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OldFloridaMan
10-25-2019, 05:29 AM
Well, here we are, day of!

Think I have decided to recreate my toon from my original play through (female DE rogue who built up acceptance in all the good cities). But a rogue without a group is a long, painful grind to level up, so I want to have a secondary for when the rogue can’t find a group. Never played any of the other classic classes past level 15-20, so advice would be appreciated. I’m not a huge fan of kiting, so I would prefer something a little more sedentary.

Any suggestions?

Sinistria
10-25-2019, 05:33 AM
Since it sounds like you would go solo, then you should stick on Necro or Druid.

I personally would prefer Druid because of the ports.

Lwin
10-25-2019, 05:48 AM
Druid to begin with is probably the best class you can go with - easy source of cash via porting and sows to fund your rogue and the viability of taking on multiple roles in a group. You'll probably be expected to heal in most cases, which is probably the most sedentary role you can get as well.

timothyishmael
10-25-2019, 05:51 AM
I've been going back and forth between two different tanky combos, and have finally settled on a paladin.

OldFloridaMan
10-25-2019, 06:12 AM
I vaguely remember making a decent amount of cash with my rogue, sneaking through dungeons recovering corpses for people. I can’t remember which one it was, but I would just sit at a common death point, and when someone would inevitably die, I’d send a /tell offering my services. Didn’t make the cash of a druid taxi service, but the people I helped were extremely grateful.

TanDemain
10-25-2019, 06:39 AM
Trying to think of a good pair for my daughter and me. A simple class that probably isn't melee based - as getting close to a MOB and hitting them (as they're running) is hard for her.

I'm thinking she could be a pet based class and I could heal, not sure yet tho

Tecmos Deception
10-25-2019, 06:57 AM
Trying to think of a good pair for my daughter and me. A simple class that probably isn't melee based - as getting close to a MOB and hitting them (as they're running) is hard for her.

I'm thinking she could be a pet based class and I could heal, not sure yet tho

The no-brainer option here is mage and cleric (or shaman). She summons a pet that gets buffs, heals, debuff, and CC support from you while she helps nuke stuff down. About as straightforward as it gets for her while still being a pretty strong combo with you carrying the weight on situational awareness, pulls, etc.

Well, here we are, day of!

Think I have decided to recreate my toon from my original play through (female DE rogue who built up acceptance in all the good cities). But a rogue without a group is a long, painful grind to level up, so I want to have a secondary for when the rogue can’t find a group. Never played any of the other classic classes past level 15-20, so advice would be appreciated. I’m not a huge fan of kiting, so I would prefer something a little more sedentary.

Any suggestions?

Well, there's different types of kiting. You don't generally want to purely kite stuff because DoTs do reduced damage on moving+nonfeared targets though. So usually "kiting" refers to bards killing stuff on the move, quadding at mid-higher levels as a druid or wizard, or fearkiting where you snare something and fear it so dots do full damage and pets can smack it without getting hit (usually a necro thing).

"Sedentary" cries mage to me though. They have few tools in their arsenal, so they generally just lean heavily on their pets to solo in safe areas without many/any tricks up their sleeves. It works fine, it's just pretty repetitive (well, all solo tends to be repetitive but some classes like necro or chanter or bard have a variety of methods they can use that are all more complex than "send pet then either nuke or dismiss and nuke"). They're also enjoyed in groups as a very strong damage dealer.

OldFloridaMan
10-25-2019, 07:36 AM
Fear kiting would be fine for me. I just have recollections of people running past with a slew of mobs on their heels. At first I thought they were just exceptionally bad at pulling, then I learned about kiting.

Having a creature fun away from me in fear from my appearance is a different matter. Heck, it happens to me nearly every day in real life.

Baler
10-25-2019, 07:39 AM
I'd like to put another vote in for druid. The ability to port yourself anywhere you want to go. To join a group across the world.. Such ease.

Tecmos Deception
10-25-2019, 07:40 AM
Necro for sure then. They're a pretty awesome class.

Fear kite, root rot, charming, solid in groups when played well, can solo in dungeons or outdoors, lots of tricks and utility, free to ignore faction and slaughter guards whenever you want basically, don't have trou let outdamaging pet to ensure full exp unlike mages, etc.

Deathrydar
10-25-2019, 07:41 AM
Necro for sure then. They're a pretty awesome class.

Fear kite, root rot, charming, solid in groups when played well, can solo in dungeons or outdoors, lots of tricks and utility, free to ignore faction and slaughter guards whenever you want basically, don't have trou let outdamaging pet to ensure full exp unlike mages, etc.

Necromancers have the same pet rules for out damaging them that magicians have.

Tecmos Deception
10-25-2019, 08:04 AM
Necromancers have the same pet rules for out damaging them that magicians have.

I didn't say the rules were different. I said necros don't have trouble outdamaging their pets.

I.e. necro tools make it a lot easier to outdamage their pets. Fear, root, snare mean necros don't have to resort to reclaiming and resummoning or to nuking hard and then having to run from a full speed mob in order to outdamage the pet.

algernop
10-25-2019, 08:06 AM
Well, there's different types of kiting. You don't generally want to purely kite stuff because DoTs do reduced damage on moving+nonfeared targets though.

I was under the impression in classic that the DoT reduced damage on a moving target is full damage until later (but still before Kunark). I heard something like it wasn't introduced until September 1999 or something.

Deathrydar
10-25-2019, 08:06 AM
I didn't say the rules were different. I said necros don't have trouble outdamaging their pets.

I.e. necro tools make it a lot easier to outdamage their pets. Fear, root, snare mean necros don't have to resort to reclaiming and resummoning or to nuking hard and then having to run from a full speed mob in order to outdamage the pet.

Sorry. I misunderstood...

Tecmos Deception
10-25-2019, 08:11 AM
I was under the impression in classic that the DoT reduced damage on a moving target is full damage until later (but still before Kunark). I heard something like it wasn't introduced until September 1999 or something.

That may be the case. But p99 isn't always entirely true to classic on things like that. I'm unsure how it is on the beta.