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Old 03-19-2016, 01:31 PM
fahlen fahlen is offline
Kobold

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Join Date: Dec 2009
Location: Gulf Coast
Posts: 158
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Q1 Being able to port is very useful. It saves a lot of time and generally helps with finding groups. Only the druid and wizard are able to port. All pure casters (ie necros, wizards, enchanters, magician, cleric, druid, shaman) are able to cast Gate which teleports you back to your bind location. But seeing as most classes in the game can't teleport, that is by no means a game-breaker. Several classes get the movement spell they can cast on others. Spirit of Wolf (shaman, druid, ranger and bards get a better version) Seeing as this is mostly a grouping game, chances are you will be with or near someone that can throw you a SoW. Later on the game you can buy 10 Dose SoW pots or do a quest for some boots that have a clicky effect if you choose a class that can't cast it.

Q2 Mobs are generally much tougher than a player's pet so if you charm a mob and give it haste and shit, its going to melt things. Just be ready for it when the charm breaks so it doesn't melt you. Magicians get the best pet in the game that you can outright cast though, and they're very strong.

Q3 Good enchanters can solo/duo some raid encounters with a charmed pet. Every group is different, sometimes you're better off not using a pet period. You'll learn which situations are appropriate and which aren't. On raids you have to be particularly careful with your pet and make sure to manage it properly as they can cause problems. For regular groups though, you're usually fine with a pet.

Q4 Our population is pretty healthy, groups are abundant if you find out where to go for that level bracket. Don't feel like you *have* to make a class that can solo. It is definitely a plus to be able to solo, but again, most classes can't unless twinked and as you're first starting out, that won't be the case. Casters aren't as gear dependent and easier to start out from scratch over melees, but plenty of people on here are more than happy to help a newcomer out.

Q5 Enchanters and shamans (necros to a degree) are kind of on their own league when it comes to soloing end game mobs for gear. But generally yes, you're going to need to be grouped for most of the good stuff. And raid for the best stuff later down the road if you decide to.

Q6 Depends on your class and schedule but expect it to take a month or two to get to 60. This game has hell levels, which really try your patience but you just have to push past them. 35, 40,45, 51, 54, 59 are all pretty rough, some of these can take 20+ hours.

Q7 For raiding there are certainly some classes more sought after than others. Clerics are always wanted. Can never have too many bards either. But really you should play whatever you find to be the most fun.

Q8 The most fun class is what you find to be the most fun. Some people find cleric to be fun and exciting, but it seems like a special kind of hell to me. Everyone is different. Experiment with as many classes as it takes until you find what appeals most to you. You may go weeks or months down the road and get the urge to try another class. It happens. I've switched mains three times over the years. Take your time on this and have fun man, thats what its all about in the end.
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Overrated 60 Wood Elf Rogue
Horribad 60 Torp Shaman
Fahlen 52 Dark Elf Necromancer
Fail 50 Wood Elf Ranger
Alleged 44 Troll Shadowknight
Denyed 35 Dark Elf Wizard
Downfall 32 Half Elf Bard
RED:
50 Enchanter
24 Wiz
24 Dru
19 Rog