everquest rpg

Shard O'Glase said:
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.

A) Necromancers were never INTENDED to be group types. Their little gimmick is that they don't need anyone else.

B) Mages are great to have around. An extra tank (Much better than the enchanters animation), decent DD, summoning all sorts of usefull items, plus some danged nifty high level spells.

C) Anyone who thinks an enchanter has no use has never seen one in action, I assure you. In EQ, enchanters are hands down the _ONE_ class that a group _CANNOT_ function without in many situations. Warriors? Bah. Clerics? Nice, but a skilled druid can cope in most situations. Nothing else works like an enchanter. Granted, I have not yet made one to test their pen-and-paper conversion, but from glances at the spelllist, I think that a lot of that is going to carry over. In fights against one or two monsters, no, an enchanter isn't gonna be that godly... wait untill your fighting 4+ monsters. Then an enchanter shows his power.

D) Wizards have always been underestimated. And yes, you can put a robe on a cleric and call him a wizard, but it's not the same... A wizard is the damage dealer of the hour. As for the teleportation rebuttal: Yes, druids can also ports. That makes two classes. And the druid isn't that good at damage. Yes, all casters can teleport to their bind point, but that's really not that useful... sure, it can pull you out of a hot situation, but it's useless for transportation from point A to point B. Nor can it take other people along with it, something wizards can do.

The thing is, all of these arguements have been made... over and over. And more besides, skewed the other direction. In the real EQ, the online version. And the answers still stand here.
 

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I would have thought they would give clerics a wizards BAB, since clerics in EQ can't fight worth a dime, but they have the standard cleric attack progression. Looks like the pen and paper clerics will be capable fighters, unlike their video game counterparts.
 

Aaron L said:
I would have thought they would give clerics a wizards BAB, since clerics in EQ can't fight worth a dime, but they have the standard cleric attack progression. Looks like the pen and paper clerics will be capable fighters, unlike their video game counterparts.

The EQ clerics are "decent" fighters... for, maybe, the first 10-20 levels. Mostly what hampers them is a lack of good weapons, the fact that none of them keep their skills up (most clerics don't even have their melee halfway to it's cap), and that they never get double attack/dual wield. Plus they have more usefull things to be doing than fighting.
 

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