants Haste, Slows, Mana Regen, but also wants more DPS than a Shaman/Enchanter/Bard can provide. Very low maintenance 'set-it, forget-it' DPS class. Great group buffs in the form of Stats, Attack, Mana Regen, Haste, and melee buffs like double and triple attack bonus. Low dependency on Gear and AA to be effective.-Primary Roles:DPS, Tank (Pet), Buffer, Debuffer-DPS:7-Duo Partners:Necro's and Magicians. Paladins, SK's, and Warriors.-Tricks of the Trade:Their signature skill is Paragon of Spirit, which is a fast acting health/mana heal. Comes in two versions, single target and group (which can be mass group buffed). Both versions have AA's to reduce cooldowns and increase effectiveness to a point they are full heals even at the highest levels. They rely quite a bit on their pet's DPS to contribute to groups. They have enough healing to limit downtime, but not enough to ever play a healer role. They have a host of insta-cast DD's and DoTs, as well as burn abilities which are nice to have when a Named mob is pulled. They even get the ability to Feign Death at higher levels, although it is nowhere as good a Monk's, Necros, or Shadow Knight's. Even with maxed out damage avoidance/mitigation AA's, the Beast Lord cannot tank with any effectiveness. Their pets come it at #2 in terms of tanking and dps, just above a necro's, but still behind the abilities of a Mage pet. - Berserker
-Info:The most one dimensional class in EQ. They auto-attack and do crazy damage with crits, triple attacks, and flurry's. They have a number of abilities on cooldown that can be activated in a burn to do the most damage of any class on a single mob for a short period of time. One of the most gear dependant classes in the game... like raid-level-gear to be effective. Lower AA requirements than many classes though.-Primary Roles:DPS-DPS:8 (10 on burn)-Duo Partners:Shaman primarily and Beast Lord to a lesser extent.-Tricks of the Trade:At high levels, they have the ability to Decapitate any mob level 88 and below, doing upwards of 450k instant damage. This triggers very often, usually within the first couple rounds of combat. With Decapitation, they have their own version of swarming, which includes gathering as many level 88 and below mobs (entire zones if you can swing it, Tosk works great), bunching them up, and triggering their Recklessness Discipline. Literally, hundreds of mobs will die instantly for insane power leveling and AA gain. Other abilities in their arsenal include, they can drop agro and exit combat. They can snare and make enemies more vulnerable to attacks. They have a multitude of abilities to increase melee damage, crits, crit damage, flurry rates. - Monk
-Info:Pulling is still an essential skill in EQ and monks are the kings of it, because of their survivability. They often control the pace of the group, get to do and see more while the group is stuck back at camp, and then once they find a mob for the group they get to kick it in the head (really hard!). There is nothing dull about this class. They add great DPS on top of it and can even do some tanking, in a pinch. Less AA and gear requirement intensive than a tank.-Primary Roles:Puller, DPS, Scout-DPS:7-Duo Partners:Shaman primarily and Beast Lord to a lesser extent.-Tricks of the Trade:They have all the pulling, pacify, and feign death skills that you could ask for. They also have a many burn DPS abilities to trigger when needed. Plenty of self-healing and damage avoidance abilities also, for when the occasion calls. - Ranger
-Info:The undisputed most popular class in EQ. Everyone and their grandmother has a ranger. One word, Headshot. They have great DPS, they can track entire zones for named mobs, they have good group buffs, and while they are not the best equipped for it, they can pull adequately when needed. Their ranged DPS is solid, but their melee is better. Lower AA and gear requirements than most classes.-Primary Roles:DPS, Puller, Scout-DPS:7-Duo Partners:Shaman add a tremendous amount of DPS to Rangers with their Melee/Dex buffs that exceed stat caps.-Tricks of the Trade:Headshotting is a power leveling method where Rangers can one-shot kill mobs that are much lower than their level. Usually light blue and green con mobs qualify, but there are manyHeadshot guidesout there for specific level ranges and zones. They have enough healing to limit downtime, but not enough to ever play a healer role. They also get many insta-cast DD and DoTs. They have the ability to drop agro. They get a number of activateable burn-abilities to use when extra DPS is needed. - Rogue
-Info:Stealth assassins of EQ that put up massive DPS numbers with Backstabs. Similar DPS results to a Berserker, with slightly more depth as a class. High gear requirements, but lower AA requirements to be effective.-Primary Roles:DPS, Scout-DPS:8 (10 on burn)-Duo Partners:Tanks, Shaman primarily and Beast Lord to a lesser extent.-Tricks of the Trade:Rogues can pick locks, detect traps, and pick pockets... even if these are somewhat lost arts in today's EQ. The real fun of rogues is the ability to invis ones self and literally go anywhere without being detected by any mobs. Have many abilities to leave combat at will or make the mob forget them. Many activateable burn-abilities to send DPS through the roof when needed. Their poisons are essential to their DPS output and are extremely strong.
