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Archived from groups: alt.games.everquest (More info?)
Whereas I do like the fact that they've taken great strides in making
sure that no one particular class becomes more desired or important to
encounters than all others, I don't like the feeling of only having four
basic class "identities", so to speak. I was just wondering how this
works out once you select your final sub-class at level 20. Does there
feel like there is much more variety in the classes at that point, or do
the four archetypes still pretty much end up serving the same purpose?
Serving the same purpose isn't really the best way to phrase it - maybe
developing it's own identity would be more correct.
For example (class balance issues notwithstanding), in EQL I really
liked the shaman class. I identified with the aspect of
strengthening/improving my party while lessening the capabilities of our
enemies. Sure, I could heal like druids and clerics, but, that not being
my primary focus, I didn't do it as well. I could fill in as healer, but
that wasn't my primary focus. That was ok, because I brought other
abilities to the table.
Same for my shadowknight (again, class balance issues notwithstanding),
I thought the whole idea of an evil warrior with great potential to
"affect" a mob in such a way as to make it immediately view me as the
threat of all threats, be it through high burst damage or tapping into
the powers of darkness. Sure I could tank and endure all the mob's fury
being directed at me, but not as well as a warrior. That was ok, because
I had my own talents that were a big help to the group.
Then there were the classes that offered many different skills to a
lesser degree (druids, bards, etc.). Whereas they weren't necessarily
best at anything in particular, they could fill many different roles
admirably. They really appealed to the "jack-of-all-trades" playstyle.
Obviously, for a variety of different reasons, SoE were unable to
balance the classes effectively in that scenario, but I still prefer
that approach to any other I've seen - many different classes, each able
to contribute in their own identifying way. This doesn't have to be
merely to promote class balance, but also to promote the availability of
a wide variety of character types to which the avid player can identify
and apply their own playstyle.
So, to make a long question a little longer, I was wondering how well
each archetype splits within itself after level 20. The statement that
all priests, for example, can be utilized interchangeably in groups
sounds good on the surface, but is it due to the fact that they all
pretty much do the same thing, just by casting different spells? I'm
familiar with the mystics use of wards primarily as opposed to heals
(though I don't assume they don't have heals available to them as well),
but isn't that just proactive healing as opposed to reactive healing?
What else seperates that mystic from a cleric as far as playstyle and
unique abilities go? I would ask the same about the other three
archetypes as well.
I've just reached level 12 on one of my characters, and so far the game
seems kind of "plastic" for lack of a better word. The efforts that have
been made in the interest of class balance and fair play just jump out
at me at every turn, they are so prevalent. I'm just assuming that the
game starts to come into it's own at level 20-ish, but I'd like some
feedback from the 20+ crowd on how this is accomplished.
I'm enjoying EQ2, though it does seem to be more of an acquired taste
than EQL or WoW or any other MMORPG I've played.
--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
Whereas I do like the fact that they've taken great strides in making
sure that no one particular class becomes more desired or important to
encounters than all others, I don't like the feeling of only having four
basic class "identities", so to speak. I was just wondering how this
works out once you select your final sub-class at level 20. Does there
feel like there is much more variety in the classes at that point, or do
the four archetypes still pretty much end up serving the same purpose?
Serving the same purpose isn't really the best way to phrase it - maybe
developing it's own identity would be more correct.
For example (class balance issues notwithstanding), in EQL I really
liked the shaman class. I identified with the aspect of
strengthening/improving my party while lessening the capabilities of our
enemies. Sure, I could heal like druids and clerics, but, that not being
my primary focus, I didn't do it as well. I could fill in as healer, but
that wasn't my primary focus. That was ok, because I brought other
abilities to the table.
Same for my shadowknight (again, class balance issues notwithstanding),
I thought the whole idea of an evil warrior with great potential to
"affect" a mob in such a way as to make it immediately view me as the
threat of all threats, be it through high burst damage or tapping into
the powers of darkness. Sure I could tank and endure all the mob's fury
being directed at me, but not as well as a warrior. That was ok, because
I had my own talents that were a big help to the group.
Then there were the classes that offered many different skills to a
lesser degree (druids, bards, etc.). Whereas they weren't necessarily
best at anything in particular, they could fill many different roles
admirably. They really appealed to the "jack-of-all-trades" playstyle.
Obviously, for a variety of different reasons, SoE were unable to
balance the classes effectively in that scenario, but I still prefer
that approach to any other I've seen - many different classes, each able
to contribute in their own identifying way. This doesn't have to be
merely to promote class balance, but also to promote the availability of
a wide variety of character types to which the avid player can identify
and apply their own playstyle.
So, to make a long question a little longer, I was wondering how well
each archetype splits within itself after level 20. The statement that
all priests, for example, can be utilized interchangeably in groups
sounds good on the surface, but is it due to the fact that they all
pretty much do the same thing, just by casting different spells? I'm
familiar with the mystics use of wards primarily as opposed to heals
(though I don't assume they don't have heals available to them as well),
but isn't that just proactive healing as opposed to reactive healing?
What else seperates that mystic from a cleric as far as playstyle and
unique abilities go? I would ask the same about the other three
archetypes as well.
I've just reached level 12 on one of my characters, and so far the game
seems kind of "plastic" for lack of a better word. The efforts that have
been made in the interest of class balance and fair play just jump out
at me at every turn, they are so prevalent. I'm just assuming that the
game starts to come into it's own at level 20-ish, but I'd like some
feedback from the 20+ crowd on how this is accomplished.
I'm enjoying EQ2, though it does seem to be more of an acquired taste
than EQL or WoW or any other MMORPG I've played.
--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin