Destil
Explorer
The key to remember is that efficiency is the biggest thing in a MMORPG. XP/Second is really all that you'll care about while leveling, and leveling is 90% of the game. Therefore you need hyper-specialized PCs.
Terms
Aggro - The amount of 'hate' a monster has built up. Monsters attack the player with the highest aggro (run over and smack 'em 99% of the time). Dealing damage increases your aggro, as does stuff like debuffing (slow for instance in D&D) and healing (healing can often be seen as dealing as much damage as you heal).
DPS - Damage per second, generally the ability to deal constant damage.
Pull - Pulling involves getting a (usually lone) monster to follow the puller back to the party to be killed. Pulling also incorporates the ability to break up monsters (i.e. keep from getting 2 ogres chasing you even when their close together). Pulling is important because spell casters generally get more MP back by sitting in one spot, or because it's simply safer to park your party away from monster spawns and bring them to you. Less popular in more recent games as AI has started to improve (more ranged attacks) and monsters are often linked and forced to spawn and move together.
Add - An extra monster. Adds happen generally because of spawning monster or poor pulling. Remember that we're dependent on only fighting 1 monster at a time usually.
Mob - Short for mobile (an old MUD term, right up there with aggro), mobs are NPCs, generally monsters wandering around to get killed.
Pet - Generally a mob that a PC controlls, often an expendable but weak tank or DPS melee type.
Efficiency roles - for your typically grind.
Tank - High Aggro, high defense, often low damage. The tanks job is to keep monsters from hitting other players. Defense and Aggro control are the the most important features. Damage is really only important if you can get it without sacrificing the two above and to help with aggro.
DPS classes - High damage, often low defense. A DPS type needs the ability to deal consistent high damage. Keeping from getting aggroed is the other concern, since defense is usually nill.
Healing - Damage and defense are rarely an issue, the real point of a healer is to keep tanks alive.
Support - Generally a support PC makes everyone else more efficient, typically with an MP regain buff. Because MP is usually the limiting factor to how fast you can kill things (hit points are easier to heal with magic). Support PCs often branch out into the other rolls listed below.
Crowd Control / Pulling - Sometimes you also need someone specifically to break up the monsters as they spawn so you can kill one at a time, or someone who doesn't need to rest who's job is specifically to pull monsters.
Aggro Management - Classes that help keep monsters on the tank, either by removing aggro caused by others or increasing the aggro caused by the tank. Typically a support or DPS as well.
Other roles - Even though the idea is that we're only fighting 1 monster at a time sometimes something goes wrong. This is when other rolls come into play, usually.
Crowd Control / Sleep / Mez - 'Mez' (short for mesmerize, the basic mez spell of EQ) is basically a sleep effect, as long as you don't hurt the monster it won't hurt you for so long. Usually the preferred way to deal with adds (along with Charm, which makes the extra monster fight for you, though often has higher risks then mez).
Nuke - Nuking refers to using a limited resource (usually MP) to deal damage a lot faster. Typically fast damage is less efficient, but sometimes you need something dead now.
Secondary Tank - Sometimes you have a DPS class (usually a melee DPS or a pet class) that can take over and tank to some degree, again with lower def (and thus less efficiently than your main tank). Again helpful with adds.
Terms
Aggro - The amount of 'hate' a monster has built up. Monsters attack the player with the highest aggro (run over and smack 'em 99% of the time). Dealing damage increases your aggro, as does stuff like debuffing (slow for instance in D&D) and healing (healing can often be seen as dealing as much damage as you heal).
DPS - Damage per second, generally the ability to deal constant damage.
Pull - Pulling involves getting a (usually lone) monster to follow the puller back to the party to be killed. Pulling also incorporates the ability to break up monsters (i.e. keep from getting 2 ogres chasing you even when their close together). Pulling is important because spell casters generally get more MP back by sitting in one spot, or because it's simply safer to park your party away from monster spawns and bring them to you. Less popular in more recent games as AI has started to improve (more ranged attacks) and monsters are often linked and forced to spawn and move together.
Add - An extra monster. Adds happen generally because of spawning monster or poor pulling. Remember that we're dependent on only fighting 1 monster at a time usually.
Mob - Short for mobile (an old MUD term, right up there with aggro), mobs are NPCs, generally monsters wandering around to get killed.
Pet - Generally a mob that a PC controlls, often an expendable but weak tank or DPS melee type.
Efficiency roles - for your typically grind.
Tank - High Aggro, high defense, often low damage. The tanks job is to keep monsters from hitting other players. Defense and Aggro control are the the most important features. Damage is really only important if you can get it without sacrificing the two above and to help with aggro.
DPS classes - High damage, often low defense. A DPS type needs the ability to deal consistent high damage. Keeping from getting aggroed is the other concern, since defense is usually nill.
Healing - Damage and defense are rarely an issue, the real point of a healer is to keep tanks alive.
Support - Generally a support PC makes everyone else more efficient, typically with an MP regain buff. Because MP is usually the limiting factor to how fast you can kill things (hit points are easier to heal with magic). Support PCs often branch out into the other rolls listed below.
Crowd Control / Pulling - Sometimes you also need someone specifically to break up the monsters as they spawn so you can kill one at a time, or someone who doesn't need to rest who's job is specifically to pull monsters.
Aggro Management - Classes that help keep monsters on the tank, either by removing aggro caused by others or increasing the aggro caused by the tank. Typically a support or DPS as well.
Other roles - Even though the idea is that we're only fighting 1 monster at a time sometimes something goes wrong. This is when other rolls come into play, usually.
Crowd Control / Sleep / Mez - 'Mez' (short for mesmerize, the basic mez spell of EQ) is basically a sleep effect, as long as you don't hurt the monster it won't hurt you for so long. Usually the preferred way to deal with adds (along with Charm, which makes the extra monster fight for you, though often has higher risks then mez).
Nuke - Nuking refers to using a limited resource (usually MP) to deal damage a lot faster. Typically fast damage is less efficient, but sometimes you need something dead now.
Secondary Tank - Sometimes you have a DPS class (usually a melee DPS or a pet class) that can take over and tank to some degree, again with lower def (and thus less efficiently than your main tank). Again helpful with adds.