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#11
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Quote:
__________________
You've ruined your own lands, you'll not ruin mine!
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#12
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Enchanter is a hell of a class to start with. You will always have a group and you can make millions of PP exploiting Chardok proxy sales when you get 55+ so that you can fund a super twink melee and face roll the game.
Mage/Wizard would be my least recommended - Echanter/necro the most if you are comfortable Charming | ||
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#13
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I'm going to say play an enchanter for a few reasons below:
1.) It is the most profitable caster class done right. You can solo most any camp at 60, duo/trio 99% of content, and begin twinking out your alts. see: https://www.project1999.com/forums/s...ad.php?t=80165 2.) Its easy and cheap to get around as C2 and other mind buffs will greatly be appreciated by druids 3.) Its even easier to get around with faction spells 4.) Its the most rewarding active casting class, you are in control of the camp when your in a dungeon with CC. It also requires the most concentration so don't expect to AFK that much in an active camp, this returns a lot of satisfaction. 5.) Enchanter charming opens you up to a slew of mobs, both live and dead, that completely changes gameplay and in some events can downright break the game (See torch quad haste in the enchanter guide) 6.) On the wiki, there is a few VERY detailed and helpful guides that even I find myself going back to time and time to get reference points. As well as other enchanters in-game that are very friendly and willing to assist you since they all have done the grind and have a lot of dungeon/mob experience. See: http://wiki.project1999.com/Players:Adventure Theres a ton of other stuff but I really enjoyed maining a chanter and having the ability to farm almost anything in the game and meet a bunch of great friends along the way. As far as downsides, I can only speak from experience, but here is what I have found: 1.) Raiding with a chanter is basically a buffbot. There are save occurences when your needed to mez stuff in sky and potentially charm an add when going after world bosses, but this will be the 5 % of your raiding experience.. 2.) Horrible 2 mobs to camp for your epic as they are extremely contested (Verina and Vessel) and on a 2-7 day variance... The rest of the epic is not as bad but due to the competition and static spawn, expect to be trolled many many times before you actually can down them both: https://www.project1999.com/forums/s...d.php?t=243710 3.) Of the core caster classes, Enchanters are very gear dependent for soloing tough content: Stat gear, consumables, pet toys, etc and a few of bag of tinkerers can set you back really fast when you are just starting to amass your millions of plat (lol) 4.) Enchanters get the most lines of spells within classic everquest so expect to be constantly swapping spell slots and fill multiple roles [CC, DPS, mind buffs, haste buffs]. Even with top gear, the mana these spells cost, and even with tapping, can leave you oom if something goes haywire in HS/Seb which is usually often. There's probably more but yeah, either way give it a shot, but don't stop once you get breeze. If your chanter goes past lvl 54 when you finally get C2, you either love this class or don't, you will find your niche [You must be logged in to view images. Log in or Register.] | ||
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Last edited by kgallowaypa; 05-26-2016 at 01:49 PM..
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#14
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Enchanters start getting rich at level 40 and never stop.
Solid first choice.
__________________
You only lose when you stop having fun. Work on it.
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#15
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Wow, a lot of love for enchanters. I'll be honest I'd considered/favored them the least of all the casters up until this point mainly because I'd heard they were very complicated to play.
I'll do some more homework on what they have to offer spell/role wise. Very helpful feedback. Thanks all! | ||
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#16
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Quote:
__________________
You've ruined your own lands, you'll not ruin mine!
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#17
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You will die, a lot. If you can master them, however, they are very powerful. If so, you can keep you and your group from wiping where other players would have been demolished.
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#18
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if you pick mage, id say gnome is the most helpful for the small size to help them look through walls; this is really more so for end game content when you are tracking a mob and have to look through the wall to see it spawn and then start casting call of the hero.
id say necros and mages solo the best at the lowest levels. chanters become great soloers later on. My personal preference is necro because they can fear kite, control their pet, and many anti undead spells. I can solo yellows on my necro at lvl 25 in an out door setting. | ||
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#19
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Don't worry about that "Gnome = Higher association with RMT" crap. Choose what race you want to play and play clean. You won't get bonked for playing clean (and if you do for some reason, just let them know and GM/Admins will work to get things fixed).
Also, Gnomes can see through walls better than tall races. That's a pretty sweet reason to be a short race. | ||
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#20
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Quick class breakdown:
Mage - very strong solo play at lower levels. Mob strength outgrow pet's ability to tank, but pet dps makes for decent constant dps on top of mage nukes (or when mage is medding). Pretty fun class. Can summon pretty much anything you need in the game (including lev rings and enduring breath items that are tradable and don't require a reagant; as well as people! (very handy in late game)). Closest thing to root or snare you have is earth pet root. Epic pet is very strong and worth having. Wizard - hard class to start as. Eventually gets both root and snare (very handy). Can ae kite decently well with ae snare and ae nukes. Best teleporting class in the game (can teleport groups and single targets, and only class that can teleport people to their bind point). Best nukes in the game - some of the hardest hitting, as well as nukes that are very hard to resist. Can choose from multiple elements to nuke with. One of the least seen classes in the game. Also one of the best AFK classes to play. Enchanter - loved by all. Illusions for days (can get into lots of cities). CHA buff. Mind buffs. Best hastes in the game. Able to solo very well late game (with charming). In charge of crowd-control (via mezzing, slowing, rooting, etc). A very busy class that always needs to be on their game or else crap can go south. Necro - very self-sufficient. Usually picked primarily for their solo play. Jack-of-all-trades, but usually only for self. Pet doesn't do a lot of dps later on, but necro's dots add up pretty nicely. Mana for days through conversion and leeching. Can act as a mana battery to give mana to others (this is an important role as a raiding necro). Also able to heal others. Can self-succor at night in their 50's. Can mez. Able to charm undead and haste pet. Good snare ability. Gets root in their middle levels. Master of kiting via snare (doom line), fear, pet, dots, leech, and mana conversion. As a rule of thumb, it's highly recommended to get jboots playing as any of these classes, although moreso as a kiting class. | ||
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