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Old 06-28-2016, 06:45 PM
Danth Danth is offline
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Join Date: Oct 2009
Posts: 3,320
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Quote:
Originally Posted by manard [You must be logged in to view images. Log in or Register.]
So went back to grouping, had a great night, then couldnt find a group for two days straight, so rerolled into the mage. Which was fun, sorta...
A) Your comment I quoted is a fact of life for leveling tank types. It comes with the territory and the occasional groupless periods are part of the cost associated with picking those classes. If you don't like that, don't pick Paladin/Warrior/Shadow Knight. Shadow Knights solo the best of those three, but they're still unremarkable at it, and outright bad prior to level 22.

B) Few people try to melee unslowed monsters past the mid levels. Monster damage output scales more quickly than player hit point pools, and things like Dar Ghoul Knights in Lower Guk will ruin level-appropriate people who try to fight them unslowed 1 vs 1. Folks who insist on trying to melee past the mid levels either joust--which is tedious and slow--or pick a high-damage class like Monk and try to kill stuff before dying then bandage and regen up. Fungi Tunics are common gear items for such people. They're usually also very careful with respect to what they fight, typically favoring low blue /con opponents.

C) Solo Shamans can melee far more than the actual melee classes can on account of having powerful slow spells which cripple monster damage output. The major downside of the Shaman class is the tremendous cost associated with its high-level spells and equipment. This class may be worth a look if you accept the long-term cost associated with it. Note that the Shaman class starts off poorly and doesn't truly come into its own until about the mid 30's--right where you seem to usually run out of gas. It's not a great choice in the teens and 20's.

D) Necromancers make perfectly competent group members, although many folks who play them opt for solo gameplay. If you pick any of the solo-based classes you'll still develop that feeling of, "I can make faster experience on my own." That's what makes the solo classes what they are. The classes which make experience in groups faster than they can solo do so because they can't solo worth a hoot. As Necromancers reach upper levels they tend to gain access to some strategies, such as charming, that they don't typically utilize during low and mid levels.

E) It's important to remember that no single class in EQ gets everything. No matter what you pick you'll lack something, somewhere.

F) Don't imagine Rangers as an up-front melee solo'er. Past mid levels they solo mostly by fear-kiting animals or less commonly by bow kiting.

With all of the above in mind, I'd recommend you either stick with the Necromancer or try out a Shaman.

Danth