everquest rpg

Shard O'Glase

First Post
so far I like it though I noticed every classwith d6 hp got bumped up to d8, some d8s to d10s and some d10s to d12.

but the lowly d4s still have d4s. And there spells aren't really any better than the druid/shaman/clerics in the game. so wah, I want d6 hp on the arcane casters classes/

Oh yeah don't they have crossbows in evercrack land, cause they aint in the table top rpg?
 

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Shard O'Glase said:
Oh yeah don't they have crossbows in evercrack land, cause they aint in the table top rpg?

No crossbows.

The lone instance of crossbows in the game is the dwarven guards in the entryway of Thurgadin... I assume it's a technology not many people have, though.
 

I also want to point out that the shaman looks absolutely brutal. Good DD spells, = to the best DOTS, best buffs, good utility, good heals, at high levels a pet, good at fighting, good armor, weapons, saves, hp and skills.

Is that how he plays in the game, where he equals everyone but the wizard in DD spells, has good rain spells, = the necro in DOTS, best buffs etc. In the computer game I can maybe see it working since being a decent fighter means crap, you end up missing every swing almost against equal level foes, basically specialists is what is needed in some computer games, so the shaman ends up just being a buffer/doter. But in a table top RPG I don't think much comes close to the shaman in what I've seen well excpt maybe the druid, and cleric.

Also gah at high levels don't burn your mana it will take a year and a day to get your manapool back to max. Low levels 1.5 hours later and I'm ready to go. I think I prefer this to D&Ds every day you get your full alotment of spells system.
 

In the computer games, stats mean (almost) jack, and stat buffs were original the shamans stock in trade. His pet isn't all that hot in the original game either. DoTs have their own problems (Namely, ya gotta stay alive long enough for them to do anything much) and their DD isn't the best.

Shamans are actualy sorta unpopular, or at least they were when I quit the game.
 

Seeing the increased HPs for all the classes except Arcane spell users, the very first house rule I made was d6 HPs for all the Wizard types. No more d4 HPs in my game... :)
 

I think if you take a look at the *colossal* amounts of damage (and usually for less mana; faster casting; and/or incorporating extra effects like stunning or interruption, or maybe negating saves, SR, etc.) or, for instance, the difficulty of saving against just a simple mez (DC 10 + Cha modifier + Int mod + spell level!! -- even without Heighten Spell...) from even a lowish level enchanter, for instance, you'll see that a d4 for hp is not too bad a thing...

Not that divine casters don't get big damage spells, too, but in a straight spell battle, I think the arcane guys definitely have a considerable edge.

Just a couple of quick examples. Compare:

Shaman spell, 13th level, ice strike: (2d10+4)x10 cold damage; 42 mana; casting time 1 full round; range Medium. Average damage 150 cold/75 with save.

Wizard spell, 13th level, lure of frost: (4d6)x10 cold damage; 53 mana; casting time 1 action; range Medium; no save; no SR; ignores cold resistance. Average damage 140 cold, period.

or

Wizard spell, 13th level, draught of fire: (4d6+1)x10 fire damage; 36 mana; casting time 1 action; range Medium. Average damage 150 fire/75 with save (for less mana, and with a faster casting time).

Now, don't forget, on top of this, that most wizards will have Greater Specialization (evocation), further reducing their casting costs by 10%. [Shamans have Greater Spec, too, but chances are they're not going to have evocation as the chosen school, since taking alteration would be FAR more beneficial.] And wizards have the quicken spell ability, so for some extra mana, they're getting two of these nasty spells off each round when necessary.

And don't even get me started on the effectiveness of enchanters... ;)
 
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I love the way the game looks, but the full color 4 page character sheet is horrifying! 5 dollars worth of ink right there! (exaggeration)
 

Sure wizards throw down the big DD spells like no one else. But mezez, stuns etc the enchanter may be the best but he doesn't beat out the cleric, shaman, druid by far, and all 3 of those beat him out in buffs, and DD, and utility spells and oh they can heal. Now the enchanter can be sick with his 24 hour charm special ability, giving him effectively 2 pets. But the spell power of the divine casters is close enough in power to the arcane casters to make the d4/d8, low bab/mid bab, no amor/armor see extremely off. Basically the divine casters = or come close to = the DD capability of all the arcane casters except the wizard, and that's just silly.

Overall though this game rocks, and I'm thinking of porting the training point system to my D&D games.
 

Divine EQ casters _DO_ put out a lot of damage. The wizard is always king of DD, but sometimes its close. This is not a flaw, it's just how it is in Everquest. Wizards do have a couple other things going for them, ya know... like, say, the ability to teleport?
 

Tsyr said:
Divine EQ casters _DO_ put out a lot of damage. The wizard is always king of DD, but sometimes its close. This is not a flaw, it's just how it is in Everquest. Wizards do have a couple other things going for them, ya know... like, say, the ability to teleport?

All spellcasters can at least telelport to their bind point I think, and druids gain a wide range of teleport spells as well. And divine casters doing good DD isn't always a flaw, but when they have all their other spellcasting hookups, and can handle themselves ina fight, and can heal it begins to become a problem. The arcane casters look like they will get spanked like school-girls even in sistuations made for them, if they face a divine casters.

Other than the wizard and DD and his teleports, and the enchanter with charms I can't see one thing any of the arcane casters casters contribute to a party that the divine casters dont = them at. And I can come up with reams of stuff that the divine casters contribute that the arcane casters don't even come close in. I just don't see a reason to play a magican or necromancer in a group environment, and the reasons to play a wizard and enchanter are pretty thin in comparison to the reasons to play a cleric, druid, or shaman.
 

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