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#11
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In vanilla EQ, Druids and Shamans are a lot more balanced against each other. But they're also a lot more similar to each other. They heal, although considerably worse than a Cleric, and they provide their own unique set of buffs. Shaman buffs are better, and they can debuff attack speed on any non-MR immune enemy, which is very powerful. Druid utility (snares, ports) tends to focus around solo play and personal convenience. You can also sell ports for a bit of coin. I think Druid is a very chill class that's good for players who want to relax and have a lot of solo power and convenience, especially with travel. Shamans have a higher ceiling, and I consider it a class that an "expert" can get a lot more mileage out of than other classes, especially after Kunark when you gain access to Cannibalize 3 and Torpor. With those spells you lose efficiency any time you're not casting something, and the class becomes very active and almost plays like a Bard. So the playstyle evolves post-vanilla quite a bit, where Shamans are a very powerful yet highly active "elite" class, and Druids just aren't quite as good but are still a nice relaxing slow-paced class with a lot of personal QOL abilities. It's nice to be the Druid, but the other people you're with might wish you played a different class instead. Until they need a port, and then they're your best friend. Keep racial preferences in mind as well. Druids are generally good guys (humans and elves), while Shamans are only playable by the more primitive races (Ogres, Trolls, and Barbarians). Quote:
Barbarians are the worst choice since their starting attributes aren't quite as good as Ogre/Troll, and they also don't get frontal stun immunity or regeneration like those races do. But that's also reflected in the exp penalties, as Barbarians need 5% less experience than Ogres and 10% less than Trolls. You seem negative on Halas but I think it's a great starting location. I like the atmosphere of the place, the newbie area is alright, and there's some decent quests. For example, you can give Cindl a polar bear skin for a random piece of patchwork armor, and you can kill the polar bear cubs as early as level 2. A lot of races don't have easy access to armor like that. The best part though is that you're near Qeynos which is the best starting area in the game. Loot gnoll fangs, rabid pelts, and bandit sashes and have a super easy time leveling into your teens. The worst part is having to travel across the continent once the Qeynos area runs out of good leveling spots. The Ogre and Troll starting experience probably isn't the worst in the game (because Toxxulia exists) but it's close. Innothule is frustrating with all of the water and aggressive mobs. The Feerrott has quite a bit of aggressive mobs too, but they're a good source of armor and weapons. Froglok mobs (including the tadpoles) can also drop netted armor, which is cloth armor except lighter and magical. The gloves, shoes, and shoulders are particularly special because they allow you to punch, kick, and slam magical creatures. Oggok also has some decent quests such as turning in 4 lizard meats for a rusty two handed sword, or 4 lizard tails for a random piece of rawhide armor. That's a bigger ask than a single polar bear skin, but it's better than nothing. As far as the faction issues, it's not the end of the world. It's a mild inconvenience at times but both classes have access to the invisibility spell (although Shamans get it very late, I think at 29). Keep in mind that the most popular dungeons at the higher levels is Nagafen's Lair, which is right outside Neriak, and Lower Guk, which is right outside Grobb. If you're friendly in these cities you actually have a bit of an advantage over good races who have to hoof it over to Freeport to bank and such after adventuring in these dungeons. So, you may not have access to quite as much of the world as good races, but you'll have access to a bunch of stuff that they don't have access to. It balances out somewhat. Quote:
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