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Hey guys. I played Everquest 2 when it first came out and wasn't too impressed. I shortly thereafter switched to WoW where I have been ever since...
Well, I just started playing Everyquest 2 again yesterday and I don't know why I ever left. The game is great! I am loving it!
my question is...
What class should I be? I made a half elf conjurer to just get my bearings in the game and see what it is like, but I am looking to make another. prolly evil.
In WoW, I played a Hunter. Are there any classes that are like the hunter? I really like classes with pets and the ability to shoot arrows, guns, etc..., but is the conjurer and the necro the only classes that fit this description? I like doing a lot of damage while having a pet to take the damage given back.
Also, what is the main difference between a necro and a conjurer? Is any better than the other?
Thanks in advance!
Comments
The only three classes that have good controllable pets are Conjurers, Necromancers and Coercers. Conjurers and necromancers are both summoners so they have a lot in common, the most obvious difference is that Necromancers are Evil while conjurers are good.
The main difference is that conjurers are more AE oriented while necros tend to be a little better against single targets. They also bring different types of utility to the table.
Both are something of a hybrid class and are strong solo because they have good DPS, good utility, and bring a little tanking and healing to the table. They are not supposed to measure up to what the specialists can do, but they are supposed to come close to the top in damage output and fall just behind Wizards, Warlocks, Assassins, and Rangers. In practice they usually outdo all these classes in DPS, though the Wizards and Assassins are very close behind.
In a raid situation they both bring safe, self sufficient almost mana free DPS. (By comparison a Sorcerer (Wizard/Warlock) is supposed to do a little more DPS but needs hate reduction and mana buffs.)
Coercers are also mages, but since they are a type of enchanter they don’t do as much direct DPS but have strong crowd control and buffs which can provide a lot of indirect damage. Their crowd control and charmed pet make them very strong solo, and if they play it right they can even get xp&loot from having their own pet killed. With the right pet and a little risk they can solo just about anything.
Illusionists, the other brand of enchanter also has a controllable pet, but it’s more of a small DPS assist and doesn’t measure up to the classes above.
Melee - Consider either a Bruiser or ShadowKnight
Caster - Necro all the way
Priest - Any of them are good, I highly recomment Fury though
Scout - Assassin or Troubador (sp?)
In War - Victory.
In Peace - Vigilance.
In Death - Sacrifice.
Thanks guys for the input.
I've made two chars so far...
I have a conjurer and got him up to level 10. He is a half-elf (im into roleplaying so I thought it would be cool to be half human half elf). I also made a dark elf shadowknight. I heard they get a free mount at 20 so that kinda swayed me in that direction.
I also made a necro, but didn't play him for too long because it seemed very similiar to a conjurer. Are the differences enough to make it interesting to play both a conjurer and necro and not feel like you are playing the same char? For instance, in WoW...when you made a human warror and an orc warrior...they were the same exact spell lines, just different looks/scenery.
And one more question if you will...
In your opinion, what is the best solo class. So far the conjurer seems like a very solid soloer, but I wanted to know if there were others.
Thanks!
Conjurors and Necros are both very good solo classes, and are usually near the top of the list. If you want to try a Coercer, they can also solo very well but it is a much riskier system involving charming pets and is a bit tricky. Some of the fighter classes, especially monks and bruisers (another two versions of the same class.)
As explained above EQ2 is based on a system where you have:
1) An Archetype which defines your basic role within a group. For example all fighters are tanks, all mages have a combination of DPS/crowd control/offensive buffs
2) A class which defines what part of that role you specialize in. For example brawlers (monks & bruisers) specialize in avoiding damage while Warriors (Guardians and Berserkers) specialize in mitigating damage with heavy armor. Sorcerers (Wizards & Warlocks) specialize in offensive spells but have a little crowd control and buffs while Enchanters (Coercers & Illusionists) specialize in crowd control and buffs but have a little DPS as well.
3) A sub-class which defines how you perform your specialty. For example Wizards and Warlocks are both sorcerers and so they specialize in offensive spells. Wizards, however are more single target oriented and use Heat/Cold spells, while Warlocks are AE oriented and use Disease/Poison.
You no longer progress from AT to Class to Subclass but the principles are still there in the underlying balancing of the classes.
Necromancers and Conjurers are both Summoners, so they are both mages who use a variety of pets to achieve the mage role of DPS/Crowd control/offensive support. They both fall in the middle between the damage specialist Wizards and Warlocks and the Crowd control/support specialist Illusionists and Coercers. This makes them something of a hybrid class and they are highly independent, they don’t need aggro reducing buffs like Warlocks and they can supply far more DPS on their own then Illusionists. They can also serve as an emergency tank and even have some healing ability
The primary difference between them is that Conjurers use heat/earth (physical damage) and tend to be more AE focused. Necromancers use disease/poison. Conjurers have a group buffs that increases resistance to all damage types, single target buffs that adds a weapon proc, Call of the Hero which teleports another player to the conjurers current locations and can sacrifice their pet for a large group heal and a damage shield. Necromancers get a rez, a group feign death, lifetaps that they can use to heal themselves, and can transfer some health from themselves to another group member.
If you like playing pet classes they are different enough that you could enjoy both, but most people only play one or the other. They both solo so well that there were running jokes on my servers chat channels last night that everyone has a high level necro or conjurer.
Hello!
Go for a Necro they are most like hunters but conj do more dmg then nec in
small groups!
Only my to cents!
Sorry my bad English!
"I also made a necro, but didn't play him for too long because it seemed very similiar to a conjurer. Are the differences enough to make it interesting to play both a conjurer and necro and not feel like you are playing the same char?"
They are two sides of the same coin. I wouldn't bother playing both unless you like one so much that you want to play it again just slightly different.
But, one positive if you enjoy both classes is you will get to play from the good city as well as the evil city. The first time I was in Freeport, it's such a slum place filled with people who scowl and talk down to you that it made me feel dirty just being there.
Do what you want of course, but I'd recommend playing a non-mage of opposite alignment if you're going to do a second character.
Conjurer is high on the list, but I think pretty much every class is considered to be at least pretty good at soloing. It's hard to go wrong with picking a class or race unless you're a hardcore min/maxer going for every last percentage, so pick what looks interesting to you.