Project 1999

Go Back   Project 1999 > General Community > Starting Zone

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 03-19-2016, 01:31 PM
fahlen fahlen is offline
Kobold

fahlen's Avatar

Join Date: Dec 2009
Location: Gulf Coast
Posts: 158
Default

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.
__________________
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
  #2  
Old 03-19-2016, 02:20 PM
cubiczar cubiczar is offline
Kobold


Join Date: Jan 2015
Posts: 178
Default

For your first class I would suggest mage or necro. They are both fairly forgiving and pretty fun to play also. Be fully prepared to change your mind and start a different char after the first week or two. I think when I first started I had 3 chars lvl 10+ in the first few weeks. At lvl 10 you don't get the full feel for a class but a general idea which can help you decide where you want to put most of your time.

Just to reiterate, melee chars are more gear dependent than casters (just because casters squish with or without gear and spell dmg isn't affected by gear). There are a number of things that sell well to players that you can get at low levels (bone chips, spiderling silk, crushbone belts etc) so you can get some decent stuff if you save some of those as you level and sell to players. Take a look at the guides on the site for more ideas and you should be fine for money for starting gear.

Most of all enjoy the climb, one of the best parts of eq is leveling up and doing quests along the way. Raiding is fun for sure but a good crawl through a dungeon with a group can be just as fun :-)
  #3  
Old 03-19-2016, 02:44 PM
Slave35 Slave35 is offline
Kobold


Join Date: Apr 2015
Posts: 186
Default

Quote:
Originally Posted by fahlen [You must be logged in to view images. Log in or Register.]

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.
This is irresponsibly optimistic. A month or two to get to 60 would be if you had an extremely twinked character to start, someone to powerlevel you, and enough money to do Chardok AE groups from 56-60, and if you played literally 60 hours a week.

Just to get from 59-60 with an extremely powerful solo class would take a minimum of 50 hours of soloing.

For your first character starting from scratch, with 20 hours of playtime per week, 6 months to level 60 is a REALLY decent target to shoot for.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:21 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.