- Enchanter
-Info:The buff-bots of EQ. A class of convenience, but rarely required for anything. They have the best Haste and Mana Regen in the game, so they stay relevant to some extent. The problem in current era EQ, is that if there is a bad pull, often times people will be dead before the Enchanter even has a chance to get things under control. So, most groups focus on making good pulls to begin with, leaving the Enchanter with not much to do. If they are not Charming mobs, their DPS options are pretty limited as well. Best survivability of the casters and also the lowest gear & AA requirements.-Primary Roles:Buffer, Crowd Control-DPS:3-Duo Partners:Druid and Ranger are primary duo partners for Charming. Other than that, classes that benefit from both haste and mana regen always love Enchanters-Tricks of the Trade:Slows, Resist Debuffs, Cripples, Runes, Mezzes, Mem-blurs, Roots, AE Roots/Agro drops, Stuns, and EXP bonus aura. - Necromancer
-Info:The most self-sufficient class in EQ and the best sustained DPS class in EQ. Even though they are known as solo'ers, a well played necro will be the cornerstone of any group. Moderate AA requirements and low gear requirements to be effective.-Primary Roles:DPS, Puller-DPS:9-Duo Partners:Shaman, Bard, Beast Lord, and Magician.-Tricks of the Trade:They have a couple key abilities revolutionized the class at 86+. Death Bloom, which essentially gives the necro the ability to regain all mana every 3 minutes or so. And, fast dots. They only last 3 ticks, but hit between 40k-90k per tick. Necros have 3 of these dots they can stack on a mob continually. They also have an ability to insta-cast a personal rune, rendering them invulnerable for 45 seconds, during which time they can cast spells freely. Perfect for soloing named mobs. With Snares and Feign Death they are great pullers. They can root/mez also. They can heal themselves, they can insta-cast-invis, drop agro, they have the best personal mana regen in the game, group Mana/Health taps, Summon bodies from any zone, and Rez. They have two varieties of pets, a warrior and a rogue. The Warrior is sturdy enough to tank current era content tier 1 zones. The Rogue adds serious amounts of DPS and can double backstab. They also have a host of swarm pets. - Wizard
-Info:The most one dimensional class among the casters, which is not necessarily a bad thing. Nobody hits harder and faster than a Wizard. They also have the best AE damage abilities in the game. No real group benefits in the way of buffs, but they can make most challenging encounters with named mobs quite trivial. Low to moderate AA requirements and low gear requirements.-Primary Roles:DPS, Travel-DPS:9 (10 on burn)-Duo Partners:Bards for their mana regen and enhanced nukes.-Tricks of the Trade:Roots, snares, BIG nukes, AE nukes, lots of crits, twin casts, evacuations, and teleports to most relevant zones in the game. - Magician
-Info:The must have class for all boxers. They have the best pets in the game and are second only to Wizard in nuke ability. Great swarm pets, decent AE nukes, and a different variety pet for any occasion. They are limited in their utility though, having no slows, roots, snares, group buffs, etc. So, they partner up with other classes in groups extremely well. Their pets are about the most durable thing in EQ. Many times groups will let them tank named mobs, because players and mercs go down when abilities proc and damage spikes. A top 4 most popular class in EQ. Moderate AA requirements and low gear requirements.-Primary Roles:DPS, Tank (Pet)-DPS:9-Duo Partners:Shaman, Necro, Beast Lord, Bard, Druid.-Tricks of the Trade:Each pet has its own specialization. Fire is a ranged caster. Water is a rogue that backstabs. Air has high avoidance and procs a stun. Earth is a tank and when maxed out on AA's their Earth pets exceed the tanking ability of max level Mercs and many player tanks. They can enhance other people pets quite a bit with summoned items. They have the best Damage Shields in the game (nearly 400! at max level). They also have the Call of the Hero spells that summon players to their location.
- Cleric
-Info:Clerics are the ultimate healers in EQ. They have different heals for every scenario... fast heals, slower big heals, group heals, heals over time, reverse damage shields, heal on target's target, heals based on health percentage... you get the idea. But, they actually have quite a few other tools in their bag as well. While Merc healers get the job done, they are no substitute for a true Cleric. They are the most durable of the healers and can actually solo quite well in some level ranges. They also are essential buffers, with the best HP & AC buffs in the game. Moderate AA and gear requirements.-Primary Roles:Healer, Buffer-DPS:3-Duo Partners:Tanks are their best duo partners, but they shine in all groups.-Tricks of the Trade:Stuns, Pacify, Roots, ability to remove themselves from combat, spells that slaughter undead, Spell Haste buffs, Cures, Interventions to save players from death, Rez's, Invulnerability, and self buffs that will cause weapons to proc nearly every swing. - Druid
-Info:As EQ has progressed over the years, the Druid has suffered a bit of an identity crisis. For the longest time, while considered healers, they were very under-equipped to keep a group alive. That is no longer the case and they now have a host of types of heals to keep everyone healthy. They are now a very versatile class that brings as much damage as they do healing. They are probably the 3rd best nuking class, only behind Wizards and Mages. They are also very good solo'ers with their Snares and DoTs. They have moderate to high AA requirements because of all the different types of spells they cast (nukes, heals, dots), but their gear requirements are on the low end. They are one of the rarer and least played classes in EQ.-Primary Roles:Healer, Transportation, DPS, Scout-DPS:5-Duo Partners:Beast Lords, Bards, Enchanters, Shaman-Tricks of the Trade:Teleports, Tracking, Damage Shields, HP/Mana Regen Buffs, host of Nukes and DoTs, Cures, Heals, Rez's, and Resist Buffs. - Shaman
-Info:A must have class for boxers and the preferred duo class of just about everyone. They have the unique combination to Heal, Slow, and Haste... all absolutely essential skills in EQ. In addition, they are the best stat, melee buffers in the game, with the ability affect avoidance & damage modifiers as well as buff past skill caps. They are the best De-Buffers in the game. They have very respectable damage capability with their DoTs, considering everything else they can do. Moderate to High AA requirements due to all the different abilities they have, but low gear requirements. They are in the top 3 most played classes in EQ.-Primary Roles:Healer, Buffer, Debuffer-DPS:4-Duo Partners:All Tanks, all Melee & Hybrids, Necro's, Magicians.-Tricks of the Trade:Heals, Cures, Slows, Haste, Buffs to just about any and every stat, self mana gain through Canibalization, Resist Debuffs, Melee capability Debuffs, Roots, moderate Nukes, great DoTs, a weak Pet that does moderate DPS, and Swarm Pets..